Scientist turned madcap gadget based hero, more details to come. The basic idea was about personality, kind of a good joker, with Green goblin like abilities and a brilliant mind, origin basicaly boiles down to a extremly smart scientist is board so decides to go out and fight crime, I'm thinking a smart alec psyc lim is appropriate as well, so rip him to pieces
Goblin (working Name)
Player:
Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
15 BODY 10
28 INT 18
14 EGO 8
13 PRE 3
18 COM 4
5/10 PD 1
5/10 ED 1
5 SPD 20
8 REC 0
40 END 0
35 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 125
Cost Power
Costume, all slots OIF (-1/2)
10 1) Armor (5 PD/5 ED) (15 Active Points)
6 2) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Radio, & Hearing (-1/2)
3 3) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)
3 4) Nightvision (5 Active Points)
3 5) Sight Group Flash Defense (5 points) (5 Active Points)
20 Bag of tricks: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Shillelagh: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), HA (-1/2)
1u 2) Throwing Bats: HA +3d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Str Based Range (+1/4) (26 Active Points); HA (-1/2)
2u 3) Razor Bats: HKA 1d6 (1 1/2d6 w/STR) (vs. PD), Range Based On STR (+1/4), Autofire (3 shots; +1/4), AP (+1/2) (30 Active Points); 6 Recoverable Charges (-1/4)
1u 4) Pumpkin Bombs: RKA 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 6 Charges (-3/4), Max Effect (-1/4)
1u 5) Skull Flashbangs: Sight and Hearing Groups Flash 3d6, Explosion (+1/2) (30 Active Points); 6 Charges (-3/4), Max effect (-1/4), Range Based On STR (-1/4)
1u 6) Capture Foam Ghosts: Entangle 2d6, 4 DEF (30 Active Points); Cannot Form Barriers (-1/4), Range Based On STR (-1/4), Max effect (-1/4), 12 Charges (-1/4)
1u 7) Witches Cauldron of Smoke: CE 8" radius, -4 to Sight Group PER Rolls (29 Active Points); 6 Charges (-3/4), Range Based On STR (-1/4)
1u 8) Banchee White Sound Generator: EB 2d6 (vs. ED), Explosion (+1/2), AVLD (Flash Defense Sound; +1 1/2) (30 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), Max Effect (-1/4)
1u 9) Skill Kits: +2 with all non-combat Skills (16 Active Points)
1u 10) Micro Camera: Eidetic Memory, 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
1u 11) Micro Rebreather: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points)
1u 12) Tracking Device: Detect A Class Of Things 15- (Unusual Group), Increased Arc of Perception, Range, Sense, Telescopic (+3): +3, Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (28 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]
15 Giant Bat Flyer: Flight 10", x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (31 Active Points); OIF (-1/2), Restrainable (-1/2)
Powers Cost: 73
Cost Skill
9 +3 with Bags of Tricks
2 AK: Homeland 11-
1 Acting 8-
3 Breakfall 13-
1 Climbing 8-
1 Combat Driving 8-
3 Combat Piloting 13-
3 Computer Programming 15-
1 Concealment 8-
1 Conversation 8-
2 CuK: Superhuman World 11-
1 Deduction 8-
3 Demolitions 15-
3 Electronics 15-
3 Inventor 15-
3 KS: Celtic Myths (INT-based) 15-
3 KS: Common Knowledge (INT-based) 15-
4 Language: Native (idiomatic)
3 Mechanics 15-
3 PS: Scientist (INT-based) 15-
1 Paramedics 8-
1 Persuasion 8-
3 Scientist
2 1) SS: Aerospace Engineering (INT-based) 15- (3 Active Points)
2 2) SS: Biology (INT-based) 15- (3 Active Points)
2 3) SS: Chemistry (INT-based) 15- (3 Active Points)
2 4) SS: Physics (INT-based) 15- (3 Active Points)
1 Shadowing 8-
1 Stealth 8-
3 Systems Operation 15-
2 TF: Common Motorized Ground Vehicles, Air Vehicles
1 Teamwork 8-
3 Weaponsmith 15-
Skills Cost: 77
Total Character Cost: 275
Pts. Disadvantage
20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)
15 Soc. Lim.: Secret ID (Frequently, Major)
10 Psych. Lim.: Thrillseeker (Common, Moderate)
10 Psych. Lim.: Desire to embaress enemies (Common, Moderate)
15 Psych. Lim.: Showoff (Very Common, Moderate)
15 Psych. Lim.: Overconfident (Very Common, Moderate)
15 DNPC: Lab Assistants 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0



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)? it would save a few points and make his treatments more vulnerable to adjustment powers. Really this suggestion is nothing more than point shaving the build works as is.
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