Tar is another of my project 275 heroes, the Power Armor Hero. I have used OIF as a short hand, which would be a combination of Restrainable other than holds & OIHID instead
The Backgrond Summery is that a brilliant Scientist (and arn't all scientists in comics brilliant?) designed a suit of living armor, it is similar in complexion to tar, thus the name. The suit responds to the neural impulses of the individual wearing it and can shape it self to his needs
The scientist has sense become a hero, partialy because he can't imagine not helping out others, but also because it gives him a chance to experience a life he would never have had before.
I am not happy with the disads yet, so will be messing with them alot, if you have ideas please share them
Yes the character is heavily an homage to Spider Man in abilities (However in alot of ways it would be better to say Venom when you think about it)
Tar
Player:
Val Char Cost
10/30 STR 0
9/29 DEX -3
10/20 CON 0
10 BODY 0
28 INT 18
14 EGO 8
13 PRE 3
14 COM 2
5/10 PD 0
5/10 ED 0
2/6 SPD 1
4/10 REC 0
20/40 END 0
20/35 STUN 0
6" RUN 0
2" SWIM 0
2"/6" LEAP 0
Characteristics Cost: 29
Cost Power
Suit, all slots OIF (-1/2)
20 1) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)
40 2) +20 DEX (60 Active Points)
13 3) +10 CON (20 Active Points)
13 4) +2 SPD (20 Active Points)
4 5) Armor (1 PD/3 ED) (6 Active Points)
7 6) Clinging (normal STR) (10 Active Points)
2 7) Damage Resistance (4 PD/2 ED) (3 Active Points)
3 8) Endurance Reserve (40 END, 1 REC) (5 Active Points)
3 9) IR Perception (Sight Group) (5 Active Points)
30 Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
3u 1) Tar Blast: EB 9d6 (vs. PD) (45 Active Points) (uses END Reserve)
3u 2) Tar on your Face: Entangle 2d6, 3 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (45 Active Points) (uses END Reserve)
3u 3) Tarred Up: Entangle 3d6, 6 DEF (45 Active Points) (uses END Reserve)
1u 4) Speed of Tar: +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
1u 5) Tar Blades: HKA 1d6 (1 1/2d6 / 2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (22 Active Points)
1u 6) Tar Lines: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points)
1u 7) Tar Reach: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points)
1u 8) Tar Regeneration: (Total: 23 Active Cost, 8 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 6) plus Endurance Reserve: 2 REC (3 Active Points) (Real Cost: 3)
1u 9) Tar Strength Boost: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
Powers Cost: 150
Cost Skill
3 Acrobatics 11- (15-)
1 Acting 8-
3 Breakfall 11- (15-)
1 Climbing 8-
1 Combat Driving 8-
3 Computer Programming 15-
3 Concealment 15-
1 Conversation 8-
3 Cryptography 15-
3 Traveler
2 1) CK: Home City (INT-based) (3 Active Points) 15-
2 2) CuK: Scientific Community (INT-based) (3 Active Points) 15-
2 3) CuK: Super Human Community Community (INT-based) (3 Active Points) 15-
1 Deduction 8-
3 Electronics 15-
3 Forensic Medicine 15-
3 Inventor 15-
4 Language: Native (idiomatic)
3 PS: Genetisist (INT-based) 15-
3 Paramedics 15-
1 Persuasion 8-
3 Scholar
2 1) KS: Common Knowledge (INT-based) (3 Active Points) 15-
2 2) KS: Sci Fi (INT-based) (3 Active Points) 15-
2 3) KS: Super Humans (INT-based) (3 Active Points) 15-
3 Scientist
6 1) SS: Biology (INT-based) 19- (7 Active Points)
2 2) SS: Chemistry (INT-based) 15- (3 Active Points)
2 3) SS: Engineering (INT-based) 15- (3 Active Points)
2 4) SS: Health Sciences (INT-based) 15- (3 Active Points)
2 5) SS: Mathamatics (INT-based) 15- (3 Active Points)
2 6) SS: Physics (INT-based) 15- (3 Active Points)
3 Shadowing 15-
3 Stealth 11- (15-)
1 TF: Common Motorized Ground Vehicles
3 Tar Manipulation (INT-based) 15-
3 Teamwork 11- (15-)
Skills Cost: 90
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Total Character Cost: 275
Pts. Disadvantage
5 DNPC: Significant Other 8- (Normal; Useful Noncombat Position or Skills)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psych. Lim.: Curiosity (Very Common, Moderate)
20 Psych. Lim.: Heroic (Very Common, Strong)
15 Soc. Lim.: Secret ID (Frequently, Major)
15 Susceptibility: Deforesting Agents, 3d6 damage per Minute (Uncommon)
10 Vulnerability: 2 x Effect Plant Based Powers (Uncommon)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
A few other notes, the stat increases from the MP are not added in. And please rip into him, tell me what you like & what you hate



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