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CHAR: Focus


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There are lots of goodies I didn't have points for. I wanted a Detect Lie ability and Eidetic Memory, but they were less important than the rest of this.Please review the following character; Particularly the odd Multipower loaded with Naked Advantages, and tell me if you see anything wrong. And feel free to make suggestions.[EDIT: Not sure why it didn't export, but his 3D6 Knightstick is missing from EQUIPMENT]------

Combat Information Page

Character Name: Focus

Alternate Identities: Ray Navarro

Player Name:

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CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
23 CON 10 26 23 14-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 12-/20-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
             
             
12 PD 3 9 12/20   12/20 PD (0/8 rPD)
12 ED 5 7 12/24   12/24 ED (0/12 rED)
6 SPD 3.3 27 6   Phases: 2, 4, 6, 8, 10, 12
8 REC 8 0 8  
48 END 46 1 48  
40 STUN 35 5 40    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 3 0 3" 141 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
APPEARANCE
Hair Color:  Black
Eye Color:  Unknown
Height:  6' 2"
Weight:  200 lbs
Description:
Strong, healthy male adult wearing a simple padded one-piece uniform, gloves and boots, plus a belt from which his knightstick hangs. His eyes are said to be many colors. Few can agree on what color they were, but they are bright and mesmerizing, sometimes said to be nothing more than points of colored light.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
Notes: STR+3D6+HA = 10D6
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
Notes: 25 STR
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
Notes: STR+3D6 = 6D6
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
Notes: STR(adjusted for NND)+2D6NND= 3.5D6 NND
24 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 12/20 Current BODY:
Res. Phys. Defense 0/8  
Energy Defense 12/24 Current END:
Res. Energy Defense 0/12  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Martial Block 1/2 +2 +2 Block, Abort
Legsweep 1/2 +2 -1 STR +1d6 Strike, Target Falls
Offensive Strike 1/2 -2 +1 STR +4d6 Strike
Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll
Fast Strike 1/2 +2 +0 STR +2d6 Strike
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
20 Reinforced Uniform: Armor (8 PD/12 ED) (30 Active Points); OIF (-1/2)
12 Eyes that won't be blinded: Flash Defense (12 points) (Sight Group)
Notes: Sight is so powerful it can defy light, smoke, etc.
12 See beyond matter: N-Ray Perception (Sense)
Notes: Sight Group
9 Reassuring Look: +6 with 3 PRE skills (Noted in skills) (18 Active Points); Only v. People looking into character's eyes (-1)
6 Discern Illusion: Enhanced Perception (+8 to PER Rolls for Single Sense Group (Sight)) (16 Active Points); Only v. Illusions/Images (-1 1/2)
40 Eye Beams: Energy Blast 10d6 (vs. ED) (50 Active Points); No Knockback (-1/4)
Notes: 0 END if using the "Casual Stare" Modifier
5
50 Eyebeam Manipulation: Multipower, 50-point reserve
Notes: Series of Eyebeam modifiers for use with Optical Energy Blast. Each slot used independant of the others.
4u
1) Bend Light: Naked Modifier, Indirect Same origin, always fired away from attacker (+1/4), Line Of Sight (+1/2) (37 Active Points)
4
3u
2) Optical Spread: Naked Modifier, Area Of Effect (up to 11" Cone; +1) (50 Active Points); No Range (-1/2)
5
3u
3) Penetrating Stare: Naked Modifier, Penetrating (+1/2), Area Of Effect (up to One Hex; +1/2) (50 Active Points); No Range (-1/2)
5
5u
4) Casual Stare: Naked Modifier, Reduced Endurance 0 END (+1/2), Line Of Sight (+1/2) (50 Active Points)
164 Total Powers Cost
EQUIPMENT
Equipment END
knightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

SKILLS
Cost  Name
3 Analyze: Combat 12-
3 Persuasion 12-
Notes: 16- w/Reassuring Look bonus
3 Oratory 12-
Notes: 16- w/Reassuring Look bonus
3 Seduction 12-
Notes: 16- w/Reassuring Look bonus
9 +3 with any three maneuvers or a tight group of attacks
21 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: Eyes are pinpoints of light (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
Notes: "Not Concealable" because he refuses to ever do so.
15 Enraged: When Successfully deceived (Uncommon), go 14-, recover 14-
15 Hunted: Local Hero Group (Whom he has offended with his truthfulness) 11- (As Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find)
10 Hunted: Local Police, whose scandals he has exposed 14- (Less Pow; Watching; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
20 Psychological Limitation: Code v. Killing (Common; Total)
25 Psychological Limitation: Completely unwilling/unable to lie (Very Common; Total)
20 Psychological Limitation: Seeker of TRUTH (Very Common; Strong)
15 Social Limitation: Cannot keep a secret (Very Frequently; Minor)
Notes: Only partly true. He'll not lie; If put in a situation to lie he'll say nothing. People deduce their own results from his silence.
15 Unluck: 3d6
150 Total Disadvantages Cost
Height: 6' 2" Hair: Black
Weight: 200 lbs Eyes: Unknown
Appearance: Strong, healthy male adult wearing a simple padded one-piece uniform, gloves and boots, plus a belt from which his knightstick hangs. His eyes are said to be many colors. Few can agree on what color they were, but they are bright and mesmerizing, sometimes said to be nothing more than points of colored light.
Personality: Ray is motivated by a need to reveal falsehoods. He seeks out the corrupt and the downtrodden; Those who have been falsely accused and those who harm through deceit.
Quote:"If deception is your power, be warned." and "Let the light overwhelm dark deceivers."
Background: Ray Navarro was the beat cop of a major metropolitan area, who suffered a personal crisis. He had a couple of incidents where he mistakenly arrested innocent people and followed that up with being duped by crooked cops on the force. Generally viewed as naive, officers and crooks took advantage of the way he looked at things in absolutes. (If you wore the uniform, you were good. If you wore gang colors, you were bad.)

 

During an investigation of the department in which it was revealed that Navarro had unwittingly served as a courrier of ill gotten money, he was suspened for two weeks. Having been hounded for weeks by the media, on the day he was put on suspension he decided to leave town for the period of the suspension. He immediately went to the airport and asked for the very next flight leaving town regardless of where it went.

 

While in flight, he had the strangest encounter with a man who never identified himself. The man was carrying a suitcase which was cuffed to his wrist as if he were a courier. After several minutes of discussion of Ray's plight, the man offered him a chance to make things right. "All travels are not in flight from something and all payloads are not corrupt. I have something in this case that is important and a destination where it must be taken. You have the option now of doing this thing for me. The question is: Can you see through the lies and can you again strust someone." He proferred a ticket from their next destination to Napal and another ticket from Napal back to Ray's home city. Ray appraised the man and while his mind told him to never be taken again, something in his gut told him to take the tickets; even if he used them to go to Napal and disappear forever.

 

In Napal, he took the paper with the address on it and found himself at a vacant lot. Where there had once been a temple now there were only a few scorched pillars and crumbling stone walls. Unable to find someone to receive the case, Ray decided it was time to open the case, to face what he had feared since agreeing to this trip; that he was a mule hauling something ill-gotten. When he opened the case there in the fallen temple, there was a bright light from within the case that enveloped him, then he was unconscious.

 

Ray doesn't understand why he has these powers or truly what was in that case. He just remembers coming to consciousness in the temple with the case empty and his new powers already awakened within him. He took the return ticket and flew home. There, he gave convincing testimony of his innocence that had even the media singing about how they'd wrongly accused him. Ray has since left the force to become FOCUS, the hero with cleansing sight.

Powers/Tactics: While his quasi-mystical abilities do not allow him to detect lies, they do allow him to see through illusions. His primary ability is to case light from his eyes with varying intensity.

 

In combat, he will often scan the area for other, hidden combatants. If a foe is taking cover, he will use the ability to cast his eyebeams around corners to take out his foes. Otherwise he leans heavily on the LOS/0 END "Casual Glance" variant of his power to take down foes. If energy powers do not seem to work, he will draw his knightstick and wade into combat. This is the preferred action with it comes to fighting normals because he can then choke-hold them with the stick or use the less powerful martial strikes.

Campaign Use: Varies. Though the stranger on the flight (primarily referred to as "The Courier", "Crossroads" or "The Giver", seems to be responsible for the birth of a number of heroes who wisely chose the correc path at their personal moment of truth.
Character created with Hero Designer
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You have +6 on your PRE skills, shouldnt they be 18<?

 

and i would not allow naked advantage MP

 

Buy it as a straight MP, 100ap no KB

Rc Ap

80 100

6u 1) Bend Light: Naked Modifier, Indirect Same origin, always fired away from attacker (+1/4), Line Of Sight (+1/2) (37 Active Points) 4

6u 2) Optical Spread: Naked Modifier, Area Of Effect (up to 11" Cone; +1) (50 Active Points); No Range (-1/2) 5

6u 3) Penetrating Stare: Naked Modifier, Penetrating (+1/2), Area Of Effect (up to One Hex; +1/2) (50 Active Points); No Range (-1/2) 5

8u 4) Casual Stare: Naked Modifier, Reduced Endurance 0 END (+1/2), Line Of Sight (+1/2) (50 Active Points)

 

only a few points more and more GM friendly

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The 18- is absolutely right, thanks.

 

It may be a case of me liking the concept more than the execution. This happens a lot with my characters. That's why I posted it; Because there's something troublesome there.

 

I think you're right about the Active Points on ther powers. Creeping Decimalism (I kept going back and adding a die at a time and adjusting things and didn't think much about how most are 100 Active pt powers). I sense this is not going to see much use for that reason alone.

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One way you can correct the problem with the large active point cost is to make the naked advantages only affect a part of the EB power. Without using an advantage, he throws 10d6 or whatever amount is appropriate. With a naked advantage, he can throw 7d6-1 plus a +1/2 advantage for 49 and change active points, or whatever. This will allow you to save some points in the MP too, which will give you room for another couple abilities.

 

Even though 7d6-1 is no great shakes in a campaign with 10-12 DC as an average main attack, your versatility will make up for that.

 

My favorite brick character only had 50 strength, with a multipower of naked advantages to put his use of strength in the 75 AP range (with one attack being 100 AP, an AoE: Any). He wasn't knocking people into orbit, but he was as versatile with his strength as Batman is with his gadgets and intellect or a mage might be with a magic VPP.

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