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Character for Review


Acroyear

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Val Char Cost
15/45 STR 5
18 DEX 24
15 CON 10
13 BODY 6
23 INT 13
10 EGO 0
15 PRE 5
12 COM 1
3/18 PD 0
3/18 ED 0
5 SPD 22
6 REC 0
30 END 0
29 STUN 0
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 86

 

Cost Power END
35 Weapons Array: Multipower, 52-point reserve, all slots: (52 Active Points); OIF (-1/2)
3u 1) Beam Guns: Energy Blast 10d6 (vs. ED) (50 Active Points) (uses END Reserve) 5
3u 2) Focused Beam: Energy Blast 7d6 (vs. ED), Armor Piercing x1 (+1/2) (52 Active Points) (uses END Reserve) 5
3u 3) Scatter Beam: Energy Blast 7d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (52 Active Points); Reduced Penetration (-1/4) (uses END Reserve) 5
3u 4) Fluctuating Wavelength Beam: Energy Blast 7d6 (vs. ED), Affects Desolidified (Any form of Desolidification; +1/2) (52 Active Points) (uses END Reserve) 5
3u 5) Beam Cutter: Killing Attack - Ranged 1d6 (vs. ED), Penetrating (x2; +1), Armor Piercing x2 (+1) (45 Active Points) (uses END Reserve) 4
3u 6) Anti-Photon Field Projector: Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Turn each (+1/4) (50 Active Points)
Battlesuit, all slots: OIF (-1/2)
30 1) Armored Frame: Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value)
10 2) Adaptable Armor Shielding: Armor (0 PD / 15 ED) (23 Active Points); Var Lim must = "Only vs X" with X being last attack type struck by (Power loses about a third of its effectiveness; -1/2), Variable Limitations (requires -1/4 worth of Limitations -1/4) (not added to totals)
15 3) Servomotors: +30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) (added to Secondary Value) 3
13 4) Gravitic Propulsion: Flight 10" (20 Active Points) (uses END Reserve) 2
3 5) Infrared Sensors: Infrared Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4)
4 6) Ultrasound Sensors: N-Ray Perception (10 Active Points); Flashed as Sight, Hearing & Unusual (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4)
6 7) Commlink: Radio Perception/Transmission (10 Active Points); Flashed as Hearing and Radio (-1/4)
3 8) Ultraviolet Sensors: Ultraviolet Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4)
3 9) Autopolarizing Lens: Flash Defense (5 points) (Sight Group) (5 Active Points)
20 10) Power Cells: Endurance Reserve (150 END, 15 REC) (30 Active Points)
Powers Cost: 160

 

 

Cost Skill
3 Combat Piloting 13-
3 Computer Programming 14-
3 Electronics 14-
3 Inventor 14-
3 Mechanics 14-
3 Systems Operation 14-
9 +3 with Weapons Array
3 Scientist
1 1) SS: Aeronautics (2 Active Points) 11-
1 2) SS: Chemistry (2 Active Points) 11-
1 3) SS: Computer Science (2 Active Points) 11-
1 4) SS: Electronics Engineering (2 Active Points) 11-
1 5) SS: Mechanical Engineering (2 Active Points) 11-
1 6) SS: Metallurgy (2 Active Points) 11-
1 7) SS: Physics (2 Active Points) 11-
1 8) SS: Robotics (2 Active Points) 11-
Skills Cost: 38

 

Cost Perk
37 Wingpack (185 Base, 0 Disad)
16 Wingpack Computer (80 Base, 0 Disad)
Perks Cost: 53

 

Cost Talent
Battlesuit Computer, all slots: OIF (-1/2)
2 1) Rangefinder: Absolute Range Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4)
2 2) Clock: Absolute Time Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4)
2 3) GPS/Compass: Bump Of Direction (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4)
7 4) Translation & Pattern Recognition Computer: Universal Translator (20 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Flashed as Sight & Hearing (Power loses about a third of its effectiveness; -1/2) 14-
Talents Cost: 13

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Social Limitation: Secret Identity, Frequently (11-), Major
5 Social Limitation: Famous Scientist, Occasionally (8-), Minor
15 Hunted: Mechanon, More Powerful, 8- (Occasionally), Harshly Punish
15 Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish
20 Psychological Limitation: Protects Innocents, Very Common, Strong
15 Psychological Limitation: Overconfident, Very Common, Moderate
10 Psychological Limitation: Fearful People Will Learn Source of His Technology, Uncommon, Strong
5 Physical Limitation: Poor Vision, +1 Level on Range Chart Without Corrective Lenses, Infrequently, Slightly Impairing
5 Susceptibility: When Battlesuit Damaged, Uncommon, 1d6 damage, Instant
20 Dependent NPC, Incompetent (-20 points or lower), 8- (Infrequently), Unaware of character's adventuring career/Secret ID
15 Dependent NPC, Normal, 8- (Infrequently), Unaware of character's adventuring career/Secret ID
10 Dependent NPC, Slightly Less Powerful than the PC, 14- (Frequently), Useful noncombat position or skills

Disadvantage Points: 150

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Wingpack

 

Val Char Cost
25 STR 15
18 DEX 24
10 BODY 0
5 SPD 22
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 41

 

Cost Power END
24 +12 DEF (36 Active Points); Coverage does not protect passengers (-1/2) (added to Primary Value)
40 Gravitic Propulsion: Flight 20"
40 Multifrequency Beam Cannon: Multipower, 60-point reserve, all slots: , Reduced Endurance (0 END; +1/2) (90 Active Points); OIF Bulky (-1), Limited Arc of Fire: 180 degrees (Power loses about a fourth of its effectiveness; -1/4)
3u 1) Beam Cannon: Energy Blast 12d6 (vs. ED) (60 Active Points)
3u 2) Beam Blast: Energy Blast 8d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points)
3u 3) Focused Beam: Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points)
2u 4) Scattered Beam: Energy Blast 6d6 (vs. ED), Area Of Effect (7" Cone; +1) (60 Active Points); Reduced Penetration (-1/4)
1u 5) Variable Wavelength Spotlight: Change Environment 2" radius, Increased Maximum Range (375"; +1/4), Varying Effect (Limited Group; +1/2) (17 Active Points)
8 Radar Scanner: Radar (15 Active Points); IIF Bulky (-3/4)
6 Radar Scanner: Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points); IIF Bulky (-3/4)
4 Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF Bulky (-1), 6 Hour Supply (Power loses about a fourth of its effectiveness; -1/4)
10 Drone Launcher: Duplication (creates 2 90-point Duplicates) (23 Active Points); OIF Bulky (-1), Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4)
Powers Cost: 144
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Wingpack Computer

 

Val Char Cost
15 DEX 15
13 INT 3
4 SPD 15
Characteristics Cost: 33

 

Cost Power END
3 Rangefinder: Absolute Range Sense
3 Clock: Absolute Time Sense
3 GPS/Compass: Bump Of Direction
3 Memory: Eidetic Memory (5 Active Points); Can not store non-function related data (Power loses about a third of its effectiveness; -1/2)
1 Voice Recognition: Language: English: Basic Conversation
3 Instant On Feature: Lightsleep
8 Cyberlink: Mind Link (One Specific Mind; Any distance) (10 Active Points); Does Not Provide Mental Awareness (-1/4)
3 Radar Operation: Systems Operation 12-
Powers Cost: 27

 

 

Cost Skill
5 AK: Earth (INT-based) 14-
5 AK: United States (INT-based) 14-
2 Navigation (Air) 12-
1 TF: Grav Vehicles/Hovercraft
1 WF: Vehicle Weapons
Skills Cost: 14

 

 

Cost Talent
1 Program: Monitor Radar System, Report Lock On
1 Program: Montior Radio, Report Emergency Signal
1 Program: Plot Distance, Travel Times Between Locations
1 Program: Pilot Along Plotted Course
1 Program: Maintain Holding Pattern
1 Program: Attack Designated Target
Talents Cost: 6

 

 

Total Character Cost: 80

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Wingpack Automaton Drones

 

Val Char Cost
-20 STR -30
10 DEX 0
0 CON -20
8 BODY -4
10 INT 0
3 EGO 6
5 PRE -5
10 COM 0
0/2 PD 0
0/2 ED 0
4 SPD 20
0 REC 0
0 END 0
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: -47

 

Cost Power END
45 Drone Body: Automaton (Takes No STUN (loses abilities when takes BODY))
18 Drone Body: Armor (2 PD / 2 ED) (added to Secondary Value)
24 Gravitic Propulsion: Flight 8", Reduced Endurance (0 END; +1/2) (24 Active Points)
Sensor Suite, all slots: IIF Bulky Fragile (-1)
4 1) Multi-Wavelength Spotlight: Change Environment 1" radius, Increased Maximum Range (175"; +1/4), Varying Effect (Limited Group; +1/2) (9 Active Points) 1
2 2) Recorders: Eidetic Memory (5 Active Points)
2 3) Infrared Sensors: Infrared Perception (5 Active Points)
4 4) Ultrasound Sensors: N-Ray Perception (10 Active Points); Flashed as Sight & Unusual (-1/4)
5 5) Commlink: Radio Perception/Transmission (10 Active Points)
9 6) Zoom Lenses & Parabolic Mics: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense: N-Ray Perception: +4, Additional Sense: Normal Hearing: +4, Additional Sense: Radio Perception/Transmission: +4) (18 Active Points)
5 7) Frequency Tracer: Tracking (Radio Group) (10 Active Points)
4 8) Data Transmitter: Transmit (Sight Group; Single Sense: N-Ray Perception, Single Sense: Normal Hearing) (9 Active Points)
2 9) Ultraviolet Sensor: Ultraviolet Perception (5 Active Points)
13 10) Cyberlink: Mind Link (Specific Group of Minds; Additional Class of Minds, Number of Minds (x4)) (30 Active Points); Does Not Provide Mental Awareness (-1/4)
Powers Cost: 137
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I'm still messing around with the drones. They should be tennis-ball sized little things (think of the Ball from the Phantasm movies...)

 

Edit: I'm not too happy with them, btw. I'm probably going to take a different angle.

 

Edit #2: Whoops. Old one. Sell off the Ego and give it a point of english so it can take commands.

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Some background info:

 

He's a wealthy scientist type who discovered an old Mechanon lair and has been blowing through his fortune analyzing and adapting the technology (he hasn't the wealth advantage... burning through the dough). He's been obsessive enough to lose his wife (and child) for the most part.

 

Intended future would be a support skills type guy who isn't a total slouch in combat. He has to abandon the wingpack for close quarters fighting (not like the DCV matters... but it won't fit being 6' across). He would also begin to start adapting the unusual "drain" type powers Machanon has to help with support more and possible come up with some innovations, too, but mostly it's going into "super agent" things like skills and such.

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I don't see a name for the character--I'm guessing it's something to do with the word "Wing."

 

If I may offer suggestions--:)

 

Captain Wing

Cyberwing

Battlewing

Winged Avenger/Crusader/Defender/Champion/Terror/Hunter/Victor (pick one--any one)

Flying Wing

Blue/Red/Black/White/Gold/Silver/Green/Purple Wing (pick a color--any color)

Birdwing (BIRRRRDDDWINNGG!!!)

 

And there's plenty more where those came from. . . ;)

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Originally posted by wcw43921

I don't see a name for the character--I'm guessing it's something to do with the word "Wing."

 

Um, no, actually. They are wings like on a jetplane wings and my justification for him to use the pack to get to scenes quickly and then detach to fight. Like Mazinger.

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Originally posted by Acroyear

Um, no, actually. They are wings like on a jetplane wings and my justification for him to use the pack to get to scenes quickly and then detach to fight. Like Mazinger.

 

 

So--I guess you won't want the 358 other names with the word "Wing" in them, which I stayed up all night to compile.

 

Well--darn.

 

I guess I'll go down to the bottom of this message and sulk.

 

Later.

 

 

 

 

 

 

 

 

:mad: :mad: :mad: :mad: :mad:

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Well, don't let your work go to waste... there's a whole thread dedicated to supers names here :)

 

Enforcer, I was also thinking about giving the shield a multiform to transform into a little vehicle with no movement or anything and just lots of def (and maybe the cannon)... like a Shield (that you just hope doesn't get broken). Leave on the "Def Protects Passengers" part, you know? Then he really could stand up to normal soldier types (machineguns and such wouldn't even do Stun).

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Originally posted by Supreme

Interesting character, Acroyear. I must say, "Hunted by Mechanon": I think we just found the new "man without fear."

 

Heh heh.

 

I almost always take hunteds by much tougher guys, usually ones who can exploit my character's weaknesses. Why not? Anyone who takes, like, hunted by Bulldozer is just point scraping. Let's see some stuff blow up. woohoo.

 

btw - the above post if it wasn't obvious, I was considering turning the wing into a shield... not a shield into a shield. That's just silly

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Oh yeah, the DNPCs are the ex-wife, the kid and the lab assistant. I just tapped them out for the points since this was a work in progress.

 

I wanted a jetpack thing but I also wanted to be able to send the jetpack off to do other stuff by remote control (I dunno why - weird ideas of sending it to pick up guys, recon, pick up and drop off supplies, etc) as a more support thing. Notice his normal abilities are on the lower side for energy projectors (at 10d6... seems the new average is 12d6). He's mostly support as is.

 

Actually, I thought of him more along the lines of the air guy in Captain Power (anyone remember that show?) as I was building him...

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I'd say that your setup looks good. Here are a few observations from my own experiences with SkyKnight, my first power armored character.

 

1) You may find the explosive multipower slot to be redundant compared to just spreading your primary energy blast.

 

2) You may find that the primary energy blast consistently does more damage than the armor piercing blast, even against heavily armored opponents.

 

3) A good alternative to a limited time air supply is to buy your life support with the "costs END" limitation. It gives it a very mechanical feel and can be quite dramatic if you have to choose between breathing or shooting.

 

Good Luck

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The explosions are actually more for riot control and hitting mobs of normals or agents. I didn't want to make them totally non-lethal, though (thus, reduced penetration rather than stun only. Oddly, reduced penetration is worth a lim and stun only isn't). I figure a couple body pips damage will send them packing even if they aren't KOed.

 

You're right about the AP for the most part. 10d6 avgs 10 Bdy, 35 Stun. Vs 25 Def that's no body and 10 Stun. 7d6 AP avgs 7 Bdy, 25 Stun. Vs 25 Def that's no body and 12 Stun. Where it starts to matter is when you start seeing, like, 40 Def. The 10d6 attack won't do anything but the 7d6 AP at least does 5 Stun. When to use it is very important but overall, I think it shows that the advantage is pretty balanced and there's no much difference (unless you're looking for more knockback control).

 

The air supply is intended just to be an air tank on the backpack for high altitude flying and such. There's no End or anything on the vehicle to attach that kind of lim to right now, but I might tweak it if it seems like more fun. :)

 

If I don't end up using this guy, he'll end up in my Enemies Online project which is only about 6 strong right now.

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