Jump to content

Cosmic character for review


Wanderer

Recommended Posts

This is the first result of me getting Galactic Champions...

 

Nova

 

Player:

 

Val Char Cost
15/105 STR 5
15/27 DEX 15
15/40 CON 10
15/30 BODY 10
20 INT 10
15/25 EGO 10
15/25 PRE 5
10 COM 0
6/58 PD 6
3/58 ED 0
3/6 SPD 5
3/30 REC 0
30/100 END 0
23/100 STUN 0
6" RUN02" SWIM03"/21" LEAP0Characteristics Cost: 76

 

Cost Power END
91 Cosmic Energy Control: Multipower, 183-point reserve, (183 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)
9u 1) Cosmic Energy Blast: EB 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 2) Cosmic Fire: RKA 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 3) Cosmic Energy Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 4) Cosmic Transmutation: Major Transform 4d6 (Anything Into Anything, Healed Back by Another Application of This Power or Appropriate Natural Process), Improved Result Group (Anything; +1), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 5) Cosmic Matter Disruption: Drain BODY, CON, DEX, END, SPD, STR, STUN 4d6+1, Any four Characteristics simultaneously (+1), Variable Advantage (+1/2 Advantages; +1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (183 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
5u 6) Cosmic Healing: Healing 4 1/2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), all Characteristics and Cosmic Energy Powers simultaneously (+2) (175 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0
90 Cosmic Force Control: Multipower, 180-point reserve, (180 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4)
6u 1) Cosmic Might: +80 STR, Variable Advantage (+1/2 Advantages; +1) (175 Active Points); No Figured Characteristics (-1/2), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) (Modifiers affect Base Characteristic) 17
9u 2) Cosmic Force Manipulation: Telekinesis (60 STR), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 3) Cosmic Force Blast: EB (physical) 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 4) Cosmic Force Attack: RKA (physical) 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 5) Cosmic Force Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
47 Cosmic Form: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0
32 Cosmic Form: Elemental Control, 112-point powers, (56 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
32 1) Cosmic Protection Field: FF (25 PD/25 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (112 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
16 2) Cosmic Regeneration: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
55 3) Cosmic Flight: Flight 40", x16 Noncombat, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Reduced Endurance [0 Endurance], No Turn Mode, Combat Acceleration/Deceleration, Rapid Noncombat Movement); +3/4) (166 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 17
25 Cosmic Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0
50 Cosmic Physiology: LS (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
15 Cosmic Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0
15 Cosmic Body: Energy Damage Reduction, Resistant, 50% (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0
14 Cosmic Form: Power Defense (20 points), Hardened (+1/4) (25 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
23 Adaptable Form: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, Any Humanoid Form), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points); Power does not work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Affects Body Only (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0
8 Cosmic Mind: Mental Defense (18/20 points total) (15 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
6 Cosmic Senses: Hearing Group Flash Defense (10 points) (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
6 Cosmic Senses: Sight Group Flash Defense (10 points) (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
3 Cosmic Senses: IR Perception (Sight Group) (5 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
3 Cosmic Senses: Nightvision (5 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
2 Cosmic Senses: Ultrasonic Perception (Hearing Group) (3 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
5 Cosmic Senses: +6 versus Range Modifier for Sight Group (9 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
5 Cosmic Senses: +6 versus Range Modifier for Hearing Group (9 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
11 Cosmic Senses: Targeting with Hearing Group (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
15 Cosmic Senses: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 13-
6 Heroic Form: +10 STR (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 1
20 Heroic Form: +12 DEX (36 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
28 Heroic Form: +25 CON (50 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
17 Heroic Form: +15 BODY (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
11 Heroic Form: +10 EGO (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
6 Heroic Form: +10 PRE (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
11 Heroic Form: +2 SPD (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
23 Heroic Form: +20 REC (40 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
6 Heroic Form: +20 END (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
25 Heroic Form: +44 STUN (44 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4)
0 Switching to Heroic Form: Multiform (0 Character Points in the most expensive form); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 0
17 Space Flight Ring: FTL Travel (2 Light Years/minute) (50 Active Points); Power does not work Inside Gravitational Wells or Atmospheres (-1/2), OIF Unbreakable (-1/2), Linked (Cosmic Flight; Lesser Power can only be used when character uses greater Power at full value; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4) 5
Powers Cost: 831

 

 

Cost Skill
3 Acrobatics 12- (14-)
0 Acting 8-
3 Breakfall 12- (14-)
0 Climbing 8-
32 +4 with All Combat
3 Computer Programming 13-
0 Concealment 8-
3 Contortionist 12- (14-)
0 Conversation 8-
0 Deduction 8-
10 Defense Maneuver I-IV
1 Disguise 8-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
1 Mimicry 8-
3 Navigation (Air, Space) 13-
3 Paramedics 13-
0 Persuasion 8-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
2 2) KS: History (3 Active Points) 13-
2 3) KS: Literature (3 Active Points) 13-
2 4) KS: Superpowers (3 Active Points) 13-
2 5) KS: The Superhuman World (3 Active Points) 13-
3 Scientist
2 1) SS: Astronomy 13- (3 Active Points)
2 2) SS: Biochemistry 13- (3 Active Points)
2 3) SS: Biology 13- (3 Active Points)
2 4) SS: Chemistry 13- (3 Active Points)
2 5) SS: Force Field Physics 13- (3 Active Points)
2 6) SS: Genetics 13- (3 Active Points)
2 7) SS: Gravitics 13- (3 Active Points)
2 8) SS: High-Energy Physics 13- (3 Active Points)
2 9) SS: Medicine 13- (3 Active Points)
2 10) SS: Physics 13- (3 Active Points)
0 Seduction 8-
0 Shadowing 8-
0 Stealth 8-
3 Tactics 13-
Skills Cost: 110

 

 

 

 

Total Character Cost: 1017

 

Val Disadvantages
20 Enraged: by Betrayal, Treachery, Insults, Being Stunned or Taking BODY Damage in Combat (Common), go 11-, recover 11-
20 Hunted: DEMON 8- (Mo Pow, NCI, Capture/Kill)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
20 Hunted: World-Threatening Menaces Gallery Issue Of The Week (the Crowns of Krim, Dr.Destroyer, Mechanon, Takofanes) 8- (Mo Pow, NCI, Capture/Kill)
15 Psychological Limitation: Adventurous, Amorous, and Funloving (Common, Strong)
15 Psychological Limitation: Aggressive In Combat And Loves A Good Fight (Common, Strong)
20 Psychological Limitation: Code of Honor ( Keep Your Word, Meet Any Obligation You Accept, Honor and Respect Good People, Protect the Innocent and the Environment, Always Avenge An Insult to a Friend or Yourself) (Common, Total)
20 Psychological Limitation: Committed To Save Humanity From Itself And Any Serious Menace And Make The World A Better Place (Common, Total)
15 Psychological Limitation: Feels He Must Prove Himself By Fearlessly Heroic Acts (Common, Strong)
10 Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks + Dimensional Manipulation Attacks (Uncommon)
10 Vulnerability: 2 x Effect Cold Powers + Darkness Powers + Dimensional Manipulation Powers (Uncommon)
10 Vulnerability: 2 x STUN "Black" and Demonic Magic Attacks (Uncommon)
10 Vulnerability: 2 x Effect "Black" and Demonic Magic Powers (Uncommon)
10 Vulnerability: 2 x Effect Persuasion or Seduction Presence Attacks, from Desirable Opponents (Females with COM 16+) (Uncommon)

Disadvantage Points: 215

 

Base Points: 1500

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background/History/Personality:

 

The character is a survivor from an alternate future timeline. Coming from a point in time some years after 3000, he was a scientist fascinated by the reappearance of superpowers in reality who strived to replicate events like the origins of Arcane and Supernova to give people cosmic superpowers in a controlled way. Just at the time, Mechanon 3000 conquered Malva and getting control of its advanced tech, launched a savage attack on the whole galactic civilization. Our guy rushed his experiment, which worked... partially, giving him high-level cosmic superpowers, but with an imperfect tap on the universal pool of cosmic energy underlying all of reality, requiring him to keep access to cosmic radiation as a power medium. The war with the enemy went from bad to worse, as Federation scientists stole and tried to replicate his results, but utterly failed, opening the dimensional door to an even worse menace, the Kings of Edom. Despite the best efforts of our guy, in a relatively little time galactic civilization was overwhelmed and destroyed, and all his loved ones killed. In a last desperate attack against the enemy, the opposing powers interacted, and he was cast back in time to the 21st century, just at the apex of the first age of superheroes. After a period of readjustation, he settled down, judging his situation as a good chance to set things right this time. So he engaged a superheroic career, trying to defend Earth and Mankind from all menaces that may really threaten their continued survival. He focuses on World-Threatening Rogues, especially ones that wish to destroy or utterly ruin, not just conquer, like Mechanon, DEMON, Dark Seraph, the Slug, and to a lesser degree, Istvatha D'Van, Dr. Destroyer, Tyrannon. Against these, as well as normals that threaten to do some grevious harm to Earth, like severe polluters, terrorists that try to use WMDs, ruthless warmonger dictators, etc. he is extremely ruthless, acting as a vigilante judge, jury, and executioner (which has given him some severe problems with law enforcement agencies). With minor villains, he generally intervenes when they threaten the innocent, but otherwise he lets them live, and sometimes go when he thinks they may do more good than evil in the long-term. With the relatively benign high-powered ones that mainly play the power play, like Firewing, Gravitar, Holocaust, and Viperia, he cultivates a kind of friendly enimity, relishing the occasion for a really good fight. He reasons that when Earth will be really in danger, they might be a precious part of its defense. He has a rather strong disregard of laws, instead focusing on the end result: what are a few robberies, when you witnessed the death of an entire civilization, and there are nuts out there, that might open the door to the End of Everything? Keeping Darkness At Bay, that's really important.

 

In his civilian identity as a scientist, he divides his time among trying to subtly advance current tech level, master the results of his experiment to create an army of superpowered defenders of the Earth (he has just succeded in unlocking the key to cloning himself), adn trying to drown the inner guilt about surviving his world in wild-eyed hedonism: club-hopping, hot women, thrillseeking, superpowered combat, all kinds of fun. He is reluctant on building important relationships, after seeing his former girlfriend dying, but he cannot deny the first stirrings of attraction for a cute coworker. At the same time, he feels tempted by some gorgeous supervillainesses he met in the field.

 

He wonders whether his current presence in the past means his own future is fixed, or may be changed, or he ended up in some alternate timeline's past (he notices several minor differences from his own history knowledge), and he sways between angst at the thought of the horrible future that he witnessed unfold and the growing hope it might be changed. So far, he has reasoned that ruthlessly destroying all current menaces at mankind's survival (especially the ones that are the budding seeds of future destruction, like Mechanon and DEMON; keeping the bloody robot dead and exterminating the cult may be more difficult than he first thought, though) may lessen the probability of his future developing, and trying to prevent the premature end of the Age of Superheroes should mean the Galaxy will be better equipped with plenty of defenders if trouble arise. Nonetheless, he will do his absolute best to keep darkness at bay this time, whatever sacrifice it takes, either for himself or for others.

Link to comment
Share on other sites

Re: Cosmic character for review

 

Well' date=' why not just give him scads of defenses and a huge Cosmic VPP if you're going for "The Power Cosmic" as depicted in Marvel. Then the skies the limit.[/quote']

Well, to me, it's nice if not every cosmic-level PC has a VPP--they tend to look pretty bland if they do. Also, it's a huge headache for GMs if everybody can generate new powers on the fly...

 

In this case, though, it might be a good idea--a 200 point VPP with appropriate limitations would do everything the 2 MPs do, and a bit more...

 

Some of the disads need cleaning up...I'll elaborate later...

Link to comment
Share on other sites

Re: Cosmic character for review

 

Well, to me, it's nice if not every cosmic-level PC has a VPP--they tend to look pretty bland if they do. Also, it's a huge headache for GMs if everybody can generate new powers on the fly...

 

In this case, though, it might be a good idea--a 200 point VPP with appropriate limitations would do everything the 2 MPs do, and a bit more...

 

Some of the disads need cleaning up...I'll elaborate later...

 

Normally, I would agree (Personally, I hate VPPs) but the character seems to be built on the "I can do just about anything with the Power Cosmic like Silver Surfer. His powers are fairly broad. I think he only lacks mental powers.

Link to comment
Share on other sites

Re: Cosmic character for review

 

Normally' date=' I would agree (Personally, I hate VPPs) but the character seems to be built on the "I can do just about anything with the Power Cosmic like Silver Surfer. His powers are fairly broad. I think he only lacks mental powers.[/quote']

 

As a matter of fact, the character is meant to be somewhat of a Marvel Power Cosmic character, like a budding Silver Surfer (to reach that august pinnacle of power, he needs some more experience under his belt, to develop stuff like a full-blown Cosmic VPP, an innate FTL, and lessen some of his Limitations and Vulnerabilities).

 

As for he has not (yet) a Cosmic VPP, there are several reasons: IC, he has not yet a full mastery of Power Cosmic (he lacks ability in Mental Powers, and I see them as inappropriate for the current version), nor an unlimited access to universal power (he needs stellar radiation to fuel his powers); OOC, as you said, VPPs may be blans, and the two MP already incorporate pretty much all of the ways he uses Power Cosmic. The char has great flexibility, but also some significant weaknesses: Lack of Mental powers, Limitations, Vulnerabilities. As for why *two* MPs, well, to simplify using Multi-Power Attacks, which I like a lot, mostly. Plus, they divide nicely: on one side, ED-based energy-matter manipulation, on the other PD-based TK-like (and brick-like) tricks.

 

Direct model was Galactic Champions' Supernova, scaled down to 1000 pts.

Link to comment
Share on other sites

Re: Cosmic character for review

 

If his underground lim ever comes into play he is dead.

 

How about a End reserve with a lim on the rec, at least he will have some power for a turn or so.

 

I could quite easily see a force wall as radiation shielding, it stops all Enrergy attacks after all.

 

Also your Natural PD is 9, rec 6, stun 30

Link to comment
Share on other sites

Re: Cosmic character for review

 

Well, I got Galactic Champions today, and, of course, I redesigned Assault on 700 points. Then I compared him to your character.

 

Don't get caught in any enclosed spaces.

 

I mean that. I've played energy projectors before.

 

If a close combat specialist can close with you, and you can't run/fly away, they will pummel you into a small pile of paste.

 

Buy martial arts.

 

I mean that.

 

Changing the subject, Assault is a fine old close combat specialist, who wouldl suck hugely against energy projectors who have the opportunity to stand off at a distance. But that's OK, he was never intended to be a cosmic level character. But, he actually works quite well against the sample characters in GC...

Link to comment
Share on other sites

Re: Cosmic character for review

 

If his underground lim ever comes into play he is dead.

 

How about a End reserve with a lim on the rec, at least he will have some power for a turn or so.

 

I could quite easily see a force wall as radiation shielding, it stops all Enrergy attacks after all.

 

Also your Natural PD is 9, rec 6, stun 30

 

Well, heartfelt thanks for pointing me to me some problems that had completely escaped my notice (but then, what are reviews for ? ;)

 

Now the philosophy of the "radiation shielding/underground" Lim was to give the character an Achilles Heel in the form of some environments where he could be trapped or find at a severe disadvantage or be reluctant to pursue enemies (and allow some substantial point saving by using a Limited Power Lim). It certainly was not meant to allow crippling him by slamming a Force Wall on him, and I really do not want such a result.

 

Moreover, making power stopping immediately after entering the environment maybe is too excessive and a limited grace period should be allowable.

 

However, making powers dependent on a limited END reserve may not not be a good response. General philosophy of the character is for default use of powers to be END-free, and only especially effective uses to conscume significant END. Plus, it does not give me the degree of point break I want (not that this be an overwhelming concern, just a bit of number-crunching pride in meeting the challenge of doing a *real*, Silver Surfer-like Cosmic Brick/Energy Projector on about 1000 pts, not one of those faux-cosmic Champions 3000 wimps).

 

Rather, I could change the wording ot the Limitation to allow a little grace period before losing use of powers (much like Thor has one minute to recover his hammer before he switches to human form). I was thinking of One Turn, or One Minute. Also, I could reword it so that enveloping the character in a ED 10 FW does not cripple him. The reference to "radiation shielding" might be dropped, or reworded to "heavy" radiation shielding, or changed to "areas invulnerable to radiation damage" (which according to Hero guidelines on Invulnerability and the Absolute Effect Rule (cfr. Ultimate Brick, p. 34), would require the hypothetical Force Wall to have a very high DEF potential), or add an explicit qualification excluding low-level FW.

 

I also acknowledged I might need a further qualification for "underground": While entering a cave, a bunker, the subway, or the subterranean lair of the mega-villain should certainly qualify, going into the cellar or the basement parking surely should not.

 

e.g.

 

"Power stops working after One Turn..."

 

"Power stops working after One Minute ..."

 

"... Deep Into The Earth or Deep Under Water"

 

"...Inside Heavy Radiation Shielding (including ED 40+ Force Walls), Deep Into The Earth, or Deep Under Water"

 

"...Inside Areas Invulnerable to Radiation Damage, Deep Into The Earth, or Deep Under Water"

 

A possible new wording might be:

 

"Power stops working after One Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Into The Earth or Deep Under Water"

 

Do you think this is a balanced definition for a (-1/2), or at the very least (-1/4), Lim, taking into account the desired result is to exclude the Force Wall situation (except in extreme cases: a ED 40-50 FW unpowering the character may be appropriate, a ED 10 FW certainly is not, so that a cosmic or mystic of comparable power may indeed use this tactic to cripple the charactwer, whereas a Standard superhuman has little hope), and to allow a decent (but not abusive) grace period, and that I wish to keep it a Limited Power Lim ?

 

As regards the problem with high Figured Characteristics in normal form, it was an unwanted result of me forgetting to attach the No Figured Characteristics to Power Characterstics in heroic form. Done that, raised Figured Characteristics as Powers for heroic form to reach the previous levels. Now normal and heroic Fig Chars run: PD 3/53, ED 3/53, SPD 3/6, REC 3/30, END 30/100, STUN 23/100, which I think is more appropriate.

Link to comment
Share on other sites

Re: Cosmic character for review

 

Well, I got Galactic Champions today, and, of course, I redesigned Assault on 700 points. Then I compared him to your character.

 

Don't get caught in any enclosed spaces.

 

I mean that. I've played energy projectors before.

 

If a close combat specialist can close with you, and you can't run/fly away, they will pummel you into a small pile of paste.

 

Buy martial arts.

 

I mean that.

 

Changing the subject, Assault is a fine old close combat specialist, who wouldl suck hugely against energy projectors who have the opportunity to stand off at a distance. But that's OK, he was never intended to be a cosmic level character. But, he actually works quite well against the sample characters in GC...

 

While your well-meant and to the point (useful for the day SL eventually decides to do Ultimate Energy Projector, the sooner the better) suggestions certainly have much merit regarding Standard Energy Projectors, I do not really think they are needed for my character, who is purposefully built to be a Cosmic Brick/Energy Projector. 105 STR with Variable Advantage, 50/50 PD/ED, Damage Reduction, 30 REC, 100 STUN... Who the heck cares about martial arts ? Any martial artist short of really high-end anime level has no hope against him.

 

Anyway, thanks for the advice. Pump up Assault to 1000 pts and he may offer a good fight to Nova (which he relishes). 700 pts is too low as a watermark for *real* cosmic characters. Power Cosmic Marvel superhumans would shred Champions 3000 700-pts wimps to tiny little bits... (except maybe Bulletproof, but he is really one-sided on defense)

Link to comment
Share on other sites

Re: Cosmic character for review

 

While your well-meant and to the point (useful for the day SL eventually decides to do Ultimate Energy Projector' date=' the sooner the better) suggestions certainly have much merit regarding Standard Energy Projectors, I do not really think they are needed for my character, who is purposefully built to be a Cosmic Brick/Energy Projector. 105 STR with Variable Advantage, 50/50 PD/ED, Damage Reduction, 30 REC, 100 STUN... Who the heck cares about martial arts ? Any martial artist short of really high-end anime level has no hope against him. [/quote']

 

You stack martial arts on top of your other powers....

 

Assault can take your character in hand to hand combat on 700 points. Unfortunately he wouldn't be any tougher on 1000 points, since his character conception maxes out about where he currently is.

 

Of course, I could always go with the "radiation accident" gadgeteer version I designed a few months ago, and zap your character with the cosmic bazooka from Apokolips. :)

Link to comment
Share on other sites

Re: Cosmic character for review

 

You stack martial arts on top of your other powers....

 

Assault can take your character in hand to hand combat on 700 points. Unfortunately he wouldn't be any tougher on 1000 points, since his character conception maxes out about where he currently is.

 

Of course, I could always go with the "radiation accident" gadgeteer version I designed a few months ago, and zap your character with the cosmic bazooka from Apokolips. :)

 

-Grin- OTOH, Nova has plenty of potential to expand its concept, up to Space God status (the beauty of Cosmic archetype): getting a full-blown VPP in addition to Multipowers, removing Limitations, upping Characteristics and Multipowers...

 

Again, while some martial art manouvers may be cool, allow me to be rather skeptical about their general usefulness at cosmic levels; there is really little that they can do which an appropriate allocation of Advantages to STR cannot do much better, or a good Multiple-Power Attack cannot do (there's a reason Nova has two Multipowers, with some similar slots).

 

Anyway, why don't you post or attach Assault, or a link to a thread he already was ? I would very much like to have some good benchmarks: So far, I've used a somewhat toned-down GC's Supernova (without VPP) as a Cosmic Brick/Energy Projector benchmark.

Link to comment
Share on other sites

Re: Cosmic character for review

 

If you have 15 str,con and body why do you have 3 rec and 23stun?

 

What -1/2 lims do you envisage for your MPs.

 

also what +1/2 adv do you see yourself using, you said your powers would generally be 0 end why not just buy the 0end straight.

Link to comment
Share on other sites

Re: Cosmic character for review

 

If you have 15 str, con and body why do you have 3 rec and 23stun?

 

Yet again another minor problem that had escaped my notice. To allow the MP STR slot with variable advantage to be used on all of the char's STR (to allow a variety of "brick tricks"), the slot has "modifiers affect base characteristic", with the side effect of natural STR not being added to its natural figured characteristics. Problem solved by buying back the natural REC to 6 and the natural STUN to 31. Thanks for pointing out.

 

What -1/2 lims do you envisage for your MPs.

 

As a default, Activation Roll (imperfect mastery of powers). As main alternatives, Concentration, Gestures, and Incantation (dramatic posing and shouting out the power's name in outlandish anime way) as various means to focus on the power and gain better control. Alternatively, Increased Endurance, Side Effects and Visible as the price of letting the power loose. Sometimes, Extra Time or Range Limitations (this may be done purposefully to use ranged powers in HTH combat). Never: Charges, Focus (I deeply loathe "material components" for Powers), Requires A Skill Roll (unworkable for high Active Point totals; I use Activation Roll instead). Lims to be chosen in order to be meaningful and yet allow using multiple powers at once (e.g. if one power gets Gestures and Incantation, the other uses Activation Roll, Concentration, or Increased Endurance). The rule you must wait at least a Full Phase to switch Variable Limitations is most appropriate here.

 

also what +1/2 adv do you see yourself using, you said your powers would generally be 0 end why not just buy the 0-end straight.

 

The philosophy is that the default use of the power is not tiring (assign to 0 END). Otherwise, special tricks require more effort, and wear out. Typical "special attack" Advantages will be: one among Area Of Effect (One Hex), Armor Piercing, Autofire, Explosion, Penetrating. Rarely, Affects Desolidified, Range Advantages, or Variable Special Effects. Variable Advantage is a wonderful way to give Attack Powers some significant flexibility (most appropriate for cosmics) and an array of brick tricks and energy projector special techniques, without having to burden the character sheet with dozens and dozens of MP slots.

 

An afterthought: One canon rule I deem extremely stupid and obnoxious for innate superpowers is Powers having to have always the same point of origin from character's body. Consider the Indirect "Power can originate from every part of the character's body" Advantage to be added to the reserves of both Multipowers (I hate the canon rule so much that I forgot to explicitly add it in the sheet, house-ruled it by instinct).

 

Edit: the +1/4 Indirect "Power can originate from every part of the character's body" Advantage is added to keep the char strictly legal here on the forum. When the char is actually used in play, I would definitely try to negotiate it as a 0-value House Rule.

 

Another minor note: given SL's hint that several mystical master villains forthcoming in TMW and AA might be possible or good personal Hunteds, I am provisionally adding them to the character's Hunted (adding them to the "Villain of the Week" Hunted to avoid crowding the char sheet and shooting Disadv total through the roof), reserving the possibility to remove them if found unsuitable after I get to read the villains' sheets. Given Nova's background and modus operandi, MVs like Tyrannon, Skarn, Tezcatlipoca and the Kings of Edom would do excellent Hunteds as well.

 

Edit: As an afterthought, I added a MP Damage Shield slot (reminiscent of Marvel's Firelord and Firewing)

 

This is the new sheet, including all the discussed changes so far:

 

Nova

 

Player:

 

Val Char Cost
15/110 STR 5
15/27 DEX 15
15/40 CON 10
15/30 BODY 10
20 INT 10
10/20 EGO 0
10 PRE 0
10 COM 0
3/53 PD 3
3/53 ED 0
3/6 SPD 5
6/30 REC 6
30/100 END 0
31/100 STUN 8
6" RUN02" SWIM03"/22" LEAP0Characteristics Cost: 72

 

Cost Power END
91 Cosmic Energy Control: Multipower, 183-point reserve, (183 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)
9u 1) Cosmic Energy Blast: EB 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 2) Cosmic Aura: EB 10d6+1, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Aura Of Effect [One Hex], Armor Piercing, Penetrating, Reduced Endurance [0 END]); +3/4), Damage Shield (Offensive; +3/4), Continuous (+1) (182 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 3) Cosmic Fire: RKA 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 4) Cosmic Energy Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 5) Cosmic Transmutation: Major Transform 4d6 (Anything Into Anything, Healed Back by Another Application of This Power or Appropriate Natural Process), Improved Result Group (Anything; +1), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18
9u 6) Cosmic Matter Disruption: Drain BODY, CON, DEX, END, SPD, STR, STUN 4d6+1, Any four Characteristics simultaneously (+1), Variable Advantage (+1/2 Advantages; +1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (183 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
5u 7) Cosmic Healing: Healing 4 1/2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), all Characteristics and Cosmic Energy Powers simultaneously (+2) (175 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0
92 Cosmic Force Control: Multipower, 185-point reserve, (185 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4)
6u 1) Cosmic Might: +85 STR, Variable Advantage (+1/2 Advantages; +1) (185 Active Points); No Figured Characteristics (-1/2), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) (Modifiers affect Base Characteristic) 18
9u 2) Cosmic Force Control: Telekinesis (61 STR), Variable Advantage (+1/2 Advantages; +1) (183 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 3) Cosmic Force Manipulation: Telekinesis (75 STR), Affects Porous, Reduced Endurance (0 END; +1/2) (184 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 0
9u 4) Cosmic Force Blast: EB (physical) 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 5) Cosmic Force Attack: RKA (physical) 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
9u 6) Cosmic Force Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18
47 Cosmic Form: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0
31 Cosmic Form: Elemental Control, 110-point powers, (55 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4)
32 1) Cosmic Protection Field: FF (25 PD/25 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (112 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
16 2) Cosmic Regeneration: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
55 3) Cosmic Flight: Flight 40", x16 Noncombat, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Reduced Endurance [0 Endurance], No Turn Mode, Combat Acceleration/Deceleration, Rapid Noncombat Movement); +3/4) (166 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 17
25 Cosmic Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0
50 Cosmic Physiology: LS (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
15 Cosmic Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0
15 Cosmic Body: Energy Damage Reduction, Resistant, 50% (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0
14 Cosmic Form: Power Defense (20 points), Hardened (+1/4) (25 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
6 Cosmic Senses: Hearing Group Flash Defense (10 points) (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
6 Cosmic Senses: Sight Group Flash Defense (10 points) (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
3 Cosmic Senses: IR Perception (Sight Group) (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
3 Cosmic Senses: Nightvision (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
3 Cosmic Senses: UV Perception (Sight Group) (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
2 Cosmic Senses: Ultrasonic Perception (Hearing Group) (3 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
5 Cosmic Senses: +6 versus Range Modifier for Sight Group (9 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
5 Cosmic Senses: +6 versus Range Modifier for Hearing Group (9 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
11 Cosmic Senses: Targeting with Normal Hearing and Ultrasonic Perception (20 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0
15 Cosmic Senses: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 13-
4 Heroic Form: +10 STR (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4) 1
16 Heroic Form: +12 DEX (36 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4)
22 Heroic Form: +25 CON (50 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4)
13 Heroic Form: +15 BODY (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4)
17 Heroic Form: +3 SPD (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4)
27 Heroic Form: +24 REC (48 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4)
20 Heroic Form: +70 END (35 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4)
39 Heroic Form: +69 STUN (69 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4)
0 Switching to Heroic Form: Multiform (0 Character Points in the most expensive form); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 0
13 Heroic Conviction: +10 EGO (20 Active Points); Cannot Be Used To Overcome Psychological Limitations, or Resist Mental Attacks That Take Advantage of Psychological Limitations (-1/2)
11 Powerful Mind: Mental Defense (18/20 points total) (16 Active Points); Cannot Be Used To Resist Mental Attacks That Take Advantage of Psychological Limitations (-1/2) 0
7 Heroic Conviction: +15 PRE (15 Active Points); Only To Protect From Presence Attacks That Don't Take Advantage of Psychological Limitations (-1)
12 Cosmic Movement Ring: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2)
1u 1) Space Flight: Flight 10", MegaScale (1" = 10.000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2) 5
1u 2) FTL Warp Flight: FTL Travel (2 Light Years/minute) (50 Active Points); Independent (-2), Costs Endurance (-1/2), OIF Durable (-1/2), Only Works Into Space (-1/2) 5
1u 3) Dimensional Movement: Extra-Dimensional Movement (Any Dimension, Any Location) (40 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2) 4
Powers Cost: 856

 

 

Cost Skill
3 Acrobatics 12- (14-)
0 Acting 8-
3 Breakfall 12- (14-)
0 Climbing 8-
32 +4 with All Combat
3 Computer Programming 13-
0 Concealment 8-
3 Contortionist 12- (14-)
0 Conversation 8-
0 Deduction 8-
10 Defense Maneuver I-IV
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
4 Navigation (Air, Dimensional, Space) 13-
3 Paramedics 13-
0 Persuasion 8-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
2 2) KS: History (3 Active Points) 13-
2 3) KS: Literature (3 Active Points) 13-
2 4) KS: Superpowers (3 Active Points) 13-
2 5) KS: The Alien World (3 Active Points) 13-
2 6) KS: The Mystic World (3 Active Points) 13-
2 7) KS: The Superhuman World (3 Active Points) 13-
3 Scientist
2 1) SS: Astronomy 13- (3 Active Points)
2 2) SS: Biochemistry 13- (3 Active Points)
2 3) SS: Biology 13- (3 Active Points)
2 4) SS: Chemistry 13- (3 Active Points)
2 5) SS: Dimensional Physics 13- (3 Active Points)
2 6) SS: Force Field Physics 13- (3 Active Points)
2 7) SS: Genetics 13- (3 Active Points)
2 8) SS: Gravitics 13- (3 Active Points)
2 9) SS: High-Energy Physics 13- (3 Active Points)
2 10) SS: Medicine 13- (3 Active Points)
2 11) SS: Physics 13- (3 Active Points)
0 Seduction 8-
0 Shadowing 8-
0 Stealth 8-
3 Tactics 13-
Skills Cost: 115

 

 

 

 

Total Character Cost: 1043

 

Val Disadvantages
20 Enraged: by Betrayal, Treachery, Insults, Being Stunned or Taking BODY Damage in Combat (Common), go 11-, recover 11-
15 Hunted: DEMON 8- (As Pow, NCI, Capture/Kill)
20 Hunted: This Week's World-Threatening Rogues Gallery Member (Bromion, the Crowns of Krim, Dr.Destroyer, the Dragon, Istvatha V'Han, the Kings of Edom, Mechanon, Skarn the Shaper, Takofanes the Undying, Tezcatlipoca, Tyrannon the Conqueror) 8- (Mo Pow, NCI, Capture/Kill)
15 Hunted: UNTIL 8- (As Pow, NCI, Capture)
15 Psychological Limitation: Adventurous, Amorous, Curious, and Funloving (Common, Strong)
15 Psychological Limitation: Aggressive In Combat And Loves A Good Fight Or Contest (Common, Strong)
20 Psychological Limitation: Code of Honor (Keep Your Word, Meet Any Obligation You Accept, Honor and Respect Good People, Protect the Innocent and the Environment, Always Avenge An Insult to a Friend or Yourself) (Common, Total)
20 Psychological Limitation: Committed To Save Humanity From Itself And Any Serious Menace And Make The World A Better Place (Common, Total)
20 Psychological Limitation: Oblivious To Authority (Common, Total)
15 Psychological Limitation: Feels He Must Prove Himself By Fearlessly Heroic Acts (Common, Strong)
10 Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks (Uncommon)
10 Vulnerability: 2 x Effect Cold Powers + Darkness Powers (Uncommon)
10 Vulnerability: 2 x STUN Dimensional Manipulation Attacks + Teleportation Attacks + Non-Aging Time Attacks (Uncommon)
10 Vulnerability: 2 x Effect Dimensional Manipulation Powers + Teleportation Powers + Non-Aging Time Powers (Uncommon)
10 Vulnerability: 2 x STUN "Black", Demonic, and Qlippothic Magic Attacks (Uncommon)
10 Vulnerability: 2 x Effect "Black", Demonic, and Qlippothic Magic Powers (Uncommon)
10 Vulnerability: 2 x Effect Friendly or Seductive Presence Attacks, from Desirable Opponents (Females with COM 16+) (Uncommon)

Disadvantage Points: 245

 

Base Points: 1000

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...