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City of Heroes build


Maelstrom

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Nobody asked, but here's my Technology Tanker, as represented in City of Heroes. Note that in the game, he wears a powered force-field-driven battle suit, but since nobody can get him out of it during gameplay, I haven't taken any focus limitation for it.

 

He has foci, however. Enhancements and Inspirations are things you pick up in battle. Inspirations are one-shots, but you can carry 20 of the darn things. Enchancements fix to power slots, and stay there until replaced or modified.

 

Here's MAELstrom 260:

 

MAELstrom 260

 

Player:

 

Val Char Cost
30 STR 20
23 DEX 39
28 CON 36
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
10 COM 0
8/43 PD 2
10/50 ED 4
6 SPD 27
12 REC 0
60 END 2
45 STUN 5
7" RUN22" SWIM06" LEAP0Characteristics Cost: 154

 

Cost Power END
25 Force Field Control: Elemental Control, 50-point powers
25 1) Temporary Invulnerability: FF (20 PD/20 ED/10 Power Defense) (50 Active Points) 5
16 2) Invincibility: (Total: 50 Active Cost, 34 Real Cost) +5 with HTH Combat (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) plus +5 with DCV (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) 4
50 Movement!: Multipower, 50-point reserve
5u 1) Flight 25" (50 Active Points) 5
3u 2) Hover: (Total: 40 Active Cost, 32 Real Cost) Flight 5", Position Shift (Real Cost: 15) plus +5 with DCV (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) 3
5u 3) Teleportation 25" (50 Active Points) 5
61 Energy Melee and Assorted Others: Multipower, 61-point reserve
4u 1) Barrage: (Total: 54 Active Cost, 39 Real Cost) HA +7d6, Autofire (2 shots; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 29) plus Autofire (2 shots; +1/4) for up to 40 Active Points of Strength (10 Active Points) (Real Cost: 10) 5
5u 2) Energy Punch: (Total: 60 Active Cost, 53 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus Mental Illusions 8d6 (Real Cost: 40) 6
5u 3) BoneSmasher: (Total: 60 Active Cost, 47 Real Cost) HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 27) plus Mental Illusions 4d6 (Real Cost: 20) 6
5u 4) Whirling Hands: (Total: 61 Active Cost, 52 Real Cost) HA +3d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (26 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 17) plus Mental Illusions 4d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (35 Active Points) (Real Cost: 35) 6
1u 5) Recall Friend: Usable By Other (+1/4) for up to 50 Active Points of Teleportation (12 Active Points) 1
5u 6) Dull Pain: Healing STUN 4d6, Costs END Only To Activate (+1/4) (50 Active Points) 4
6u 7) Air Superiority: (Total: 60 Active Cost, 57 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus Drain Flight 5d6 (Real Cost: 50) 6
Tanker Automatic Powers
15 1) Resist Physical: Armor (10 PD/0 ED) 0
15 2) Resist Energy: Armor (0 PD/10 ED) 0
10 3) Resist Elements: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Cold or Fire Attacks Limited Type of Attack (-1/2) 0
33 4) Tough Hide: (Total: 33 Active Cost, 33 Real Cost) Armor (5 PD/0 ED) (Real Cost: 7) plus +5 with DCV (Real Cost: 25) 0
Leadership
30 1) +3 with DCV, Area Of Effect (One Hex; +1/2), Selective (+1/4), Usable Simultaneously (up to 16 people at once; ; +1 1/4) (45 Active Points); Increased Endurance Cost (x2 END; -1/2) 8
Enhancements
4 1) Reduced Endurance Flight (Wetware Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 50 Active Points (12 Active Points); Independent (-2), IIF (-1/4) 0
3 2) Reduced Endurance Strength (Wetware Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 40 Active Points (10 Active Points); Independent (-2), IIF (-1/4) 0
5 3) Reduced Endurance Attack Multipower (Wetwear Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 61 Active Points (15 Active Points); Independent (-2), IIF (-1/4) 0
6 4) Wetware Disorientation Device (Adds to Multipower): Mental Illusions 4d6 (20 Active Points); Independent (-2), IIF (-1/4) 2
3 5) Benedict Ballistics Ammo (Adds to Multipower): HA +2d6 (10 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), IIF (-1/4) 1
10 Inspirations: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), 2 Charges (-1 1/2), IIF (-1/4)
1u 1) Luck!: +10 with DCV (50 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), IIF (-1/4)
1u 2) Inspiration!: +10 with HTH Combat (50 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), IIF (-1/4)
1u 3) Respite!: Healing STUN 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0
1u 4) Catch a Breath!: Healing END 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0
1u 5) Rage!: Aid Strength 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0
1u 6) Discipline!: Aid EGO 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0
Powers Cost: 361

 

 

Cost Skill
3 Acrobatics 14-
3 Demolitions 13-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 13-
5 KS 14-
Skills Cost: 23

 

Cost Perk
5 Fringe Benefit: Federal/National Police Powers, Local Police Powers
12 Reputation: Hero (A large group) 14-, +4/+4d6
Perks Cost: 17

 

Cost Talent
Heads-up Display I
3 1) Absolute Range Sense
3 2) Absolute Time Sense
3 3) Bump Of Direction
Talents Cost: 9

 

 

Total Character Cost: 564

 

Val Disadvantages
35 DNPC: Hostages: Changes every mission 14- (Incompetent; Group DNPC: x4 DNPCs)
20 Distinctive Features: HERO! (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
35 Hunted: Every freaking villain group in TOWN, dude! 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Psychological Limitation: No experience unless you finish the whole mission, jack. (Very Common, Total)
10 Rivalry: Darn Kill-Stealer!: Professional (Jerk), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5 Social Limitation: I never get invited to parties -- unless they want MAELstrom to show up. Hrmph. (Occasionally, Minor)
5 Unluck: 1d6: Good Lord, why NOW?

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 229

Total Experience Available: 229

Experience Unspent: 0

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