Killer Shrike Posted April 4, 2003 Report Share Posted April 4, 2003 Here is a newly submitted PC from one of my players, shared for your possible use: Gravitic Player: Val Char Cost 15 STR 5 17 DEX 21 16 CON 12 15 BODY 10 8 INT -2 15 EGO 10 20 PRE 10 18 COM 4 3/17 PD 0 3/12 ED 0 4 SPD 13 6 REC 0 32 END 0 31 STUN 0 6" RUN02" SWIM03"/33" LEAP0Characteristics Cost: 83 Cost Power END 63 Gravitic Powers: Multipower, 95-point reserve, all slots: (95 Active Points); Activation Roll 14- (-1/2) 6u 1) Micronic Mass Multiplier: Drain 9d6: END (90 Active Points) (uses END Reserve) 9 6u 2) Gravitic Pulse: Energy Blast 8d6 (vs. PD), Double Knockback (2x KB, Target does not take Knockback; +1/2), Indirect (Beneath Target; +3/4) (90 Active Points) (uses END Reserve) [Notes: No Knockback, Double Knockback: The goal of the power is to knock people over. So, calculate and resist Knockback as normal, but if the target takes Knockback then they just fall down in thier hex and dont take any actual Knockback damage.] 9 4u 3) G-FORCE: Killing Attack - Ranged 3d6 +1 (vs. PD), Reduced Endurance (Half END; +1/4), Indirect (Always from ground below target; +1/2) (87 Active Points); Limited Power (Only vs Opponents within 1" of the ground; -1/2) (uses END Reserve) [Notes: Standard Effect: 10 BODY] 4 4u 4) Gravitic Fluctuator: Killing Attack - Ranged 1d6 +1 (vs. ED), Uncontrolled (+1/2), No Normal Defense (Body-Affecting Powers, or gravity-manipulation abilities; +1), Continuous (+1), Does BODY (+1) (90 Active Points); Limited Power (Only vs Opponents within 1" of the ground; -1/2) (uses END Reserve) [Notes: Standard Effect 4 Body.] 9 5u 5) What Goes up Must Come Down: Suppress: Flight (in Air), Gliding, Swinging, Leaping 6d6, Variable Effect (Four Powers Simultaneously; +1), Continuous (+1) (90 Active Points); Limited Range (-1/4) (uses END Reserve) [Notes: Standard Effect 18 pts.] 9 5u 6) Gravity Wins Again: Suppress: All Movement 3 1/2d6, Continuous (+1), Area Of Effect (7" Radius; +1), Selective Target (+1/4), Variable Effect (All Powers Simultaneously; +2) (94 Active Points); No Range (-1/2) (uses END Reserve) [Notes: Standard Effect 10 pts.] 9 3u 7) Gravity Alteration: Telekinesis (25 STR), Reduced Endurance (Half END; +1/4), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (94 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1), No Range (-1/2) (uses END Reserve) 4 2u 8) Polarity Shift: Flight 15", Ranged (+1/2), Uncontrolled (+1/2), Usable As Attack (does not affect anyone with Desolidification, Power Defense, or gravity-manipulation abilities) (+1) (90 Active Points); Limited Power (Only to Hover directly above where they were standing; -1 1/2), Limited Power (Only vs Opponents within 1" of the ground; -1/2), No Noncombat Movement (-1/4) (uses END Reserve) 9 6u 9) Density Decrease: Custom Power (1/8th Weight, + 3" KB, -15 STR; +3PD, +3" Leaping) , Uncontrolled (+1/2) (90 Active Points) (uses END Reserve) [Notes: Each 20 Base Points gives its target x1/2 Mass, +1" KB, -5 STR (no figured), +1 PD, +1" Leaping. The attack is visible, the effects are not. The effect is constant and continues as long as the Endurance cost is paid to maintain the effect. The Defense is Shrinking, Growth, Density Increase, Desolid, Shape Shift. ---------------------------------------------- Reduces the average person to about 26 lbs/12.5 kg.] 9 30 Personal Gravity: Multipower, 30-point reserve 2u 1) Air Walking: Flight 6", Invisible Power Effects (Hearing Group; +1/4), Difficult To Dispel (x2 Active Points) (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No Noncombat Movement (-1/4) 5m 2) Gravitic Leaping: Leaping +30" (3" / 33" forward, 1 1/2" / 16 1/2" upward) (30 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) (added to Secondary Value) 3 5m 3) Gravitic Gliding: Gliding 30" (30 Active Points); No Noncombat Movement (-1/4) Gravitic Dispersion, all slots: Drained as EC (Power loses about a fourth of its effectiveness; -1/4) 10 1) Knockback Resistance -10" (20 Active Points); Activation Roll 14- (-1/2), Nonpersistent (-1/4) 10 2) Energy Damage Reduction, Resistant, 25% (15 Active Points); Nonpersistent (-1/4) 20 3) Physical Damage Reduction, Resistant, 50% (30 Active Points); Nonpersistent (-1/4) 14 4) Armor (10 PD / 5 ED), Hardened (+1/4) (28 Active Points); Activation Roll 14- (-1/2), Nonpersistent (-1/4) (added to Secondary Value) 10 Fighting Costume: Armor (4 PD / 4 ED), Hardened (+1/4) (15 Active Points); OIF (-1/2) (added to Secondary Value) 18 Endurance Reserve (90 END, 9 REC) (18 Active Points) Powers Cost: 228 Cost Skill 10 +2 with All Gravity Powers 10 +2 with DCV 1 SS: Physics (INT-based) 8- 3 Acting 13- 2 KS: Superhero World 11- 2 Language: French: Basic Conversation (Literacy) Everyman Skills 0 Conversation 8- 0 High Society 8- 5 Gambling (Card Games, Dice Games, Roulette) 8- 0 Persuasion 8- 0 Riding 8- 0 Seduction 8- 0 TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Cost: 33 Cost Perk 10 Money (Wealthy) Perks Cost: 10 Total Character Cost: 354 Val Disadvantages 10 Distinctive Features: Mutant, Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 15 Social Limitation: Secret Identity, Frequently (11-), Major 5 Social Limitation: Public ID: TV and Bad Supers Movies, Occasionally (8-), Minor 10 Hunted: Gravitar, More Powerful, 8- (Occasionally), Watching, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Overconfident, Common, Strong 20 Psychological Limitation: Code of the HERO, Very Common, Strong 5 Accidental Power Use (Gravity Alteration): When suprised or frightened in Secret ID, Uncommon, Infrequently (8-) [Notes: If frightened/suprised, there is a chance that the "Gravity Alteration" Power is activated. In this case, it selects all targets accept Gravitic, and on a 1d6 roll of 1-2 floats all targets, 4-6 pulls them down.] 20 Normal Characteristic Maxima: No Age Restriction Disadvantage Points: 100 Base Points: 250 Experience Required: 4 Total Experience Available: 4 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
winterhawk Posted April 4, 2003 Report Share Posted April 4, 2003 1) I don't get the END Drain justified by Gravitic powers 2) Are you ok with the 0 END Powers in an EC? Otherwise looks ok. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 4, 2003 Author Report Share Posted April 4, 2003 Originally posted by winterhawk 1) I don't get the END Drain justified by Gravitic powers 2) Are you ok with the 0 END Powers in an EC? Otherwise looks ok. END Drain: The idea is he fluctuates a persons 'graviton field' rapidly but subtly, causing rapid exhaustion. 0 END in EC: Look closely: there is no EC. There is only a list of abilites that are DRAINED as if they were in an EC; ie, a Drain vs one of the powers will Drain all the powers equally. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted April 4, 2003 Report Share Posted April 4, 2003 Gravitic doesn't appear to have an EC. Quote Link to comment Share on other sites More sharing options...
winterhawk Posted April 4, 2003 Report Share Posted April 4, 2003 whoops Originally posted by Killer Shrike END Drain: The idea is he fluctuates a persons 'graviton field' rapidly but subtly, causing rapid exhaustion. Hmmm, a bit rubber science, but ok...may I suggest making someone slightly heavier (on a microscopic level), so that they don't notice the difference, but the extra mass/weight makes the character tire easier...just a suggestion, take it with a grain of salt. Originally posted by Killer Shrike 0 END in EC: Look closely: there is no EC. There is only a list of abilites that are DRAINED as if they were in an EC; ie, a Drain vs one of the powers will Drain all the powers equally. Totally my bad. I've 'had a few' as the saying goes. I apologize. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 4, 2003 Author Report Share Posted April 4, 2003 Re: whoops Originally posted by winterhawk Hmmm, a bit rubber science, but ok...may I suggest making someone slightly heavier (on a microscopic level), so that they don't notice the difference, but the extra mass/weight makes the character tire easier...just a suggestion, take it with a grain of salt. Yes, exactly, this is what is intended. Basically, using the comic-book scientific paradigm of unlikely science, he fluctuates a targets graviton field rapidly, making them heavier and lighter and heavier and lighter repetitively, about a million times per second. This causes the targets muscles to effectively spasm and build up a huge amoung of lactic acid faster than the body can get rid of it, resulting in massive exhaustion. Totally my bad. I've 'had a few' as the saying goes. I apologize. Its all good my friend; no apologies necessary. Do another 40 ounce curl and have a good one Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 12, 2003 Author Report Share Posted April 12, 2003 After play, we made a few 'makes more sense' revisions of Gravitic; here is the revised version, with a session of play under his belt: Gravitic Player: Val Char Cost 15 STR 5 17 DEX 21 16 CON 12 15 BODY 10 8 INT -2 15 EGO 10 20 PRE 10 18 COM 4 3/17 PD 0 3/12 ED 0 4 SPD 13 6 REC 0 32 END 0 31 STUN 0 6" RUN02" SWIM03"/33" LEAP0Characteristics Cost: 83 Cost Power END 63 Gravitic Powers: Multipower, 95-point reserve, all slots: (95 Active Points); Activation Roll 14- (-1/2) 6u 1) Micronic Mass Multiplier: Drain 6d6: END, Ranged (+1/2) (90 Active Points) (uses END Reserve) 9 4u 2) Gravitic Pulse: Energy Blast 9d6 (vs. PD), Indirect (Always from ground below target; +1/2), Double Knockback (2x KB, Target does not take Knockback; +1/2) (90 Active Points); Limited Power (Only vs Opponents within 1" of the ground; -1/2) (uses END Reserve) [Notes: No Knockback, Double Knockback: The goal of the power is to knock people over. So, calculate and resist Knockback as normal, but if the target takes Knockback then they just fall down in thier hex and dont take any actual Knockback damage.] 9 4u 3) G-FORCE: Killing Attack - Ranged 3d6 +1 (vs. PD), Reduced Endurance (Half END; +1/4), Indirect (Always from ground below target; +1/2) (87 Active Points); Limited Power (Only vs Opponents within 1" of the ground; -1/2), No Knockback (-1/4) (uses END Reserve) [Notes: Standard Effect: 10 BODY] 4 4u 4) Gravitic Fluctuator: Killing Attack - Ranged 1d6 +1 (vs. ED), Uncontrolled (+1/2), No Normal Defense (Body-Affecting Powers, or gravity-manipulation abilities; +1), Continuous (+1), Does BODY (+1) (90 Active Points); Limited Power (Only vs Opponents within 1" of the ground; -1/2), No Knockback (-1/4) (uses END Reserve) [Notes: Standard Effect 4 Body.] 9 5u 5) What Goes up Must Come Down: Suppress: Flight (in Air), Gliding, Swinging, Leaping 6 1/2d6, Reduced Endurance (Half END; +1/4), Uncontrolled (+1/2), Variable Effect (Four Powers Simultaneously; +1) (91 Active Points); Limited Range (-1/4) (uses END Reserve) [Notes: Standard Effect 20 pts.] 4 5u 6) Gravity Wins Again: Suppress: All Movement 4d6, Uncontrolled (+1/2), Area Of Effect (7" Radius; +1), Selective Target (+1/4), Variable Effect (All Powers Simultaneously; +2) (95 Active Points); No Range (-1/2) (uses END Reserve) [Notes: Standard Effect 12 pts.] 9 3u 7) Gravity Alteration: Telekinesis (25 STR), Reduced Endurance (Half END; +1/4), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (94 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1), No Range (-1/2) (uses END Reserve) 4 2u 8) Polarity Shift: Flight 15", Ranged (+1/2), Uncontrolled (+1/2), Usable As Attack (does not affect anyone with Desolidification, Power Defense, or gravity-manipulation abilities) (+1) (90 Active Points); Limited Power (Only to Hover directly above where they were standing; -1 1/2), Limited Power (Only vs Opponents within 1" of the ground; -1/2), No Noncombat Movement (-1/4) (uses END Reserve) 9 6u 9) Density Decrease: Custom Power (1/8th Weight, + 3" KB, -15 STR; +3PD, +3" Leaping) , Uncontrolled (+1/2) (90 Active Points) (uses END Reserve) [Notes: Each 20 Base Points gives its target x1/2 Mass, +1" KB, -5 STR (no figured), +1 PD, +1" Leaping. The attack is visible, the effects are not. The effect is constant and continues as long as the Endurance cost is paid to maintain the effect. The Defense is Shrinking, Growth, Density Increase, Desolid, Shape Shift. ---------------------------------------------- Reduces the average person to about 26 lbs/12.5 kg.] 9 30 Personal Gravity: Multipower, 30-point reserve 2u 1) Air Walking: Flight 6", Invisible Power Effects (Hearing Group; +1/4), Difficult To Dispel (x2 Active Points) (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No Noncombat Movement (-1/4) 5m 2) Gravitic Leaping: Leaping +30" (3"/33" forward, 1 1/2"/16 1/2" upward) (30 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) (added to Secondary Value) 3 6m 3) Gravitic Gliding: Gliding 30" (30 Active Points) Gravitic Dispersion, all slots: Drained as EC (Power loses about a fourth of its effectiveness; -1/4) 10 1) Knockback Resistance -10" (20 Active Points); Activation Roll 14- (-1/2), Nonpersistent (-1/4) 10 2) Energy Damage Reduction, Resistant, 25% (15 Active Points); Nonpersistent (-1/4) 20 3) Physical Damage Reduction, Resistant, 50% (30 Active Points); Nonpersistent (-1/4) 14 4) Armor (10 PD / 5 ED), Hardened (+1/4) (28 Active Points); Activation Roll 14- (-1/2), Nonpersistent (-1/4) (added to Secondary Value) 10 Fighting Costume: Armor (4 PD / 4 ED), Hardened (+1/4) (15 Active Points); OIF (-1/2) (added to Secondary Value) 18 Endurance Reserve (90 END, 9 REC) (18 Active Points) 2 Acute Hearing: Enhanced Perception (+1 to PER Rolls for Single Sense Group) Powers Cost: 229 Cost Skill 18 +6 Gravity Powers 5 +1 with DCV 1 SS: Physics (INT-based) 8- 3 Acting 13- 2 KS: Superhero World 11- 2 Language: French (Basic Conversation; Literacy) 4 Gambling (Card Games, Dice Games) 11- Everyman Skills 0 Conversation 8- 0 High Society 8- 0 Persuasion 8- 0 Riding 8- 0 Seduction 8- 0 TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Cost: 35 Cost Perk 10 Money: Wealthy Perks Cost: 10 Total Character Cost: 357 Val Disadvantages 10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 15 Social Limitation: Secret Identity Frequently (11-), Major 5 Social Limitation: Public ID: TV and Bad Supers Movies Occasionally (8-), Minor 10 Hunted: Gravitar 8- (Occasionally), More Powerful, Watching, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Overconfident Common, Strong 20 Psychological Limitation: Code of the HERO Very Common, Strong 5 Accidental Power Use (Gravity Alteration): When suprised or frightened in Secret ID Infrequently (8-), Uncommon [Notes: If frightened/suprised, there is a chance that the "Gravity Alteration" Power is activated. In this case, it selects all targets accept Gravitic, and on a 1d6 roll of 1-2 floats all targets, 4-6 pulls them down.] 20 Normal Characteristic Maxima Disadvantage Points: 100 Base Points: 250 Experience Required: 7 Total Experience Available: 7 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
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