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Character (Powered Armor Brick) for review - advice welcome


garou

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Just a few notes about the character:

 

1) Characters are built on 400 total (base points v. disads are still TBD - so I presumed 150 is disads. If it becomes base 300, with 100 in disads, I'll still keep them but take no points).

 

2) AP and DC restrictions are still TBD. I don't think anything here is going to be abusive, but if you see anything grossly overpowered, let me know.

 

3) I don't want the armor to be OIF - I'd rather stick with OIHD. I still expect him to get caught out of it, etc, of course.

 

4) I realize that the armor has some weaknesses (no flash defence, etc). They're in my list of immediate improvements when we start getting XP.

 

5) We're trying to keep any overlap between the various Archtypes to a minimum (so, no EPs with 45 STR, no Mentalists who can go toe to toe with Bruce Lee.) While he has EBs, they are no range, AoE, and should meet GM approval.

 

6) Advice, suggestions, etc are all welcome - I've never run powered armor or a brick before.

 

8)Edits are in bold

 

GRIZZLY

 

Val Char Cost

15/50 STR 5 Added to show normal, non-suited strength

15 DEX 15

15 CON 10

13 BODY 6

28 INT 18

15 EGO 10

15 PRE 5

12 COM 1

 

8/25 PD 5

6/20 ED 3

4 SPD 15

10 REC 2

30 END 0

60 STUN 1

 

6" RUN 0

2" SWIM 0

30" LEAP 0

Characteristics Cost: 102

 

Cost Power END

30 Big honkin' plates of ceramoplastic: Armor (17 PD/13 ED) (45 Active Points); Only In Heroic Identity (Battlesuit; -1/4), Visible (-1/4) 0

3 Damage resistance (5 PD/4 ED); (4 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

40 Battlesuit weaponry: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4)

3u 1) Short range blasters: Energy Blast 5d6, Area Of Effect (7" Cone; +1) (50 Active Points); No Range (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 5

3u 2) Retractable spikes: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 1

2u 3) Big iron fists: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 0

4u 4) Extruded polymer chains: Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 5

2u 5) Repulsor beam: Telekinesis (30 STR) (45 Active Points); Reduced By Range (-1/4), Affects Whole Object (-1/4), Beam (-1/4), Only In Heroic Identity (Battlesuit; -1/4) 4

30 Powerful servos: +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4)

17 Endurance Reserve (90 END, 10 REC) Reserve: (19 Active Points); Only In Heroic Identity (-1/4) 0

11 Kinetic Absorbers: +15 CON (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent being Stunned; -1), No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4)

24 Kinetic absorbers II: +30 STUN (30 Active Points); Only In Heroic Identity (Battlesuit; -1/4)

8 Insulation: Energy Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

8 Shock absorbing gel: Physical Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

14 Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

16 Battlesuit Mobility Servos: Multipower, 20-point reserve, (20 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4)

1u 1) Clinging (normal STR) (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

2u 2) Leaping +10" (30" forward, 15" upward) (Accurate, x4 Noncombat) (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2

1u 3) Leaping +10" (30" forward, 15" upward) (Accurate), MegaScale (1" = 1 km; +1/4) (19 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2

Powers Cost: 219

 

Cost Skill

3 Armorsmith 12-

2 CK: Millenium City 11-

0 CK: New York 8-

6 +2 with any three maneuvers or a tight group of attacks

3 Computer Programming 15-

3 Cryptography 15-

3 Electronics 15-

3 High Society 12-

3 Inventor 15-

2 CuK: Supervillains 11-

3 Mechanics 15-

3 Scholar

1 1) KS: Big stompy robots in fiction (2 Active Points) 11-

1 2) KS: Electrical theory (2 Active Points) 11-

1 3) KS: Powered armor (2 Active Points) 11-

1 4) KS: Superpowers (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Scientist

1 1) SS: Chemistry 11- (2 Active Points)

1 2) SS: Metallurgy 11- (2 Active Points)

1 3) SS: Physics 11- (2 Active Points)

1 4) SS: Powered armor 11- (2 Active Points)

1 5) SS: Robotics 11- (2 Active Points)

3 Security Systems 15-

3 Systems Operation 15-

3 Weaponsmith (Energy Weapons, Firearms) 15-

Skills Cost: 56

 

Cost Perk

5 Money: Well Off

Perks Cost: 5

 

Cost Talent

2 Absolute Range Sense (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4)

2 Absolute Time Sense (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4)

2 Bump Of Direction (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4)

3 Lightning Calculator

4 Speed Reading (x10)

5 Eidetic Memory

Talents Cost: 18

 

Total Character Cost: 400

 

Val Disadvantages

10 Hunted: Ankylosaur 8- (As Pow, Harshly Punish)

15 Hunted: UNTIL/Primus/etc 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Until, Primus, the police, etc all keep an eye on Grizzly. They;re evaluating combat perfomance, tactics, public appearance, etc. If he fails to live up to their expectations (or his equipment does), then there are repurcussions. ]

10 Physical Limitation: Doesn't know own strength (Frequently, Slightly Impairing) [Notes: Obviously, this will mostly apply when in the powered armor. When out of it, the converse is true - Grizzly grabs things with an insufficient grip and drops them.]

10 Psychological Limitation: Cannot resist tinkering with machines (Common, Moderate)

15 Psychological Limitation: Will never abandon his teammates (Common, Strong)

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

10 Psychological Limitation: Protective of Innocents (Common, Moderate)

5 Rivalry: Professional, Cavalier, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Public Identity (Very Frequently, Minor)

10 Social Limitation: Held to a higher standard (Frequently, Minor)

15 Social Limitation: Famous (Frequently, Major)

10 Vulnerability: 2 x STUN Sonics (Uncommon)

10 Vulnerability: 2 x BODY Sonics (Uncommon)

 

 

Disadvantage Points: 150

Base Points: 250

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background:Timothy Jarrod ("TJ") Grant always had a reputation for tinkering with machines. Even as a small boy, he was forever taking apart his toys, switching wires around, and putting them back together. Sometimes they worked just fine, sometimes they worked differently, and sometimes all the magic smoke escaped and the toy would never work again, it's electronics fused into a solid mass. But through this trial and error, TJ quickly developed some firsthand knowledge of how things worked.

 

He continued his experiments through middle school and even into high school. He didn't neglect athletics or clubs, but tinkering was his real passion. Until he discovered Robotech, Gundam, and all the other stories with big stompy robots. How kewl - TJ started trying to build one his sophmore year in high school, and actually had a scale working prototype done before he graduated a year later. It was only four feet high, and it had to be run with a remote control, but it was strong enough to pick up a small car.

 

Unfortunately, TJ was demonstrating his 'bot (Mechbot Mk III) to some friends when there was a slight . . . malfunction, and the servos overloaded. Instead of merely hoisting the car, MB III threw it twenty feet, simultaneously scrapping it and proving that the car stunts on TV shouldn't be tried at home. This earned TJ a grounding, a hefty legal bill, a scholarship to MIT, and the attention of UNTIL. While at MIT, TJ worked on improving his Mechbot, eventually creating a prototype that could actually fit a pilot.

 

It was during his senior year that his parents were killed. It was one of those things - just a random battle between superheroes and supervillains, with Primus on the scene and lots of collateral damage. TJ didn't blame the Champions for failing to save his parents. They had tried to keep casualties to a minimum, but it was the failure of the Primus agents which allowed his parents to die. And even then, it wasn't the agents' fault; they were just normal people, whose skills, and, more importantly (to TJ) armor wasn't enough to save themselves or many bystanders.

 

Up to this point, TJ has considered his Mechbot a mere hobby; now it was a mission. Within six weeks, he had revamped his current model (the MK VI), adding armor and, for the first time, improving it's feedback loops to the point where it could be worn in combat. Though it lacked an official name, he began showing it to friends and to representatives of law enforcement. It was during one of these dog-and-pony shows that the suit recieved it's semi-official designation.

 

An offier had looked at the MK VI, with its bulbous head, the position of the headlamps, and the lack of fine manipulators (the MK VI had only short numbs for fingers, and was unsuited for fine manipulation), and commented "Ya know, if ya painted it brown and squinted, it'd kinda look like a teddy bear."

 

Thus, the suit went from being Mechbot MKVI to Urban Response SUrvival Unit (or USRUS). The current suit, now several generations removed from its predecessor, in keeping with its size and strength, has been dubbed "Grizzly". (TJ insists that it stands for Ground Response, Intergrated Zeta Logic - prototYpe, but no one really believes him.)

 

TJ continues to work on improving his suit, with plans for a new one (tentatively dubbed "Kodiac"). In the meantime, he has come forward publicly, with the proposition that he will not sell any powered suit technology that he has not personally tested under combat conditions. Several versions of his servomotors and feedback mechanisms have shown up in UNTIL suits (for which TJ was paid a handsome profit), including (much to TJ's disappointment and dismay) the ones in the suit worn by the villain Ankylosaur.

 

On hearing about the recent events in Millenium City, he has decided to come to town and test his current version of his suit against some new foes.

 

Personality/Motivation:As a public hero, TJ is held to a higher standard than many scientists or heroes with secret identities would be. He's listed in the phone book, appears at charity events, and is known to be a contributor to many powered armor technologies. As such, both the media and TJ himself hold him to a high standard. He will never leave a teammate behind, nor allow innocents to come to danger, nor act in a manner which is less than herioc. Doing so would not only compromise his image in the eyes of the public, it would also be a failure to his ideals.

 

TJ does not wear his powered armor everywhere - it's certainly not appropriate for a charity event or a trip to the bank. In those instances, he ensures that the armor is close by, where he can reach it quickly should need arise. It should be noted that, if he were unable to reach the armor, he would still try to protect innocent bystanders and assist his teammates as best as he could under the circumstances.

 

Appearance:TJ has a fairly normal appearance - he might be better looking if he concentrate in choosing decent clothes and getting a good hairbut, but it never occurs to him. Typically, he's dressed in what could be called business casual, though he does wear formal wear when appropriate. He has an athletic build, and works out daily to maintain it.

 

The Grizzly suit increases his height by several inches, and looks much more bulky than it actually is. TJ has practiced maneuvering in it until he can (usally) pick up an egg witthout breaknig it, and he could probably dance as well in it as he could in a tuxedo (which is not well, actually - but you couldn't tell the difference). The suit is predominantly white, with red panels and details.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

It doesn't look too bad at first glance - and with the pic, I think the OiHID works. The only 'concern' that I see off-hand is his punch. He has 50 STR + 8d6, which would give him an 18d6 attack. If your GM has DC limits, I would guess this might pass it (but may be accepted with a 400 point game).

 

The only other thing is his 7 REC - awfully low for a brick, but since it's powered armor, I can understand it.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Right, most of the powered armor stuff uses the suit battery (End reserve, 90 End with 10 Rec).

 

The HA might be too high - it's one of the things I have pegged as a potential problem, depending on the AP limits. 18d6 is probably going to be pushing it, so it might go down to a Ha 4d6.

 

Thanks!

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Another technical issue is that with OIHID you do not have to take No Figured Characteristics on your Stats as Powers. You have already done the field work so to speak and included Kinetic Absorbers. You save yourself some points and get possibly higher stats.

 

Also the Armor level is too low for my taste. Big honking plates speak 18-20+ rPD and rED to me. YMMV.

 

Hawksmoor

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Looks great overall. I love the multipower attack, handy and fun. A few thoughts:

 

Yeah I spotted the low rec too. Running too many of his systems would leave him huffing and puffing in a hurry.

 

If the TK is a "repulsor", should there be a lim "not for grabs" or "only for pushing away"? I thought TK allowed a grab too, unless he can reverse polarity or something and get his repulsor to grab an object.

 

20 PD with 12 points of resistant defense sounds low for a 400 point game. Check with your GM, but 25 to 35 for PD and ED sounds better to me. Full Damage Resistance might be a good thing too. On the other hand, I've never played with 25% Damage reduction, so maybe that will compensate.

 

Also, you should think about Hardened, Lack of Weakness, Power defense, and Ego Defense. I didn't notice any skill levels either, with might be important with only a 15 DEX. Think about a couple of levels with his multipower and a couple of overall skill levels too.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Looks great overall. I love the multipower attack, handy and fun. A few thoughts:

 

Yeah I spotted the low rec too. Running too many of his systems would leave him huffing and puffing in a hurry.

Really? I was thinking that the END reserve would handle most of it (since most powers pull from there). 90 END should get me through almost 18 actions with no recoveries before it becomes a problem.

 

If the TK is a "repulsor", should there be a lim "not for grabs" or "only for pushing away"? I thought TK allowed a grab too, unless he can reverse polarity or something and get his repulsor to grab an object.

 

Good point. I don't want him to have much ability with it - it's for holding up falling objects and stopping them landing on innocents.

 

20 PD with 12 points of resistant defense sounds low for a 400 point game. Check with your GM, but 25 to 35 for PD and ED sounds better to me. Full Damage Resistance might be a good thing too. On the other hand, I've never played with 25% Damage reduction, so maybe that will compensate.

 

Neither have I. I've tried to figure average attack of 14d6, does approximately 14 body, 42 stun, less 25% should be about 11 Body, 31 stun, so he should take about 11 stun per average hit. Or is my math off?

 

Also, you should think about Hardened, Lack of Weakness, Power defense, and Ego Defense. I didn't notice any skill levels either, with might be important with only a 15 DEX. Think about a couple of levels with his multipower and a couple of overall skill levels too.

 

Yeah, I know, but what do I get rid of in order to do that? He does have 2 CSL (with battlesuit), which should help some. I am hoping that we are on a total of 450 pts (base 300 + 150 disads), and then I up the armor, make it resistent, add a flash attack (strobe lights), lack of weakness, up the multipower by 10, possibly up the STR. . . plus all the sensory gear I want. Man, it was easier under pointless Champions. ;)

 

OTOH, a 1-2 XP per session will allow me to at least start making some of the improvements incrimentally.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Really? I was thinking that the END reserve would handle most of it (since most powers pull from there). 90 END should get me through almost 18 actions with no recoveries before it becomes a problem.

I am thinking he saw your character's 7 REC and not seen your END RES. However, my concern on that is where it concerns your STUN. While the 60 is really nice, it will take him two full turns (including a Post Seg 12 REC) to go from 0 to 60, in case that comes into play.

 

Don't forget that your standard Running will come from the person's END, not the battlesuit's (which shouldn't be a drawback unless in a long-term scene).

 

Neither have I. I've tried to figure average attack of 14d6' date=' does approximately 14 body, 42 stun, less 25% should be about 11 Body, 31 stun, so he should take about 11 stun per average hit. Or is my math off?[/quote']

A bit. First, 14d6 averages 3.5 per die, which is 49 Stun. Next, you apply defenses before damage reduction (unless it's a house rule), which will reduce you to 29 Stun. After 25% Reduction, you should take 22 Stun. This will take you out after three (3) hits. From an EB, the 49 Stun is reduced to 31 Stun after defenes and 23 Stun after Dmg Red. Again, out after 3 hits. Don't expect to survive the first turn of combat versus supervillains; though against agents you should be able to hold your own and then some. Maybe check to see if you could be allowed to use 50% Dmg Red (and you can use your low DCV as part of your argument).

 

 

Yeah' date=' I know, but what do I get rid of in order to do that?[/quote']

4d6 HA is a start. ;) A nice 'feel' rule (which I think I got from Trebuchet) is to make sure your SPD + DC doesn't go over 20. So a SPD 4 brick could have up to 16d6 attack, only getting rid of 2d6.

 

Personally, what I would do if this were my first brick/power armored character is to look up the stats of current powered armored people, such as Defender and Cavalier, copy them down, change powers according to what you want, then upgrade to the campaign you're going into. Another option is to use Champions (not Champions Universe) and it's Quick Superhuman Generator (p.81-93) to make what you want. There is a nice "Trick Ammo Specialist" and "Very Big Gun Wielder Set" under Powered Armor and doesn't even have a Focus or OiHID lim added to it. You could easily adapt that to fit your character if you're still having trouble.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

I am thinking he saw your character's 7 REC and not seen your END RES. However' date=' my concern on that is where it concerns your STUN. While the 60 is really nice, it will take him two full turns (including a Post Seg 12 REC) to go from 0 to 60, in case that comes into play.[/quote']

Ah, I see. Yeah, he could be out for a while. I'll have to look into correcting that a bit. . .

 

Don't forget that your standard Running will come from the person's END, not the battlesuit's (which shouldn't be a drawback unless in a long-term scene).

But the leaping power can come out of the END reserve, correct? Just call him Jumpin Jimmy Cricket.

 

A bit. First, 14d6 averages 3.5 per die, which is 49 Stun. Next, you apply defenses before damage reduction (unless it's a house rule), which will reduce you to 29 Stun. After 25% Reduction, you should take 22 Stun. This will take you out after three (3) hits. From an EB, the 49 Stun is reduced to 31 Stun after defenes and 23 Stun after Dmg Red. Again, out after 3 hits. Don't expect to survive the first turn of combat versus supervillains; though against agents you should be able to hold your own and then some. Maybe check to see if you could be allowed to use 50% Dmg Red (and you can use your low DCV as part of your argument).

D'oh! My bad - I had the order mixed up. (My other characters never had it, so I wasn't sure when it applied, and I didn't look before posting. Thanks!)

 

4d6 HA is a start. ;) A nice 'feel' rule (which I think I got from Trebuchet) is to make sure your SPD + DC doesn't go over 20. So a SPD 4 brick could have up to 16d6 attack, only getting rid of 2d6.

Dropping down to 4d6 HA only saves me a point or two. However, I did forget that I could take "Visible" for the armor, which allowed me to raise the Armor and add a small Damage Resistance, which gave me the following:

 

8/23 PD (5/20 rPD)

6/18 ED (4/16 rED)

 

which should improve my survivability a bit.

 

Personally, what I would do if this were my first brick/power armored character is to look up the stats of current powered armored people, such as Defender and Cavalier, copy them down, change powers according to what you want, then upgrade to the campaign you're going into. Another option is to use Champions (not Champions Universe) and it's Quick Superhuman Generator (p.81-93) to make what you want. There is a nice "Trick Ammo Specialist" and "Very Big Gun Wielder Set" under Powered Armor and doesn't even have a Focus or OiHID lim added to it. You could easily adapt that to fit your character if you're still having trouble.

Yeah, I did look at some established. I ran into two problems: first, the normal powered armor is basically an EP, not a brick, so I had to adapt away. Second, he was based off the "Brains & Will", "Strength Projector" (modified, obviously), and "All Terrain", with the "Technician" skill sets. The extra 50 points went into the skills, mostly, but some had to go into making the suit more of a brick.

 

If you roll a brick by the book, you can have a fairly low PD/ED for someone who is supposed to stand there and take a pounding. :(

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Re: Character (Powered Armor Brick) for review - advice welcome

 

I am thinking he saw your character's 7 REC and not seen your END RES.

Yeah, totally missed it.

 

What if you got rid of the end reserve, put half of those 17 points in to REC and END, and used the other half to up your PD and ED? All with OHID lim, of course....

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Re: Character (Powered Armor Brick) for review - advice welcome

 

But the leaping power can come out of the END reserve' date=' correct? Just call him Jumpin Jimmy Cricket.[/quote']

Correct. Just watch that jumping indoors. Also, remember that you'll be using END for jumping and your attack on the same phase.

 

If you roll a brick by the book' date=' you can have a fairly low PD/ED for someone who is supposed to stand there and take a pounding. :([/quote']

Don't roll: Pick and choose. :celebrate

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Correct. Just watch that jumping indoors. Also' date=' remember that you'll be using END for jumping and your attack on the same phase.[/quote']

Right - I might reduce the END batteries a bit (down to 80) and use the liberated points for extra Stun (nope - won't help much, nevermind). If he's just jumping around and punching things, the reduced END on the HA means that he should have plenty of END to jump around and punch things until he is knocked out on phase 11. :)

 

Don't roll: Pick and choose. :celebrate

Yeah, but my choices happened to be some of the lower end of the bricks, defense-wise. Still, even the minor modifications I made here had to have helped a bit.

 

Hopefully we won't face any major villains for a few sessions - beating up on thugs for the first adventure to let us learn how to use our new PCs would be helpful (and, coincidentally, start working on improving the weaknesses). I'll have to suggest such to the GM. :sneaky:

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Re: Character (Powered Armor Brick) for review - advice welcome

 

I'd second the comment about scrapping the NFC limits on STR and CON, and just buying them straight up (with the OIHID of course.) It will help out with things like REC, save you some points on PD/ED and STUN, and so forth.

 

I notice that a decent PRE attack will make your guy hesitate pretty easily. Might want some extra PRE on the armour, only for PRE defense (-1). He probably feels safer with it on.

 

I'd question the value of the EB at only 5d6; that isn't even guaranteed to stun the average mook, let alone take him out. A potentially better idea would be to reduce the advantage on the attack, something like Explosive Cone (+1/2) or AoE Cone Non-selective Two-Dimensional (+1/2) would probably work better for making sure your attack can do more than scratch the paint on a villain.

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Re: Character (Powered Armor Brick) for review - advice welcome

 

Okay, I've made a few changes, based on suggestions here and the campaign guidelines:

 

Base pts: 300

Max from disads: 150

Max pts from one disad category: 75

Note: Disads categories are physical,

psychological, and social.

Total character pts: 450

 

Characteristic max: 60

 

SPD range: 4-12

Average/usual NPC SPD: 6 (was 5 before)

 

Max active pts for primary archetype: 540 / SPD

Note: 90 active pts with a 6 SPD

 

Max active pts for secondary archetype: 270 / SPD

Note: 45 AP with a 6 SPD

 

Note: Effectiveness ceiling on any attack, regardless

of extenuating circumstance, will be 540/SPD.

 

OCV/DCV range: 8-14

 

Skill pt range: 30-90

Note: You must take at least 30 pts of skills.

 

Skill roll maximum: 16-

Note: This includes using skill levels.

 

Normal DEF max: 25

 

Resistant DEF max: 15

 

 

And here are the new stats and powers (skills/talents/perks are all unchanged)

 

Val Char Cost

55 STR 5

20 DEX 30

15 CON 10

13 BODY 6

28 INT 18

15 EGO 10

25 PRE 5

12 COM 1

 

8/24 PD 5

6/20 ED 3

5 SPD 20

10 REC 8

30 END 0

70 STUN 1

 

6" RUN 0

2" SWIM 0

31" LEAP 0

 

Cost Power END

40 Battlesuit weaponry: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4)

3u 1) Short range blasters: Energy Blast 3d6, Area Of Effect (7" Cone; +1), No Normal Defense ([standard]; Fully insulated or ED FF; +1) (45 Active Points); No Range (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 4

4u 2) Extruded polymer chains: Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 5

2u 3) Big iron fists: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 0

3u 4) Retractable spikes: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 1

2u 5) Repulsor beam: Telekinesis (30 STR) (45 Active Points); Reduced By Range (-1/4), Affects Whole Object (-1/4), Beam (-1/4), Only In Heroic Identity (Battlesuit; -1/4) 4

16 Battlesuit Mobility Servos: Multipower, 20-point reserve, (20 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4)

1u 1) Clinging (normal STR) (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

2u 2) Leaping +10" (31" forward, 15 1/2" upward) (Accurate, x4 Noncombat) (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2

1u 3) Leaping +10" (31" forward, 15 1/2" upward) (Accurate), MegaScale (1" = 1 km; +1/4) (19 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2

30 Big honkin' plates of ceramoplastic: Armor (16 PD/14 ED) (45 Active Points); Only In Heroic Identity (Battlesuit; -1/4), Visible (-1/4) 0

11 Kinetic Absorbers: +15 CON (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent being Stunned; -1), No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4)

8 Insulation: Energy Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

16 Shock absorbing gel: Physical Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

4 Damage Resistance (6 PD/5 ED) (5 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

17 Endurance Reserve (90 END, 10 REC) Reserve: (19 Active Points); Only In Heroic Identity (-1/4) 0

5 Polarizers: Sight Group Flash Defense (6 points) (6 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

14 Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0

4 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only for PRE defence; -1), Only In Heroic Identity (Battlesuit; -1/4)

34 Powerful servos: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4)

32 Kinetic absorbers II: +40 STUN (40 Active Points); Only In Heroic Identity (Battlesuit; -1/4)

 

 

I'm thinking about changing out the Vuln to Sonics and adding another psych lim.

 

Thanks again to everyone for all your help!

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