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hows this speedster look?


Kefrem

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Lightspeed

 

Player: sws

 

Val Char Cost
15 STR 5
29 DEX 57
26 CON 32
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3/29 PD 0
5 ED 0
7 SPD 31
26 REC 36
50 END -1
31 STUN 0
31" RUN02" SWIM03" LEAP0Characteristics Cost: 160

 

Cost Power END
85 Hyper-sonic speed: Running +24" (Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (Half END; +1/4) (85 Active Points) (added to Primary Value) 3
7 Instant Change (one set of clothing): Transform 2d6: Clothing into costume and vice-versa (Cosmetic) (10 Active Points); Limited Target (Limited; -1/2) 1
40 Hyper-speed attacks: Multipower, 40-point reserve
4u 1) Friction-burn attack: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED) (40 Active Points) 4
2u 2) High impact resistance: Armor(only to protect from damage caused by move thru's and move by's) (26 PD / 0 ED) (39 Active Points); Custom Modifier (-1) (added to Secondary Value)
3u 3) Hyper-speed punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
3u 4) Ultra-fast punch: Energy Blast 8d6 (vs. ED) (40 Active Points); Can Be Missile Deflected (-1/4) 4
3u 5) Sonic-boom hand clap: Energy Blast 2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect Nonselective Target (2" Radius; +3/4), No Normal Defense (Standard; +1) (30 Active Points) 3
2u 6) Hyper-speed multi-punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 7) Ultra-move: Running +1", Megascale (1" = 100000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (26 Active Points); Side Effects(Sonic boom), Side Effect occurs automatically whenever Power is used (-1/2) (added to Primary Value) 3
Powers Cost: 150

 

 

Cost Skill
3 Climbing 15-
3 Acrobatics 15-
6 SS: Chemistry 15-
3 Streetwise 11-
15 +3 with DCV
Skills Cost: 30

 

 

Cost Talent
18 Combat Sense 14-
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 23

 

 

Total Character Cost: 363

 

Val Disadvantages
15 Social Limitation: Public Identity, Frequently (11-), Major
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)
20 Vulnerability: Unexpected collisions, Common, Vulnerability Multiplier (2x STUN)
5 Physical Limitation: Heavy sleeper(-3 to wake up), Infrequently, Slightly Impairing
5 Distinctive Features: Uniform, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Lady Riselda, Normal, 14- (Frequently), Useful noncombat position or skills
5 Hunted: Icicle, Less Powerful, 8- (Occasionally), Harshly Punish
5 Dependence(High caloric intake): Enormous amounts of food, Very Common, Takes 2d6 Damage, 6 Hours
15 Psychological Limitation: Overconfidence, Very Common, Moderate
10 Social Limitation: Famous, Frequently (11-), Minor
15 Psychological Limitation: Hero's code of honor, Common, Strong
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 13

Total Experience Available: 13

Experience Unspent: 0

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Okay, that's one fast runner...

 

Ultramove is 1" Megascaled to 100,000km.

 

SPD 7 x 100,000 km = 700,000 km a turn.

 

3,500,000 km a minute.

 

210,000,000 km/hr. Or, approx 58,000 km/sec. Or around 20% the speed of light. Or, Mach 175,000 or so.

 

Somehow "Sonic Boom" doesn't seem to encapsulate the side effects... :)

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lets try that again lol

 

Lightspeed

 

Player: sws

 

Val Char Cost
15 STR 5
29 DEX 57
26 CON 32
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3/29 PD 0
5 ED 0
7 SPD 31
26 REC 36
50 END -1
31 STUN 0
32" RUN02" SWIM03" LEAP0Characteristics Cost: 160

 

Cost Power END
85 Hyper-sonic speed: Running +24" (Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (Half END; +1/4) (85 Active Points) (added to Primary Value) 3
7 Instant Change (one set of clothing): Transform 2d6: Clothing into costume and vice-versa (Cosmetic) (10 Active Points); Limited Target (Limited; -1/2) 1
40 Hyper-speed attacks: Multipower, 40-point reserve
4u 1) Friction-burn attack: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED) (40 Active Points) 4
2u 2) High impact resistance: Armor(only to protect from damage caused by move thru's and move by's) (26 PD / 0 ED) (39 Active Points); Custom Modifier (-1) (added to Secondary Value)
3u 3) Hyper-speed punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
3u 4) Ultra-fast punch: Energy Blast 8d6 (vs. ED) (40 Active Points); Can Be Missile Deflected (-1/4) 4
3u 5) Sonic-boom hand clap: Energy Blast 2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect Nonselective Target (2" Radius; +3/4), No Normal Defense (Standard; +1) (30 Active Points) 3
2u 6) Hyper-speed multi-punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 7) Ultra-move: Running +2", Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (20 Active Points); Side Effects(Sonic boom), Side Effect occurs automatically whenever Power is used (-1/2) (added to Primary Value) 2
Powers Cost: 150

 

 

Cost Skill
3 Climbing 15-
3 Acrobatics 15-
6 SS: Chemistry 15-
3 Streetwise 11-
15 +3 with DCV
Skills Cost: 30

 

 

Cost Talent
18 Combat Sense 14-
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 23

 

 

Total Character Cost: 363

 

Val Disadvantages
15 Social Limitation: Public Identity, Frequently (11-), Major
5 Physical Limitation: Heavy sleeper(-3 to wake up), Infrequently, Slightly Impairing
20 Vulnerability: Unexpected collisions, Common, Vulnerability Multiplier (2x STUN)
5 Distinctive Features: Uniform, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Lady Riselda, Normal, 14- (Frequently), Useful noncombat position or skills
5 Hunted: Icicle, Less Powerful, 8- (Occasionally), Harshly Punish
5 Dependence(High caloric intake): Enormous amounts of food, Very Common, Takes 2d6 Damage, 6 Hours
15 Psychological Limitation: Overconfidence, Very Common, Moderate
10 Social Limitation: Famous, Frequently (11-), Minor
15 Psychological Limitation: Hero's code of honor, Common, Strong
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x BODY)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 13

Total Experience Available: 13

Experience Unspent: 0

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First, rules...

 

For the Eb slot, you took "can be missile deflected" as a LIM. Eb can normally by default be missile deflected. So this lim is not valid.

 

For your vuln, you list unexpected collisions as common? Why would they be common? Does your character have a maneuverability issue that this is supposed to represent? Unexpected collisions should not be common normally, i would think.

 

Non-Rules...

 

Instead of spending 20 points on +3 DCV and +3 lightning reflexes, raise your dex to 38 leaving speed at 7 and you will save 2 points. Dex 38 = 84 plus Speed 7 = 22 for 106 as compared to Dex 29 = 57 [;us Speed 7 = 31 plus 20 for dex and init bonuses for 108.

 

With such low defenses, regeneration (aka superfast healing) is a definite needed commodity. Maybe only 1 body per hour.

 

With such low defenses, you need something to defray simple attacks. perhaps a missile deflection "super-dodge" or something i have seen speedsters take a lot is Damage reduction with "must see attack" and/or dex/activation roll required as another form of superdodge. As it stands now, an OCV 9 shot with 12d6 spread for +6 will be OCv 15 against you. Your basic DCV is 9+3 = 12 which means you WILL get hit and even 60% of the time if you dodge. (I don't know the campaign levels for your game but, under typical levels, you are underdefended (whether by evade or by tough) by a long shot.

 

Considering you will frequently be the subject of ambushes, this lack of defense thing will likely prove more problematic than may be handleable.

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He looks like quite a nice speedster with a wide variety of powers from a background point of view. From a gaming point of view, I would would have problems as a GM with his lack of defenses. OK, so he's not going to get hit by direct attacks very often, but a 8d6 AE attack has a good chance of leaving him Stunned, while an unlucky direct hit from a 14d6 attack (remember, he can dish out 13d6 with his own hyperspeed punches) will leave him bleeding to death on the floor.

 

His lack of resistant defenses also leaves him vulnerable to killing attacks - getting hit by the equivilent of his own friction burn attack would leave him in serverly injured and possibly dying.

 

While it always grates to reduce a characters 'Schtick', I would be tempted to shave a few points off your speed powers and buy an armoured custume, speed force field or something similar. Not enough to make you 'tough', but enough that a single blow from a supervillian won't land you in hospitol (12-14 points would be my aim, YMMV). An other alternative would be to buy huge REC and Regeneration ('Hyperspeed Healing') so that you do go down with every hit - and then you get back up again. That would cost a fair number of points, though.

 

Nice selection of powers though, and I agree that the sonic boom is a valid disadvantage. Having run a game (using DC rules) where a character could cause sonic booms from the knockback of his punches, he soon learnt to curtail his style in populated areas :).

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Originally posted by tesuji

For your vuln, you list unexpected collisions as common? Why would they be common? Does your character have a maneuverability issue that this is supposed to represent? Unexpected collisions should not be common normally, i would think.

 

I'd allow 'can be missile deflected' as kind of moving things down on the MD chart -- so a SFX power blast with the limitation would be deflected as though it were an arrow or something.

 

As for the 'unexpected collisions', I'll note that he doesn't have any Megascaled senses, so when he's using his Ultramove, he's likely going to be having a lot of unexpected collisions at around 420,000 km/hr (Mach 350!)... How many dice damage is that?

 

Also, I'd suggest a name change for the running powers -- Hyper-sonic Running lets him go 126 km/hr, while the Ultramove gets him up to Mach 350... hmmm? Swap those.

 

Also, shave some points, and build a Desolid linked to the Megascaled running, to prevent him from getting pancaked. Or, turn that into a Teleport instead.

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Originally posted by ogier300

As for the 'unexpected collisions', I'll note that he doesn't have any Megascaled senses, so when he's using his Ultramove, he's likely going to be having a lot of unexpected collisions at around 420,000 km/hr (Mach 350!)... How many dice damage is that?

 

enough to kill him before the vulnerability, making the vulnerability a pointless (in more ways than one) disadvantage.

 

1" megascale to 1 km per phase (the minimum scale down) equates to a velocity of 500" which means after the first 10-15d6 wall/car impact knocks him out he has a 250d6 case of road rash assuming no other solid objects get in his way as the pavement makes him into the world's longest thinnest roadkill.

 

Doubling the 250d6 he takes from roadrash is irrelevent for a guy with single digit defenses, isn't it?

 

As always, its up to the GM, but for my money, i would not allow the character to take megascale under the understanding that he will have megascale collisions frequently enough to be "common" given the lethality of them.

 

*******aside***************

 

of course, i know its currently in vogue to make megascale dangerous and bad so as to prevent cheap megascale abuse and so we now have the "megascale senses." I just don't buy it. Megascale was invented to handle cheap strategic movement and was just constructed badly and so brought all this inaccurate nonsense into the game. Now, to prevent rapid strategic movement abuse, we have megascaled senses, which end up turning the cost right back up and making the whole notion of "for game purposes strategic movement should be simple and relatively cheap" on its head. How many comic speedsters or jetpack fliers and the like who zip from city to city seem to have such gross lack of control issues as we see with megascale? Can Flash see 100's of miles away just because he can run 100's of mile at a zip? No. Anyone got a date for HERO6?

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ok...tell me how this looks...god im still laughin over the 250d6 road rash lol...

 

Lightspeed

 

Player: sws

 

Val Char Cost
15 STR 5
35 DEX 75
26 CON 32
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3/15 PD 0
5/17 ED 0
8 SPD 35
25 REC 34
60 END 4
31 STUN 0
26" RUN02" SWIM03" LEAP0Characteristics Cost: 185

 

Cost Power END
73 Hyper-sonic speed: Running +20" (Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (Half END; +1/4) (73 Active Points) (added to Primary Value) 3
7 Instant Change (one set of clothing): Transform 2d6: Clothing into costume and vice-versa (Cosmetic) (10 Active Points); Limited Target (Limited; -1/2) 1
13 Destabilized anti-kinetic costume: Armor (12 PD / 12 ED), Hardened (+1/4) (45 Active Points); Independent (-2), OIF (-1/2) (added to Secondary Value)
40 Hyper-speed attacks: Multipower, 40-point reserve
3u 1) Friction-burn attack: Killing Attack - Hand-To-Hand 2 1/2d6 (vs. ED) (40 Active Points); No STR Bonus (-1/2) 4
2u 2) High impact resistance: Armor(only to protect from damage caused by move thru's and move by's) (26 PD / 0 ED) (39 Active Points); Custom Modifier (-1) (not added to totals)
3u 3) Hyper-speed punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
4u 4) Ultra-fast punch: Energy Blast 8d6 (vs. ED) (40 Active Points) 4
3u 5) Sonic-boom hand clap: Energy Blast 2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect Nonselective Target (2" Radius; +3/4), No Normal Defense (Standard; +1) (30 Active Points) 3
2u 6) Hyper-speed multi-punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 7) Ultra-move: Running +1", Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (16 Active Points); Side Effects(Sonic boom), Side Effect occurs automatically whenever Power is used (-1/2) (not added to totals) 2
Powers Cost: 151

 

 

Cost Skill
3 Climbing 16-
3 Acrobatics 16-
6 SS: Chemistry 15-
3 Streetwise 11-
Skills Cost: 15

 

 

Cost Talent
17 Combat Sense 13-
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 22

 

 

Total Character Cost: 373

 

Val Disadvantages
15 Social Limitation: Public Identity, Frequently (11-), Major
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x BODY)
20 Vulnerability: Unexpected collisions, Common, Vulnerability Multiplier (2x STUN)
5 Physical Limitation: Heavy sleeper(-3 to wake up), Infrequently, Slightly Impairing
5 Distinctive Features: Uniform, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Lady Riselda, Normal, 14- (Frequently), Useful noncombat position or skills
5 Hunted: Icicle, Less Powerful, 8- (Occasionally), Harshly Punish
5 Dependence(High caloric intake): Enormous amounts of food, Very Common, Takes 2d6 Damage, 6 Hours
15 Psychological Limitation: Overconfidence, Very Common, Moderate
10 Social Limitation: Famous, Frequently (11-), Minor
15 Psychological Limitation: Hero's code of honor, Common, Strong
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 23

Total Experience Available: 23

Experience Unspent: 0

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I think that Flash probably has Rapid on his Normal Sight, at least (3pts for x10 speed...).

 

I don't like the use of Independent on the costume -- pretty sure that obligates a GM to take it away from you at some point. But it's a good idea to have the costume.

 

Are you trying to fit this guy into 350pts?

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well its an old character i had quite awhile ago i played in a friends campaign..now that im refereeing it..i wanted to bring him back as an npc type....he had bout 35-40 xp built up...so it dont matter if its a bit over 350 but im makin it as close as i can for game continuity for the players so they dont whine :)

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ok is this what you meant by rapid on sight? or would it be 0 END as well..with limitation only while running? ,as for independent...if its an item i think a person could pull off a character and use...i believe it needs independent...after all..dr.strange uses the eye of aggamotto...its a focus..but ive seen it taken from him by others and used against him...so it should be independent too. :) so why not a costume? after all...if i get ina fight with you and pull you shirt off....if it wasnt independent...i could never put it on? duh? lol...anyway..here he is again...

 

Lightspeed

 

Player: sws

 

Val Char Cost
15 STR 5
35 DEX 75
26 CON 32
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3/15 PD 0
5/17 ED 0
8 SPD 35
25 REC 34
60 END 4
31 STUN 0
26" RUN02" SWIM03" LEAP0Characteristics Cost: 185

 

Cost Power END
73 Hyper-sonic speed: Running +20" (Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (Half END; +1/4) (73 Active Points) (added to Primary Value) 3
7 Instant Change (one set of clothing): Transform 2d6: Clothing into costume and vice-versa (Cosmetic) (10 Active Points); Limited Target (Limited; -1/2) 1
13 Destabilized anti-kinetic costume: Armor (12 PD / 12 ED), Hardened (+1/4) (45 Active Points); Independent (-2), OIF (-1/2) (added to Secondary Value)
23 Hyper-vision: Clairsentience (Sight Group; Rapid (x10)) 2
40 Hyper-speed attacks: Multipower, 40-point reserve
3u 1) Friction-burn attack: Killing Attack - Hand-To-Hand 2 1/2d6 (vs. ED) (40 Active Points); No STR Bonus (-1/2) 4
2u 2) High impact resistance: Armor(only to protect from damage caused by move thru's and move by's) (26 PD / 0 ED) (39 Active Points); Custom Modifier (-1) (not added to totals)
3u 3) Hyper-speed punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
4u 4) Ultra-fast punch: Energy Blast 8d6 (vs. ED) (40 Active Points) 4
3u 5) Sonic-boom hand clap: Energy Blast 2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect Nonselective Target (2" Radius; +3/4), No Normal Defense (Standard; +1) (30 Active Points) 3
2u 6) Hyper-speed multi-punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 7) Ultra-move: Running +1", Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (16 Active Points); Side Effects(Sonic boom), Side Effect occurs automatically whenever Power is used (-1/2) (not added to totals) 2
Powers Cost: 174

 

 

Cost Skill
3 Climbing 16-
3 Acrobatics 16-
6 SS: Chemistry 15-
3 Streetwise 11-
Skills Cost: 15

 

 

Cost Talent
17 Combat Sense 13-
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 22

 

 

Total Character Cost: 396

 

Val Disadvantages
15 Social Limitation: Public Identity, Frequently (11-), Major
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x BODY)
20 Vulnerability: Unexpected collisions, Common, Vulnerability Multiplier (2x STUN)
5 Physical Limitation: Heavy sleeper(-3 to wake up), Infrequently, Slightly Impairing
5 Distinctive Features: Uniform, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Lady Riselda, Normal, 14- (Frequently), Useful noncombat position or skills
5 Hunted: Icicle, Less Powerful, 8- (Occasionally), Harshly Punish
5 Dependence(High caloric intake): Enormous amounts of food, Very Common, Takes 2d6 Damage, 6 Hours
15 Psychological Limitation: Overconfidence, Very Common, Moderate
10 Social Limitation: Famous, Frequently (11-), Minor
15 Psychological Limitation: Hero's code of honor, Common, Strong
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 46

Total Experience Available: 46

Experience Unspent: 0

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If a power is in an item that can be taken away and used against you, then it is a UNIVERSAL focus. That is not what independent means.

 

Independent means that WHEN, not if, the power is lost you will also lose the points. In order to replace it, you will have to repurchase it. Think of it as renting the power... you get it cheap for a while but eventually it is expensive.

 

Buying your primary defense as independent is not a wise idea as you will have to keep repurchasing it since its not a good idea to just let it go.

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As for rapid vision...

 

this isn't clairvoyance, its an invention of the faq and the ongoing overcomplication of megascale.

 

iirc, when i read through it a while back, it involves buying megascale on your senses, so that if you buy the megascale on sight up to match the megascale on your running, then you are able to avoid running into walls and such when running really fast.

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alright...does look like a viable speedster then...with all you folks help (thanx) i think ive finally got it

 

Lightspeed

 

Player: sws

 

Val Char Cost
15 STR 5
35 DEX 75
26 CON 32
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3/15 PD 0
5/17 ED 0
8 SPD 35
25 REC 34
60 END 4
31 STUN 0
26" RUN02" SWIM03" LEAP0Characteristics Cost: 185

 

Cost Power END
73 Hyper-sonic speed: Running +20" (Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (Half END; +1/4) (73 Active Points) (added to Primary Value) 3
7 Instant Change (one set of clothing): Transform 2d6: Clothing into costume and vice-versa (Cosmetic) (10 Active Points); Limited Target (Limited; -1/2) 1
30 Destabilized anti-kinetic costume: Armor (12 PD / 12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) (added to Secondary Value)
6 Rapid x100 (Normal Sight)
40 Hyper-speed attacks: Multipower, 40-point reserve
3u 1) Friction-burn attack: Killing Attack - Hand-To-Hand 2 1/2d6 (vs. ED) (40 Active Points); No STR Bonus (-1/2) 4
2u 2) High impact resistance: Armor(only to protect from damage caused by move thru's and move by's) (26 PD / 0 ED) (39 Active Points); Custom Modifier (-1) (not added to totals)
3u 3) Hyper-speed punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
4u 4) Ultra-fast punch: Energy Blast 8d6 (vs. ED) (40 Active Points) 4
3u 5) Sonic-boom hand clap: Energy Blast 2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect Nonselective Target (2" Radius; +3/4), No Normal Defense (Standard; +1) (30 Active Points) 3
2u 6) Hyper-speed multi-punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 7) Ultra-move: Running +1", Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (16 Active Points); Side Effects(Sonic boom), Side Effect occurs automatically whenever Power is used (-1/2) (not added to totals) 2
Powers Cost: 174

 

 

Cost Skill
3 Climbing 16-
3 Acrobatics 16-
6 SS: Chemistry 15-
3 Streetwise 11-
Skills Cost: 15

 

 

Cost Talent
17 Combat Sense 13-
5 Lightning Reflexes: +3 DEX to act first with All Actions
6 Speed Reading: x100
Talents Cost: 28

 

 

Total Character Cost: 402

 

Val Disadvantages
15 Social Limitation: Public Identity, Frequently (11-), Major
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x BODY)
20 Vulnerability: Unexpected collisions, Common, Vulnerability Multiplier (2x STUN)
5 Physical Limitation: Heavy sleeper(-3 to wake up), Infrequently, Slightly Impairing
5 Distinctive Features: Uniform, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Lady Riselda, Normal, 14- (Frequently), Useful noncombat position or skills
5 Hunted: Icicle, Less Powerful, 8- (Occasionally), Harshly Punish
5 Dependence(High caloric intake): Enormous amounts of food, Very Common, Takes 2d6 Damage, 6 Hours
15 Psychological Limitation: Overconfidence, Very Common, Moderate
10 Social Limitation: Famous, Frequently (11-), Minor
15 Psychological Limitation: Hero's code of honor, Common, Strong
20 Vulnerability: Cold attacks, Common, Vulnerability Multiplier (2x STUN)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 52

Total Experience Available: 50

Experience Unspent: 0

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