Dr Lucky Posted July 31, 2003 Report Share Posted July 31, 2003 Here's a character who was originally intended as a gadgeteer, but I guess I really wanted a power suit guy. At any rate, I think he makes a pretty good science/tech guy for a team. I think he's neat, but I would love some comments. Combat Information Page Character Name: Allen Wrench Alternate Identities: Allen Biggs Player Name: Ron CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15/33 12- / 16- HTH Damage 3d6/6 1/2d6 END [1/3] 16 DEX 10 18 16/26 12- / 14- OCV 5/9 DCV 5/9 18 CON 10 16 18/23 13- / 14- 16 BODY 10 12 16/20 12- / 13- 23 INT 10 13 23 14- PER Roll 14- 14 EGO 10 8 14 12- ECV: 5 10 PRE 10 0 10 11- PRE Attack: 2d6 10 COM 10 0 10 11- 3 PD 3 0 3/28 3/28 PD (0/25 rPD) 4 ED 4 0 4/29 4/29 ED (0/25 rED) 3 SPD 2.6 4 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 7 REC 7 0 7 26 END 36 -5 26 35 STUN 33 2 35 6" Running 6 0 6" 2" Swimming 2 0 2" 3"/1 1/2"" Leaping 3 0 3"/26 1/2" 73 Total Characteristics Points EXPERIENCE POINTS Total earned: 32 Spent: 32 Unspent: 0 Base Points: 250 Disad Points: 125 Total Points: 407 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 3"/26 1/2" V. Leap (2") 1 1/2"/13 1/2" Flight 21" [42" NC] Tunneling 0" [1" NC] APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 0" Weight: 220 lbs Description: The Allen Wrench Armor fully encloses its wearer, and looks something like a very streamlined space suit, though the helmet and gauntlets are different. The only feature on the helmet is a narrow visor covering Allen's eyes. The gauntlets are have many moving parts, shifting in configuration to use their different powers. A streamlined back pack holds the Grav Jets and the air supply for the rebreather.The entire armor is bright blue, with gold highlights in the joints and other moving parts. DEFENSES Type Amount Notes Physical Defense 3/28 Current BODY: Res. Phys. Defense 0/25 Energy Defense 4/29 Current END: Res. Energy Defense 0/25 Mental Defense 20 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5/9 DCV: 5/9 Combat Skill Levels: +2 with Energy Gauntlets COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 23 Power Pack: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-1/2) 37 The Right Tool For The Job: Variable Power Pool (Gadget Pool), 30 base + 7 control cost (45 Active Points); VPP Powers Can Be Changed Only In Laboratory (-1/2), OIF (-1/2) 43 Energy Gauntlets: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Powers Cannot Be Pushed (-1/4) 3u 1) Demolitions Ray: Tunneling 1" through 15 DEF material, Ranged (+1/2) (70 Active Points); Instant (-1/2), No Noncombat Movement (-1/4) (uses END Reserve) 7 4u 2) Electrical Blast: Energy Blast 12d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (75 Active Points) (uses END Reserve) 3 4u 3) Gravitic Ray: Telekinesis (50 STR) (75 Active Points) (uses END Reserve) 7 3u 4) Laser Blast: Energy Blast 6 1/2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (74 Active Points); Beam (-1/4), Power Cannot Be Bounced (-1/4), No Knockback (-1/4) (uses END Reserve) 3 4u 5) Microwave Beam: Drain STUN 5d6, Ranged (+1/2) (75 Active Points) (uses END Reserve) 7 3u 6) Photon Blast: Energy Blast 6d6, Attack Versus Limited Defense: Flash Defense: Sight Group (+1 1/2) (75 Active Points); Beam (-1/4), Limited Range (32") (-1/4) (uses END Reserve) 7 3u 7) Plasma Enhanced Punch: Hand-To-Hand Attack (Affects ED) +6 1/2d6, Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Affects Any Form Of Desolidification (+1/2) (74 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve) 3 4u 8) Sonic Blast: Flash 10d6 (Hearing Group), Does Knockback (+1/4), Area Of Effect (One Hex; +1/2), Double Knockback 2x KB (+3/4) (75 Active Points) (uses END Reserve) 7 13 Grav Jets: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2) 1u 1) Combat Hovering: Flight 5", Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points) 1u 2) Gravity Boost: Leaping +20" (3"/26 1/2" forward, 1 1/2"/13" upward) (20 Active Points) (uses END Reserve) 2 1u 3) Patrol Mode: Flight 10" (20 Active Points) (uses END Reserve) 2 1u 4) Travel Mode: Flight 6", Megascale (1" = 1 km; +1/4), Reduced Endurance 1/2 END (+1/4) (18 Active Points) (uses END Reserve) 1 Boosted Characteristics, all slots: OIF (-1/2) 9 1) +18 STR (18 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 2 20 2) +10 DEX (30 Active Points) 5 3) +5 CON (10 Active Points); No Figured Characteristics (-1/2) 4 4) +4 BODY (8 Active Points); No Figured Characteristics (-1/2) 13 5) +2 SPD (20 Active Points) 2 6) Self Repair System: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), 1 Continuing Fuel Charges lasting 5 Minutes each (-1/2), Only Heals Damage To BODY Granted By Armor (-1/4) Notes: No Healing Max (see FREd p. 120). Defense Systems, all slots: OIF (-1/2) 30 1) Armor Plating: Armor (15 PD/15 ED) (45 Active Points) 11 2) Energy Screens: Force Field (10 PD/10 ED) (20 Active Points); Activation Roll 15- (-1/4) (uses END Reserve) 2 6 3) Gravitic Anchor: Knockback Resistance -8" (16 Active Points); Activation Roll 15-, Jammed (-3/4), Power Only Works While Character Is Touching The Ground (-1/4) Helmet Systems, all slots: OIF (-1/2), All Slots Drained As An Elemental Control (-1/4) 6 1) Air Supply & Rebreather: Life Support , Self-Contained Breathing (10 Active Points) 5 2) Communications Suite: High Range Radio Perception (12 Active Points); Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 3 3) Nightsight: Nightvision (5 Active Points) 4 4) Polarized Lenses: Flash Defense (10 points) (Sight Group) (10 Active Points); Activation Roll 14- (-1/2) 7 5) Psychic Screens: +17 Mental Defense (20 points total) (17 Active Points); Activation Roll 14- (-1/2) 273 Total Powers Cost SKILLS Cost Name 6 +2 with Energy Gauntlets 3 Analyze: Techology 14- 3 Combat Driving 12- (14-) 3 Combat Piloting 12- (14-) 3 Computer Programming 14- 3 Demolitions 14- 3 Electronics 14- 3 Inventor 14- 3 Mechanics 14- 3 Systems Operation 14- 9 TF: Common Motorized Ground Vehicles, Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, SCUBA, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) PS: Scientist 11- 0 9) Shadowing 8- 0 10) Stealth 8- 3 Scientist 2 1) SS: Aeronautics (INT-based) (3 Active Points) 14- 2 2) SS: Chemestry (INT-based) (3 Active Points) 14- 2 3) SS: Energy Physics (INT-based) (3 Active Points) 14- 2 4) SS: Force Field Physics (INT-based) (3 Active Points) 14- 2 5) SS: Gravitics (INT-based) (3 Active Points) 14- 2 6) SS: Metalurgy (INT-based) (3 Active Points) 14- 2 7) SS: Nuclear Physics (INT-based) (3 Active Points) 14- 2 8) SS: Physics (INT-based) (3 Active Points) 14- 61 Total Skills Cost DISADVANTAGES Cost Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Distinctive Features: Detection Machines Always Alert (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Hunted: Institute For Human Advancement 8- (Mo Pow; Capture/Kill; Extensive Non-Combat Influence) 5 Money: Poor 20 Psychological Limitation: Code Versus Killing (Common; Total) 10 Psychological Limitation: Fear of Magic (Common; Moderate) 15 Psychological Limitation: Focuses on Power Armored or Technology Based Characters In Combat (Common; Strong) 10 Psychological Limitation: Outrageous Liar (Common; Moderate) 10 Rivalry: Professional (Wayland Talos), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity (Allen Biggs) Frequently (11-), Major 125 Total Disadvantages Cost Height: 6' 0" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: The Allen Wrench Armor fully encloses its wearer, and looks something like a very streamlined space suit, though the helmet and gauntlets are different. The only feature on the helmet is a narrow visor covering Allen's eyes. The gauntlets are have many moving parts, shifting in configuration to use their different powers. A streamlined back pack holds the Grav Jets and the air supply for the rebreather.The entire armor is bright blue, with gold highlights in the joints and other moving parts. Personality: Allen has always told outrageous stories whenever he has the attention of a others. Now that he considers himself a superhero, this is only likely to get worse. He likes to see how his armor performs against other technology based characters, and has been satisfied so far. He considers Wayland Talos a coward for not field testing his device himself, and has begun badmouthing him in public at any chance he gets. Allen knows technology, and excepts the powers of mutants as being based in science, but he fears and distrusts magic, though he is not likely to admit it.Allen would like to join a team of superheroes, if only because it gives him someone to brag to, as well as giving him a group to take on bigger and more powerful threats with. Quote:"Once again, my superior weapons have triumphed over the pathetic technology used by the villains of Millenium City." Background: Allen Biggs has been known his whole life as a mechanical and technical genius. After completing a degree in engineering, he took a job working in Drake-Victoria Inc's research facility in Millenium City. He was immediately assigned to an experimental energy weapon project. He absorbed information on the project very quickly, though it was canceled before any significant progress was made. He was reasigned to one of the contractor's numerous force field projects, which he found much less interesting.His lucky break came when he found several parts of a battered and broken robot. He quickly tossed them into the bed of his pickup and took off, figuring he could examine them at home, later. He was stunned by the amazing variety of energy effects that the weapons system of this robot could produce. He started dismantling them and learning exactly how they worked. He started using the his skills to build a suit of powered armor, figuring that with his mind, he could make a power suit far superior to the armor used by Ankylosaur, Armadillo, or Defender. He started using almost all his money to build his suit, moving into a small appartment in North Detroit to save on rent. What was at first a hobby soon became an obsession, causing his performance at work to suffer greatly. He recently lost his position at DVI due to poor attendence and poor quality of work, thanks to his distractions. The last few weeks have been spent living on credit cards, but Allen isn't worried. He finally completed his armor, and has started taking on the villians of Millenium City as Allen Wrench. Powers/Tactics: Allen doesn't realize it, but much of his ease in learning and understanding technology comes from his latent cyberkinesis. He has no idea that he is a mutant, but instead believes himself to just be very smart. Eventually, it is likely that his latent cyberkinesis will manifest as some sort of power, but that may take a while. For now, all that happens is he subconsiously sets off virtually every detection device he comes in contact with. Every time he walks through a metal detector, shop-lifting detectors in stores, or anything similar, they go off.In combat, Allen targets powered armor characters or other tech based villains first, hopefully using his Analyze: Technology skill to learn useful information about them. His energy gauntlets allow him to attack in a large variety of ways, and his "The Right Tool For The Job" VPP allows him greater flexibility if he know what to expect before a mission. Campaign Use: Allen is hunted by the IHA, but not because of his status as a mutant. After seeing the powers exhibited by this costume on the news, they are sure that he must have stolen technology from their Minuteman Robots. They would like to stop that technology from spreading, but would probably be all the more willing to attack him if they learned that the hero running around with their technology is also a mutant. Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted July 31, 2003 Report Share Posted July 31, 2003 Whats up Ron; Looks cool! Youre on fire the last few days. Keep em coming Quote Link to comment Share on other sites More sharing options...
winterhawk Posted July 31, 2003 Report Share Posted July 31, 2003 Everything looks good...If I had a nit to pick it'd be the name...Allen Wrench has too much of a straight gadgeteer flavor to it. Quote Link to comment Share on other sites More sharing options...
Dr Lucky Posted July 31, 2003 Author Report Share Posted July 31, 2003 Originally posted by winterhawk Everything looks good...If I had a nit to pick it'd be the name...Allen Wrench has too much of a straight gadgeteer flavor to it. Yeah, I understand that. Like I said, he was originally meant to be more of a gadgeteer, but it didn't seem to work out that way. I sort of based his personality off of two people I know, and both of them are named Al, so it sort of made sense. If he sees play, I sort of see him becoming a supplier of super-tech for the heroes of the city, or helping make better equipment for Millenium City's MARS units or the like. It's still not exactly a gadgeteer role, but it does fit the name. Quote Link to comment Share on other sites More sharing options...
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