Jump to content

Maelstrom


Mr. R

Recommended Posts

Just fooling around with HD.

 

 

MAELSTROM

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

16 COM 3 12-

 

4+25 PD 2 Total: 4/29 PD (0/25 rPD)

4+25 ED 0 Total: 4/29 ED (0/25 rED)

4 SPD 12 Phases: 3, 6, 9, 12

6 REC 0

50 END 5

25 STUN 0 Total Characteristic Cost: 78

 

Movement: Running: 6"/12"

Leaping: 12"/48"

Swimming: 2"/4"

 

Cost Powers END

33 Lightning Sheild: Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); Linked to EB (Energy Blast; -½) 2

 

10 Armor (5 PD/5 ED) (15 Active Points); OIF (-½)

 

160 Lightning Generation: Multipower, 160-point reserve

9u 1) Energy Blast 8d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Explosion (+½), Penetrating (+½), Continuous (+1) (140 Active Points); No Range (-½) 6

11u 2) Energy Blast 8d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Penetrating (+½), Area Of Effect (12" Radius; +1), Continuous (+1) (160 Active Points); No Range (-½) 7

 

20 Explosive Jumps: Leaping +10" (12" forward, 6" upward) (Accurate, x4 Noncombat) 2

 

 

 

Perks

5 Favor

 

Talents

3 Absolute Time Sense

 

Skills

3 Deduction 12-

3 Streetwise 12-

2 KS: Fences 11-

2 KS: Gems and Jewelry 11-

2 KS: Antiques 11-

10 +2 with DCV

3 Climbing 13-

3 Security Systems 12-

3 Lockpicking 13-

3 Stealth 13-

 

Total Powers & Skill Cost: 285

Total Cost: 363

 

200+ Disadvantages

20 Dependent NPC: Mother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Police 8- (As Pow, NCI, Capture)

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

15 Psychological Limitation: Prefers being stealthy (Common, Strong)

15 Psychological Limitation: fear of large bodies of water (Common, Strong)

15 Social Limitation: Secret ID (Frequently, Major)

15 Susceptibility: Grounding 2d6 damage Instant (Common)

15 Vulnerability: 1 ½ x STUN Electrical (Very Common)

10 Vulnerability: 1 ½ x Effect Gases and Poisons (Common)

20 Enraged: Berserk When Grounded (Common), go 8-, recover 14-

13 Experience Points

 

Total Disadvantage Points: 363

 

Background/History: Mike Rubbino was making a name for himself. For those in the know he was the man if you needed an item "borrowed", especially if you didn't want the borrowers to know that fact for a while. He had a cover as an antiquities dealer, but never dealt with anything he "borrowed" personally. Occasionally he would to a private job, a cut of which always went to his handlers. Then the day of the industrial job. He was working with some amatures when someone set of the alarm. In the scramble to get out he fell into a vat of some kind along with an electrical line. He should have died. As it was he barely managed to scramble away. He was sick for a week, then he felt better. On his next job, more bad luck, a cape showed. In his desperation he exploded. Electricity filled the room. The room and the cape was trashed and Mike felt exhausted. He cut and run and began experimenting. Three months later, Maelstrom showed up as the newest super mercenary/burglar.

 

Personality/Motivation: Get rich the easy way. Little work, lots of pay. Is what made him become a second story man in the first place. Since his improvements, it has added to his skill level ( he was good before ), but they also get him with people who are not as professional as he is. With his powers, he can hold his own, but at that point he considers the operation a failure if he had to fight. He has also developed a fear of large bodies of water (fountains, pools, reservoirs), because he believes that if he was immersed while his powers were active it would be catastrophic (his blast is electrically based).

 

Quote: Damn!! Who tripped the alarm?

 

Powers/Tactics: Maelstrom is a cat burglar first and foremost. Scout out an area. Plan how to get in. Get in, get the material, get out. If he has to fight he will activate his maelstrom field and make his way to safety. If an opponent figures out that his field has a dissipation factor(Explosion), he will super-charge it for one second (AE).

 

Campaign Use: A support character first and foremost. As he should be used as a break in specialist, his powers will come as a surprise to those who are used to the cat woman type super agent burglar. If not used as a thief type, can be used in a super team as a flanker. Is especially good versus agents, speedsters and MA types who rely on dex as a defense.

To make him more powerful, get rid of the linked to the FF and change his Leaping to Flight. Also a third slot which is non continuous (IE a point blank EB effect) that comes out to about 10d6.

To lessen his power, get rid of the leaping and reduce the power of his FF.

 

Appearance: About 1.8 meters and 28 kilos, Maelstrom is in good shape, but not overly muscled. Out of costume he prefers decent clothing that is casual. He almost never wears jeans and t shirts are for undergarments.

 

In costume he prefers a lightly armored body stocking that covers him head to toe. Its black with dark blue highlights that look like lightning on his arms, legs and chest.

Link to comment
Share on other sites

Re: Maelstrom

 

I didn't mean to be .....insulting' date=' when I chose the name. The name popped into my head and the character followed. I usually work that way, start with a name then the powers. Others are powers and name to fit it but alot less often.[/quote']

 

'sokay, I wasn't really mad. :thumbup:

You'd know: :( --> :angst: --> :mad: --> :slap:

Link to comment
Share on other sites

Re: Maelstrom -- man, I can never get the hang of posting character sheets

 

Maelstrom

Val Char Cost Roll Notes

15/70 STR 5 23- Lift 409.6tons; 14d6 [3]

18/23 DEX 24 14- OCV: 8/DCV: 8

13/33 CON 6 16-

11/16 BODY 2 12-

20 INT 10 13- PER Roll 17-

11 EGO 2 11- ECV: 4

35 PRE 25 16- PRE Attack: 7d6

10 COM 0 11-

 

15+14 PD 1 Total: 15/29/35 PD (0/26 rPD)

10+14 ED 3 Total: 10/24/30 ED (0/26 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

21 REC 0

80 END 7

80 STUN 11 Total Characteristic Cost: 125

 

Movement: Running: 7"/14"

Flight: 22"/2816"

Leaping: 14"/28"

Swimming: 2"/4"

 

Cost Powers END

Forcefield manipulation, all slots OIF (Powered Suit; -½)

46 1) Enhanced Strength: +55 STR, Reduced Endurance (½ END; +¼) (69 Active Points); OIF (Powered Suit; -½) 2

10 2) +5 DEX (15 Active Points); OIF (Powered Suit; -½)

27 3) +20 CON (40 Active Points); OIF (Powered Suit; -½)

7 4) +5 BODY (10 Active Points); OIF (Powered Suit; -½)

42 5) Most-advanced force-field created by humans: Armor (14 PD/14 ED), Hardened (+¼), Difficult To Dispel (x2 Active Points; +¼) (63 Active Points); OIF (Powered Suit; -½)

 

Quark-fusion-driven particle emanation (Almost positive this is a misdirection), all slots OIF (-½)

41 1) Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

45 2) Flight 17", Position Shift, x16 Noncombat, Reduced Endurance (½ END; +¼) (67 Active Points); OIF (-½) 2

 

Sealed Systems

24 1) Faster-Than-Light Travel (2 Light Years/week)

23 2) Life Support (Eating: Character does not eat; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

21 Stupid Armor Tricks: Multipower, 25-point reserve, all slots Reduced Endurance (½ END; +¼) (31 Active Points); all slots OIF (-½)

2u 1) More Blasting Power!: Energy Blast -- Adds to main blast only 5d6 (25 Active Points); OIF (-½) 1

2u 2) Concentrating Firepower: Armor Piercing (+½) for up to 50 Active Points of Energy Blast (25 Active Points); OIF (-½) 1

2u 3) Does x1 ½ Knockback (+½) for up to 50 Active Points of Energy Blast (25 Active Points); OIF (-½) 1

2u 4) Lingering Effect: : Cumulative (+½) for up to 50 Active Points (25 Active Points); OIF (-½) 1

2u 5) Multi-dimensional! How does that work again?: Affects Desolidified Any form of Desolidification (+½) for up to 50 Active Points of Energy Blast (25 Active Points); OIF (-½) 1

2u 6) Additional Flight: Flight 5", x16 Noncombat (25 Active Points); OIF (-½) 1

 

Sweet Enhanced Senses Suite, all slots OIF (-½)

8 1) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

15 2) Passive Sonar: Spatial Awareness (Hearing Group) (22 Active Points); OIF (-½)

8 3) +4 PER with all Sense Groups (12 Active Points); OIF (-½)

 

Just stuff I picked up. I don't have any training, honest.

Maneuver OCV DCV Notes

5 Defensive Block +1 +3 Block, Abort

5 Defensive Strike +1 +3 14d6 Strike

3 Defensive Throw +1 +1 Block, Target Falls

5 Disarming Throw +0 +0 Grab Weapon, 75 STR to take weapon away; Target Falls

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 80 STR for holding on; FMove

3 Flying Tackle +0 -1 14d6 +v/5 Strike; You Fall, Target Falls; FMove

 

Perks

3 Anonymity

3 Computer Link

10 Government Contacts: Favor

3 Fringe Benefit: Federal/National Police Powers

 

Talents

On-board computer, all slots OIF (Goggle Lenses; -½)

2 1) Absolute Range Sense (3 Active Points); OIF (Goggle Lenses; -½)

2 2) Absolute Time Sense (3 Active Points); OIF (Goggle Lenses; -½)

2 3) Bump Of Direction (3 Active Points); OIF (Goggle Lenses; -½)

2 4) Lightning Calculator (3 Active Points); OIF (Goggle Lenses; -½)

 

12 More DevGroup training. No, don't ask. Yeah, there was negative biofeedback involved. Shut up.: Combat Luck (6 PD/6 ED)

 

Skills

Government 'employee'

3 1) Aerobatics: Acrobatics 14-

3 2) Enemy Tactics: Analyze: Combat 13-

3 3) Breakfall 14-

3 4) Bribery 16-

3 5) Bugging 13-

3 6) Combat Driving 14-

3 7) Combat Piloting 14-

3 8) Demolitions 13-

3 9) Electronics 13-

3 10) Interrogation 16-

5 11) Navigation (Air, Land, Marine, Space) 13-

3 12) Paramedics 13-

3 13) Persuasion 16-

2 14) PS: Soldier 11-

3 15) Security Systems 13-

3 16) Stealth 14-

3 17) Streetwise 16-

3 18) Tactics 13-

2 19) WF: Small Arms

4 20) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

 

24 +3 with All Combat

20 +2 Overall

10 +2 with DCV

 

Total Powers & Skill Cost: 514

Total Cost: 639

 

200+ Disadvantages

30 Hunted: DRAGON (campaign agent group) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15 Hunted: NSA, agency of the US Gov't 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Fanatic Patriot, but in the closet about it until it pops, often quite suddenly (Uncommon, Total)

10 Psychological Limitation: Hates Hippies. No, I mean he REALLY hates them, like one of them killed his dog or something. Don't even joke about it, man, he'll mess you up. (Common, Moderate)

15 Reputation: Protects Sterling Enterprises -- First responder at the big plant in Richmond, 14-

5 Rivalry: Hates that guy at NSA, what's-his-name, with the attitude and the recoil compensator. Yeah, that's him. Whatta jerk. Where'd he get that tie? I haven't seen a tie that narrow since Jack Webb.: Professional (Rival is As Powerful -- when he's not in the armor; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

349 Experience Points

 

Total Disadvantage Points: 639

 

Background/History: When the MAELstrom armor was first in testing, its inventor/creator Alexander Sterling wore it. Back then it was standard power-armor -- a metal shell, with various advanced weapon systems, but not much, physically, different than the armor worn by medieval knights. Others did it better, even within the Omega Force: a group of similar power-armored heroes he had joined. Back to formula.

 

Instead of a heavy, powered, metal shell, the new MAELstrom would be the first in a line of force-field driven battlesuits. Creating the forcefield technology cost a mint; more than Sterling had. He was finally forced to create a conglomerate, and then get DoD funding. No more armored antics for Alex, who now gets to see the suit only to work on it.

 

Enter DARPA. Enter DevGroup. And enter Raymond St. John, a government 'employee' with a classified past, who takes the battlesuit into the world to fight evil, stop crime -- and protect American interests.

 

Personality/Motivation: Cocky to the point of overconfidence, Maelstrom is a leader, a warrior, and a slow-moving suicide. He knows he'll be retired by 40, and the closer he gets, the more he pushes the envelope, to be the "best" before the suit gets passed off to another 'employee' who might go even further . . . .

 

Quote: "Heh. Watch this sh%&."

 

Powers/Tactics: Close with energy projectors, snipe bricks.

 

This is the latest MAELstrom, after almost twenty years of play. He's had two major 'radiation accidents', including the one that made the original Secret ID retire. Note that it's easy to find Maelstrom, not as easy to find Ray. My last GM disallowed the Elemental Control for the particle beams, since that wasn't the 'real' special effect anyway and technically the flight and the energy blast could be completely different in nature. Sneaky b@$tiche.

Link to comment
Share on other sites

Re: Maelstrom

 

The multipower really seems unnecessary. The only difference between the two slots is that one is slightly less powerful and costs slightly less END... and even if you put the No Range on the pool, as you should have done, you're still spending 20 extra points to have an almost-useless power.

Link to comment
Share on other sites

Re: Maelstrom

 

The multipower really seems unnecessary. The only difference between the two slots is that one is slightly less powerful and costs slightly less END... and even if you put the No Range on the pool' date=' as you should have done, you're still spending 20 extra points to have an almost-useless power.[/quote']

 

Any other suggestions?

 

Honest.

 

Please let me know anything you would do to improve the build.

Link to comment
Share on other sites

Re: Maelstrom

 

Any other suggestions?

 

Honest.

 

Please let me know anything you would do to improve the build.

 

Honest? There are more important things than efficiency. If you like the multipower because it fits what you see in your head, keep it.

 

At least as important as perfect efficiency is building a character you want to play. It's true that they have similar effects (and I hate penetrating), but you've got to build the character you want to PLAY, or you won't have fun playing him.

 

Besides, multipowers are a cheap way to grow as your character finds more interesting powers to use.

 

My gripe is not that you have the multi, but that the powers in it may wind up frustrating you. Bottom line for either one, it's an expensive 8d6 attack that, in order to use, you have to get dangerously close to a brick or martial artist, without either the DCV or the raw defenses to suck up what they do to you in return.

 

No-range, while useful to model powers, from a tactical standpoint is too little savings for too much danger. Just my opinion, YMMV.

 

I'd check out what 'linked' means when you link your force field to your energy blast.

 

I like the concept, though. Just for flavor, look into a Change Environment, and maybe teleport. Just having jumping can also be frustrating. I'd love to seem him rocketing across the battlefield as a slice o' lightning.

Link to comment
Share on other sites

Re: Maelstrom

 

Honest? There are more important things than efficiency. If you like the multipower because it fits what you see in your head, keep it.

 

At least as important as perfect efficiency is building a character you want to play. It's true that they have similar effects (and I hate penetrating), but you've got to build the character you want to PLAY, or you won't have fun playing him.

 

Besides, multipowers are a cheap way to grow as your character finds more interesting powers to use.

 

My gripe is not that you have the multi, but that the powers in it may wind up frustrating you. Bottom line for either one, it's an expensive 8d6 attack that, in order to use, you have to get dangerously close to a brick or martial artist, without either the DCV or the raw defenses to suck up what they do to you in return.

 

No-range, while useful to model powers, from a tactical standpoint is too little savings for too much danger. Just my opinion, YMMV.

 

I'd check out what 'linked' means when you link your force field to your energy blast.

 

I like the concept, though. Just for flavor, look into a Change Environment, and maybe teleport. Just having jumping can also be frustrating. I'd love to seem him rocketing across the battlefield as a slice o' lightning.

 

Hmm. OK let me see. Just as an aside this is not a character I would play as a PC. He would strictly be an NPC. So get rid of Explosion, make it AE totally? Drop the Link (idea is that only when the blast is active does he get a FF. No PBAOE = no FF). Change to fly for better manuverability. HMM maybe an EC-PBAOE-Fly-FF-CE. may fit better and save some points.

 

As far as CE what were you thinking?

Link to comment
Share on other sites

Re: Maelstrom

 

Your forcefield is your main defense. You don't have enough end to keep that blast up all the time. You don't want it to drop and be out of end just in time to take an overhand right to the jaw.

 

All the storm-type CE, like reducing PER, slipperyness due to rainy-wet surfaces, that sort of thing.

Link to comment
Share on other sites

Re: Maelstrom

 

Maybe make the Explosion slot 0 END? That would both solve the END problem and make the power more in line with the fluff. Also, if you have the points, think about making the FF stronger and/or 0 END; it's not weak, but it's pretty much your only defense against getting blasted by superpowered attacks.

 

I'm not sure what the normal CV and DC values are in your campaign, but in most, you're going to be a little light in those areas. What kind of point budget are you working with? Think about increasing DEX and/or SPD; your background could justify that sort of agility.

 

I don't think you absolutely need Flight; Leaping is cheaper and almost as valuable for keeping you mobile, and most opponents will either have enough ranged firepower to make hovering moot or have to worry about being in your electro-field in order to get close enough, in which case the cheaper movement power makes it easier to kite.

 

I kind of like that your guy isn't really a fighter; his role is pretty much just going to be support and distraction in any real super-battle.

Link to comment
Share on other sites

Re: Maelstrom

 

OK redid the character to make him more efficient.

 

Got rid of Penetrating on AE field and made it 0 end.

Added flight instead of leaping.

Added a focused blast.

Placed it all in an EC.

 

Added a VPP burglary tool pool.

 

Raised some stats to make him better in combat and skills (DEX) and his recovery.

 

MAELSTROM

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 1/2d6; [1]

21 DEX 33 13- OCV 7 DCV 7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

13 PRE 3 12- PRE Attack: 2 1/2d6

16 COM 3 12-

 

5/25 PD 2 Total: 5/25 PD (0/20 rPD)

5/25 ED 1 Total: 5/25 ED (0/20 rED)

5 SPD 19 Phases: 3, 5, 8, 10, 12

10 REC 6

50 END 5

27 STUN 0 Total Characteristic Cost: 98

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 2" / 4"

Flight: 20" / 40"

 

Cost Powers END

25 Lightning generation: Elemental Control, 50-point powers

37 1) Lightning Sheild: Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

83 2) Maelstrom field: Energy Blast 8d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (11" Radius; +1), Continuous (+1) (150 Active Points); No Range (-1/2) 0

25 3) Lightning riding: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2

37 4) Lightning field: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

 

 

17 Burglary tools: Variable Power Pool, 15 base + 2 control cost, (22 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Access to his tool shed; -1/2); all slots OAF Fragile (-1 1/4)

 

 

 

 

 

 

Perks

5 Favor

 

 

Talents

3 Absolute Time Sense

 

 

Skills

3 Deduction 12-

3 Streetwise 12-

2 KS: Fences 11-

2 KS: Gems and Jewelry 11-

2 KS: Antiques 11-

10 +2 with DCV

3 Climbing 13-

3 Security Systems 12-

3 Lockpicking 13-

3 Stealth 13-

 

 

Total Powers & Skill Cost: 266

Total Cost: 364

 

200+ Disadvantages

20 Dependent NPC: Mother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Police 8- (As Pow, NCI, Capture)

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

15 Psychological Limitation: Prefers being stealthy (Common, Strong)

15 Psychological Limitation: fear of large bodies of water (Common, Strong)

15 Social Limitation: Secret ID (Frequently, Major)

15 Susceptibility: Grounding 2d6 damage Instant (Common)

15 Vulnerability: 1 1/2 x STUN Electrical (Very Common)

10 Vulnerability: 1 1/2 x Effect Gases and Poisons (Common)

20 Enraged: Berserk When Grounded (Common), go 8-, recover 14-

14 Experience Points

 

Total Disadvantage Points: 364

 

Background/History: Mike Rubbino was making a name for himself. For those in the know he was the man if you needed an item "borrowed", especially if you didn't want the borrowers to know that fact for a while. He had a cover as an antiquities dealer, but never dealt with anything he "borrowed" personally. Occasionally he would to a private job, a cut of which always went to his handlers. Then the day of the industrial job. He was working with some amatures when someone set of the alarm. In the scramble to get out he fell into a vat of somekind along with an electrical line. He should have died. As it was he barely managed to scramble away. He was sick for a week, then he felt better. On his next job, more bad luck, a cape showed. In his desparation he exploded. Electricity filled the room. The room and the cape was trashed and Mike felt exhasted. He cut and run and began experimenting. Three months later, Maelstrom showed up as the newest super mercenary/burglar.

 

Personality/Motivation: Get rich the easy way. Little work, lots of pay. Is what made him become a second story man in the first place. Since his improvements, it has added to his skill level ( he was good before ), but they also get him with people who are not as professional as he is. With his powers, he can hold his own, but at that point he considers the operation a failure if he had to fight. He has also developed a fear of large bodies of water (fountains, pools, reservoirs), because he beleives that if he was immersed while his powers were active it would be catastrophic (his blast is electrically based).

 

Quote: Damn!! Who tripped the alarm?

 

Powers/Tactics: Maelstrom is a cat burglar first and foremost. Scout out an area. Plan how to get in. Get in, get the material, get out. If he has to fight he will activate his maelstrom field and make his way to safety. If an opponent figures out that his field has a dissipation factor(Explosion), he will super-charge it for one second (AE).

 

Campaign Use: A support character first and foremost. As he should be used as a break in specialist, his powers will ocme as a surprise to those who are used to the catwoman type super agent burglar. If not used as a thief type, can be used in a super team as a flanker. Is especially good versus agents, speedsters and MA types who rely on dex as a defence. make him more powerful, get rid of the linked to the FF and change his Leaping to Flight. Also a third slot which is non continuous (IE a point blank EB effect) that comes out to about 10d6.lessen his power, get rid of the leaping and reduce the power of his FF.

 

Appearance: About 1.8 meters and 28 kilos, Maelstrom is in good shape, but not overly muscled. Out of costume he prefers decent clothing that is casual. He almost never wears jeans and t shirts are for undergarments.

costume he prefers a lightly armoured body stocking that covers him head to toe. Its black with dark blue highlights that look like lightning on his arms, legs and chest.

Link to comment
Share on other sites

Re: Maelstrom

 

Hmmm. OK, how about keeping the EC for the flight and FF, Taking the Maelstrom field out of the EC, place it back into a MP with explosive and AE line versions (rationalle is that he focuses the explosion in one direction. Also I would get rid of the EB since it really didn't totally fit the concept.

Link to comment
Share on other sites

Re: Maelstrom

 

MAELSTROM

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

21 DEX 33 13- OCV: 7/DCV: 7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

13 PRE 3 12- PRE Attack: 2 ½d6

16 COM 3 12-

 

5+20 PD 2 Total: 5/25 PD (0/20 rPD)

5+20 ED 1 Total: 5/25 ED (0/20 rED)

5 SPD 19 Phases: 3, 5, 8, 10, 12

10 REC 6

50 END 5

27 STUN 0 Total Characteristic Cost: 98

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

25 Lightning generation: Elemental Control, 50-point powers

37 1) Lightning Sheild: Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (½ END; +¼) (62 Active Points) 2

25 2) Lightning riding: Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

90 Multipower, 135-point reserve, (135 Active Points); all slots No Range (-½)

9u 1) Maelstrom field: Energy Blast 9d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Explosion (+½), Continuous (+1) (135 Active Points); No Range (-½) 6

9u 2) Energy Blast 9d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Explosion (Line; -1 DC/3"; +½), Continuous (+1) (135 Active Points); No Range (-½) 6

 

 

 

17 Burglary tools: Variable Power Pool, 15 base + 2 control cost, (22 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Access to his tool shed; -½); all slots OAF Fragile (-1 ¼)

 

 

 

Perks

5 Favor

 

Talents

3 Absolute Time Sense

 

Skills

3 Deduction 12-

3 Streetwise 12-

2 KS: Fences 11-

2 KS: Gems and Jewelry 11-

2 KS: Antiques 11-

10 +2 with DCV

3 Climbing 13-

3 Security Systems 12-

3 Lockpicking 13-

3 Stealth 13-

 

Total Powers & Skill Cost: 254

Total Cost: 352

 

200+ Disadvantages

20 Dependent NPC: Mother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Police 8- (As Pow, NCI, Capture)

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

15 Psychological Limitation: Prefers being stealthy (Common, Strong)

15 Psychological Limitation: fear of large bodies of water (Common, Strong)

15 Social Limitation: Secret ID (Frequently, Major)

15 Susceptibility: Grounding 2d6 damage Instant (Common)

15 Vulnerability: 1 ½ x STUN Electrical (Very Common)

10 Vulnerability: 1 ½ x Effect Gases and Poisons (Common)

20 Enraged: Berserk When Grounded (Common), go 8-, recover 14-

2 Experience Points

(12 points unspent)

 

Total Disadvantage Points: 352

Earned Experience: 14

Spent Experience: 2

Unspent Experience: 12

 

Background/History: Mike Rubbino was making a name for himself. For those in the know he was the man if you needed an item "borrowed", especially if you didn't want the borrowers to know that fact for a while. He had a cover as an antiquities dealer, but never dealt with anything he "borrowed" personally. Occasionally he would to a private job, a cut of which always went to his handlers. Then the day of the industrial job. He was working with some amatures when someone set of the alarm. In the scramble to get out he fell into a vat of somekind along with an electrical line. He should have died. As it was he barely managed to scramble away. He was sick for a week, then he felt better. On his next job, more bad luck, a cape showed. In his desparation he exploded. Electricity filled the room. The room and the cape was trashed and Mike felt exhasted. He cut and run and began experimenting. Three months later, Maelstrom showed up as the newest super mercenary/burglar.

 

Personality/Motivation: Get rich the easy way. Little work, lots of pay. Is what made him become a second story man in the first place. Since his improvements, it has added to his skill level ( he was good before ), but they also get him with people who are not as professional as he is. With his powers, he can hold his own, but at that point he considers the operation a failure if he had to fight. He has also developed a fear of large bodies of water (fountains, pools, reservoirs), because he beleives that if he was immersed while his powers were active it would be catastrophic (his blast is electrically based).

 

Quote: Damn!! Who tripped the alarm?

 

Powers/Tactics: Maelstrom is a cat burglar first and foremost. Scout out an area. Plan how to get in. Get in, get the material, get out. If he has to fight he will activate his maelstrom field and make his way to safety. If an opponent figures out that his field has a dissipation factor(Explosion), he will super-charge it for one second (AE).

 

Campaign Use: A support character first and foremost. As he should be used as a break in specialist, his powers will ocme as a surprise to those who are used to the catwoman type super agent burglar. If not used as a thief type, can be used in a super team as a flanker. Is especially good versus agents, speedsters and MA types who rely on dex as a defence.

To make him more powerful, get rid of the linked to the FF and change his Leaping to Flight. Also a third slot which is non continuous (IE a point blank EB effect) that comes out to about 10d6.

To lessen his power, get rid of the leaping and reduce the power of his FF.

 

Appearance: About 1.8 meters and 28 kilos, Maelstrom is in good shape, but not overly muscled. Out of costume he prefers decent clothing that is casual. He almost never wears jeans and t shirts are for undergarments.

 

In costume he prefers a lightly armoured body stocking that covers him head to toe. Its black with dark blue highlights that look like lightning on his arms, legs and chest.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...