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Fortress


DJ Blackrock

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Okay, I'm building a Healer style character, and finding it to be quite difficult, so, in an effort to sort of cleanse my palette, I decided to put together the "Enforcer" that accompanies my healer. I'm pretty sure I've got him built more or less okay, so here he is.

 

Fortress

 

Player:

 

Val Char Cost

45/50 STR 35

23 DEX 39

18 CON 16

15/16 BODY 10

18 INT 8

11 EGO 2

18 PRE 8

13 COM 2

 

15/31 PD 6

10/26 ED 6

4 SPD 7

12 REC -2

42 END 3

52/53 STUN 5

 

9" RUN 0

2" SWIM 0

9"/10" LEAP 0

Characteristics Cost: 145

 

Cost Power

7 Oversized Body: Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 328 kg, +0 DCV, +0 PER Rolls to perceive character, 3 m tall, 2 m wide), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Always On (-1/2)

6 Long Stride: Running +3" (9" total)

20 Telekinetic Force Bubbles: Elemental Control, 40-point powers

44 1) Dispersion Field: Force Field (16 PD/16 ED), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 2 people at once; +1/2) (64 Active Points)

23 2) Repulsion Field: Telekinesis (28 STR), Area Of Effect (4" Radius; +1) (84 Active Points); Increased Endurance Cost (x3 END; -1), No Range (-1/2), Conditional Power Only to throw opponents away (-1/4)

32 3) Force Bolt: Energy Blast 6d6, Double Knockback (+3/4) (52 Active Points)

20 4) Detention Field: Entangle 4d6, 4 DEF (40 Active Points)

Powers Cost: 152

 

Cost Martial Arts Maneuver

4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 13d6 / 14d6 Crush, Must Follow Grab

5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 / 12d6 Strike

Martial Arts Cost: 13

 

Cost Skill

1 +1 with any single attack with one specific weapon

7 Paramedics 15-

3 PS: Doctor 13-

3 Inventor 13-

3 KS: Toxins, Poisons 13-

3 KS: Diseases 13-

3 KS: Paranormal Physiology 13-

3 Computer Programming 13-

3 Forensic Medicine 13-

3 Conversation 13-

2 AK: New Jersey 11-

Skills Cost: 34

 

Cost Perk

1 Fringe Benefit: License to practice a profession

5 Money: Well Off

Perks Cost: 6

 

 

Total Character Cost: 350

 

Pts. Disadvantage

20 Psychological Limitation: Code vs. Killing: Hippocratic Oath (Common, Total)

20 Psychological Limitation: Must protect the innocent (Very Common, Strong)

5 Psychological Limitation: Crush on The Medic (Uncommon, Moderate)

15 Dependent NPC: Foster Parents: Justin and Dorothy Rowe 8- (Normal; Unaware of character's adventuring career/Secret ID)

15 Distinctive Features: 10 Feet Tall (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

10 Reputation: Hero whose ideals can be easily exploited, 11-

5 Unluck: 1d6

10 Physical Limitation: 10 feet tall (Custom Tailoring is expensive) (Frequently, Slightly Impairing)

5 Enraged: When Innocents are hurt (Uncommon), go 8-, recover 14-

10 Hunted: Local Media/Paparazzi 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)

15 Reputation: Media Darling, 14-

10 Vulnerability: 1 1/2 x STUN Poison Gas Attacks (Common)

10 Vulnerability: 1 1/2 x STUN Ego Attacks (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

 

Before the replies begin, I will admit this character not being a completely out of my own head idea. I remember seeing this character in more or less the same form a while back. I'm not completely sure who made him, I want to say Bob Greenwade, but I could be wrong. If you recognize this character as your original idea, let me know so I can credit you properly.

 

Also, my main issue with this build is the Dispersion Field power. Originally I had it split between two seperate Force Field powers. One for himself, and another useable on others, but I couldn't figure out how to make the one usable against others, but not on self. So, I just condensed the two. It's not really what I had in mind originally, but it'll have to do...

 

unless of course, someone here wants to help me figure out how to do it. :wink wink: The way I have it, I can only use it on myself and someone else, or two others, leaving me with less defense.

 

So, let me know what you think, please keep it contructive.

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Re: Fortress

 

Well, there is Fortress...which is also the same base character as Rook and Shriver (its an alternate realities sort of thing).

 

But despite the name and SFX similarities the build is completely different.

 

Anyway, in the original MetaCyber campaign, where Sean Sullivan originated from, one of the other team members was Triage, a metahuman with healing powers.

 

The combination of a healer plus a "tough guy" with Damage Reduction has a lot of synergy. You might want to consider giving your guy 50% Dmg Reduction to leverage it.

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Re: Fortress

 

The 'Growth, Always On' gig (and similar ones, like Shrinking AO) has been discontinued in 5th. The suggestion is to purchase the appropriate attributes, etc. and then give the character a physical disad appropriate to the size they would be -- 'Big Guy (Occasionally, Minor)', for example -- to indicate how often the problem comes into play, and how problematic it is.

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Re: Fortress

 

So it is... That's annoying. And expensive. Ohhkay... try this again.

 

 

Fortress

 

Player:

 

Val Char Cost

50 STR 25

23 DEX 39

18 CON 16

18 BODY 10

18 INT 8

11 EGO 2

23 PRE 8

13 COM 2

 

10/26 PD 0

10/26 ED 6

4 SPD 7

13 REC -2

42 END 3

58 STUN 5

 

10" RUN 0

2" SWIM 0

10" LEAP 0

Characteristics Cost: 129

 

Cost Power

6 Increased Bulk: +3 BODY

8 Long Stride: Running +4" (10" total)

6 Heavy: Knockback Resistance -3"

15 Massive Strength: +15 STR

5 Impressive Size: +5 PRE

20 Telekinetic Force Bubbles: Elemental Control, 40-point powers

28 1) Dispersion Field: Force Field (16 PD/16 ED), Usable Simultaneously (up to 2 people at once; +1/2) (48 Active Points)

25 2) Repulsion Field: Telekinesis (30 STR), Area Of Effect (5" Radius; +1) (90 Active Points); Increased Endurance Cost (x3 END; -1), No Range (-1/2), Conditional Power Only to throw opponents away (-1/4)

32 3) Force Bolt: Energy Blast 6d6, Double Knockback (+3/4) (52 Active Points)

20 4) Detention Field: Entangle 4d6, 4 DEF (40 Active Points)

Powers Cost: 165

 

Cost Martial Arts Maneuver

4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab

5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike

Martial Arts Cost: 13

 

Cost Skill

1 +1 with any single attack with one specific weapon

3 SS: Origin of Powers 12-

7 Paramedics 15-

3 PS: Doctor 13-

3 Inventor 13-

3 KS: Toxins, Poisons 13-

3 KS: Diseases 13-

3 KS: Paranormal Physiology 13-

3 Computer Programming 13-

3 Forensic Medicine 13-

3 Conversation 14-

2 AK: New Jersey 11-

Skills Cost: 37

 

Cost Perk

1 Fringe Benefit: License to practice a profession

5 Money: Well Off

Perks Cost: 6

 

 

Total Character Cost: 350

 

Pts. Disadvantage

20 Psychological Limitation: Code vs. Killing: Hippocratic Oath (Common, Total)

20 Psychological Limitation: Must protect the innocent (Very Common, Strong)

5 Psychological Limitation: Crush on The Medic (Uncommon, Moderate)

15 Dependent NPC: Foster Parents: Justin and Dorothy Rowe 8- (Normal; Unaware of character's adventuring career/Secret ID)

15 Distinctive Features: 10 Feet Tall (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

10 Reputation: Hero whose ideals can be easily exploited, 11-

5 Unluck: 1d6

10 Physical Limitation: 10 feet tall (Custom Tailoring is expensive) (Frequently, Slightly Impairing)

5 Enraged: When Innocents are hurt (Uncommon), go 8-, recover 14-

10 Hunted: Local Media/Paparazzi 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)

15 Reputation: Media Darling, 14-

10 Vulnerability: 1 1/2 x STUN Poison Gas Attacks (Common)

10 Vulnerability: 1 1/2 x STUN Ego Attacks (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

How about now? Had to modify the bejeezus out of his powers.

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Re: Fortress

 

Honestly, I prefer the Growth 0 Endurance, Persistent, Always on to the pure physical disadvantage method (though a Phys lims can also be appropriate). It has built in granularity and the Inherent Advantage seems custom made for it but that's a matter of opinion.

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Re: Fortress

 

Honestly' date=' I prefer the Growth 0 Endurance, Persistent, Always on to the pure physical disadvantage method (though a Phys lims can also be appropriate). It has built in granularity and the Inherent Advantage seems custom made for it but that's a matter of opinion.[/quote']

 

 

I agree, but hey, if the rules don't allow it, then, what can you do?

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Re: Fortress

 

Even powers that are "Always On" can be suppressed. Then what happens? He shrinks? And the rules also suggest letting characters turn off "always on" powers, but with a massive END rate and, IIRC a roll.

 

Also, 10ft is closer to 3m than 4m, putting the character inbetween sizes on the size chart, so perhaps the benifits should be modified?

 

Also, unless I missed something (which is quite possible) both builds used the Advantages from being large without using the Disadvantages (-DCV, +PER for others to see you, etc.).

 

EDIT: Almost forgot. Force Field, like many of the Defensive Powers, generally doesn't use "Usable On Others", and is specifically pointed out as having potential for abuse in the book. You may want to consider Force Wall. Also, if you do stick with FF Usable Simultaneously, are you remembering that whoever you grant the power to must also spend END to use it? Since I'm not sure what the effect you are looking for is, I'll also remind you that all UUO powers require you to be in HtH range to grant and require LOS to remain active, unless you buy the appropriate modifiers.

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Re: Fortress

 

Even powers that are "Always On" can be suppressed. Then what happens? He shrinks? And the rules also suggest letting characters turn off "always on" powers, but with a massive END rate and, IIRC a roll.

 

Inherent Powers can't be affected by Adjustment powers. The option for turning off Always On Powers are just suggestions not mandatory and are totally GM's discretion. IOW, if doesn't make "logical" or dramatic sense for the character to be able to Turn off his powers even with great effort then there is no obligation for the GM to allow it. Personally, I usually don't outside of Power stunt with some in-game rationale or a Limited buy off of the Always On Limitation.

 

I agree' date=' but hey, if the rules don't allow it, then, what can you do?[/quote']

 

You can always House Rule it. Steve Long isn't going to come to your home and confiscate your books. Whatever works best for your game is what matters not "book legal" unless the character is intended for tournament or some other group event.

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