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Multipower Gadgeteer


handleyj

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Hey all, I'm looking for a Gadgeteer character for a player of mine. The problem is that I'm not allowing VPPs in the game at the moment. Mainly we're all too new to the system to have a VPP in play right now ... I just think it would slow the game down too much.

 

However, one of my players wants to play a Gadgeteer, and I was hoping to find some examples around these boards for Gadgeteers made with Multipowers, but I've only found one: Killershrike's Makeshift. And while Makshift is pretty good, I was hoping to find a few more examples.

 

HDC files would be most helpful! Thanks!

 

-joe

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Re: Multipower Gadgeteer

 

You're going to have to be a little more specific about what you want, otherwise you're just going to get utterly random builds. Theme? Tech level? I could give you a multipower user that can use various kitbashed zipguns to launch gimmick ammunition, or an alien cyborg that uses a cyberkinetically linked nanofabrication factory and shaped local hard light fields to simulate a relatively narrow range of effects, or a handy dude with a tool belt who knows how to use junk creatively. Or I could do something completely dissimilar to any of those examples; gadgeteers are a pretty wide-open field.

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Re: Multipower Gadgeteer

 

One suggestion you might want to consider is to make the Reserve twice as much as the average power so that even with ultra slots the character can use at least two devices at the same time. This would also allow for the rare larger point gadget, highly limited of coursse, or you could impose a limtation on the MP that no one power can be more than half the MPs total Active Points.

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Re: Multipower Gadgeteer

 

I have been working on some characters, one for each archtype. Now it is still rough, and there are a few house rules to contend with, and probably lower power than you are looking for. In addition to all of that, this character is a obvious Green Goblin Rip off. To the point of needing a new name for him...thinking Gremlin right now...

 

 

Goblin (working Name)

 

Player:

 

Val Char Cost

20 STR 3

19 DEX -3

20 CON 4

15 BODY 6

28 INT 18

14 EGO 8

13 PRE 3

16 COM 3

 

10/15 PD 1

10/15 ED 1

4 SPD 1

8 REC 0

40 END 0

36 STUN 0

 

6" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 45

 

Cost Power

Self Augmenting Treatments, all slots Restrainable (Only by means other than Grabs and Entangles; -1/4)

6 1) +7 STR (7 Active Points)

13 2) +8 CON (16 Active Points)

3 3) +2 BODY (4 Active Points)

24 4) +10 DEX (30 Active Points)

8 5) +1 SPD (10 Active Points)

3 6) +5 PD (5 Active Points); Stun Only (-1/4)

3 7) +5 ED (5 Active Points); Stun Only (-1/4)

Costume, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points)

3 2) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)

3 3) Nightvision (5 Active Points)

3 4) Sight Group Flash Defense (5 points) (5 Active Points)

6 5) HRRP (Radio Group) (12 Active Points); Sense Affected As Sight, Hearing, & Radio (-1/2)

20 Bag of tricks: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)

1u 1) Shillelagh: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), HA (-1/2)

1u 2) Throwing Bats: HA +3d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Str Based Range (+1/4) (26 Active Points); HA (-1/2)

2u 3) Razor Bats: HKA 1d6 (1 1/2d6 w/STR) (vs. PD), Range Based On STR (+1/4), Autofire (3 shots; +1/4), AP (+1/2) (30 Active Points); 6 Recoverable Charges (-1/4)

1u 4) Pumpkin Bombs: RKA 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 6 Charges (-3/4), Max Effect (-1/4)

1u 5) Skull Flashbangs: Sight and Hearing Groups Flash 3d6, Explosion (+1/2) (30 Active Points); 6 Charges (-3/4), Max effect (-1/4), Range Based On STR (-1/4)

1u 6) Capture Foam Ghosts: Entangle 2d6, 4 DEF (30 Active Points); Cannot Form Barriers (-1/4), Range Based On STR (-1/4), Max effect (-1/4), 12 Charges (-1/4)

1u 7) Witches Cauldron of Smoke: CE 8" radius, -4 to Sight Group PER Rolls (29 Active Points); 6 Charges (-3/4), Range Based On STR (-1/4)

1u 8) Banchee White Sound Generator: EB 2d6 (vs. ED), Explosion (+1/2), AVLD (Flash Defense Sound; +1 1/2) (30 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), Max Effect (-1/4)

1u 9) Micro Rebreather: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points)

1u 10) Micro Computer: (Total: 30 Active Cost, 14 Real Cost) HRRP (Radio Group) (12 Active Points); (-1/2) (Real Cost: 6) plus +2 with INT Skills (10 Active Points); (-1/2) (Real Cost: 5) plus Eidetic Memory (5 Active Points); (-1/2) (Real Cost: 2) plus Absolute Time Sense (3 Active Points); (-1/2) (Real Cost: 1) [Notes: All OAF (-1)]

1u 11) Tracking Device: Detect A Class Of Things 15- (Unusual Group), Increased Arc of Perception, Range, Sense, Telescopic (+3): +3, Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (28 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]

15 Giant Bat Flyer: Flight 10", x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (31 Active Points); OIF (-1/2), Restrainable (-1/2)

Powers Cost: 132

 

 

Cost Skill

9 +3 with Bags of Tricks

3 AK: Homeland (INT-based) 15-

1 Acting 8-

3 Breakfall 13-

1 Climbing 8-

1 Combat Driving 8-

3 Combat Piloting 13-

3 Computer Programming 15-

1 Concealment 8-

1 Conversation 8-

3 CuK: Superhuman World (INT-based) 15-

1 Deduction 8-

3 Demolitions 15-

3 Electronics 15-

3 Inventor 15-

4 Language: Native (idiomatic)

3 Mechanics 15-

3 PS: Scientist (INT-based) 15-

1 Paramedics 8-

3 Scholar

2 1) KS: Celtic Myths (INT-based) (3 Active Points) 15-

2 2) KS: Common Knowledge (INT-based) (3 Active Points) 15-

1 3) KS: Criminal Law & Procedures (2 Active Points) 11-

2 4) KS: Supervillains (INT-based) (3 Active Points) 15-

1 Persuasion 8-

3 Scientist

2 1) SS: Biology (INT-based) 15- (3 Active Points)

2 2) SS: Chemistry (INT-based) 15- (3 Active Points)

3 3) SS: Engineering (INT-based) 16- (4 Active Points)

2 4) SS: Health Sciences (INT-based) 15- (3 Active Points)

2 5) SS: Mathamatics (INT-based) 15- (3 Active Points)

2 6) SS: Physics (INT-based) 15- (3 Active Points)

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 15-

2 TF: Common Motorized Ground Vehicles, Air Vehicles

1 Teamwork 8-

3 Weaponsmith 15-

Skills Cost: 88

 

Cost Perk

5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

5 Fringe Benefit: Local Police Powers, Membership: Crusaders

Perks Cost: 10

 

 

Total Character Cost: 275

 

Pts. Disadvantage

5 DNPC: Lab Assistant 8- (Normal; Useful Noncombat Position or Skills)

10 Hunted: Local Police Department 8- (Mo Pow, NCI, Watching)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

10 Psych. Lim.: Desire to Embaress Enemies (Common, Moderate)

15 Psych. Lim.: Overconfident (Very Common, Moderate)

15 Psych. Lim.: Show off (Very Common, Moderate)

10 Psych. Lim.: Thrillseeker (Common, Moderate)

15 Soc. Lim.: Secret ID (Frequently, Major)

Disadvantage Points: 100

Base Points: 175

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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