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Fist!


phoenix240

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This character is not my creation but was done by a friend and players for a high end game he will be joining. He hasn't built a high point character and wanted some tips. It is a Hulk homage.

 

FIST!

 

 

Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6 kilotons; 16d6 HTH damage

20 DEX 30 13- OCV: 7/DCV: 7

35 CON 50 16-

30 BODY 20 15-

8 INT -2 11- PER Roll 13- XP:

20 EGO 20 13- ECV: 7 Unused:

40 PRE 30 17- PRE Attack: 8d6

10 COM 00 11-

25 PD 9 Total: 25 PD 25 rPD

25 ED 13 Total: 25 ED 25 rED

4 SPD 10 Phases: 3 6 9 12

32 REC 18

80 END 5

88 STUN 0 Total Characteristics Cost: 263

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

 

 

Cost Powers/Talents/Skills________________________________

25 Damage resistance

60 3/4 physical reduction

60 3/4 energy reduction

 

 

 

45 Multipower 45 pts

4u +15" running 0 END

4u +30" leaping 0 END

4u Tunneling 6" through 6 DEF material

4u Tunneling 4" through 6 DEF material; close hole behind

 

 

80 Brick tricks multipower 80 pts

8u "Big wrap-up" 8d6 entangle

8u "Shockwave" 8d6 PB; hexes effect

6u "Hammer throw" 60 STR (only for throwing -1/2); megascale (+1/4)

 

 

40 "Magma for blood" 2d6 hka; penetrating (+1/2) damage shield (+1/2); only if BODY damage is taken (-1/2)

 

 

 

9 +3 to PER rolls

 

 

35 Multiform (Dr. Brian MacComber, geologist, geochemist, vulcanologist); Instant change

 

 

40 20" knockback resistance

 

 

 

50 7D6 healing; can heal limbs; only when transforming back and forth (-1/2)

 

 

 

Total Powers, Talents & Skills Cost: 482

Total Cost: 745

 

 

 

Disadvantages

 

 

15 Accidental change into FIST! when angry 11-

15 Accidental change into FIST! when taking BODY 14-

25 Dist. Features: Large man shaped being of angry rock

25 Enraged 14- when changing into FIST!, recover 11-

30 Enraged 14- when in combat, recover 11-

20 Physical limitation: aside from growling/roaring, can only say "FIST!"

15 Physical limitation: 9' tall, 1.6 tons

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Re: Fist!

 

Is this 5E, 6E or some combination there of?

 

The 8d6 Shockwave seems like a power that will see very little action. Might be better off building as a naked advantage on STR.

 

I think the Magma Blood needs some additional advantages and limitations...

 

The Accidental Changes don't make any sense given the way the rest of the build is done. The Double 14- Enraged complications strike me as a bad idea as well...

 

Probably want Trigger on that healing.

 

No skills at all?

 

A 7 OCV and 4 SPD raise an eyebrow as being on the low end, but I don't know what the game parameters are like, so that might be totally fine.

 

I personally don't like paying points to have a 150pt normal multiform that will, in all likelihood, be used as an Achilles Heal. However, if he primarily changes when he needs the puny brilliant scientist to save the day, that might work out ok.

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Re: Fist!

 

About the Multiform:

Usually you buy the Hulk form as Alternate Form of Bruce Banner, not the other way around. The only way time I would consider doing it this way, is if he is usually in hulk form and only ocassionally in Banner form - and even then only of Banner has an interesting amount of Skills.

 

Hammer Throw:

This will mean he can throw a lot of foes for hundreds of Kilometers - this is very likely too far as it effectively takes most enemies out of the combat for good.

+x STR, Only for throwing with a similar points value work propably better and more managgeable.

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Re: Fist!

 

Fist (Revised)

 

 

 

Val Char Cost

 

80 STR 70

20 DEX 30

40 CON 60

30 BODY 40

8 INT -2

40 EGO 20

15 PRE 5

10 COM 0

 

 

30 PD 14

 

31 ED 23

 

4 SPD 10

 

33 REC 18

 

90 END 5

 

90 STUN 0

 

 

 

22" RUN 0

 

2" SWIM 0

 

44" LEAP 0

 

Characteristics Cost: 293

 

 

 

Cost Power

 

30 Damage Resistance (30 PD/30 ED)

 

40 LITTLE TOY NO HURT FIST!: Damage Negation (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Real Weapons; -1/2)

 

 

 

31 Life Support (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

 

 

 

20 Incredible Constitution: Power Defense (20 points)

 

 

 

13 Fearsome: +20 PRE (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only for Pre attacks/intimidation; -1/2)

 

 

 

20 Fearless: +20 EGO (40 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Pre attacks; -1)

 

 

 

10 Shielded by Rage: Mental Defense (25 points total) (17 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs Direct Damage; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only when Enraged; -1/4)

 

 

 

16 Fueled b Rage: Reduced Endurance (1/2 END; +1/4) for up to 80 Active Points of Strength (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only when Enraged; -1/4)

 

 

 

50 Unstoppable: Multipower, 50-point reserve

 

5u 1) Powerful Legs: Running +16" (22" total), Reduced Endurance (0 END; +1/2) (48 Active Points)

 

5u 2) Powerful Legs: Leaping +28" (44" forward, 22" upward), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4) (49 Active Points)

 

5u 3) Casual Smash Through: Tunneling 1" through 10 DEF material, Reduced Endurance (0 END; +1/2) (48 Active Points)

 

 

53 Multipower, 80-point reserve, (80 Active Points); all slots Requires A Skill Roll (-1/2)

 

3u 1) Fist....SMASH!: Killing Attack - Hand-To-Hand 3d6-1 (5d6+1 w/STR) (40 Active Points); Requires A Skill Roll (-1/2)

 

4u 2) Fist break little toy!: Dispel 21d6+1, any [special effect] power one at a time (Any Foci Based Power; +1/4) (80 Active Points); Requires A Skill Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must Grab Foci; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only vs Breakable Foci; -1/4)

 

2u 3) FIST CRUSH YOU!: Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Must Grab; -1/2), Requires A Skill Roll (-1/2)

 

3u 4) Big Wrap Up: Entangle 8d6, 8 DEF (80 Active Points); Limited Power Power loses about a third of its effectiveness (Components; -1/2), No Range (-1/2), Requires A Skill Roll (-1/2)

 

3u 5) Shockwave: Explosion (+1/2) for up to 80 Active Points of Strength, Personal Immunity (+1/4) (50 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4)

 

1u 6) Hammer Throw: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of 60 Strength (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only for Throwing Distance; -1/2), Extra Time (Full Phase, -1/2), Requires A Skill Roll (-1/2)

 

2u 7) Catch and Return: Missile Deflection (Thrown Objects), Missile Reflection, Reflect At Any Target (35 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Large Heavy Objects; -1/2), Requires A Skill Roll (-1/2)

 

 

14 Brace for Impact: Knockback Resistance -16" (32 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Nonpersistent (-1/4)

 

 

 

7 Powerful Grip: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Limited Power Power loses about a fourth of its effectiveness (Max of 90 Degrees; -1/4), Limited Power Power loses less than a fourth of its effectiveness (Damages Enviornment; -0)

 

 

 

41 Regeneration: Healing 7 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (112 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

 

 

 

12 Multiform (150 Character Points in the most expensive form) (Instant Change) (35 Active Points); No Conscious Control (-2)

 

Powers Cost: 390

 

 

 

 

 

Cost Skill

 

19 "Brick Tricks" Power 19-

 

5 "Beast Kinship" Animal Handler 13-

 

3 "Surprisingly nimble" Breakfall 13-

 

10 "Used to being Mobbed" Defense Maneuver I-IV

 

5 "Fist like alone." Survival 12-

 

5 "Feral Cunning in Battle" Tactics 12-

 

5 "How does something so big move so fast?" Rapid Attack (HTH)

15 +3 with HTH Combat

Skills Cost: 67

 

 

 

Total Character Cost: 750

 

 

 

Pts. Disadvantage

 

15 Distinctive Features: Massive hyper muscular Powerhouse (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Enraged: Tricked, teased or taunted (Uncommon), go 14-, recover 11-

15 Hunted: Military 8- (As Pow; NCI; Harshly Punish)

10 Physical Limitation: Simple child like mind. (Frequently; Slightly Impairing)

15 Psychological Limitation: Short temperred, driven by rage (Common; Strong)

15 Psychological Limitation: Naive and trusting (Very Common; Moderate)

10 Accidental Change: When at peace 11- (Uncommon)

10 Vulnerability: 2 x Effect Mental Illusions (Uncommon)

Disadvantage Points: 110

Base Points: 650

Experience Required: 0

 

Total Experience Available: 0

Experience Unspent: 0

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Re: Fist!

 

I've taken a look, here is what I found:

 

LITTLE TOY NO HURT FIST!

Has he asked the GM if that is okay? Those "bounce bullet off" things mostly work on the basis that the attacker is way lower in points than the hero. And that he does so little Stun after defenses, the character can just ignore it (if he is a nice guy).

Only the GM can say how "normal" and anti-super guns are built in a campaign, so it would be best to ask before asuming that they will be built with "Real Weapon".

Also, are you sure about the rules version? 5E has no Damage Negation, only Reduction unless they houseruled that.

 

Fearsome:

As written now, he only has 15 PRE defense. But both the concept and the fact that he is scary himself, would normally mean that he is also hard to intimidate himself.

 

Fearless:

Has he checked if he needs that? His GM might let all PRE attacks be defended by PRE. "Fear attacks go against EGO" is only an optional/toolkitting rule in 6E.

 

Shielded by Rage:

Sound like he just wanted more EGO to Resist Mind Controll and the like. I also checked that you can use Skill Levels for your Breakout Roll. And when you break out with the first roll, you "were never affected in the first place". 5 3 point Skill Level make it just as hard to get him under controll or keep him there for less Price.

Alternatively just combine Fearless and Shielded by Rage into one Power with +20 EGO, No figureds (-1/2).

 

Powerful Legs:

I think to qualify for "Limited group of Advantages", the selection must be limited relative to the power. Movement powers only have so many advantages in the first place (Reduced End, Increased Acceleration, No Gravity Penalty), so he might not qualify.

 

FIST CRUSH YOU!:

Why EB, not HTH-Attack? Would allow him to use his Strength (with reduced endurance) for free.

 

Regeneration:

It's usually not worth to buy that much. It's usually better to buy one or two, but more Resistant Defenses with the Special effect of "Fast Regeneration".

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Re: Fist!

 

I've taken a look, here is what I found:

 

 

LITTLE TOY NO HURT FIST!

Has he asked the GM if that is okay? Those "bounce bullet off" things mostly work on the basis that the attacker is way lower in points than the hero. And that he does so little Stun after defenses, the character can just ignore it (if he is a nice guy).

Only the GM can say how "normal" and anti-super guns are built in a campaign, so it would be best to ask before assuming that they will be built with "Real Weapon".

Also, are you sure about the rules version? 5E has no Damage Negation, only Reduction unless they houseruled that.

 

 

There are some 6th things in play like Damage Negation with GM approval.

 

 

Fearsome:

As written now, he only has 15 PRE defense. But both the concept and the fact that he is scary himself, would normally mean that he is also hard to intimidate himself.

 

He has Fearless which adds to his Ego vs Pre attacks. Resistance to Pre attacks is strictly based on Ego as a House rule.

 

 

Powerful Legs:

I think to qualify for "Limited group of Advantages", the selection must be limited relative to the power.

 

 

The Advantages of either 0 Endurance or Megascale. Sorry, meant to note that.

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Re: Fist!

 

Let's see, if he wants to use "Catch and Return" to reflect a missile, how many rolls would the player make:

 

1. Skill Roll

2. Block Roll

3. Attack Roll

4. Damage Roll

5. Knockback Roll

 

That's impressive. ;) In all honesty, I would remove the skill roll from the multipower. That's really more of a Heroic campaign type of thing. Does the Hulk sometimes fail his "rage skill roll" when he tries to punch someone? Nawww.

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