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Help with some multipowers


Baronesa

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I'm trying to build one of my characters, but I'm having some doubts about the multipowers.

 

My character, Condor uses a Questionite Kite Shield (she would never EVER throw the only thing keeping her best protection)

36

 

[TABLE=width: 613]

 

 

[TR]

 

[TD]

36[/TD]

 

[TD]

[/TD]

 

[TD]

Shield Multipower[/TD]

 

[TD]

Multipower, 60 Point Reserve. All slots Unbreakable OIF (-½); Half Mass (-½)[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

2f[/TD]

 

[TD]

Shield Protection[/TD]

 

[TD]

Resistant Protection (+10 PD/+10 ED); Hardened (x2; +½), Impenetrable (x2;+½); OIF (-½), Nonpersistent (-¼); Req Roll 14- (-¼)[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

2f[/TD]

 

[TD]

Shield Bash[/TD]

 

[TD]

HA +7d6; OIF (-½), Hand-To-Hand Attack (-¼)[/TD]

 

[/TR]

 

[TR]

 

[TD]

[/TD]

 

[TD]

2f[/TD]

 

[TD]

Shield Edge[/TD]

 

[TD]

HKA 2d6 (plus STR); OIF (-½)[/TD]

 

[/TR]

 

 

[/TABLE]

 

 

The question I have here is about the protection... would she roll for it each time she is attacked, or would she have to prepare it like a block?

 

Thanks for your help

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Given the nonpersistent Lim. and the special effect, I'd say she has to be aware of the attack and be able to maneuver the shield, but it would not usually take a half Action or so to do this. Don't forget to buy a few Levels of DCV for the shield!

 

Please show us a picture of her.

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Here is how I've build Captain America's shield in the past.

You should be able to follow the link back to the original thread as well. There are a few more slots listed there plus a build of Wolverine's claws.

 

Re: Super Shield

 

Here's another version with a real cost 4 points higher and an active point total of 75 instead of 60. I changed Gestures to Restrainable and removed Required Hands.

 

30 The Shield - by Whammo! v3.2: Multipower, 75-point reserve, (75 Active Points); all slots OIF Unbreakable (Inaccessable Arm Straps; -1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll; -1/2), Restrainable (-1/2)

Notes: The Lockout on Frisbee Throw and Ranged instances of Cutting Edge and Deflect only comes into play if those actions fail (miss) or the shield is actively attacked (or deflected) itself. Not all slots are necessary for a character to purchase to begin with (some could be learned with XP). The CSL's within some slots represent the amazing lightness of the Shield. The Requires DEX Roll offsets this somewhat (in the hands of an inexperienced user at least).

3u 1) Shield Bash: (Total: 75 Active Cost, 26 Real Cost) Hand-To-Hand Attack +4d6, Personal Immunity (Only To Counter Damage Shield; +1/4), Reduced Endurance (0 END; +1/2), Does x1 1/2 Knockback (+1/2), Indirect (Any origin, any direction; Only To Counter Damage Shield; +3/4) (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 20) plus +3 with HTH Combat (15 Active Points) (Real Cost: 6)

Notes: Up to 20 STR damage can be added with Advantages. Non-movement based Martial Arts and Haymaker bonus DC's add normally. Multiply velocity divisors by 3. Move By adds +1 DC/15". Move Through adds +1 DC/9".

2u 2) Frisbee Throw: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2), Limited Range (Based On STR; -1/4)

2u 3) Cutting Edge (HTH or Ranged): Killing Attack - Hand-To-Hand 1d6, Personal Immunity (Only To Counter Damage Shield; +1/4), Range Based On STR (+1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2), Does x1 1/2 Knockback (+1/2), Indirect (Any origin, any direction; Only To Counter Damage Shield; +3/4), Penetrating (x2; +1) (75 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2)

Notes: Due to Advantages it takes +25 STR to add +1 Damage Class. 75 STR would be needed to reach maximum damage of 2d6k.

2u 4) Deflect: (Total: 73 Active Cost, 23 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Hardened (+1/4), Full Range (+1) (65 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2), Conditional Power Range Based On Strength (-1/4) (Real Cost: 20) plus +2 OCV with any two categories of combat (HTH and Ranged) (8 Active Points) (Real Cost: 3)

Notes: 2 CSL's can be used towards Missile Deflection or Block.

2u 5) Basic Defense: Force Field (12 PD/12 ED/6 Power Defense), Reduced Endurance (0 END; +1/2), Hardened (x4; +1) (75 Active Points); Limited Coverage [61-180] Degrees (-1/2)

2u 6) Full Defense (Of Others): Force Wall (12 PD/12 ED), Costs END Only To Activate (Bracing; +1/4) (75 Active Points); No Range (-1/2), Limited Coverage [61-180] Degrees (-1/2), Restricted Shape (-1/4) 6

Notes: Acts as 12" Knockback Resistance

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Here is how I've build Captain America's shield in the past.

You should be able to follow the link back to the original thread as well. There are a few more slots listed there plus a build of Wolverine's claws.

 

Re: Super Shield

 

Here's another version with a real cost 4 points higher and an active point total of 75 instead of 60. I changed Gestures to Restrainable and removed Required Hands.

 

30 The Shield - by Whammo! v3.2: Multipower, 75-point reserve, (75 Active Points); all slots OIF Unbreakable (Inaccessable Arm Straps; -1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll; -1/2), Restrainable (-1/2)

Notes: The Lockout on Frisbee Throw and Ranged instances of Cutting Edge and Deflect only comes into play if those actions fail (miss) or the shield is actively attacked (or deflected) itself. Not all slots are necessary for a character to purchase to begin with (some could be learned with XP). The CSL's within some slots represent the amazing lightness of the Shield. The Requires DEX Roll offsets this somewhat (in the hands of an inexperienced user at least).

3u 1) Shield Bash: (Total: 75 Active Cost, 26 Real Cost) Hand-To-Hand Attack +4d6, Personal Immunity (Only To Counter Damage Shield; +1/4), Reduced Endurance (0 END; +1/2), Does x1 1/2 Knockback (+1/2), Indirect (Any origin, any direction; Only To Counter Damage Shield; +3/4) (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 20) plus +3 with HTH Combat (15 Active Points) (Real Cost: 6)

Notes: Up to 20 STR damage can be added with Advantages. Non-movement based Martial Arts and Haymaker bonus DC's add normally. Multiply velocity divisors by 3. Move By adds +1 DC/15". Move Through adds +1 DC/9".

2u 2) Frisbee Throw: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2), Limited Range (Based On STR; -1/4)

2u 3) Cutting Edge (HTH or Ranged): Killing Attack - Hand-To-Hand 1d6, Personal Immunity (Only To Counter Damage Shield; +1/4), Range Based On STR (+1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2), Does x1 1/2 Knockback (+1/2), Indirect (Any origin, any direction; Only To Counter Damage Shield; +3/4), Penetrating (x2; +1) (75 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2)

Notes: Due to Advantages it takes +25 STR to add +1 Damage Class. 75 STR would be needed to reach maximum damage of 2d6k.

2u 4) Deflect: (Total: 73 Active Cost, 23 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Hardened (+1/4), Full Range (+1) (65 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2), Conditional Power Range Based On Strength (-1/4) (Real Cost: 20) plus +2 OCV with any two categories of combat (HTH and Ranged) (8 Active Points) (Real Cost: 3)

Notes: 2 CSL's can be used towards Missile Deflection or Block.

2u 5) Basic Defense: Force Field (12 PD/12 ED/6 Power Defense), Reduced Endurance (0 END; +1/2), Hardened (x4; +1) (75 Active Points); Limited Coverage [61-180] Degrees (-1/2)

2u 6) Full Defense (Of Others): Force Wall (12 PD/12 ED), Costs END Only To Activate (Bracing; +1/4) (75 Active Points); No Range (-1/2), Limited Coverage [61-180] Degrees (-1/2), Restricted Shape (-1/4) 6

Notes: Acts as 12" Knockback Resistance

FYI, this is a 5e build but would be quite simple to update to 6e.
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I think there are good reasons to include all kinds of defensive slots in such a build. A Resistant Defense (formerly Force Field), a Barrier (formerly Force Wall) and Deflection all represent different levels of engagement on the part of the user. The Resistant Defense should be the most passive and not require an "Attack Action" or "Half Phase" to use. The character could use it and still do other things like half move and attack with something besides the shield.

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To actually answer the question asked yes, she would have to roll every time she wanted to use the shield to block an attack with the build you have posted there RAW. Whether she would have to prepare it or not is actually more of an interpretation, and my interpretation, as the power is WRITTEN, by RAW having the Multipower dedicated to the Defense slot would be enough to declare her "prepared" for it. If you wanted more specific requirements (which would fit with the SFX of a physical shield) you might add other limitations such as "Only vs attacks character is aware of" or "only vs attacks from the front arc" etc. Without those limitations on the power although the SFX might LEAD to them they do not actually apply (Basically your character is always able to move the shield into position to intercept an attack even if you aren't aware of it as long as the Activation roll is made. This could be rationalized as a mystic ability, sixth "spider" sense or whatever). Basically if you don't take a limitation on the power you shouldn't suffer it normally.

 

I will note a couple of things. 1. Hardened and Impenetrable are REALLY annoying on partial defenses and some GM's may not like having to deal with it unless you also have the same on your other defenses. 2. Shields generally prevent you from taking any damage (via +DCV/Deflection) rather than reducing the damage you take (although you can model it any way you want of course, just a suggestion). 3. Make sure you find out from your GM whether or not he will allow you to abort to change slots in your MP (generally acceptable if you are putting the points into a defense power) and whether or not he will allow you to do so as part of another abort (say on an abort to Dodge for instance). If not you may want to consider moving the defensive aspects of the Shield out of the multipower.

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The Multipower seems only to be necessary only for an attack.

 

Here is another way to do it.

 

Force Field +10 rPD +10 rED, No END (+1/2), OAF: Shield (-1/2) 15 Points

Knockback Resistance -5", Linked to Force Field (-1/2), OAF: Shield (-1) 4 Points

 

Multipower (30 Points) OAF: Shield (-1) 15 Points

u) HA +4d6, HTH Attack (-1/2), No END (+1/2) 1 Point

u) HKA 2d6 [?d6 w/STR] 1 Point

 

For a total of 36 Points you get both the protection and a powerful blunt attack at No END cost. It does cost END to use the Killing Attack, but most heroes (and heroines) would be using non-lethal force most of the time anyway.

 

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