TheQuestionMan Posted January 16, 2016 Report Share Posted January 16, 2016 Antares Marcus Antares VAL CHA Cost Roll Notes 20 STR 10 13- / 21- HTH Damage 4d6/12d6 END [2] 23 DEX 26 14- 20 CON 10 13- / 15- 23 INT 13 14- PER Roll 14- 10 EGO 0 11- 25 PRE 15 14- PRE Attack: 5d6 8 OCV 25 8 DCV 25 1 OMCV -6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 PD 8 10/30 PD (0/15 rPD) 10 ED 8 10/30 ED (0/15 rED) 10 REC 6 40 END 4 20 BODY 10 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m/60m 4m/60m forward, 2m/30m upward FLIGHT 30m/60m Characteristics Total: 200 Cost Powers Telekinesis Enhanced Physiology, all slots Unified Power (-1/4) - END= 8 1) TK Exoskeleton: +10 CON (10 Active Points); Unified Power (-1/4) - END= 4 2) TK Exoskeleton: +5 PD (5 Active Points); Unified Power (-1/4) - END= 4 3) TK Exoskeleton: +5 ED (5 Active Points); Unified Power (-1/4) - END= 8 4) TK Stamina: +10 REC (10 Active Points); Unified Power (-1/4) - END= 3 5) TK Endurance: +20 END (4 Active Points); Unified Power (-1/4) - END= 8 6) TK Exoskeleton: +20 STUN (10 Active Points); Unified Power (-1/4) - END= 4 7) TK Levitation: Flight 10m (10 Active Points); Gliding (-1), Unified Power (-1/4) - END=0 6 8) TK Healing: Regeneration (1 BODY per Hour) (8 Active Points); Unified Power (-1/4) - END=0 36 9) TK Shield: Resistant Protection (15 PD/15 ED) (45 Active Points); Unified Power (-1/4) - END=0 - END= 48 Telekinetic Powers: Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-1/4) - END= 5f 1) TK Augmented STR: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Unified Power (-1/4) - END= 4f 2) TK Blast: Blast 12d6 (60 Active Points); Beam (-1/4), Unified Power (-1/4) - END=6 3f 3) TK Bolt: Killing Attack - Ranged 3d6-1, Penetrating (+1/2) (60 Active Points); Beam (-1/4), No Knockback (-1/4), Unified Power (-1/4) - END=6 5f 4) TK Bonds: Entangle 6d6, 6 PD/6 ED (60 Active Points); Unified Power (-1/4) - END=6 5f 5) TK Close Your Eyes: Sight Group Flash 8d6, Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points); Unified Power (-1/4) - END=6 3f 6) TK Choke: Blast 6d6, Constant (+1/2), Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points); Attack Versus Alternate Defense (Resistant ED; All Or Nothing; -1/2), No Knockback (-1/4), Unified Power (-1/4) - END=6 2f 7) TK Disarm/Grab: Telekinesis (20 STR), Area Of Effect Accurate (8m Radius; +3/4), Selective Target (+1/4) (60 Active Points); Only To Disarm/Grab Objects (-1), No Knockback (-1/4), Unified Power (-1/4) - END=6 5f 8) TK Manipulation: Telekinesis (40 STR) (60 Active Points); Unified Power (-1/4) - END=6 4f 9) TK Barrier: Barrier 10 PD/10 ED, 10 BODY (up to 2m long, 2m tall, and 1/2m thick), Dismissable, Non-Anchored (60 Active Points); Limited Range (-1/4), Unified Power (-1/4) - END=6 - END= 26 TK Wings: Multipower, 45-point reserve, (45 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END= 3f 1) Combat: Flight 30m, Combat Acceleration/Deceleration (+1/4), No Turn Mode (+1/4) (45 Active Points); Restrainable (-1/2), Unified Power (-1/4) - END=4 2f 2) Supersonic: Flight 10m, No Turn Mode (+1/4), Noncombat Acceleration/Deceleration (+1), MegaScale (1m = 100 km; +1 1/2) (37 Active Points); Restrainable (-1/2), Unified Power (-1/4) - END=4 2f 3) Winged Leap: Leaping +56m (4m/60m forward, 2m/30m upward), No Gravity Penalty (+1/2) (42 Active Points); Restrainable (-1/2), Unified Power (-1/4) - END=4 1f 4) Wing Bash: Stretching 4m, Reduced Endurance (0 END; +1/2) (6 Active Points); Only To Cause Damage (-1/2), Restrainable (-1/2), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Unified Power (-1/4) - END=0 2f 5) Wing Shield: Resistant Protection (10 PD/10 ED) (Protect Carried Items) (40 Active Points); Costs Endurance (-1/2), Restrainable (-1/2), Unified Power (-1/4) - END=4 - END= 10 Heroic Effort: Armor Piercing (x2; +1/2) for up to 60 Active Points of TK Blast (30 Active Points); Only vs More Powerful Targets (-1), Increased Endurance Cost (x3 END; -1) - END=9 Powers Total: 211 Cost Skills 0 Acting 8- 1 AK: Los Angeles (Everyman Skill) 14- 3 Breakfall 14- 0 Charm 8- 0 Climbing 8- 3 Concealment 14- 0 Conversation 8- 3 Deduction 14- 3 Interrogation 14- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 3 Power: Telekinesis 14- 1 PS: Bounty Hunter (Everyman Skill) 14- 3 Scholar 1 1) KS: Criminal Law & Procedures (2 Active Points) 11- 1 2) KS: The Criminal Underworld (2 Active Points) 11- 1 3) KS: The Law Enforcement World (2 Active Points) 11- 1 4) KS: The Superhuman World (Everyman Skill) (2 Active Points) 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Skills Total: 39 Value Complications 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Enraged: When Innocents Harmed (Take BODY) (Uncommon), go 11-, recover 11- 20 Hunted: Genocide Infrequently (Mo Pow; NCI; Harshly Punish) 10 Hunted: PRIMUS Infrequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Code vs Murder (Uncommon; Total) 15 Psychological Complication: Protective of the Innocents (Common; Strong) 15 Social Complication: Public Identity: Marcus Antares Frequently, Major Quirks 1 1) Tattoo Bar Code by Genocide 1 2) TK Side Effect Disturbance 1 3) Hunts Genocide 1 4) Easy to Read 1 5) Rough with Bad Guys Complications Points: 105 Base Points: 450 Experience: 0 Experience Unspent: 0 Total Character Cost: 450 Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted January 16, 2016 Author Report Share Posted January 16, 2016 Appearance: Variation with Body of Energy in Electric Red and Black QM Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted January 17, 2016 Author Report Share Posted January 17, 2016 <<<Work in Progress>>> Background/History: Marcus Antares was born June, 21, ???? (20 years ago) in Los Angeles to Martin Antares, known as the superhero "Thunder" with Sonokinetic Powers and Maya (nee ???) Antares known as the superheroine "Electracute" with "Electrokinesis". Miles Antares, elder brother, killed by Minute Man Robots at Family Reunion. Mila Antares, elder sister, killed by Genocide Scientists under Experiments. Mariah Antares younger sister, captured by Genocide, status M.I.A. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 17, 2016 Report Share Posted January 17, 2016 Nice. With GM approval you could convert the 2 Multipowers into 1 VPP with virtually all the same capabilities and more for the same cost. Click to view Telekinetic 6E (450) v2.hdc AntaresMarcus AntaresVAL CHA Cost Roll Notes20 STR 10 13- / 21- HTH Damage 4d6/12d6 END [2/6]23 DEX 26 14-20 CON 10 13- / 15-23 INT 13 14- PER Roll 14-10 EGO 0 11-25 PRE 15 14- PRE Attack: 5d68 OCV 258 DCV 251 OMCV -65 DMCV 65 SPD 30 Phases: 3, 5, 8, 10, 1210 PD 8 10/30 PD (0/15 rPD)10 ED 8 10/30 ED (0/15 rED)10 REC 640 END 420 BODY 10 40 STUN 10Movement Cost Meters NotesRUNNING 0 12m/24m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 4m/60m 4m/60m forward, 2m/30m upwardFLIGHT 30m/60mCharacteristics Total: 200Cost Powers Telekinesis Enhanced Physiology, all slots Unified Power (-1/4)8 1) TK Exoskeleton: +10 CON (10 Active Points)4 2) TK Exoskeleton: +5 PD (5 Active Points)4 3) TK Exoskeleton: +5 ED (5 Active Points)8 4) TK Stamina: +10 REC (10 Active Points)3 5) TK Endurance: +20 END (4 Active Points)8 6) TK Exoskeleton: +20 STUN (10 Active Points)4 7) TK Levitation: Flight 10m (10 Active Points); Gliding (-1)6 8) TK Healing: Regeneration (1 BODY per Hour) (8 Active Points)36 9) TK Shield: Resistant Protection (15 PD/15 ED) (45 Active Points) 121 Telekinetic Powers v2: Variable Power Pool, 70 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); Limited Power Telekinetic Based Abilities Only (2 or more slots with a Total Real Cost of 70 can be used simultaneously; -1/2); all slots Unified Power (-1/4)0 1) TK Augmented STR: +40 STR, Costs Endurance Only To Activate (+1/4) (50 Active Points) Real Cost: 40 - END=40 2) TK Blast: Blast 12d6 (60 Active Points); Beam (-1/4) Real Cost: 40 - END=60 3) TK Bolt: Killing Attack - Ranged 3d6-1, Penetrating (+1/2) (60 Active Points); Beam (-1/4), No Knockback (-1/4) Real Cost: 34 - END=60 4) TK Bonds: Entangle 6d6, 6 PD/6 ED (60 Active Points); Can Be Deflected (-1/4) Real Cost: 40 - END=60 5) TK Close Your Eyes: Sight Group Flash 8d6, Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points); Does Not Work Against Desolidified Characters (-1/4) Real Cost: 40 - END=60 6) TK Barrier: Barrier 10 PD/10 ED, 10 BODY (up to 2m long, 2m tall, and 1/2m thick), Dismissable, Non-Anchored (60 Active Points); Limited Range (-1/4) Real Cost: 40 - END=60 7) TK Choke: Blast 6d6, Constant (+1/2), Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points); Attack Versus Alternate Defense (Resistant ED; All Or Nothing; -1/2), No Knockback (-1/4) Real Cost: 30 - END=60 8) TK Disarm/Grab: Telekinesis (20 STR), Area Of Effect Accurate (8m Radius; +3/4), Selective Target (+1/4) (60 Active Points); Only To Disarm/Grab Objects (-1) Real Cost: 27 - END=60 9) TK Manipulation: Telekinesis (40 STR) (60 Active Points); Affects Whole Object (-1/4) Real Cost: 40 - END=60 10) Combat: Flight 30m, Combat Acceleration/Deceleration (+1/4), No Turn Mode (+1/4) (45 Active Points); Restrainable (-1/2) Real Cost: 26 - END=40 11) Supersonic: Flight 10m, No Turn Mode (+1/4), Noncombat Acceleration/Deceleration (+1), MegaScale (1m = 100 km; +1 1/2) (37 Active Points); Restrainable (-1/2) Real Cost: 21 - END=40 12) Winged Leap: Leaping +56m (4m/60m forward, 2m/30m upward), No Gravity Penalty (+1/2) (42 Active Points); Restrainable (-1/2) Real Cost: 24 - END=40 13) Wing Bash: Stretching 4m, Reduced Endurance (0 END; +1/2) (6 Active Points); Only To Cause Damage (-1/2), Restrainable (-1/2), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Real Cost: 2 - END=00 14) Wing Shield: Resistant Protection (10 PD/10 ED) (Protect Carried Items) (40 Active Points); Costs Endurance (-1/2), Restrainable (-1/2) Real Cost: 18 - END=4 9 Heroic Effort (Naked Advantage): Armor Piercing (x2; +1/2) for up to 60 Active Points of TK Blast (30 Active Points); Only vs More Powerful Targets (-1), Increased Endurance Cost (x3 END; -1), Unified Power (-1/4) - END=9Powers Total: 211Cost Skills0 Acting 8-1 AK: Los Angeles (Everyman Skill) 14-3 Breakfall 14-0 Charm 8-0 Climbing 8-3 Concealment 14-0 Conversation 8-3 Deduction 14-3 Interrogation 14-0 Language: English (completely fluent; literate) (4 Active Points)0 Paramedics 8-0 Persuasion 8-3 Power: Telekinesis 14-1 PS: Bounty Hunter (Everyman Skill) 14-3 Scholar1 1) KS: Criminal Law & Procedures (2 Active Points) 11-1 2) KS: The Criminal Underworld (2 Active Points) 11-1 3) KS: The Law Enforcement World (2 Active Points) 11-1 4) KS: The Superhuman World (Everyman Skill) (2 Active Points) 14-3 Shadowing 14-3 Stealth 14-3 Streetwise 14-3 Tactics 14-3 Teamwork 14-0 TF: Everyman Skill, Small Motorized Ground Vehicles0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed CombatSkills Total: 39Value Complications10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)15 Enraged: When Innocents Harmed (Take BODY) (Uncommon), go 11-, recover 11-20 Hunted: Genocide Infrequently (Mo Pow; NCI; Harshly Punish)10 Hunted: PRIMUS Infrequently (Mo Pow; NCI; Watching)15 Psychological Complication: Code vs Murder (Uncommon; Total)15 Psychological Complication: Protective of the Innocents (Common; Strong)15 Social Complication: Public Identity: Marcus Antares Frequently, Major Quirks1 1) Tattoo Bar Code by Genocide1 2) TK Side Effect Disturbance1 3) Hunts Genocide1 4) Easy to Read1 5) Rough with Bad GuysComplications Points: 105Base Points: 450Experience: 0Experience Unspent: 0Total Character Cost: 450 Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted January 17, 2016 Author Report Share Posted January 17, 2016 I do not know much about Variable Power Pools, but I thought they restricted Characteristics? Why a 70 (point) Base might work. QM Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 17, 2016 Report Share Posted January 17, 2016 I do not know much about Variable Power Pools, but I thought they restricted Characteristics? Why a 70 (point) Base might work. QM VPP's have the same abilities in Framework restrictions as Multipowers. The version I posted here is an asymetric version of what I did in my Superman and Flash builds. The slots have a 60 Active Point maximum (the Control Cost) and the VPP can have a total of 70 Real Points of slots active at any one time. You may notice that I modified some of your original slots slightly to get all of the ones from the original BIG Multipower down to 40 Real Points. That allows for any 1 of them to be combined with any 1 of the slots from the original small Multipower simultaneously. HM Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.