Re: Gorilla Grond - from typo's are mighty heroes made (6E)
Updated the first post. Changes include:
- Noticed that I forgot Paramedics, which was always supposed to be the sheet (they always had SS: Medicine)
- Added in Brutus' cyber eye powers
- Modified a couple of existing powers and added an Entangle to Brutus' MP.
- Forgot that their computer enhanced brain should have Absolute Time Sense, so added that.
- Added their Lab, super computer and a scientific organization that they work with (generic enough that it could be easily changed to something more campaign appropriate)
- Tweaked the background info slightly
Also, I posted the PDF character sheet for Gorilla Grond with a single large VPP, instead of two smaller MP's.
This opens up a huge variety of powers for them to use, so long as they fit the overall techno-psionic brick SFX. This can include many of the abilities from the Cyberkinesis, Force, Mental/Psionic, Super Strength and Telekinesis sections of Champions Powers. Obviously, any Force, Super Strength and Telekinesis powers would be Unified with Brutus' Technokinesis, while Mental/Psionic powers would be Unified with Rex's Technopathy. The Cyberkinesis powers can go either way, depending on the particular effect. Superhacking and mentally projecting into the net lines up with Rex's power, while animating machines or spontaneously assembling gadgets out of spare parts is clearly Brutus' thing.
While I didn't explicitly spell it out as a limitation, my general intent is that they still split their pool points up as if it was two seperate powers. So they can't spend all 120 points on a single SFX (and of course no powers can go over 70 AP anyhow).
Oh, I also color coded those abilities that draw end from the End Reserve