Howdy!I would like some feedback on a character I built for one of my players in my campaign. I am not sure I built the character correctly. The idea was a speedster who gets his power from an alien drug. While on the alien drug the character becomes radioactive. Also he can boost how fast he can react with additional doses of the drug to the point where he could die. The player wanted to have the drug also increase his strength, like an adrenline rush. The stats inclue the normal drug dosage added to the primary stats. Secondary stats add in the benefit of the second dose. The third and final dose of the drug is not added into the stats.So I now present, BLue NovaBlue Nova
Val**
Char***
Cost
24/27**
STR
8
21**
DEX
24
15**
CON
10
10**
BODY
0
20**
INT
10
17**
EGO
14
13**
PRE
3
10**
COM
0
*
5/15**
PD
1
5/15**
ED
2
8/9**
SPD
12
10**
REC
6
60/80**
END
0
30**
STUN
3
*10"**RUN82"**SWIM04 1/2"/5"**LEAP0Characteristics Cost: 101Cost**
Power
END
**
Blue Nova Costume*
20**
1) Containment Suit: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Containment Suit: Life Support (Safe in High Radiation) (2 Active Points); OIF (-1/2)*
0
3**
3) Protective Ear Coverings: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
7**
4) Reflex Compensator HUD: +3 DEX (9 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) plus Custom Power, MegaScale (1" = 1 km; +1/4); OIF (-1/2), Only to perceive the path ahead while moving at Megaspeed (-1/2)*
0
4**
5) Protective Eye Visor: Sight Group Flash Defense (6 points) (6 Active Points); OIF (-1/2)*
0
14**
6) Radiation Converter Pack: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points); Activation Roll 12-, Burnout (-3/4), OIF (-1/2), Only works when on Nova (-1/4)*
0
11**
Nova Abilities: Elemental Control, 50-point powers, (25 Active Points); all slots Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), IIF (Nova) (-1/4)*
9**
1) Rapid Punching: Hand-To-Hand Attack +8d6, Autofire (3 shots; +1/4) (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Hand-To-Hand Attack (-1/2), IIF (Nova) (-1/4)*
5
10**
2) Hyper Running: Flight 20", x8 Noncombat (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Only In Contact With A Surface (-1/4), IIF (Nova) (-1/4)*
5
10**
3) Mega Hyper Running: Flight 20", Megascale (1" = 1 km; +1/4) (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Only In Contact With A Surface (-1/4), IIF (Nova) (-1/4)*
5
15**
4) Dizzing Spin: Drain DEX 6d6 (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), IIF (Nova) (-1/4)*
6
13**
5) Hyper Throwing: Energy Blast 12d6 (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), OIF (Focus (Blunt objects of opportunity); -1/2), Range Based On Strength (-1/4)*
6
8**
6) Let's Wrap this Up: Entangle 6d6, 6 DEF (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Extra Time (Extra Phase, -3/4), OIF (appropriate materials of opportunity) (-1/2), No Range (-1/2), Defense depends on materials used (-1/2), Cannot Form Barriers (-1/4)*
6
9**
7) I'll Take Those: Telekinesis (16 STR), Area Of Effect (4" Radius; +1 1/4), Selective Target (+1/4) (60 Active Points); Only to Disarm/Grab objects (-1), Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), No Range (-1/2), IIF (Nova) (-1/4)*
6
9**
8) Dodging Bullets: +10 with DCV (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Costs Endurance (-1/2), IIF (Nova) (-1/4)*
5
43**
Nova Enhanced Abilities: (Total: 61 Active Cost, 43 Real Cost) +6 STR (6 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 3) plus +4 SPD (40 Active Points); IIF (Nova Drug) (-1/4) (Real Cost: 32) plus +30 END (15 Active Points); Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 8)*
1
14**
Nova Enhanced Abilities (Second Dose): (Total: 23 Active Cost, 14 Real Cost) +3 STR (3 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 1) plus +1 SPD, 4 Continuing Charges lasting 20 Minutes each (+0) (10 Active Points); IIF (Nova Drug) (-1/4), Side Effects (Enraged: (Uncommon), go 14-, recover 14- ; -1/4) (Real Cost: 7) plus +20 END (10 Active Points); Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 6)*
1
5**
Nova Enhanced Abilities (Third Dose): (Total: 13 Active Cost, 5 Real Cost) +3 STR (3 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 1) plus +1 SPD (10 Active Points); Side Effects (RKA 2d6 (Gradual Effect- 1 minute); -1/2), IIF (Nova Drug) (-1/4), 2 Continuing Charges lasting 20 Minutes each (-1/4), Can only be used after Second Dose (-1/4) (Real Cost: 4)*
1
Powers Cost: 205Cost**
Martial Arts Maneuver
5**
Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 34 STR / 37 STR to Disarm; FMove*
5**
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 / 5d6 +v/5; FMove*
5**
Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4 1/2d6 / 5d6 +v/5; Target Falls; FMove*
Martial Arts Cost: 15Cost**
Skill
3**
Acting 12-*
2**
CK: Metropolis 11-*
3**
Computer Programming 13-*
3**
Electronics 13-*
3**
Inventor 13-*
3**
Power: Speedster Tricks 11-*
3**
SS: Astronomy 13-*
3**
SS: Energy Conversion Systems 13-*
3**
SS: Mineralogy 13-*
3**
SS: Radio Astronomy 13-*
**
Everyman Skills*
0**
1) Climbing 8-*
0**
2) Concealment 8-*
0**
3) Conversation 8-*
0**
4) Deduction 8-*
0**
5) AK: Native Country 8-*
0**
6) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]*
0**
7) Paramedics 8-*
0**
8) Persuasion 8-*
0**
9) PS: Mineralogist 8-*
0**
10) Shadowing 8-*
0**
11) Stealth 8-*
0**
12) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]*
Skills Cost: 29Cost**
Perk
3**
Money: Well Off*
Perks Cost: 3Val**
Disadvantages
10**
Dependence: Nova Powers Gain 11- Activation Roll (Extremely Difficult To Obtain, 1 Day)*
5**
Dependent NPC: Noah Carter 8- (Normal; Useful noncombat position or skills)*
5**
Distinctive Features: unique Geiger Counter signature Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses*
10**
Distinctive Features: Looks like a cancer patient (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
10**
Hunted: Global Tech Enviromentals 8- (Mo Pow, NCI, Watching)*
10**
Physical Limitation: Requires specialized medical attention (Infrequently, Greatly Impairing)*
20**
Psychological Limitation: Code vs Killing (Common, Total)*
20**
Psychological Limitation: Code of a Hero (Very Common, Strong)*
10**
Psychological Limitation: Novice Hero (Common, Moderate)*
15**
Social Limitation: Secret Identity (Haley Scott) (Frequently, Major)*
15**
Social Limitation: Secretive about nature of powers (Frequently, Major)*
20**
Vulnerability: 2 x STUN Unexpected collisions (Common)*
Disadvantage Points: 150Base Points: 200Experience Required: 3Total Experience Available: 13Experience Unspent: 10Total Character Cost: 353
Height: 1.75 m
Hair: Bald
Weight: 59.00 kg
Eyes: Greyish Blue
Appearance: Haley is very thin but well toned. His exposure to Nova changed his eyes from green to what they are now and the radiation makes him look like he has had chemo-therapy. Other than that there is nothing all that out of the ordinary about him.
The containment suit is a blue-silver metallic body suit made out of a combination of the outer shell from the meteorite and standard ‘superhero’ spandex. The radiation converter is housed within a set of bracers, boots, helmet, and breastplate w/backpack unit (blackened metal in color). Each part has both an extract point and exhaust channels (both of which look crystalline and are opaque sky blue in color). The helmet includes a HUD computer built into the visor that enables Haley to adjust his sense of sight to high speeds, injector controls, and controls for the exhaust halo in the backpack. The breastplate also has the Nova injector tied-into the main extract point. The backpack has intake openings that the exhaust is focused into from the exhaust channels. Exhaust is then expelled from a halo-like opening in the back, size and direction of this opening is controlled through the helmet’s HUD.
Personality: Haley is a bright and good natured person. Normally he is neither reserved nor rash, and tends to be outgoing, honest, and loyal. He keeps the nature of how his powers work a secret. In combat he tends to creative but obedient towards authority figures on his side.Quote:Background: Haley’s early life was fairly normal. He was an only child but easily made friends with his next door neighbor, Noah Carter, their friendship has lasted since. He excelled throughout his academic career, but took specific interest in mineralogy and astrology.
While studying radioactive minerals in college, he discovered a way to covert and burn off most sources of radiation. The idea and machine while not commercially cost effective got him enough money from government contracts to let him spend most of his time after college doing whatever he wanted. This turned out to be searching out and researching meteorites and other fallen objects from outer space.
Mineralogist and freelance inventor, Haley Scott, spent most of his time chasing down and researching meteorites. One day, he found a rather unusual specimen, despite having just fallen to Earth, the large car sized meteorite was cool to the touch and gave off no radiation. However when he opened it back in his lab, the inside gave off an eerie light and substance. Haley’s skin absorbed some and for the next hour or so he possessed incredible speed and above average strength. After the effects wore off, radiation poisoning set in leaving him bed-ridden in the care of his best friend, Doctor Noah Carter.
Working with the rock, he discovered several things about both the outer layer and inner stubstance. First is that the outer layer both acted as both containment unit and armor for the substance. Next was that a side effect of the radiation incorporated itself into his organic functions (requiring that he has a certain amount of trace radiation in his system for his body to continue operating). Lastly was that this alien narcotic not only boosted his speed and strength while it was in his system but also left him with the speed capabilities of an Olympic track star and the strength of a casual bodybuilder.
With some research Noah determined that the radiation would kill Haley within five years, sooner if more than minimum dosage was used. Unable to just let himself die, nor go into isolation until his time was up, Haley used some of the outer shell of the meteor and a mobile proto-type of one of his inventions (a radiation converter) to create a suit that would let him use what powers he had gain to help people. Having just completed his test run for the suit he is now ready to begin.
Powers/Tactics: Campaign Use: