Re: Character Idea - Jousting Knight
Champion
Player:
Val Char Cost
40 STR 30
26 DEX 48
28 CON 36
15 BODY 10
13 INT 3
10 EGO 0
25 PRE 15
12 COM 1
28/33 PD 2
28 ED 4
5 SPD 14
15 REC 2
70 END 7
70 STUN 21
8" RUN 4
2" SWIM 0
2" LEAP -6
Characteristics Cost: 191
Cost Power
20 Lance of Justice: Multipower, 45-point reserve, (45 Active Points); OAF (-1), Real Weapon (-1/4)
1u 1) Strike: HA +7d6 (35 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
2u 2) Charge!: HA +3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset, Trigger can expire (1 Segment); +1/4), Area Of Effect (16" Any Area; +1 3/4) (45 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Must Pass Through/By Effected Hexes on Horse/Riding Animal/Vehicle (-1/2)
5 Lance's Reach: Stretching 1", Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2) (12 Active Points); Limited Power Only with Lance (-1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4)
18 Sword of Judgement: Multipower, 40-point reserve, (40 Active Points); OAF (-1), Real Weapon (-1/4)
3u 1) Hack: HKA 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4) (37 Active Points); No Knockback (-1/4)
1u 2) Slash: HA +2d6, Armor Piercing (+1/2) (15 Active Points); Hand-To-Hand Attack (-1/2)
2u 3) Purge Darkness: Dispel Darkness 9d6, Cumulative (+1/2) (40 Active Points); Activation Roll 13- (-3/4), No Range (-1/2)
2u 4) Blinding Judgement: Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2) (22 Active Points)
4 Helm of Immortality: LS (Longevity: Immortal), Cannot Be Removed Against Will (+0) (5 Active Points); Visible (-1/4)
31 Armor of Glory: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2), Real Armor (-1/4)
Armor Qualities
16 1) Knockback Resistance -10" (20 Active Points); Linked (Armor of Glory; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4)
4 2) LS (Safe in Intense Cold; Safe in Intense Heat)
13 Shield of Defending: Multipower, 30-point reserve, (30 Active Points); OAF (-1), Real Armor (-1/4)
1u 1) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Activation Roll 11- (-1)
1u 2) +5 PD (5 Active Points)
1u 3) +1 with DCV (5 Active Points)
1u 4) Sight Group Flash Defense (10 points) (10 Active Points)
1u 5) Power Defense (10 points) (10 Active Points)
Powers Cost: 127
Cost Skill
3 Acting 14-
3 High Society 14-
3 Mechanics 12-
3 Oratory 14-
3 Paramedics 12-
3 Riding 14-
3 Survival 12-
3 Tactics 12-
3 Teamwork 14-
2 TF: Riding Animals
2 Weaponsmith (Muscle-Powered HTH) 12-
10 Defense Maneuver I-IV
Everyman Skills
0 1) Acting 8-
0 2) AK: Europe 8-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Language: English (Idiomatic; literate) (5 Active Points)
0 8) Paramedics 8-
0 9) Persuasion 8-
0 10) PS: Knight 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles
0 14) KS: Legends and Lore 8-
0 15) KS: Royality 11-
Skills Cost: 41
Cost Perk
30 Vehicle
Perks Cost: 30
Total Character Cost: 389
Pts. Disadvantage
15 Psychological Limitation: Code of Chivalry (Common, Strong)
20 Overconfident: (Very Common, Strong)
20 Loyal to the Cause: (Very Common, Strong)
20 Cannot Turn Down A Challenge: (Common, Total)
25 Psychological Limitation: Won't Take Off His Helmet (Very Common, Total)
15 Psychological Limitation: A Jester at Heart (Common, Strong)
15 Social Limitation: Public Identity Frequently (11-), Major
20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Disadvantage Points: 150
Base Points: 200
Experience Required: 39
Total Experience Available: 50
Experience Unspent: 11