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Steel Spider (PL10) WIP - 3personal5me


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Posted (edited)

 UPDATE: V0.8

 

Steel Spider

 

Power Level: 10 (150/150PP)

Unspent Power Points: 0

Trade-Offs: None

 

In Brief: A time displaced starship-engineer uses his advanced suit to fight crime.

Catchphrase: N/A

Theme: N/A

 

Alternate Identity: Anthony Allerton (Secret)

Birthplace:  The Steel Aurora colony, in orbit around Azuna

Residence: STS New Beginning

Base of Operations: STS New Beginning, Abandoned Construction Yard, The Fens, Freedom City, New Jersey

Occupation:  Electrician

Affiliations

Family: Garrett Allerton (Father, Not born yet), Victoria Allerton (Mother, Not born yet)

 

Description:

Age: 28 (DoB: 14th of December, 2237)

Apparent Age: 28

Gender:  Male

Ethnicity: Caucasian

Height:  5’8

Weight:  200lbs

Eyes:  Grey

Hair:  Dirty Blonde

Anthony Allerton kept his hair buzzed extremely short for most of his career; a safety regulation he was forced to abide by. Now that he has the choice, he keeps it shoulder length. When he is in public, as Anthony Allerton, he usually wears one of several basic, solid color t-shirts or long sleeve shirts he had purchased. Jeans or work pants were usually worn with them, preferring something durable over fashion-minded. Though when he’s at home, aboard the STS New Beginnings, he often wears his standard issue grey jumpsuit; a relic from the future. His Spider Rig, however, is much flashier. White and grey paneling, originally designed to protect against the harmful radiation and to make him more visible in the vast darkness of space. Mechanical spider arms sprouted from the back, capable of folding around the torso like a harness when needed.

 

History:

      Anthony Allerton began a career in starship repair in the year 2260, at the age of 23. He was trained in the use of the Hazardous Environment Protective Engineering Rig, though most simply called it the Spider Rig. He was taught to scuttle about inside and on the exterior of starships, performing routine repairs, even in zero gravity. In 2262, war broke out with an alien race called the Thrinix. Anthony was quick to volunteer for service, performing much needed repairs on damaged military ships near the front lines. But when the outpost he was assigned to was attacked, he was forced to evacuate. He managed to fight his way to the transport ship docking bay, where he found the STS New Beginnings. Designed to ferry personnel and equipment from planetary surface to orbital posts, it would suffice for a quick escape. As the craft undocked from the station, a Thrinix warhead narrowly missed the ship and crashed into the docking bay, erupting in a ball of flames. The blast threw New Beginnings  off course, damaging her reactor and thrusters. The Thrinix must have mistook the ship for wreckage, as they allowed it to drift away.

 

      Anthony spent a week aboard the New Beginnings, desperately trying to repair her enough to limp home. But without the necessary materials, the attempts were futile. After another week in his isolation, the craft was captured by the gravity well of a black hole. Anthony assumed his fate was sealed, doomed to be smeared across the event horizon for the rest of existence. He was understandably surprised when he instead reappeared elsewhere in the universe, greeted by a resounding sonic boom. Disembarking from the craft, he found himself in what at first seemed to be a strange cave, but later learned it was an abandoned subway tunnel. Making his way to the surface, he found his ship had appeared beneath an old construction site. Steel girders and broken concrete littered the area, with only a small hole leading through the ground to where his ship now rested. Climbing up a part of the skeletonized frame of a building, was astounded by what he saw. The buildings were brick, instead of plasteel and permacrete. The cars rolled on wheels, rather than gently gliding above the roads. And there wasn’t a single holo-billboard in sight.


      He was in the past.

 

      Under the cover of night, he made his way out into the strange city. From the rooftops, he could observe the locals. The first thing he noticed were the strange clothes. Knowing he would stick out like a sore thumb in his standard issue jumpsuit, he carefully let himself into an outlet store and grabbed what seemed to be normal clothes for the era. Leaving his Spider Rig in the ship where it would be safe, he donned the “jeans” and “t-shirt”, and made his way out into the city again.

 

      Two months after his arrival, Anthony had finally begun to acclimate to his new life. With the ship's onboard computer, and his computer skills, he had managed to “acquire” everything he needed to receive a state ID and the necessary qualifications to find work as an electrician. While an in-depth look would reveal that his street address didn’t exist, and that his degree in electrical engineering was never awarded to anyone named Anthony Allerton, it was enough to start a life.

 

      He had spent almost two months laying low and avoiding drawing attention to himself, when he learned of a hostage situation taking place just down the street. Remembering the fear and terror of the Thrinix attack, he couldn’t stand idly by while others felt that same fear. He donned his Spider Rig and set out, determined to help those innocent civilians. To his surprise, everything went well. And along the way, he picked up his new name; Steel Spider.
 

 

Personality & Motivation:

Anthony is not great with people skills. He preferred machines and computers; things that were predictable. That wasn’t to say that he didn’t like people, he just wasn’t great with them. When it came to groups of people, he tended to stick to the back and stay quiet. But in his Spider Rig, he felt powerful. He was strong, fast, and nearly bulletproof. He had felt powerless when the Thrinix attacked his outpost, but in the past, he was strong. He could save people. He could protect them from the fear and danger he experienced that day. Clad in is armor, he could save people.

 

Powers & Tactics:

The entirety of Anthonys abilities are based on the industrial tools he utilized in his former career. A sleek space suit, with four mechanical arms attached to the back and mentally commanded. Each arm contained the tools he used in his work. A high power welding laser made for an excellent ranged weapon. Rapidly constructed metallic nano-fiber ropes, with electro-magnetic tethers on each end, were originally used for maneuvering equipment and binding hardware in place. They worked wonders to ensnare foes, and even allowed him to swing from buildings. Armored plates to protect against industrial accidents served him well as protection in combat, and his servo-assisted limbs allowed him to lift more and run faster than he could ever hope outside the suit. A sensor suite helped him see in the darkest corners of starships, and his radio kept him in contact with the rest of his crew. It was purely an accident that this would all culminate in an effective crime fighting suit.

 

Power Descriptions:

The Spider Rig is a sleek white and grey metal suit, with purple detailing. Four mechanical arms sprout from the back, ending in tapered points. Each point had a brilliant blue welding laser embedded in it, and the point could split open to launch grey metallic cables, either as a tether attached to the arm, or firing the entirety of the cable similar to a bolo. The face plate is made of a one way metal plate, to protect the face as much as possible while still allowing him to see. 

 

Complications:

 

Back to the Future: Hailing from a different time and a different timeline, Anthony is eager to find a way home. In his mind, any chance, however small, is worth investigating.

 

What’s a Z-Shirt?: Anthony has a lot to learn about the time he is in. He often has to ask questions about seemingly mundane things, and may suffer from misunderstandings because of it.

 

Abilities: 2 + 0 + 6 + 6 + 4 + 0 = 18PP

Strength: 34/12 (+12/+1), 49/12 Lifting (Heavy Load: 5.6 Tons [11,200lbs]/130lbs

Dexterity: 10 (+0)

Constitution: 16 (+3)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 16 + 8 = 24PP

Initiative: +0

Attack: +8 Base

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +25/+9 (+8 Attack, +12/+1 Strength, +2 Super-Strength, +3 Additional Limbs)

Knockback: -1, -10 Battlesuit

 

Saving Throws: 6 + 3 + 7 = 16PP

Toughness: +12/+3 (+3 Con, +9 Protection) [9 Impervious]

Fortitude: +9 (+3 Con, +6)

Reflex: +3 (+0 Dex, +3)

Will: +9 (+2 Wis, +7)

 

Skills: 80R = 20PP

Computers 7 (+10, SM)

Craft (Electronic) 7 (+10)

Craft (Mechanical) 12 (+15, SM)

Disable Device 12 (+15, SM)

Knowledge (Technology) 12 (+15)

Notice 13 (+15)

Sense Motive 7 (+9)

Stealth 10 (+10, SM)

 

Feats: 12PP

Dodge Focus 4

Eidetic Memory 

Equipment 2

Luck 2

Online Research

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Stealth)

 Uncanny Dodge (Auditory)

 

Equipment: 2PP= 10EP

 

Crashed Ship (Headquarters) 

Size: Small

Toughness: 15 [2EP] (Descriptors: Reinforced Plasteel)

Features:

Communications

Computer

Concealed 2

Fire Prevention System

Living Space

Power System

Workshop

 

Powers: 60PP = 60PP

All powers have the Technology Descriptor

 

Device 15 (Battlesuit, 75PP Container, Flaw: Hard to Lose) [60PP]

 

   Additional Limbs 3 (4 limbs) [3DP]  (Descriptors: "Spider Legs")

 

   Communication 4 (Radio; 1 Mile) [4DP]

 

   Immunity 9 (Life Support) [9DP]

 

   Protection 9 (Extra: Impervious [9]) [18DP] (Descriptors: Armor)

 

   Super-Movement 3 (Swinging, Wall-Crawling 2) [6DP] (Descriptors: "Mobility Enhancement Package",  Magnetism)

 

   Super Senses (Darkvision, Infravision,, Ultravision) [4DP] (Descriptors: "Sensor Suite")

 

   Super-Strength 2 [4DP] (Descriptors: "Servo-Enhanced Musculature")

  

    Speed 3 (50 MPH / 500' per Move Action) [3DP] (Descriptors: "Servo-Enhanced Musculature")

 

   Weapons Array 11 (22PP, Feats: Alternate Power 2) [24DP]

      -BE: Enhanced Strength 22 (to Strength 34 [+12]) {22/22} (Descriptors: "Servo-Enhanced Musculature")

      -AP: Blast 10 (Feat: Accurate 2) {22/22} (Descriptors: "Variable Power Welding Laser", Ultraviolet Laser)

      -AP: Snare 10 (Feats: Reversible, Tether) {22/22} (Descriptors: "Binding Cables", Metal, Electro-Magnetism)

 

3 + 3 + 9 + 19 + 6 + 2 + 1 + 1 + 1 + 3 + 3 + 24 = 75/75DP

 

Drawbacks: (-0) = -0PP

 

DC Block

ATTACK                                                 RANGE SAVE                                        EFFECT

Unarmed w/no Powers            Touch DC 16 Toughness                     Damage [Physical]

Armed w/Strength                    Touch DC 25 Toughness                     Damage [Physical]

Blast                                           Ranged DC 25 Toughness                   Damage [Energy] 

Snare                                          Ranged DC 20 Reflex                        Snare [Fail: Entangled]

                                                                                                                   [>5:Bound/Helpless]

 

Abilities (18) + Combat (24) + Saving Throws (16) + Skills (20) + Feats (12) + Powers (60) - Drawbacks (0) = 150/150 Power Points

Edited by 3personal5me
Posted

Formatting notes:

 

Several of these suggested changes to the formatting would make the sheet easier to read and understand at a glance.

 

I would note their lifting strength next to their Strength score under "Abilities", like this:

 

Strength: 22/12 (+6/+1), 57/12 Lifting (Heavy Load: 33.28 tons [66,560 lbs.] / 130 lbs.)

 

Here's how I'd write the Attack bonus in the "Combat" section:

 

Attack: +6, +10/+6 Melee (+6 Base, +4 Enhanced Attack Focus), +10 Weapon Systems (+6 Base, +4 Accurate)

 

And here's how I'd write the Grapple bonus (which you calculated wrong):

 

Grapple: +26/+7 vs one foe, +23/+7 vs multiple foes (+10/+6 Melee Attack, +6/+1 Strength, +7 Super-Strength, +3 Additional Limbs)

 

I would note the Imperviousness in the Toughness save under "Saving Throws", like this:

 

Toughness: +10/+3 (+3 Con, +7 Protection; Impervious 5)

 

On the skills, you also want to note the total skill bonus.

 

So, for example, with your 10 ranks in Computers, and your +3 Int, you'd write "Computers 10 (+13)".

 

I would list the Enhanced Feats with the regular feats as well, like this:

 

FEATS XPP

Normal Feat

Normal Feat

Normal Feat

Enhanced:

Enhanced Feat

Enhanced Feat

 

 

Build notes:

 

I would consider trading out some of those Super-Strength ranks in the base power of the Weapon Systems array for more Enhanced Strength, enough to put you at 30 (+10), so you can hit your PL10 combat caps while punching people or clobbering them with improvised weapons or throwing stuff at them or throwing them at stuff.

 

Impervious at 5 ranks is borderline useless. It will only screen attacks of +4 damage or lower. That covers handguns, even high-caliber ones, but not shotguns, SMGs, or assault rifles. Take it up to at least 7 if you want to be bulletproof. But I'd generally recommend taking Impervious up to your PL (our house rules cap it there) or not at all.

 

What is one rank, 10ft, of Radio Communication getting you? That seems useless.

 

Improved Grab is too good. It's one of very few traits in this game that is. I wouldn't recommend taking it because it's so good it's boring.

 

It seems weird to have Acrobatic Bluff but no ranks in Acrobatics and only a +6 raw Dex score.

 

Is there any reason you're buying 4 ranks of Fortitude save and 7 ranks of Protection instead of just buying Enhanced Con? The latter costs the same 2PP, and also adds to your recovery bonus.

 

With skills, if you're not rolling a contested check against someone else (Notice, Stealth, etc.), then you're rolling against a static DC, and those almost always come in increments of 5. If you tweak your total skill bonuses so that they are also in increments of 5, you'll be able to take 10 and take 20 and reliably hit the DCs you want instead of having to roll. Skill Mastery is also helpful for the former.

 

Side note, if you do invest in Acrobatics ranks, enough to hit DC20, and also take Skill Mastery and choose Acrobatics as one of the four skills, then you don't need Instant Up, because Acrobatics can do that with a DC20 check. If you have at least +10 and Skill Mastery, you can take 10 and auto-pass.

 

The exotic saves are a little low. Most of the sample builds in the 2E books have an average among Fort, Ref, and Will of around PL-2.

 

You would have the same +3 flat-footed Defense at base Defense +5 and Dodge Focus 5 that you have at +6 and Dodge Focus 4. You're spending 1PP for nothing there.

 

This

  Knockback: -3/-1

is wrong.

Knockback resistance is one of the few things in this game that gets rounded down. It's half your regular Toughness, plus all of your Impervious Toughness, plus size bonuses and the Immovable power (neither applies here). You have +10 total Toughness, and 5 of it is Impervious. So 5 normal and 5 Impervious. The 5 normal gets halved and rounded down, to 2. Add that to the 5 Impervious, and your KB resistance is 7. Nonpowered, you have +3 Toughness, which gets halved and rounded down to 1. So it should be

Knockback Resistance: 7/1

 

Most GMs here don't bother with the range increment rules (for attacks or for Notice checks), so it's probably not worth buying Extended on any Super-Senses. A high Notice bonus and maybe a high Search and/or Sense Motive to go with it are generally the best ways to model "enhanced senses".

 

Posted

Also, buy Luck. Always buy Luck. Buy as many Luck ranks as you can. Our house rules cap it at 1/3rd PL, rounded down. The fact that we had to cap it should, by itself, tell you how good it is.

 

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