Jump to content

Tin Man and Oz (PL 8/10)


Recommended Posts

Posted

Tin Man

Power Level: 10

Effective Power Level: 8

Power Points: 150/150PP
Unspent Power Points: 0
Trade-Offs: +3 TOU/-3 DEF, (Unarmed) +2 DC/-2 ATK

 

In Brief: A robot superhero! Who is being controlled by a super intelligent nerd.

Catchphrase: “Don’t worry! I am here!”

Theme: X

 

Alternate Identity: -
Birthplace: Oz’s house

Residence: -

Base of Operations: Claremont Academy
Occupation: Superhero

Affiliations: Oz

Family: Oz (creator/father)

 

DESCRIPTION

Age: 3

Apparent age: 20
Gender: Robot (male build)
Ethnicity: Robot

Height: 6’4’’
Weight: 300 lbs.
Eyes: Yellow
Hair: Metal

 

Physical description
A humanoid robot, it is slick with polished steel instead of skin. His eyes are yellow normally but turn green when scanning and red when shooting laser beans.

 

It wears a basic supersuit, blue spandex and black boots. It has a long black cape behind it that can detach easily. 

 

 

 

 

HISTORY

Tin Man was created by the young genius Ozwald (Oz). Going into action three years ago, he was mostly an urban legend. Something that people only caught on shaky cam. Tin Man operated mostly in Southside.

 

One day, he came across a powerful Villain. Said villain was too much for the Tin Man to handle, when one of the members of the Freedom League came to aid it. This was the first time the Tin Man was seen outside of the shadows, the hero could tell immediately that the Tin Man had a controller and managed to spot Oz in the crowd. 

 

Claremont Academy was recommended to the young inventor whom would accept the offer and now Oz and the Tin Man have a new Emerald City. 

 

 

PERSONALITY & MOTIVATION


Tin Man has programmed emotions and feelings, as well as personality. It acts like a stereotypical superhero, spouting one liners and taunts. It does try to communicate with regular humans, as Oz programmed it with empathy, yet such things do not come easy to a machine. So it can come across as awkward.

 
It’s motivation is a simple one: protect the weak, fight injustice! That’s its programmed mission.

 

POWERS & TACTICS


The Tin Man is a tank. Its tactic is a simple one: overwhelm an enemy with force and fight through hits. Unless Oz remotely changes said tactic. This is its default.

Its powers are basic paragon abilities, super strength, endurance, flight and heat vision. Seeing as it is a machine, it can also scan areas to locate people or objects. It can even scan someone’s heart rate to see if they are lying.  

 
He also has a net gun used for capturing foes!

 

POWER DESCRIPTIONS


It’s abilities are basic. Its strength and endurance come from its robotic nature. Able to lift cars as well as take hits from being run into by one!

It’s eyes glow red when it shoots it’s laser vision, and turn green when it is scanning something or someone.

For flight, it has rocket powered boots that it uses, however there is a few seconds delay before it can take off. 

 
It’s hand can also turn into a net launcher to Snare enemies. 

 

COMPLICATIONS

Complication:

Man Behind the Curtain: Though Tin Man has limited AI and doesn’t have to take direct commands from Oz, it does need him to be close by to stay powered up. If Oz is knocked out or taken from him then Tin Man will freeze, unable to respond to anything.

Search for a Heart: Tin Man has empathy, but it is still a machine, as such it does not relate well to humans. Should it scare a civilian it’s trying to save, an HP can be awarded.


 

 

ABILITIES

0 + 0 - 10 + 0 + 0 + 4 = -6PP

 

Strength: 10 (+0) / 30 (+10)Enh. Strength
Dexterity: 10 (+0)
Constitution: - (-5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2) 

 

 

COMBAT

8 + 6  = 14PP


Initiative: +8 (+0 Dex, +8 Improved Initiative)
Attack: +4 Base, +6 Melee, see Power attack bonuses in DC Block
Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed
Grapple: +6 (+4 Base Attack, +2 Attack Focus), +20 (+4 Base Attack, +2 Attack Focus, +10 Enh. Strength, +4 Super-Strength)
Knockback: -5 (TOU/2)

 

 

SAVING THROWS

0 + 6 + 5 = 11PP

 

Toughness: +11 (+11 Protection)

Fortitude: - (Immune)

Reflex: +6 (+0 Dex, +6)

Will: +5 (+0 Wis, +5)

 

 

SKILLS

44R = 11PP

 

Diplomacy 6 (+8)
Intimidate 8 (+10)

Notice 10 (+10)

Search 10 (+10)

Sense Motive 10 (+10)

 

 

FEATS

31PP

 

Attack Focus [Melee] 2

Dodge Focus 3

Improved Initiative 2
Interpose

Luck 1

Sidekick 21
Takedown Attack

 

 

POWERS

6 + 30 + 10 + 11 + 32 = 89

 

Flight 3 (50 mph, 500 ft./rnd) [6PP] (Descriptors: Robot Boots,)

 

Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Metal Body,)

 

Immunity 10 (Mental Effects) [10PP] (Descriptors: Metal Mind,)

 

Protection 11 [11PP] (Descriptors: Metal Body)

 

Weapons Array 15 (30PP Array; Feats: Alternate Power 2) [32PP] (Descriptors: Arsenal)

  • BP: {20 + 10 = 30/30} (Descriptors: Robot Abilities)

             Enhanced Strength 20 [20PP]

             Super-Strength 4(Effective   Strength +20; Heavy Load: 12 tons; Feats: Groundstrike, Shockwave) [10PP]

  • AP: Blast 8 (Extras: Autofire, Penetrating 2; Feats: Accurate 2, Improved Critical 2) {30/30} (Descriptors: Eye Lasers)
  • AP: Snare 8 (Extras: Regenerating; Feats: Accurate 2, Improved Critical 2, Reversible, Tether) {30/30} (Descriptors: Net Gun)

 

 

DRAWBACKS

-0PP
 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+6

Unarmed - Enh. Strength

Touch

DC25 Tou (staged)

Damage

+6

Eye Lasers

80 ft.

DC23 Tou (staged)

Damage

+8

Snare

80 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8

 

 

Totals: Abilities (-6) + Combat (14) + Saving Throws (11) + Skills (11) + Feats (31) + Powers (89) - Drawbacks (0) = 150/150 Power Points

 

 

 

Tin Man.jpeg

Posted (edited)

Oz

Power Level: 7

Effective Power Level: 7

Power Points: 105/105PP
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: A young genius who loves heroes and superheroics.

Catchphrase: -

Theme: -

 

Alternate Identity: Ozwald Mcginnis
Birthplace: Freedom City

Residence: Claremont Academy

Base of Operations: -
Occupation: Student

Affiliations: Claremont Academy, Mcginnis Tech

Family: Tin Man (Creation/Son), Melidie Mcginnis (Mother), Tyson Mcginnis (Father), Cameron Mcginnis (Older brother) 

 

DESCRIPTION

Age: 16

Apparent age: 16
Gender: Male
Ethnicity: Caucasian

Height: 5’1’’
Weight: 101 lbs.
Eyes: Blue
Hair: Black

 

Physical description

 
Ozwald is a short young man, thin arms and legs. He has short black hair and blue eyes. He wears a green shirt and jeans with running shoes, and a green hoodie as well. 

 

HISTORY


Ozwald is the second son of a well known robotics expert Tyson Mcginnis, founder of Mcginnis Tech. Ozwald was born a genius, he could build computers at the age of eight. However…his older brother was also super smart, and he was stronger, better looking, and more charismatic than Oz.

Ozwald grew up jealous of his brother, who got everything, Cameron was the apple in their parent’s eyes. As if home life wasn’t bad enough for Oz, school was worse. He was bullied badly by other boys for being small and weak. It was this bullying and neglect that sparked Ozwald’s interests in Superheroes, people who fought bullies regularly!

That is when construction on Tin Man started. Oz would create his own superhero to protect people like him!

For about 3 years, Oz and Tin Man would be heroes from the shadows, well more so Tin Man, Oz never once viewed himself as a hero. Until…they  came across a powerful Villain. Said villain was too much for the Tin Man to handle, when one of the members of the Freedom League came to aid it. This was the first time the Tin Man was seen outside of the shadows, the hero could tell immediately that the Tin Man had a controller and managed to spot Oz in the crowd.

Claremont Academy was recommended to the young inventor whom would accept the offer and now Oz can watch new heroes in the making!

 

PERSONALITY & MOTIVATION


Oz is a quiet, shy but smart young man. He knows a lot but doesn’t have many people to talk to about these stuff with. Because of his bullying, he finds it hard to open up to others. Despite his gadgets and brain power, he doesn’t view himself as a hero. He’s content with watching and aiding other heroes. 

 

His motivation is to fight bullies, real life people who use their power to push around those weaker than them.

 

 

POWERS & TACTICS


Oz uses gadgets, mostly defensive ones, like a forcefield belt, and drones. He also runs support, using stun based weapons and snares to aid heroes in combat, as well as a repair kit for Tin Man

That being said, he mostly does this from a distance, preferring to blend in to the background, whether that be in crowds or the shadows.

 

 

POWER DESCRIPTIONS


Gadgets mostly, he has a belt that can form a forcefield surrounding himself. He uses drones as well, some with flashbangs and others with stun guns.

He also has a net gun along with a tool kit he can use to heal/repair Tin Man.  

 

 

COMPLICATIONS

Smoke and Mirrors: Most of Oz’s tech is used to support other heroes, he has few things to defend himself with, so if he is found by an enemy, they might have an easier time taking him out then Tin man.

Man behind the Curtain: Oz has to be around Tin Man for the machine to function properly. If he is too far away from it, or is taken out, then Tin Man will shut down.

 

Bystander Effect: Oz doesn’t consider himself a hero, he supports heroes. So he won’t go out of his way to help civilians, not because he doesn’t care but because he doesn’t believe in himself. 

 

 

ABILITIES

0 + 4 + 0 + 14 + 2 + 2 = 22PP

 

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 24 (+7) / 30 (+10)Enh. Intelligence
Wisdom: 12 (+1)
Charisma: 12 (+1) 

 

 

COMBAT

6 + 8  = 14PP


Initiative: +2 (+2 Dex)
Attack: +3 Base,  see Power attack bonuses in DC Block
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Grapple: +3 (+3 Base Attack,)
Knockback: -3 (TOU/2)

 

 

SAVING THROWS

5 + 4 + 6 = 15PP

 

Toughness: +7 (+0 Con, +7 Protection)

Fortitude: +5 (+0 Con, +5)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)

 

 

SKILLS

60R = 15PP

 

Bluff 6 (+8)

Computers 2 (+12) / 10 (+20)w. Hacker Tools

Concentration 4 (+5)

Craft [Electronic] 8 (+18) 

Craft [Mechanical] 8 (+18) 

Disable Device 2 (+12)
Knowledge [Physical Sciences] 9 (+19)

Knowledge [Technology] 9 (+19)

Sense Motive 4 (+5)

Stealth 8 (+10)

 

 

FEATS

4PP

 

Eidetic Memory

Inventor

Online Research

Well-Informed
 

Enhanced Feats

  • Dodge Focus 3

 

 

POWERS

6 + 8 + 21 = 35

 

Enhanced Intelligence 6 (to Intelligence 30) [6PP] (Descriptors: His Brain)

 

Person Defense 2 (10DP Device; Flaws: Hard-To-Lose) [8PP] (Descriptors: Armour under clothes)

  • Enhanced Feat 3 (Dodge Focus 3) [3DP] (Descriptors: Enhanced Reflexes, Armour under clothes)
  • Protection 7 (Extras: Force Field (+0)) [7DP] (Descriptors: Force Field Belt)

 

Toolkit 7 (35DP Device; Flaws: Easy-To-Lose) [21PP] (Descriptors: Oz's Toolkit)

Array 15 (30DP Array; Feats: Alternate Power 5) [35DP] (Descriptors: )

  • BP: Healing 7 (Extras: Affects Objects, Restoration, Total; Flaws: Limited (Only Objects); Feats: Persistent, Regrowth) {30/30} (Descriptors: Repair Tin Man) 
  • AP: Stun 7 (Extras: Ranged; Feats: Accurate 2, Homing 2, Indirect 3, Precise, Subtle) {30/30} (Descriptors: Flying mini drones with stun guns)
  • AP: Dazzle 7 (Visual and Auditory Dazzle; Feats: Accurate 2, Homing 2, Indirect 3, Precise, Subtle) {30/30} (Descriptors: Flying mini drones with flashbangs)
  • AP: Snare 7 (Extras: Regenerating; Feats: Accurate 2, Reversible, Tether) {25/30} (Descriptors: Self Regenerating Net) 
  • AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained], No Conduit, Simultaneous; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) {27/30} (Descriptors: Remote view drones) 
  • AP: {6 + 8 + 2 = 16/30} (Descriptors: Hacker Tools, )
  •  Comprehend 3 (Codes, Electronics, Read any language) [6DP]
  •  Datalink 4 (Radio; 1 mile; Feats: Rapid 2 (x100), Subtle 2) [8DP]
  •  Enhanced Skills 2 (Computers 8, to Computers 10 (+20) [2PP]

 

 

DRAWBACKS

-0PP
 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+3

Dazzle

70 ft.

DC17 Ref

DC17 Fort to recover

Blinded and Deafened

+7

Stun

70 ft.

DC17 Fort (staged)

Fail: Dazed
>5: Stunned

>10: Unconscious

+7

Snare

70 ft.

DC17 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+7

 

Totals: Abilities (22) + Combat (14) + Saving Throws (15) + Skills (15) + Feats (4) + Powers (35) - Drawbacks (0) = 105/105 Power Points

 

 

Oz.jpeg

Edited by Dracostern
Posted

Just little math things:

 

With +3 Base Defense, Tin Man would have +2 Flat-Footed Defense. It's the one edge case where the game round up, which catches pretty much everyone.

 

It looks like Tin Man's bought 32pp of feats rather than 31.

 

Tin Man's bought 11pp of Protection but the Powers tally line lists it at 16pp (94pp total), but the final Totals line is correct at 89pp total.

Posted

On Tin Man's sheet, double-check the Powers line (which still says 94pp instead of 89pp) and the Totals line (which still lists 31pp of feats rather than 32pp of feats, which will unfortunately put the character 1pp over-budget).

Posted
On 10/13/2024 at 11:12 AM, Fox said:

On Tin Man's sheet, double-check the Powers line (which still says 94pp instead of 89pp) and the Totals line (which still lists 31pp of feats rather than 32pp of feats, which will unfortunately put the character 1pp over-budget).

 

Ok, I made the changes, but I'm not sure how to get rid of 1 PP-

Posted

The easiest option would probably be to drop a rank of Luck (going from Luck 2 to Luck 1). That would put you at 31pp of feats, and while Luck is very useful it's not critical to your character's built so it's easy to pick up later once you've built up some extra points.

Guest
This topic is now closed to further replies.
×
×
  • Create New...