Geez3r Posted February 12, 2009 Posted February 12, 2009 Power Level: 10 (150 PP) Trade-Offs: -3 Defense and Attack for +3 Toughness and DC Modifier Characters Name: Armada Alternate Identity: None Height: 7'6" Weight: 400 lbs Hair: N/A Eyes: Red glowing lights Stats: 16 PP Str: 30 (+10) Dex: 10 (+0) Con: N/A (--) Int: 14 (+2) Wis: 12 (+1) Cha: 10 (+0) Combat: 16 PP Attack: +4, +7 melee Grapple: +22 Defense: +7 (+2 flat-footed) [base Defense +4] Knockback: -6 Initiative: +0 Saves: 3PP Toughness: +0, +13 with Protection Fortitude: Immune Reflex: +0 Will: +4 [+1 Wis, +3] Skills: 56r = 14 PP Computers 8 (+14) Craft (mechanical) 11 (+13) Disable Device 8 (+10) Intimidate 8 (+8) Knowledge (Earth Sciences) 6 (+8) Knowledge (technology) 6 (+8) Notice 6 (+7) Sense Motive 3 (+4) Feats: 12 PP All-Out Attack Assessment Attack Focus (Melee) 3 Dodge Focus 3 Fearless Improvised Tools Power Attack Startle Powers: 89 PP Immunity 43 (Fortitude Saves, pressure, critical hits, heat and cold damage) [43] Protection 13 Super-Strength 5 PF: Ground Strike (effective Str 55; Lt Load 8.5 tons, Med Load 17.1 tons, Hvy Load 25.6 tons) [10] Super Senses 11 (Detect Weakness, Acute Analytical Extended Radius Tremorsense) [11] Burrowing 9 [9] AP: Strike 3 PF: Mighty, Improved Crit, Retractable, Penetrating 3 [1] AP: Drain Toughness 13 (Objects Only) [1] Drawbacks: None Complications: * New to this world - Armada has not yet been accustomed to our ways, and makes a few mistakes every now and then. * Naive - Armada is entirely too trusting of those around him. * One Track minded - If given an order by a direct superior or those in authority, he will pursue that goal to the adandon of all else unless he is given a new order DC Block: Unarmed -- DC 25/Toughness -- Damage Strike, "The Drill" -- DC 28/Toughness -- Damage Costs: Abilities (16) + Combat (16) + Saves (3) + Skills (14) + Feats (12) + Powers (89) - Drawbacks (00) = 150 / 150 Personality: Really outgoing, and hates not having anything to do. He can sometimes be overly naive, and easily manipulated. He likes to tinker with some tech stuff, even including himself. He's not proud of his mining heritage per se, but he doesn't want to let go of it either. Description: A well armored, humanoid robot, with earthy colors. It looks like it was built to last. A massive drill can be formed from his right hand. Obviously of alien make. Backstory: Armada was designed by a distant alien race to be a miner robot, he's one of thousands actually, maybe millions. The aliens send these miners to uninhabited planets that have certain minerals they need, and the miners go to work. Well eventually, someone forgot to carry the one when calculating the trajectory for Armada's destination and he wound up way off target, crash landing on earth. Armada was damaged in the crash, and began self-repairs, but without the proper materials, there wasn't much to be done. His crash landing to earth didn't exactly go unnoticed either. The Freedom League, was quickly disatched to the location, because they had expected the craft to burn up in the atmosphere, not actually touch down. Armada didn't have much AI, but he had enough to bumble through the initial greeting. Recognizing Armada's great strength and durability (not to mention good heart), they took him under their wing and taught him the ways of the world (getting to study advanced alien tech was a boon as well). Over time his AI matured and he began to learn, and even develop a personality. He has declined the Freedom's League's offer to upgrade his weapon systems, it feels too much like giving up who he was. He's not a true member of the League, more of like a friendly associate. He doesn't want to forget where he came from, for reasons he doesn't even understand. Motivation: More than anything else, Armada just wants to find a place to belong. He wants to live out his days where he can do something useful. He also wants to learn more about this strange world he has come to inhabit
Sandman XI Posted February 13, 2009 Posted February 13, 2009 Stats: 16 PP Str: 30 (+10) Dex: 10 (+0) Con: N/A (--) Int: 14 (+2) Wis: 12 (+1) Cha: 10 (+0)Adds up. Combat: 16 PP Attack: +4, +7 melee Grapple: +22 Defense: +7 (+2 flat-footed) [base Defense +4] Knockback: -6 Initiative: +0Adds up. Saves: 16PP Toughness: +13 Fortitude: Immune Reflex: +0 Will: +4 [+1 Wis, +3]Adds up. Skills: 56r = 14 PP Computers 8 (+14) Craft (mechanical) 11 (+13) Disable Device 8 (+10) Intimidate 8 (+8) Knowledge (Earth Sciences) 6 (+8) Knowledge (technology) 6 (+8) Notice 6 (+7) Sense Motive 3 (+4)Adds up. Feats: 12 PP All-Out Attack Assessment Attack Focus (Melee) 3 Dodge Focus 3 Fearless Improvised Tools Power Attack StartleAdds up. Powers: 76 PP Immunity 44 (Fortitude Saves, pressure, critical hits, heat and cold damage) [44] Super-Strength 5 (effective Str 55; Lt Load 8.5 tons, Med Load 17.1 tons, Hvy Load 25.6 tons) [10] Super Senses 11 (Detect Weakness, Acute Analytical Extended Radius Tremorsense) [11] Burrowing 9 [9] AP: Strike 3 PF: Mighty, Improved Crit, Retractable, Penetrating 3 [1] AP: Drain Toughness 13 (Objects Only) [1] Immunity: equals up to 43
Geez3r Posted February 13, 2009 Author Posted February 13, 2009 Ah whoops. I'll use that "extra" point to buy Ground Strike PF for SS, I'll add that in now.
Dr Archeville Posted February 13, 2009 Posted February 13, 2009 Looks good, save for one small thing: Saves: 16PP Toughness: +13 Fortitude: Immune Reflex: +0 Will: +4 [+1 Wis, +3] Constructs don't buy Toughness save, to increase it they'd buy Protection (or Force Field or etc.) just like anyone else.
Recommended Posts