Heritage Posted March 10, 2010 Posted March 10, 2010 D'oh, I didn't fully edit Grim's sheet! [b][u]Saving Throws[/u][/b] [17PP] [b]Abilities 40 + Combat 24 + Saving Throws 17 + Skills 27 + Feats 44 + Powers 51- Drawbacks 8 = 195/195 Power Points[/b] DONE BY SHAENTHEBRAIN
Dr Archeville Posted March 10, 2010 Author Posted March 10, 2010 3 putrid power points for Dead Head. 1 to add 4 ranks in Diplomacy. (He's a nice guy, really!) [b][u]Skills[/u][/b]: [56 ranks = 14pp] Diplomacy 4 (+5) 2 to add the Connected and Contacts feat, linked to his Comprehend (Spirits) power, to show how he can call on them for information and the occasional favor. [b][u]Powers[/u][/b]: [3+4+7+2+1+1+32+6+2+14+17+22+3+3 = 117pp] [b]Comprehend 2[/b] (languages [understand all], spirits; [i]Extra[/i]: Linked [b]Enhanced Feats 2[/b] [Connected, Contacts]; [i]PF[/i]: 1 Alternate Power) [2x2 +3 = 7pp] [u]AP[/u]: [b]Super-Senses 8[/b] (postcognition, precognition; [i]Flaws[/i]: Distracting, Requires corpse) DONE BY SHAENTHEBRAIN
Moira Morley Posted March 10, 2010 Posted March 10, 2010 Seraph Bump Healing by 1 and drop the power feat. This will make room for one more rank in Boost Miss Martian change the whole array to look like this [b]Mental Pheromones Array 18[/b] (36pp effects; [i]Power Feats[/i]: Alternate Power 2) [u]BE[/u]: [b]Emotion Control 12[/b] ([i]Extras[/i]: Area/Burst [General, Attached], Aura; [i]Flaws[/i]: Range/Touch, Sense Dependant/Olfactory) [u]AP[/u]: [b]Mind Control 12[/b] ([i]Extras[/i]: Area/Burst [General, Attached], Aura, Duration/Sustained, Instant Command; [i]Flaws[/i]: Distracting, Range/Touch, Sense Dependant/Olfactory; [i]Power Feat[/i]: Mental Link; [i]Drawback[/i]: Noticeable) [u]AP[/u]: [b]Mental Transform 12[/b] (memory alteration [2/rank]; [i]Extras[/i]: Area/Burst [General, Attached], Aura, Duration/Continuous; [i]Flaws[/i]: Range/Touch, Sense Dependant/Olfactory) Edits done by Geez3r
Nyrath Posted March 12, 2010 Posted March 12, 2010 Right, for MA I have three simple edits I'd like made. 1: 1pp spent for 4 more ranks of Knowledge: Arcane Lore; should now read as 10 (+11) 2: 1pp spent to raise Sense Motive to 14 (+16) 3: Accurate Attack Edits done by Geez3r
Heridfel Posted March 15, 2010 Posted March 15, 2010 I've come up with the changes I'd like to make to Hub. As I noted before, I'm invoking the Gold membership to move him up to PL 10/150 pp. All of the stuff below is increased from his base PL 8/112 incarnation. All the history remains the same. ABILITIES: 46pp Str: 25 / +7 Dex: 16 / +3 Con: 25 / +7 Int: 10 / +0 Wis: 14 / +2 Cha: 18 / +4 COMBAT: 30pp Base Attack: +6, +10 melee, +12 unarmed Grapple: +17 Defense: +10 (+5 flat-footed) Knockback: -5 (-3 flat-footed) Initiative: +3 SAVES: 13pp Toughness: +10 (+7 flat-footed) Fortitude: +10 (+7 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +8 (+2 Wis, +6) SKILLS: 40r=10pp Acrobatics: 5 / +6 Computers: 1 / +4 Diplomacy: 8 / +11 Intimidate: 6 / +9 Knowledge (Business): 1/ +1 Knowledge (Life Sciences): 1/ +1 Knowledge (Popular Culture): 4 / +4 Knowledge (Tactics): 1/ +1 Medicine: 1 / +2 Notice: 4/ +5 Sense Motive: 8 / +9 FEATS: 19pp Attack Focus (melee) 4 Attack Specialization (unarmed) 1 Defensive Roll 3 Dodge Focus Improved Overrun Improved Throw Improved Trip Interpose Leadership Luck Power Attack Teamwork 2 Uncanny Dodge (visual) POWERS: 32pp Boost 7 (all ability scores; Extras: Range 2/Perception; Flaws: Others Only; Power Feats: Subtle, Slow Fade, 2 Alternate Powers) [32pp] -AP: Healing 7 (Extras: Range 2/Perception, Total; Flaw: Others Only; Power Feats: Subtle, Split Attack) -AP: Fatigue 9 (Extra: Alternate Save/Will; Power Feat: Subtle) and Super-Senses 11 (Accurate, Acute, Analytical, Penetrates Concealment, Ranged, Rapid, Detect Life) Descriptor: Chi; can only be detected by mystical or chi effects Descriptor: Chi, mental sense, perceived as visual DC Block Unarmed – DC 22 Toughness -- Damage Fatigue -- DC 19 Will -- Fatigue 46+30+13+10+19+32=150
Ecalsneerg Posted March 15, 2010 Posted March 15, 2010 For Gold, we generally prefer it that you submit a new version of the sheet as usual, rather than doing it via character edits. Although I see nothing that should slow the approval, at least on first glance.
Electra Posted March 16, 2010 Posted March 16, 2010 Wander: Edit to Superkitty: Powers: Put Insubstantial and Emotion Control into an array together. Insubstantial 4 (magic, vulnerable to water, PF: Subtle, 1 alternate power,) (22pp) AP: Emotion Control 10 (Extra: Burst Area, insidious, Flaw: Range 2 [Touch], PF: Subtle) Remove Attack Specialization: Bat Add 2 ranks of Attack (4pp) Add 2 ranks of Defense (4pp) DONE BY SHAENTHEBRAIN Fleur de Joie: In the big array, Growth 15 has one more flaws than extras, I think I should be able to add the Burst Area extra without a problem? Add 1 rank of luck (1pp) Add 1 rank of Protection (1pp) Add 1 rank of Defense (2pp) Save 3pp for later DONE BY SHAENTHEBRAIN
quotemyname Posted March 17, 2010 Posted March 17, 2010 Just some book-keeping: Breakdown: Toughness should be listed as +12, he has the appropriate ranks, but it just isn't listed under his saves summary. Colt: Attack: should be listed as +14 Base (+19 Ranged) again, the ranks are there, its just not listed in the summary. DONE BY SHAENTHEBRAIN
quotemyname Posted March 18, 2010 Posted March 18, 2010 Okay, I'm actually going to spend those 5 points for Colt Feats - 3pp Contacts Well-Informed Skill Mastery (Gather Information, Stealth, Investigate, Search) Skills - 2pp Investigate 5 Drive 3 Sandman-ified!
Thuellai Posted March 20, 2010 Posted March 20, 2010 Due to repeated urgings, I'm dropping the Sonic Control on Lida [which wasn't part of my original power concept anyway] and boosting attack and defense by two each [CAAAAPS!] Sandman-ified!
Geez3r Posted March 24, 2010 Posted March 24, 2010 Quick book keeping thing for Atlas. His DC Block should read as follows: Unarmed (Small/Medium size)------------ 27/Toughness--------------------------- Bludgeoning Unarmed (Large Size) --------------------- 31/Toughness -------------------------- Bludgeoning Shockwave (120ft cone) ------------------ 22/Reflex, 27 Toughness ------------- Bludgeoning Freeze Breath (120ft cone) --------------- 22/Reflex, 22/Reflex ----------------- Snare Also, updating the formatting for Atlas's powers. The only thing that was changed was updating the Effective Strength line (as Atlas's ES is now 102) [b][u]Powers:[/u][/b] 2+10+1+31+17=61PP [b]Immunity 2[/b] (critical hits) [2PP] [b]Impervious Toughness 10[/b] [10pp] [b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP] [b] Protean Might Array 12 ([/b]24PP, [i]Feats:[/i] Alternate Power [Dynamic] 3, Dynamic 4[b])[/b] [31 pp] * [u]BED[/u]: [b]Super-Strength 11[/b] ([i]PF[/i]: Freeze Breath [Cone Snare], Shockwave) {24} Effective Lifting Strength 102 (Light: 5,700 tons, Medium: 11,300 tons, Heavy: 17,000 tons, Maximum: 34,000 tons, Push/Drag: 85,000 tons - Heavy Load example: cruiser, loaded freighter) * [u]DAP[/u]: [b]Healing 11[/b] ([i]Feats:[/i] Persistent, Regrowth, [i]Extras:[/i] Total, [i]Flaws:[/i] Personal) {24} * [u]DAP[/u]: [b]Leaping 24[/b] ([/b]x100,000,000, 20 rounds[b])[/b] {24} * [u]DAP[/u]: [b]Morph 8[/b] (any form) {24} [b]Growth 4[/b] (Large; +8 Str, +4 Con; [i]Extras[/i]: Duration/Continuous) (PF: 1 Alternate Power) [17] * [u]AP[/u]: [b]Shrinking 4[/b] (Small, +1 Attack, +1 Defense, -4 Grapple, +4 Knockback, -2 Intimidate, +4 Stealth, 3/4 Strength [Carry Capacity], [i]Feats:[/i] Normal Movement, Normal Toughness, [i]Extras:[/i] Duration [Continuous], Normal Strength) [14PP] DONE BY SHAENTHEBRAIN
Moira Morley Posted March 27, 2010 Posted March 27, 2010 Complication for Seraph Significant Other (Faith/Seraph gave herself to Mark/Edge. She would protect him with her life and would be crushed if anything ever happened to him) Done by Geez3r
quotemyname Posted April 1, 2010 Posted April 1, 2010 Lukos' KB mod is wrong. His impervious ability didn't make the final cut on the sheet, so can you just change it to a flat -6, please? Done by Geez3r
quotemyname Posted April 3, 2010 Posted April 3, 2010 I'm thinking of using Captain Knievel in a thread. I would like to submit the following character sheet as an update to his current one. These edits are basically just ones that fill out the unused power points that he had kicking around before he was retired. They also jack him up to PL12, but there are no big changes to his concept or mechanics. It's mainly just hitting caps and such. "I like them odds." [img=http://i605.photobucket.com/albums/tt131/CindyChill/Knievel.jpg] [b][u]Players Name: [/u] [/b] quotemyname [b] [u]Power Level: [/u] [/b] 12 (183/183 PP) [b][u]Trade-Offs: [/u] [/b] +3 attack -3 DC mod, +3 defense -3 toughness [b] [u]PP Unspent: [/u] [/b] 0 [b] [u]Characters Name: [/u] [/b] Captain Knievel [b] [u]Alternate Identity: [/u] [/b] Taylor Rogers [b] [u]Height: [/u] [/b] 6' [b] [u]Weight: [/u] [/b] 200 lbs [b] [u]Hair: [/u] [/b] Sunlight-Blond [b] [u]Eyes: [/u] [/b] Blue [b] [u] Description: [/u] [/b] Standing 6 feet tall and weighing in at 200 golden apples, Captain Knievel is the epitome of manliness and physical prowess. Captain Knievel sports a tactical combat suit made from form a fitting kevlar jumpsuit, steel toed boots, and steel shoulder pads. He wears sunglasses and has highly stylized bright blond hair. Captain Knievel is stronger faster and more attractive than and 5 normal men combined. The gauntlet he wears on his right arm allow him to generate the powerful "Adrenaline Cannon", a 5 foot wide plasma laser cannon that originates a his clenched fist. After multiple modifications, the Adrenaline Cannon itself now grants Captain Knievel a multitude of other abilities as well. Captain Knievel has recently acquired a shiny new Power Belt that wraps around his waist. This belt is the approximate size of a wrestling championship belt and is made entirely of steel. This belt offers him expanded defensive utility in a fight. [b] [u] History: [/u] [/b] Taylor Rogers DOB: 6/6/86 At 15 years old, Taylor's parents took him skydiving. After a freak accident caused his chute not to open, Taylor hit the ground. Hard. Miraculously, he survived the fall. His body crippled and broken, Taylor entered a coma. After five agonizing years of intense surgery, Taylor finally regained consciousness. His first thought upon waking was, "I want to do that again!" Most people would be left in paralyzing fear of falling and heights. But not Taylor Rogers. When the doctors told him that he would never walk again, his only reply was, "Like hell I will!" and seemingly magically, after two years of intense physical therapy, he did. However, just getting his body back in working order wasn't enough for Taylor. He was 20 years old, a legal adult, and decided that he wasn't going to bother being a part of normal society. Taylor's one and only dream was to do anything and everything that would be worth a thrill. In order to be able to do that, Taylor spent two more years going through intense physical training. Four solid years of conditioning and strength training honed Taylor's body to the peak of human physical prowess. Taking a job as a professional body builder, Taylor began to enjoy the pay-offs of all his hard work, and the lifestyle that went along with it. With money, relative fame, and a body fit as a fiddle, Taylor was once again able to enjoy skydiving, rock climbing, and a multitude of other risky yet intensely satisfying activities. That is until his body building sponsors told him he was no longer allowed to perform these activities. He had come too far to stop now though. So what is a guy to do when he can't pursue his deepest desires as himself? The same thing everyone else in Freedom City does when they can't do what they want to do as themselves. Put on a costume and do it anyways! That is when Captain Knievel was born. Now Taylor Rogers leads a double life. On one side, he is the Taylor Rogers, the peaceful, rich, body builder superstar. On the other, he is Captain Knievel the trill seeking junkie that loves to throw caution to the wind and dive off of sky scrapers. [b] [u] Personality & Motivation: [/u] [/b] Because he loves thrill seeking so much it always seems to get him into trouble. Taylor has had more accidents than he can count as Captain Knievel. He has been injured, shot, broken bones, and so on. He never seems to learn though... Because most of his adult life has been spent listening to people tell him he can't do something, and he is forced to listen to them, he finds that as Captain Knievel he can never refuse a fight, or turn down a challenge, and he never pulls any punches. Taylor has worked very hard to get to where he is in life, and that has ingrained in him a deep hatred for anyone who has led a pampered life. He specifically hates those that have been given or gifted with otherworldly advantages over normal people. The highlight and often the butt end of this hatred are Meta-humans that gained their powers by accident or were simply given powers by some outside source. Captain Knievel believes that since these Meta-humans did not work for their powers, they cannot truly appreciate them. Therefore, there is no reason for them to have them. This has led Captain Knievel to do anything he can destroy any and all Meta-humans that he comes across. This behavior has led to him becoming one of Freedom City’s most wanted Super Villains over the past few months. More often than not, Captain Knievel finds his quarrels to be with those that would call themselves heroes, or protectors of the city. Unfortunately Captain Knievel had to find out the hard way that these heroes have quite a following. The general populace seems to worship them unconditionally. Despite Captain Knievel’s perfect manly charm he has not been able to swing any of the citizens of Freedom City to his side. Worse still, the heroes in the city band together and support each other. For this reason, Captain Knievel has been forced to go against his better judgment and work with some less than reputable characters over the months. Captain Knievel sees the destruction of Freedom City’s heroes as the first step on his way to achieving his goals. If destroying them means that he has to work with some Meta-humans that also oppose the heroes in the mean time, then so be it. It is a sacrifice that must be made. There is no doubt in Captain Knievel’s mind that as soon as the heroes are eradicated, so too will the Meta-Human villains. Captain Knievel used to be much more reckless about pursuing his goals. He used to cause lots of property damage, and endanger the lives of countless citizens. Recently, however, he has found that his anger is better when directed entirely at the heroes of Freedom City. Captain Knievel won’t stop if any citizens get in the way when he brawls with a hero. After all, they will probably survive. And when they do, they will appreciate their lives all that much more. He does not, however go out of his way to harm the general population of Freedom City. Lately, Captain Knievel has found the limitations of having a ‘normal’ body quite restrictive. In order to keep up with the heroes and Meta-Humans in Freedom City, The Captain has been relying more and more on his Adrenaline Cannon of late. He has even been known to take steroids to enhance his strength if it means being able to take out even one more Meta-Human. [b][u]Complications:[/b][/u] -[i]Compulsion [/i](Must hit on every woman he sees) -[i]Irrational Hatred[/i] (Captain Knievel's extreme prejudice towards Meta-humans who have not "earned" their powers leads him to acts of extreme violence against them) -[i]Temper[/i] (Quick to anger, never turns down a fight (Especially not against the police!)) -[i]Public ID[/i] (Captain Knievel and Taylor Rogers are known to the public as being the same man) -[i]Criminal Record[/i] (Charged with aggravated assault, hate crimes, and terrorism) [b] [u] Stats: [/u] [/b] [14+10+10+2+4+10 = 50pp] Str: 24/28 (+7/+9) Dex: 20 (+5) Con: 20 (+5) Int: 12 (+1) Wis: 14 (+2) Cha: 20 (+5) [b] [u] Combat: [/u] [/b] [16+24 = 40pp] Attack: +8 Base; +13 Melee, +15 Adrenaline Cannon; +8 Ranged; Grapple: +22 (+33 w/ Elongation & Super Strength; -4 to escape rolls w/ Elongation & Super Strength) Defense: +12 Base; +15 Dodge Focus (+6 FF) Knockback: -4 Initiative: +13 [b] [u] Saves: [/u] [/b] [3+3+5+= 11pp] Toughness: +9 (+6 Con, +3 Protection) Fortitude: +8 (+5 con, +3) Reflex: +8 (+5 dex, +3) Will: +7 (+2 wis, +5) [b] [u] Skills: [/u] [/b] [ 60r = 15pp] Acrobatics 10 (+15) Intimidate 17 (+22) Notice 16 (+18) Sense Motive 17 (+19) [b] [u] Feats: [/u] [/b] [32pp] Attack Focus Melee 5 [5pp] Attack Specialization (Adrenaline Cannon) Challenge (Fast Intimidate) Defensive Attack Dodge Focus 3 [3pp] Elusive Target Equipment 2 (10ep) [2pp] Fearless Improved Initiative 2 [2pp] Inspire 5 [5pp] Leadership Luck 3 [3pp] Power Attack Set-Up Skill Mastery 1 (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (Hearing) [quote name="Equipment"] [b][u]General Equipment[/u][/b] Teleport Beacon (wrist watch) [1ep] [b][u]Hideout: Underground Bunker[/u][/b] [9ep] Size: Small; Toughness 10, Concealed (+10 DC), Gym, Living Space, Power System, Security System, Computer, Power 1 (24pp power) - [u]Teleporter[/u]: [b]Teleport 12[/b] (Flaws: Limited [To/From Base]; PF: Change Velocity, Easy, Progression 4; Drawbacks: Teleport Beacon [-2]) {18pp} [/quote] [b] [u]Powers: [/u] [/b] 24+4+4+2+2 = 36PP (Descriptors: Training, Technology) [b] Device 6[/b] (Hard To Lose, "Adrenaline Cannon Mark IV", 30pp) [24pp] [b]Device 1[/b] ("Protection Belt"; Hard To Lose; 5 device points; 1 unspent pp) [4pp] [b] Speed 3[/b] (50 mph / 500 fpr; PF: 1 Alternate Power) [4pp] [u]AP:[/u] [b] Leaping 3[/b] (x10) [b] Super Movement 1[/b] (slow fall) [2pp] [b] Super Strength 1[/b] (“Power Lifting Trainingâ€; Effective Lifting Strength 32; L: 692lbs.; M: 1384lbs.; H: 2080lbs.; Max: 4160lbs.; Push/Drag: 10400lbs.) [2pp] [quote] [b] Device: Adrenaline Cannon Mark IV: [/b] [b] Strike 12[/b] (“Adrenaline Cannonâ€; Extras: 120-ft. Line Area; Feats: Penetrating 2, 4 APs) {30pp} [u]AP1:[/u] [b] Elongation 5[/b] (“Laser Whipâ€; 100 feet; Extras: Projection, Linked(+0); PF: Improved Pin, Grappling Finesse){12pp} [i]Linked:[/i] [b] Super Strength 5[/b] (“Hydraulic Assisted Liftingâ€){10pp} [i]Linked:[/i][b]Enhanced Strength 4[/b] {4pp} [i](Effective Lifting Strength 59; L: 15 Tons; M: 30 T; H: 45 T; Max: 89.5 T; Push/Drag: 224 T)[/i] [u]AP2:[/u] [b] Strike 9[/b] (“Elemental Strikeâ€; Feats: Extended Reach 4, Variable Descriptor 2 [any technological], Improved Critical 2, Penetrating 5, Precise, Split Attack 3){26pp} [u]AP3:[/u] [b] Strike 9[/b] (“Radiation Strikeâ€; Extras: Alternate Save - Fort; Feats: Extended Reach 4, Improved Critical 2, Precise, Split Attack){26pp} [u]AP4:[/u][b]Strike 12[/b] (“Shockwaveâ€; Extras: General Area Burst, Selective; Flaws: Action/Full; Feats: Knockback 2) {26pp} The Adrenaline Cannon Mark II includes hydraulic tubing that runs from the gauntlet on Captain Knievel's right arm to the armor on his back. From his armor, the tubes stretch down the sides of his legs and open up at his boots. These tubes allow Captain Knievel to project the special attacks generated by his Adrenaline Cannon from his feet as well as his right arm. This allows him to deliver flaming kicks, etc... The Adrenaline Cannon Mark III includes more powerful striking capabilities, and faster response time, as well as a reduced kick from the main cannon. The hydraulic tubing has also been adapted to assist in lifting. The Adrenaline Cannon Mark IV enhances all previous abilities of the Cannon. Additionally, the Cannon can now project a massive burst of electricity in a pulse shockwave all around the user when the user slams the Adrenaline Cannon into the ground. The burst of electricity is so powerful, that it cannot be grounded even though it is touching the earth. [/quote] [quote name="Protection Belt"] [b]Protection 4[/b] {4pp} Captain Knievel’s latest gadget – the Protection Belt is similar in design to that of a championship wrestling belt. It has a large plated buckle on the front of it and is made of solid metal. The circuits in the belt run through his Kevlar suit and enhance its ability to protect Captain Knievel from injury. [/quote] [b][u]Drawbacks:[/b][/u] [-1pp] [i]Full Power[/i] (Never pulls any punches) -1 [b][u]DC Block:[/b][/u] Unarmed -- DC 23/TOU -- Damage Strike 12 "Adrenaline Cannon" -- 22/REF + 27/TOU -- Damage (Plasma Energy) Elongation 5 “Laser Whip†– DC 24/TOU – Damage Strike 9 “Elemental Strike†– DC 24/TOU – Damage (Variable) Strike 9 “Radiation Strike†– DC 24/FORT – Damage (Radiation) Strike 12 “Shockwave†– 22/REF + 27/TOU – Damage (Electricity) Attributes [50] + Combat [40] + Saves [11] + Skills [15] + Feats [32] + Powers [36] - Drawbacks [01] = 183pp Doktor'd
quotemyname Posted April 3, 2010 Posted April 3, 2010 Your itemized receipt is as follows: :arrow: Trimmed complications :arrow: Net +2 enhanced strength (dropped Enhanced Strength 2 from "roids" added Enhanced Str 4 within the Cannon) :arrow: +1 Toughness (with updated totals so the sources are more clear) :arrow: Changed Stealth Skill back to Acrobatics, it's more in keeping with concept :arrow: +2 Acrobatics, +5 Intimidate, +2 Sense Motive, Notice +3 :arrow: Replaced Ultimate Effort (Toughness) with Uncanny Dodge (Hearing) :arrow: Device 5 becomes Device 6 (adrenaline cannon is totally revamped) Adrenaline Cannon: :arrow: Strike 11 to Strike 12 with penetrating 2, +1 AP :arrow: AP1 Enhanced Strength 4 added (already discussed above) :arrow: AP2 +4pp worth of PFs :arrow: AP3 Ditto :arrow: AP4 (new) Shockwave Strike 12 :arrow: New description
Geez3r Posted April 3, 2010 Posted April 3, 2010 *Cracks knuckles* Let's see if I still remember how to do this now. Gearing up Malice for the new thread. :arrow: First, give Malice 20 more points to spend. (Based on me earning 3pp/month while he's in retirement plus the odd point here and there) :arrow: Get 3 points by getting rid of the Benefits. [-3pp] :arrow: Okay, spend 4 points to get rid of the 1 armed drawback. Malice has outfitted himself with a cybernetic replacement. Of note it looks distinctly robotic and inhuman. [4pp] :arrow: Bump Intelligence up to 24, the proper human maximum. Also bump Constitution to 14. [4pp] :arrow: Buy 4 more ranks in Will save. [4pp] :arrow: Buy 10 ranks in Computers, Craft (electronic) & Mechanical, Intimidate, and Knowledge (Technology). Buy 13 ranks in Disable Device. That will bring all of those skills up to 18 ranks. Drop Sense Motive entirely, he can use the other interaction skills to the same effect, but better. Buy 5 ranks in Notice. Buy 8 Ranks in Knowledge (Tactics). He's been able to greatly increase his research in the Shadow Academy because he doesn't have to be subtle about what he's doing. Also, he's been training and drilling his students (and himself). [17pp] :arrow: Buy 2 more ranks in Attack. [4pp] :arrow: For the Mantle of Freedom, get rid of the Enhanced Will Save, the partial Immunity to Entrapment and the Ground Pounder AP. Buy 3 ranks of Protection and 3 ranks of Impervious with those points. [0pp] :arrow: The purchase 2 more ranks in Device. [8pp] Buy 3 more ranks in Weapons Array. Buy 4 more AP's for the weapons Array. ----------------------------------------------------------------------- The Crunchy bits should look as follows: [b][u]Stats[/u][/b]: 24 PP Str: 10/42 (+0/+16) Dex: 10 (+0) Con: 14/24 (+2/+7) Int: 24 (+7) Wis: 12 (+1) Cha: 14 (+2) [b][u]Combat[/u][/b]: 20+16=36 PP Attack: +10, +12 ranged Grapple: +10 or +31 Defense: +8 (+4 flat-footed) [Base Defense +8] Knockback: -14 in suit, -1 without suit Initiative: +0 [b][u]Saves[/u][/b]: 4+3+11 = 18PP Toughness: +18 (Imp 11), +2 without suit Fortitude: +11/+5 [+7/+2 Con, +4] Reflex: +3 [+0 Dex, +3] Will: +12 [+1 Wis, +11], [b][u]Skills[/u][/b]: 160r = 40 PP Bluff 8 (+10) Computers 18 (+25) Craft (electronics) 18 (+25) Craft (mechanical) 18 (+25) Diplomacy 8 (+10) Disable Device 18 (+25) Intimidate 18 (+20) Knowledge (business) 5 (+12) Knowledge (civics) 8 (+15) Knowledge (tactics) 8 (+15) Knowledge (technology) 18 (+25) Medicine 3 (+4) Notice 10 (+11) Search 2 (+9) [b][u]Feats[/u][/b]: 9 PP All-Out Attack Attack Focus (Ranged) 2 Connected Contacts Inventor Master Plan Online Research Power Attack [b][u]Powers[/u][/b]: 88 PP [b]Device 22[/b] (The Mantle of Freedom; 110 points, Hard to Lose) [80pp] [b][u]Device[/u][/b]: [i][u]The Mantle of Freedom[/u][/i] [b]Communication 4[/b] (radio) {4} [b]Enhanced Constitution 10[/b] {10} [b]Flight 5[/b] (250 mph / 2,500 feet {10} [b]Immunity 9[/b] (life support) {9} [b]Protection 11[/b] ([i]Extra[/i]: Impervious 11) {22} [b]Super Senses 6[/b] (Darkvision, Direction Sense, Distance Sense, Time Sense, Ultra Hearing) {6} [b]Weapons Array 21[/b] (42 point powers; [i]PFs[/i]: Affects Insubstantial 2, 5 Alternate Powers) {49} * [u]BE[/u]: [b]Enhanced Strength 32[/b] and [b]Super-Strength 5[/b] (effective Str 58; Lt Load 12.8 tons, Med Load 25.6 tons, Hvy Load 38.4 tons) [i]Righteous Riot[/i] * [u]AP[/u]: [b]Blast 14[/b] ([i]Extra[/i]: Auto-fire) - [i]The 2nd Amendment[/i] * [u]AP[/u]: [b]Blast 12[/b] ([i]Extras[/i]: Targeted 24 - 5ft square cubes Shapeable Area, [i]PFs[/i]: Indirect x3, Homing x2, Progression) - [i]Liberation Cannon[/i] * [u]AP[/u]: [b]Paralyze 14[/b] ([i]Extras[/i]: Alternate Save/Fortitude, Range/Ranged) - [i]Shock and Awe[/i] * [u]AP[/u]: [b]Blast 14[/b] [i]Extras:[/i] Alternative Save (Fortitude) - [i]Total Warfare [/i] * [u]AP[/u]: [b]Disintegration 14[/b] [i]Flaws:[/i] Full Round Action - [i]This weapon is deliberately left untitled [/i] [quote][b]Descriptors[/b] [u]Weapons Array[/u]: After becoming acquainted with the volitile side of conventional weaponry, Malice has opted for a more energy based method. It's quite akin to kinetic energy sharpened to a point. The exception is the last 3 AP's. Rather than breach something, they shake it, violently. Especially so in the last case. This has the added benefit of making the suit much more durable. [/quote] [b][u]Drawbacks[/u][/b]: -4 Normal Identity (full round) -4 [b][u]DC Block[/u][/b]: Unarmed, "Naked" -- DC 15/Toughness -- Damage Unarmed, "Righteous Riot" -- DC 31/Toughness -- Damage Blast 14/"Second Amendment" -- 29/Toughness -- Damage (Autofire) Blast 12/"Liberation Cannon" -- 27/Toughness -- Damage (Shapeable Area, Indirect 3, Homing 2) Paralyze 14/"Shock and Awe" -- 24/Fort -- Slowed/Paralyzed Blast 14/"Total Warfare" -- 29/Fort -- Damage Disintegration 14 -- 24/Fort, 29 Toughness -- Drain Toughness, Damage Costs: Abilities (24) + Combat (36) + Saves (18) + Skills (40) + Feats (9) + Powers (88) - Drawbacks (4) = 211 / 211 Doktor'd
quotemyname Posted April 3, 2010 Posted April 3, 2010 I had originally had that 183pp build of Knievel ready to go for the month of september, when villains go nixed. Six months have passed, it stands to reason that he would be better than that. For this upcoming thread, I want the final encounter to be climactic, not a let down. I would like to cram 17 more pp into Knievel's build, so he can keep up with the PL13 Malice that was just released. Edits: :arrow: +2 base Def :arrow: For +2 Ref +2 Will +3 (all saves now +10 total) :arrow: Intimidate +1 Notice +2 Sense Motive +1 :arrow: +1 attack focus Melee, -1 dodge focus :arrow: +1 improved initiative :arrow: Device 6 to Device 7 (thus allowing the cannon to hit PL13 caps) pp total 200 Crunchy bits should look like this: [b] [u] Stats: [/u] [/b] [14+10+10+2+4+10 = 50pp] Str: 24/30 (+7/+10) Dex: 20 (+5) Con: 20 (+5) Int: 12 (+1) Wis: 14 (+2) Cha: 20 (+5) [b] [u] Combat: [/u] [/b] [16+24 = 40pp] Attack: +8 Base; +14 Melee, +16 Adrenaline Cannon; +8 Ranged; Grapple: +23 (+35 w/ Elongation & Super Strength; -4 to escape rolls w/ Elongation & Super Strength) Defense: +14 Base; +16 Dodge Focus (+7 FF) Knockback: -5 Initiative: +17 [b] [u] Saves: [/u] [/b] [5+5+8 = 18pp] Toughness: +10 (+6 Con, +4 Protection) Fortitude: +10 (+5 con, +5) Reflex: +10 (+5 dex, +5) Will: +10 (+2 wis, +8) [b] [u] Skills: [/u] [/b] [ 64r = 16pp] Acrobatics 10 (+15) Intimidate 18 (+23) Notice 18 (+20) Sense Motive 18 (+20) [b] [u] Feats: [/u] [/b] [33pp] Attack Focus Melee 6 [6pp] Attack Specialization (Adrenaline Cannon) Challenge (Fast Intimidate) Defensive Attack Dodge Focus 2 [2pp] Elusive Target Equipment 2 (10ep) [2pp] Fearless Improved Initiative 3 [3pp] Inspire 5 [5pp] Leadership Luck 3 [3pp] Power Attack Set-Up Skill Mastery 1 (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (Hearing) [quote name="Equipment"] [b][u]General Equipment[/u][/b] Teleport Beacon (wrist watch) [1ep] [b][u]Hideout: Underground Bunker[/u][/b] [9ep] Size: Small; Toughness 10, Concealed (+10 DC), Gym, Living Space, Power System, Security System, Computer, Power 1 (24pp power) - [u]Teleporter[/u]: [b]Teleport 12[/b] (Flaws: Limited [To/From Base]; PF: Change Velocity, Easy, Progression 4; Drawbacks: Teleport Beacon [-2]) {18pp} [/quote] [b] [u]Powers: [/u] [/b] 28+4+4+2+2 = 40PP (Descriptors: Training, Technology) [b] Device 7[/b] (Hard To Lose, "Adrenaline Cannon Mark IV", 35pp) [28pp] [b]Device 1[/b] ("Protection Belt"; Hard To Lose; 5 device points) [4pp] [b] Speed 3[/b] (50 mph / 500 fpr; PF: 1 Alternate Power) [4pp] [u]AP:[/u] [b] Leaping 3[/b] (x10) [b] Super Movement 1[/b] (slow fall) [2pp] [b] Super Strength 1[/b] (“Power Lifting Trainingâ€; Effective Lifting Strength 32; L: 692lbs.; M: 1384lbs.; H: 2080lbs.; Max: 4160lbs.; Push/Drag: 10400lbs.) [2pp] [quote] [b] Device: Adrenaline Cannon Mark IV: [/b] [b] Strike 13[/b] (“Adrenaline Cannonâ€; Extras: 325-ft. Line Area; Feats: Penetrating 2, Progression, Variable Descriptor 2, 4 APs) {35pp} [u]AP1:[/u] [b] Elongation 5[/b] (“Laser Whipâ€; 100 feet; Extras: Projection, Linked(+0); PF: Improved Pin, Grappling Finesse){12pp} [i]Linked:[/i] [b] Super Strength 5[/b] (“Hydraulic Assisted Liftingâ€; [i]PF[/i]: Countering Punch, Groundstrike, Shockwave){13pp} [i]Linked:[/i][b]Enhanced Strength 6[/b] {6pp} [i](Effective Lifting Strength 61)[/i] [u]AP2:[/u] [b] Strike 10[/b] (“Elemental Strikeâ€; Feats: Extended Reach 4, Variable Descriptor 2 [any technological], Improved Critical 2, Penetrating 5, Precise, Split Attack 3){27/31pp} [u]AP3:[/u] [b] Strike 10[/b] (“Radiation Strikeâ€; Extras: Alternate Save - Fort; Feats: Extended Reach 4, Improved Critical 2, Penetrating 2, Precise, Split Attack 2){31pp} [u]AP4:[/u][b]Strike 13[/b] (“Shockwaveâ€; Extras: General Area 130-ft Radius Burst, Selective; Flaws: Action/Full; Feats: Knockback 4, Progression) {31pp} The Adrenaline Cannon Mark II includes hydraulic tubing that runs from the gauntlet on Captain Knievel's right arm to the armor on his back. From his armor, the tubes stretch down the sides of his legs and open up at his boots. These tubes allow Captain Knievel to project the special attacks generated by his Adrenaline Cannon from his feet as well as his right arm. This allows him to deliver flaming kicks, etc... The Adrenaline Cannon Mark III includes more powerful striking capabilities, and faster response time, as well as a reduced kick from the main cannon. The hydraulic tubing has also been adapted to assist in lifting. The Adrenaline Cannon Mark IV enhances all previous abilities of the Cannon. Additionally, the Cannon can now project a massive burst of electricity in a pulse shockwave all around the user when the user slams the Adrenaline Cannon into the ground. The burst of electricity is so powerful, that it cannot be grounded even though it is touching the earth. [/quote] [quote name="Protection Belt"] [b]Protection 5[/b] {5pp} Captain Knievel’s latest gadget – the Protection Belt is similar in design to that of a championship wrestling belt. It has a large plated buckle on the front of it and is made of solid metal. The circuits in the belt run through his Kevlar suit and enhance its ability to protect Captain Knievel from injury. [/quote] [b][u]Drawbacks:[/b][/u] [-1pp] [i]Full Power[/i] (Never pulls any punches) -1 [b][u]DC Block:[/b][/u] Unarmed -- DC 22/TOU -- Damage Strike 13 "Adrenaline Cannon" -- 23/REF + 28/TOU -- Damage (Plasma Energy) Elongation 5 “Laser Whip†– DC 25/TOU – Damage Strike 10 “Elemental Strike†– DC 25/TOU – Damage (Variable) Strike 10 “Radiation Strike†– DC 25/FORT – Damage (Radiation) Strike 13 “Shockwave†– 23/REF + 28/TOU – Damage (Electricity) Attributes [50] + Combat [44] + Saves [18] + Skills [16] + Feats [33] + Powers [40] - Drawbacks [01] = 200pp Doktor'd
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