Morrow Posted September 21, 2010 Posted September 21, 2010 Centiman, the Hundred Handed One Power Level: 10 (147/150PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness Unspent PP: 3 In Brief: A good Doctor Octopus, whose father was murdered by [generic evil corporate executive] and is now working as a graduate student at Hanover Institute of Technology. Carlos Sanlucas Abilities: 0 + 0 + 0 + 16 + 4 + 0 = 20pp Str 10/32 (+11) Dex 10 (+0) Con 10 (+0) Int 26 (+8) Wis 14 (+2) Cha 10 (+0) Combat: 8 + 8 = 16pp Initiative: +8 Attack: +4 (+6 ranged, +8 ranged with Cat's Eyes, +8 unarmed) Grapple: +15/+18/+17/+20 (+4 attack, +11 strength, +3 elongation, +2 super-strength) Defense: +12 (Base +4, +8 shield), +2 Flat-Footed Knockback: -4 Saving Throws: 7 + 5 + 7 = 19pp Toughness: +8 (+8 force-field) Fortitude: +7 (+0 Con, +7) Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 80r = 20pp Computers 12 (+20) Craft [Electronic] 12 (+20) Craft [Mechanical] 12 (+20) Disable Device 12 (+20) Knowledge [Technology] 12 (+20) Notice 8 (+10) Sense Motive 8 (+10) Stealth 4 (+4) Feats: 12PP Attack Focus Ranged x2 Attack Specialization (Unarmed) x2 Eidetic Memory Elusive Target Improved Disarm Improved Grab Inventor Master Plan Speed of Thought Wealth Powers: 6 + 8 + 36 + 8 + 2 = 60pp Device 2 (Cat’s Eyes, easy-to-lose) [6pp] Device 2 (Magglove, hard-to-lose) [8pp] Device 9 (Techpack, hard-to-lose) [36pp] Device 2 (Warp Belt, hard-to-lose) [8pp] Quickness 4 (x25 speed; Flaws: Limited/Mental) [2pp] Devices Cat's Eyes: 10 = 10dp Super-Senses 8 (Direction Sense, Distance Sense, Extended Sight, Infravision, Microvision x2, Time Sense, Ultravision; Power Feats: Attack Focus [ranged] 2) [10dp] Magglove: 10 = 10/10dp [Descriptive Name] Array 4.5 (Power Feats: Alternate Power 1) [10dp] BE: Magnetic Control 4 (Power Feats: Precise) [9/9] AE: Shield 8 [8/9] Techpack: 7 + 1 + 1 + 9 + 6 + 22 = 45/45dp Bracing Array 3 (Power Feats: Alternate Power 1) [7dp] BE: Super-strength 3 [6/6] AP: Additional Limbs 6 (50 extra arms) [6/6] Quickness 2 (x5; Flaws: Limited/Physical) [1dp] Magnetized Nanotube Array 4 (Power Feats: Alternate Power 1) [9dp] BE: Elongation 4 [8/8] AE: Super-Movement 2 (Wallcrawling) and Speed 4 (250MPH) [8/8] Datalink 5 (Power Feats: Machine Control) [6dp] Enhanced Strength 22 [22dp] Warp Belt: 10 = 10/10dp [Descriptive Name] Array 4 (Power Feats: Alternate Power 2) [10dp] BE: Force Field 8 [8/8] AE: Concealment 8 (all visual; Flaws: Blending) [8/8] AE: Super-movement 4 (Permeate x3, Slow Fall) [8/8] Drawbacks: 0 + 0 + 0 = 0pp DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15/26 Toughness (Staged) Damage Abilities (20) + Combat (16) + Saving Throws (19) + Skills (20) + Feats (12) + Powers (60) - Drawbacks (0) = 147pp ******************************************** So, a few things. He has ranged attack focus hanging around because he originally had a ranged attack, but I scrapped that in the last build. I'm unsure if I should bring something like that back, or cannibalize the feats and rely on his extra reach to engage dudes who are far away. He also has a few power points left over, and I'm unsure of where I should put them. They cropped up accidentally when Sandman was kind enough to review the powers for me, and I'm considering whether they should be put back in or spent on skills and feats. General viability is also a concern. He doesn't have that much in the way of offense on purpose, I built everything with the intention that it was some sort of tool that had been repurposed. I'm used to more life-or-death systems, though, so it's probably not a problem here.
Carces Posted September 21, 2010 Posted September 21, 2010 On the topic of ranged attacks, keep in mind that you would suffer a -2 attack penalty every 40 feet away an attacker would be. Compare that to throwing, say, a 20lb object with your super strength, which can go 1000 feet without suffering a penalty, and go all the way to 5000 feet. It might be wise to keep that option open to you so you can fight particularly nasty fliers and whatnot. The first thing that would come to mind, considering your skills, is Improvised Tools. This would especially be useful to you, since you have 50 elongated improvised tools waiting to disarm explosives or build devices. Being able to use those skills while not carrying a kit or not being in a lab/factory is exceptionally useful, given your Quickness powers. For skills, I notice that Knowledge: Physical Sciences isn't there. That's pretty important for inventions. Outside of those, 2 points of strength would bring you up to your damage cap, from what I can see.
Dr Archeville Posted September 21, 2010 Posted September 21, 2010 For skills, I notice that Knowledge: Physical Sciences isn't there. That's pretty important for inventions. Actually, it is not. The only Knowledge skill needed for inventions/the Inventor feat is Knowledge (Technology). And even that's not needed if you're jury-rigging. Of course, having Knowledge (Physical Sciences) is something he should have if he's, say, a nuclear physicist.
Carces Posted September 21, 2010 Posted September 21, 2010 Actually, it is not. The only Knowledge skill needed for inventions/the Inventor feat is Knowledge (Technology). And even that's not needed if you're jury-rigging. Of course, having Knowledge (Physical Sciences) is something he should have if he's, say, a nuclear physicist. Fair enough. And with Eidetic Memory, you can always just rely on your impressive intelligence anyway to answer a question. On that topic, in my experience as a gadgeteer, a lot of very useful equipment you could be inventing may involve an attack roll, depending on the desired effect. If you already know you're not going for any offensive inventions that require an attack roll that's fine. Otherwise, it might be another reason to keep ranged attack bonuses. Similarly, if you're thinking of inventing a vehicle, don't forget to give yourself access to an appropriate skill. Even if you just go with Beginner's Luck or Jack of all Trades, it might be handy in the future.
Ecalsneerg Posted September 23, 2010 Posted September 23, 2010 The first thing that would come to mind, considering your skills, is Improvised Tools. This would especially be useful to you, since you have 50 elongated improvised tools waiting to disarm explosives or build devices. Being able to use those skills while not carrying a kit or not being in a lab/factory is exceptionally useful, given your Quickness powers. I would advise against buying it with pp. If you are stranded without a kit, which the system assumes you have by default, odds are you'll have picked up a HP somewhere along the way. It's nice, but far from essential.
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