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Comments and thoughts on Impervium?


Supercape

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One...more...character....

OK, seeing as my current batch of characters are pretty high INT/WIS chaps, I thought I would go with a nice but dim guy who might be fun!

Thoughts on below please. Mainly looking for thoughts on da fluff but any crunch stuff also noted.

Particular crunch points:

The Boost power looks legit to me, 9PP for 16PP worth of powers but he needs a standard action to boost them and it wears off...(sounds about right cost wise, perhaps even a bit steep). Between that and his low INT I envisage this guy getting caught on the hop more than once!

The Blood Control Array. The alternate form is a container in an array - which is a little odd to say the least but the only way I could think of doing it (to get the "Projection" limitation). I don't think it particularly breaks the game...after all Alternate Forms can happen in arrays, and its very similar to just linking all those powers together...

A few notes:

1. Despite his name, this is not an Iron Age character. He is a slightly thick but good guy brawler, he certainly isn't going to leave a trail of bloody corpses behind him. The 'Mess' part comes from his funny looking physique and broken nose!

2. Harry Hound coming later. Basically this is a dishevelled, cowardly, chain smoking down on his luck gumshoe who happens to have the ability to shapeshift into a dog (so Fred might have a talking dog at his feet...) Together they form the Bloodhound detective agency for hire (cheese!!!)

3. :Hulk:

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Player Name: Supercape

Character Name: Bloody Mess

Power Level: 10 (12) (180/180PP)

Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage)

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Mutant Pugilist blood controller.

Alternate Identity: Fred Furlong

Identity: Public

Birthplace: Freedom City

Occupation: Hero for hire (Ex Pugilist)

Affiliations: Bloodhound Investigations Agency

Family: Billy ‘Paps’ Furlong (father), Jenny ‘Mam’ Furlong (mother)

Description:

Age: 28 (DoB: 01/01/1985)

Apparent Age: 28

Gender: Male

Ethnicity: Caucasian

Height: 5’2â€

Weight: 140 Kgs

Eyes: Green

Hair: Brown

Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.

Power Descriptions:

Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful.

History:

Fred grew up in a poor Irish-immigrant family. His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia.

When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever.

The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero…

Personality & Motivation:

Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns.

Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.

Powers & Tactics:

Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat.

If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further.

Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homonculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homoculus form when he needs to be stealthy or creep into places he could not normally access. Technically, he could do this to other people (if they wanted), but unsurprisingly few people want the experience of this…

Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can actually drain the blood out of someone, a tactic that would be potentially lethal and thus something he does with the greatest of care. Draining blood in this way could actually transfuse that blood into someone in physical contact, replenishing their own supply.


Complications:

Illiterate: Fred can’t read or write, although he has learned a crude signature.

Enemy: Fred still has some enemies in the mafia from his youth.

Iron Man: To maintain his powers, Fred needs a vast amount of Iron in his diet. He eats vast quantities of red meat and spinach..

Drinker:..and Guinness. He says it’s for the Iron, but the truth is that Fred is a frequent drinker and often ends up drunk in bars in the evening. He isn’t quite an alcoholic however.

Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society.

Don’t hit dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.

Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP

Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form]

Dexterity: 16 (+3)

Constitution: 30 (+10)

Intelligence: 8 (-1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

Combat: 12 + 20 = 32PP

Initiative: +7

Attack: +6 Melee, +10 Ranged [+2 in alternate form from size]

Grapple: +18/+20 [up to +22 if boosted]

Defense: +10, +5 Flat-Footed [+2 in alternate form from size]

Knockback: -5

Saving Throws: 1 + 5 + 4 = 10PP

Toughness: +10 (+10 Con) [+8 in alternate form from size]

Fortitude: +11 (+10 Con, +1)

Reflex: +8 (+3 Dex, +5)

Will: +5 (+1 Wis, +4)

Skills: 24R = 6PP

Bluff 4 (+5)

Intimidate 8 (+9) [+5 total in alternate form from size]

Streetwise 4 (+3)

Notice 4 (+5)

Stealth 4 (+7) [+15 total in alternate form from size]

Feats: 39PP

Attack Focus [melee] 4

Challenge: Fast Feint (no -5 penalty for move action bluff feint)

Equipment 2 (2 Free from Platinum Reward)

Fearless

Fighting style: Boxing

  • All out Attack
    Defensive Attack
    Elusive Target
    Improved Block
    Power Attack
    Takedown Attack 1

Improved Critical 1 [unarmed Attack]

Improved Initiative 1

Sidekick 25

Headquarters: The Bloodhound Detective Agency

Size: Medium, Toughness: 10, Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3 [XEP]

Powers: 9 + 29 + 4 + 5 + 2 + 2 +4 = 55PP

Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Superstrength Flaws: Personal only, Feats: Slow Fade 1 (1 minute) ) [9PP] (Pump blood)

1st minute: Strength 30 (+10), Superstrength 2 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 1800’, Standing Jump 900’, High Jump 450’), Speed 6 (500mph / 4400’/rnd)

2nd minute: Strength 29 (+9) Superstrength 1 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 900’, Standing Jump 450’, High Jump 225’), Speed 5 (250 mph / 2200’/rnd)

3rd minute: 1 minute of: Strength 28 (+9), Superstrength 1 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 450’, Standing Jump 225’, High Jump 112’), Speed 4 (100mph / 880’/rnd)

4th minute: 1 minute of: Strength 27 (+8), Leaping 3 (x10 distance, or: Running Jump 180’, Standing Jump 90’, High Jump 45’)

Blood Control Array (25PP Array Feats: Alternate Power 4 ) [29PP]

Control Bleeding : Healing 8 (Extras: Range 2 [perception] Flaws: Limited (lethal damage only) Feats: Stabilise ) {25/25}

Bloody Mess form : Alternate Form 5( Extras: Affects OthersFlaws: Projection (-1) Feats: Progression, Affects Others 3 [10 others] Drawbacks: Full round to activate (3) ) {25/25]

Liquid form (Blood drains from body and animates!) (25 PP Alternate Form)

Enhanced Strength 4 ( ) [4PP]

Immunity 4 (Critical Hits, Suffocation (all) ) [4PP]

Insubstantial 1 [5PP]

Shrinking 8 (-8 STR, -2 Size Categories Feats: Instant up, Normal Movement ) [10PP]

Supermovement 1 (Wall Crawling 1) [2PP]

[4 + 4 + 5 + 10 + 2 = 25PP]

Blood Attack : Damage 8 (Extras: Alternate Save [Fortitude], Range 2 [perception] Flaws: Action [full] Feats: Variable Descriptor 1 [blood]) {25/25}

Thin Blood : Fatigue 8 (Extras: Range 2 [perception], Flaws: Action [full] Feats: Reversible) {25/25}

Transfusion : Boost 5 ( Constitution Extras:Range 2 [perception], Flaws: Action [full], Limited [restorative only], Feats: Slow fade 4 [5 hours] ) linked with Drain 5 ( Constitution Extras: Range 2 [perception] Flaws: Action [full]) Feats: Slow Fade 5 [5 hours] ) {10 + 15 = 25/25}

Enhanced Strength 4(Turbo powered blood)

Immunity 10 (Bludgeoning damage Flaws: Limited (half effect only)[ b]) [5PP] (Pugilistic mutant adaptation)

Leaping 2 ( Running jump 90’, standing jump 45’, high jump 22’) [2PP] (Mighty pumped up legs)

Speed 2 ( 25mph / 220’ rnd ) [2PP] (Mighty pumped up legs)

Drawbacks: (-0) + (-0) = -2PP

Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]

DC Block

ATTACK         RANGE         SAVE                  EFFECT

Unarmed        Touch         DC 21-25* Toughness   Damage (Physical)

Blood Thinning Perception    DC 23 Fortitude       Fatigue

Blood Control  Perception    DC 23 Fortitude       Damage (Physical)

Transfusion    Perception    DC 20 Fortitude       Drain CON

[Unarmed damage is DC 23 Base, up to DC 25 Boosted, and -2 in alternate form]

 

Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (6) + Feats (39) + Powers (55) - Drawbacks (-2) = 180/180 Power Points

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Player Name: Supercape

Character Name: Hound

Power Level: 7 (125/125PP)

Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack

Unspent Power Points: 0

In Brief: Dishevelled gumshoe detective / dog.

Alternate Identity: Harry Hound

Identity: Secret ('The Hound' is known, but not his superpowers)

Birthplace: Freedom City

Occupation: Freelance detective

Affiliations: Bloodhound detective agency

Family: Penny Hound, Sister (Cook)

Description:

Age: 45 (DoB: 20/2/1968)

Apparent Age: 45

Gender: Male

Ethnicity: Caucasian

Height: 5’8â€

Weight: 60Kgs

Eyes: Brown

Hair: Brown

Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, shirt and tie, and sometimes a fedora. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional.

Power Descriptions:

Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way)

History:

Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late – despite his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency.

Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship.

Personality & Motivation:

Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would.

He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them.

Powers & Tactics:

Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run – he has got pretty good at this. In general he fights like he talks, dirty and sneaky.


Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10 Melee, +10 Ranged

Grapple: +11

Defense: +10, +5 Flat-Footed

Knockback: -1

Saving Throws: 3 + 3 + 2 = 8PP

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +5 (+2 Dex, +3)

Will: +5 (+3 Wis, +2)

Skills: 80R = 20PP

Bluff 8 (+10) [sM]

Diplomacy 4 (+6)

Disable Device 2 (+5)

Disguise 0 (+2) (+22 for Dog form) [sM]

Drive 2 (+4)

Gather Information 10 (+12) [sM]

Handle Animal 4 (+6)

Investigate 4 (+7)

Knowledge (Civics) 2 (+5)

Knowledge (Popular Culture) 2 (+5)

Knowledge (Streetwise) 2 (+5)

Languages 2 (English [Native], Italian, Spanish)

Notice 8 (+11)

Search 8 (+11)

Sense Motive 8 (+11) [second Chance]

Sleight of Hand 8 (+10) [sM]

Stealth 6 (+8)

Feats: 15PP

Animal Empathy

Contacts

Defensive Roll 1

Improved Defence 2

Improved Initiative 1

Improved Throw

Improved Trip

Jack of All Trades

Second Chance (Sense Motive)

Skill Mastery (Bluff, Disguise, Gather Information, Stealth)

Sneak Attack 1

Taunt

Uncanny Dodge (Hearing)

Well Informed

Powers: 6 + 2 + 9 + 1 = 18PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Range 2 (Touch) Feats: Mental Link) [6PP]

Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]

Super Senses 1 (Scent) [1PP]

Metamorph Form (Dog)

Summary of changes from human form:

+2 STR (2PP)

No Disable device, drive, or sleight of hand skills (-3PP)

+ 4 to Stealth Skill (1 PP)

Speed 1 Power (1 PP)

Ultra Hearing and Tracking Supersenses (2PP)

Temporary Disability: No hands (-3 PP)

Abilities: 4 + 4 + 4 + 6 + 6 + 4 = 28PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10 Melee, +10 Ranged

Grapple: +12

Defense: +10, +5 Flat-Footed

Knockback: -1

Saving Throws: 3 + 3 + 2 = 8PP

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +5 (+2 Dex, +3)

Will: +5 (+3 Wis, +2)

Skills: 72R = 18PP

Bluff 8 (+10) [sM]

Diplomacy 4 (+6)

Disguise 0 (+2) (+22 for Dog form) [sM]

Gather Information 10 (+12) [sM]

Handle Animal 4 (+6)

Knowledge (Civics) 2 (+5)

Knowledge (Popular Culture) 2 (+5)

Knowledge (Streetwise) 2 (+5)

Languages 2 (English [Native], Italian, Spanish)

Notice 8 (+11)

Search 8 (+11)

Sense Motive 8 (+11) [second Chance]

Stealth 10 (+12) [sM]

Feats: 15PP

Animal Empathy

Contacts

Defensive Roll 1

Improved Defence 2

Improved Initiative 1

Improved Throw

Improved Trip

Jack of All Trades

Second Chance (Sense Motive)

Skill Mastery (Bluff, Disguise, Gather Information, Stealth)

Sneak Attack 1

Taunt

Uncanny Dodge (Hearing)

Well Informed

Powers: 6 + 2 + 9 + 3 = 21PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Range 2 (Touch) Feats: Mental Link) [6PP]

Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]

Super Senses 3 (Scent, Tracking: Olfactory (Half speed), Ultrasonic hearing) [3PP]

Drawbacks: -3PP

Temporary Disability (No hands) [-3pp]

DC Block

(see below)
Totals: Abilities (28) + Combat (40) + Saving Throws (8) + Skills (18) + Feats (15) + Powers (21) - Drawbacks (-3) = 125/125 Power Points
Drawbacks: 0PP DC Block
(see below)

Totals: Abilities (26) + Combat (40) + Saving Throws (8) + Skills (20) + Feats (15) + Powers (18) - Drawbacks (0) = 125/125 Power Points

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