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Punchline (PL07) [105/105PP] -- Sophistemon


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Posted

Player Name: Sophistemon.

Character Name: Robert 'Bob' Goodman, Jr.

Power Level: PL7/8, 105/120PP.

Trade-Offs: None.

Unspent Power Points: 15

 

 

In Brief: An underachieving cable repairman has been transformed into a crime-fighting cartoon.

Residence: Freedom City.

Base of Operations: Freedom City.

Catchphrase: “Now, stop me if you've heard this one before!”

Alternate Identity: Punchline.

Identity: Secret.

Birthplace: Southside, Freedom City.

Occupation: Cable repairman.

Affiliations: The ACME Cable Company.

Family: Orphaned; maintains positive relations with Father David Halloway and Sister Judy Valentine.

Description: Whereas Bob Goodman was disappointingly average in almost every way imaginable, Punchline is a technicolor nightmare with ivory skin, dark blue hair, bright red lips, and yellow eyes. He wears an eye-popping, garishly colored costume of deliberately clashing orange, green, and purple.

Age: 25 (as Robert Goodman) / 3½ (as Punchline).

Apparent Age: Mid twenties.

Gender: Male.

Ethnicity: Caucasian.

Height: 6'1”.

Weight: 200lbs.

Eyes: Yellow.

Hair: Blue.

Power Descriptions: Punchline is no longer a man of flesh and blood, but a cartoon brought to life; as such he possesses extreme physical resiliency and recuperative abilities. He is capable of pulling objects out of thin air, teleporting short distances, and altering his appearance to disguise himself as other people. Finally, his laughter is somehow capable of driving nearby listeners temporarily insane.

History: Bob's boring little life ended three and a half years ago on the night he drove into the city to repair a cable antenna in the middle of a thunderstorm. Predictably, he was struck by lightning and his spirit was conveyed through the airwaves and spread throughout the informational infinity that is television. He emerged on the other side, reformed and better than ever, as the pugnacious Punchline!

Personality & Motivation: Punchline is a frenetic maelstrom of manic energy, always moving and hamming it up, almost incapable of sitting still. He relishes the thrill of adventure and his powers allow him to find gleeful excitement in what would otherwise be dangerous situations. More than anything else he loathes having to disguise himself as the infuriatingly boring Robert Goodman, but the dead man's job affords him food to eat and a warm place to sleep, both of which remain necessities for now.

Powers & Tactics: Punchline likes to use his disguises to get up close to his enemies without arousing suspicion, at which point he can drop the act and take them by surprise. When facing multiple opponents or a single, more dangerous enemy he will let loose with a peal of earsplitting laughter that can afflict everyone nearby with debilitating euphoria, generally allowing the battle to turn in his favor.

Complications:

Enemy: He is currently fighting an ongoing prank war with Boss Moxie and his notorious Toon Gang.

Reputation: Not everyone loves a clown, and his appearance can be met with groans – if not hostility.

Responsibility: Although he absolutely hates it, he needs to keep his job at the ACME Cable Company.

Secret: It's currently essential to keep his civilian identity of Robert Goodman a closely guarded secret.

 

Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 10 + 10 = 20PP

Initiative: +7 (+3 Base, +4 Improved Initiative)

Attack: +5 Melee, +5 Ranged

Grapple: +7

Defense: +7 Base, +3 Flat-Footed

Knockback: -3

 

Saving Throws: 3 + 4 + 3 = 10PP

Toughness: +7 (+3 Con, +4 Force Field)

Fortitude: +6 (+3 Con, +3)

Reflex: +7 (+3 Dex, +4)

Will: +6 (+3 Wis, +3)

 

Skills: 44R = 11PP

Acrobatics 4 (+7)

Bluff 4 (+6)

Craft: Electronics 4 (+6)

Diplomacy 4 (+6)

Gather Information 4 (+6)

Investigate 4 (+6)

Knowledge: Technology 4 (+6)

Notice 4 (+7)

Search 4 (+6)

Sense Motive 4 (+7)

Stealth 4 (+7)

 

Feats: 10PP

Beginner's Luck

Dodge Focus 2

Elusive Target

Fearless

Improved Initiative

Jack-of-All-Trades

Luck 2

Uncanny Dodge: Auditory

 

Powers: 27 = 27PP

Dimensional Pocket 1 (Flaw: Storage Only) [1PP]

Base Power: Force Field 4 [5PP]

Alternate Power: Morph 2 (Broad Group: humanoids) [4/4PP]

Regeneration 10 (Bruised 3, Injured 6, Resurrection 1) [10/10]

Base Power: Teleport 3 (Extra: Accurate; Flaw: Short-Range; Feat: Change Direction, Change Velocity) [11PP]

Alternate Power: Damage 5 (Feats: Accurate, Mighty, Variable Physical) [8/8]

Alternate Power: Damage 6 (Extra: Ranged; Flaw: Full-Round Action; Feats: Accurate, Variable Physical) [8/8]

Alternate Power: Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8PP]

 

Drawbacks: (-3) = -3PP

VulnerableElectromagnetic Interference (Very Common; Minor) [-3]

Attacks with the Electric, Magnetic, and Radiation descriptors are more capable of damaging Punchline than other types of damage. Due to the disruptive effect that they have on the signal that makes up his body, any wounds inflicted by these descriptors can cause drastic changes to his appearance and personality. These changes can be expected to persist until the wound has fully healed.

 

DC Block

ATTACK RANGE SAVE EFFECT

Damage 7 Touch DC22 Toughness (Staged) Damage (Any Physical)

Damage 6 60ft. DC21 Toughness (Staged) Damage (Any Physical)

Emotion Control 7 35ft. Radius DC17 Will (Staged) Combat Ineffectiveness

 

Totals: Abilities (30) + Combat (20) + Saving Throws (10) + Skills (11) + Feats (10) + Powers (27) - Drawbacks (-3) = 105/120 Power Points.

 

Power Notes

Morph: Confers a +10 bonus to disguise; limited to humanoids.

Regeneration: Bruises and Injuries heal at one per round without rest; Resurrection once per week.

Teleport: Confers a movement speed of 300ft per Move Action; disallows Long-Range teleportation.

Damage: Variable Physical allows the choice of Bludgeoning, Piercing, or Slashing damage per attack.

Emotion Control: The subject is giddy, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with euphoria, helpless and unable to take any actions.

 

Miscellaneous Notes

Jumping: Running Jump 12ft.; Standing Jump 6ft.; High Jump 3ft.

Throwing Distance: 175lbs. 5ft.; 10lbs. 25ft.

Carrying Capacity: Light 58lbs.; Medium 116lbs.; Heavy 175lbs; Max 350lbs.; Push/Drag 875lbs.

Posted

So currently the way his Emotion Control is set up he basically fires off happiness bombs in an area he perceives.  Which is cool and all, but, if I may make a suggestion that fits the fluff you have down a bit better: 

 

 Emotion Control 7 ( Extra: Area [Perception, Auditory]; Flaw: Range 2 [Touch]; Drawback: Reversible;) {5/8}

 

You can even toss in the noticeable flaw if you want the listeners to break into fits of laughter.  The main difference between the way this is set up is that anyone who can hear him could be caught in the area.  Rather than anyone who can hear within 35' of someone he perceives.  You could actually even stick Selective or perhaps more hilariously Contagious on it without the Noticeable drawback and it would come out to 8/8PP.

 

If you prefer the happy bomb approach that's fine too.  Everything else adds up, so really just need to know how you want to proceed before your second approval.

Posted

Thank you so much for pointing that out; you're absolutely right, I was going for an area effect centered on Presto himself and not, as was written, a sort of 'madness grenade.' I owe you one.

 

I have edited the first post with the following: Emotion Control 7 (Extras: Area Burst, Selective; Feats: Mind Blank, Reversible; Flaws: Auditory, Happiness Only, Range 2; Drawback: Noticeable) [8/8PP].

 

If that's unacceptable, please let me know.

Posted

Well the Sense-Dependent Flaw.  Which is what you're doing has to be either Perception Ranged or it can naturally be a part of a Perception Area.  Hence why, I used the Perception Area after dropping it to touche in my suggestion.

Posted (edited)

So, instead of Area: Burst it would be Area: Perception Auditory?

 

You're right, I missed that. I use HeroLab to check my math and it doesn't include that option.

 

Would the point value remain the same if it were written out as: Emotion Control 7 (Extras: Area - Perception Auditory, Selective; Feats: Mind Blank, Reversible; Flaws: Auditory, Happiness Only, Range 2; Drawback: Noticeable)?

 

Would that mean that everyone who can hear it is affected, and that it's not limited to a predetermined radius?

Edited by Sophistemon
Posted

Well, I think you need the UP add on to have it show up on HeroLab as an aside.

 

Well there would be no Auditory flaw since Perception Area would include Sense Dependentness. That's why you specified Perception: Auditory.

 

But, yes the cost would be the same if written as such.

Posted (edited)

Jeez, I'm sorry; let me fix that.

 

I'm currently using the demo because I'm frugal to a fault. If I'm understanding correctly, this should be everything.

 

Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8]

 

Just say the word and I'll edit the first post.

Edited by Sophistemon
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