|
Post by redbstrd on Sept 12, 2010 17:06:57 GMT -8
I figured it might to fun to have a thread where we can post character drafts just to experiment with character construction and see what others think about ideas we have. Of course, serious character submissions should still have their own threads.
|
|
|
Post by redbstrd on Sept 12, 2010 17:48:37 GMT -8
I've been messing around with the idea of a character that has no powers of his own but instead manipulates the powers of others. This build isn't a submission intended to replace Pathogen; I just wanted to see how it would work out.
Proxy PL 10 (150 pp)
Abilities: STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +1 (12)
Skills: Bluff 4 (+5), Computers 4 (+6), Concentration 15 (+18), Drive 4 (+5), Knowledge (Current Events) 5 (+7), Knowledge (Popular Culture) 10 (+12), Knowledge (Streetwise) 10 (+12), Notice 8 (+11)
Feats: Attack Specialization 2 (Autoblaster Rifle), Catch Attack* (Energy Attacks), Defensive Roll 2, Dodge Focus 4, Equipment 5, Jack-of-All-Trades, Power Proxy 6*, Precise Shot 2, Tough 4, Untapped Potential*
Powers: Deflect 10 (Deflects: Energy attacks; Extra: Action (Move), Ranged (Range: 1000 ft.)) [30 pp] AP: Empowerment* 5 (Extras: Action (Standard), Range (Ranged); Flaws: Limited (Only Proxy powers), Limited (Only PFs and Extras)) [1 pp] AP: Power Control* 10 (DC 20; Extra: Effortless) [1 pp] Enhanced Trait 4 (Feats: Luck 4; Flaw: Limited (Power Control only)) [2 pp]
Equipment: Custom Autoblaster Rifle (Autoblaster Rifle, Laser Sight) [25 ep]
Combat: Base Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +9); Autoblaster Rifle +12 (DC 23), Power Control (DC Will 20), Unarmed Attack +7 (DC 17); Defense: 22 (Flat-footed: 14), Knockback: -4; Initiative: +1
Saves: Toughness +8 (+6 flat-footed), Fort: +8, Ref: +8, Will: +11
Totals: Abilities 22 + Skills 15 (60 ranks) + Feats 28 + Powers 34 + Combat 30 + Saves 21 + Drawbacks 0 = 150
*Catch Attack: From Mecha and Manga. Choose one type of damage that you can block or deflect. If you exceed the necessary roll by 5 when blocking or deflecting one of these attacks, you take its energy and may redirect it in your next attack. This effect increases the damage of your next attack by half of the rank of the deflected power - or - your attack's rank (whichever is lower). This bonus disappears in the next round if not used.
For example, a deflected Blast 12 could be used to increase the power of a Blast 10 the next round. The Blast 10 would add 5 ranks (half of Blast 10 is lower than half of Blast 12), for a total of rank 15.
*Empowerment: From Ultimate Power. You can imbue targets with rank x5 power points for powers. When bestowed, the points are lost from the pool until recovered from the recipient (an automatically successful free action usable once per round). These power points cannot be used to exceed PL caps.
*Power Control: From Ultimate Power. Perception range mind control effect. You can exert control over others, choosing how and when their powers operate. You can, for instance, turn their powers on or off. The target can act normally but cannot turn on or off any powers. Does not work on machines, targets immune to mental effects, innate or permanent powers, or objects created/summoned by powers.
*Power Proxy: From Mecha and Manga. As a full action, you can synchronize with a willing ally within rank x50 feet (300 feet at rank 6). As long as you stay within this range, your ally can use you as the point of origin for any of their non-personal range powers. You both go on the same initiative. You use a move action to serve as the point of origin for their powers, while they use the normal action required for the power they are using.
*Untapped Potential: From Hero High. When using Extra Effort for the Increase Power option, your powers increase by 3 ranks instead of 2 for one round.
Notes: Proxy would have no real powers except the ability to control the powers of others. However, when used as the point of origin for allies' powers through Power Proxy, he could add Extras or Power Feats to attacks with his Empowerment. Likewise, he could use Extra Effort to make these proxy powers even more effective. His Empowerment cannot give people powers that they don't already posses.
When facing enemies, he could try to make them miss him or his allies by using his ranged Deflect. Alternately, he could use Power Control to control an enemy's use of their powers, even using Extra Effort (and Luck points to buy off fatigue) for additional effect. For instance, if fighting a fire controller, he could try to steal control over their Blast and turn it on when they are facing one of their fellow villains, using Extra Effort to add to the damage of the effect.
When using Deflect, if he rolls well enough, he could use Catch Attack to seize the power of an enemy attack and store it for a round to power up an offensive power originating from him (from Power Proxy). He only has this option with Energy attacks (since that is all his Catch Attack or Deflect abilities affect).
Other than those powers, Proxy would be just a physically fit and well trained hero. He would carry an autoblaster rifle, which has Autofire built in. If facing enemies alone or when Nullified, he isn't as versatile, but his combat skills are still decent (and Power Proxy is a feat, not a power).
Proxy obviously works best in a group where he can synchronize with a hero that has some sort of Blast.
|
|
|
Post by redbstrd on Sept 12, 2010 18:39:07 GMT -8
After reading the first four books in Stephen King's Dark Tower series, I made up a gunslinger character. Again, this guy is just for fun.
Spirit of the Frontier PL 10 (150 pp)
Abilities: STR: +1 (12), DEX: +4 (18), CON: +1 (12), INT: +0 (10), WIS: +3 (16), CHA: +1 (12)
Skills: Gamble 4 (+7), Gather Information 8 (+9), Handle Animal 4 (+5), Intimidate 4 (+5), Notice 11 (+14), Ride 7 (+11), Sense Motive 4 (+7), Sleight of Hand 2 (+6), Survival 8 (+11)
Feats: Attack Focus (Ranged), Benefit (Enigma)* 2, Dedication* (Justice), Dodge Focus 4, Improved Critical 2 (Six-shooters), Improved Ranged Disarm, Power Attack, Precise Shot 2, Quick Draw 2, Ultimate Effort (Ultimate Aim)
Powers: Device 6 Twin Six-Shooters (Hard to lose) Blast 8 (DC 23, Feats: Improved Ranged Disarm; Extra: Autofire (interval 2, max +5); PF: Accurate 3 (+6), Improved Range (200 ft. incr), Ricochet (1 bounce))
Enhanced Trait 2 (Traits: Knowledge (Popular Culture) +8 (+8); Flaw: Limited (Folklore Only)) Enhanced Trait 4 (Feats: Luck 4; Flaw: Limited (Only Ultimate Aim)) Survivor (Container, Passive 5) Immunity 6 (Fatigue effects, Starvation & Thirst) Super-Movement 1 (trackless) Super-Senses 15 (Vision: Danger sense, Radius, Rapid, True Sight, and Uncanny Dodge; Direction sense, Distance sense) Protection 7
Combat: Base Attack Bonus: +5 (Ranged: +6, Melee: +5, Grapple: +6); Twin Six-Shooters +12 (DC 23), Unarmed Attack +5 (DC 16); Defense 22 (Flat-footed: 14), Knockback: -4; Initiative: +4
Saves: Toughness +8 (+1 flat-footed), Fort: +7, Ref: +9, Will: +7
Totals: Abilities 20 + Skills 13 (52 ranks) + Feats 19 + Powers 58 + Combat 26 + Saves 14 + Drawbacks 0 = 150
*Benefit (Enigma): From Iron Age. Raises the DC by 5 per rank for any attempt to use Gather Information on the hero.
*Dedication: From Warriors and Warlocks. The hero has a +4 bonus to Sense Motive and Will saves versus effects that try to divert him from his cause.
Notes: In terms of theme, he's a lot like the spirit of the city in Freedom City (I forget the character's name) in that this hero is the living embodiment of the spirit of the Wild West. In terms of build, he's pretty much a superhuman, beefed up version of Roland Deschain from the Gunslinger. He isn't built with resurrection because, if killed, he would return in a completely different form (which would be a plot device, not a hero power). The same applies to Immunity to Aging. The hero ages but if he dies of old age, then the spirit will find a new champion.
His guns aren't built as easy to lose Devices because they are magical and can't be taken from him unless he is unconscious or otherwise helpless. Since they are Devices constructed with Blast as the base power, they don't run out of ammo. With his Ultimate Effort (Ultimate Aim), he can use a Hero Point to hit Defense 32 (20+12 with his revolvers). Since he has Autofire, that will generally mean a lot of damage (13 ranks of damage to anyone with DC 22 or under), making him quite dangerous. Ultimate Aim also works really well with the Multiple Targets option of Autofire. He can target up to 12 five foot squares in a line and hit everything in them that is Defense 20 or less for 8 ranks of damage - making him a hell of a goon sweeper. He doesn't have Move By Action because he really doesn't need it: he's more of a "stand there and shoot until you're pretty sure most everything is dead" kind of guy.
Immunity to Fatigue does not mean that he can use Extra Effort without consequence. Immunities only apply if there is a save versus the effect (it assumes that the hero automatically saves). The fatigue or exhaustion from Extra Effort doesn't permit a save. His immunity only protects him from powers such as Fatigue and normally occurring fatigue from running and so on.
He isn't much like the Saint of Killers besides the fact that they are both gunslingers. The Saint of Killers doesn't miss, so he would have a Perception ranged Penetrating Blast (at Power Level X no less). Likewise, they would have completely different Dedications. The Saint of Killers is practically immortal (shrugging off a nuclear blast), has enough superhuman strength to toss tanks, high levels of Immovable, and so on.
|
|