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  • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

    When you think of comic book Gadgeteers, who are the iconic characters?
    [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

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    • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

      Originally posted by pawsplay View Post
      When you think of comic book Gadgeteers, who are the iconic characters?
      Reed Richards and Braniac 5.

      Batman and Tony Stark have a little gadgeteer in them.
      [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

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      • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

        I think X-men's Forge as the iconic gadgeteer.

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        • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

          I don't see the Gadgeteer as replicating Richards or Brainiac-5. Forge seems like a more plausible template.
          [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

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          • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

            Originally posted by JDRook View Post
            Beginner Gadgeteer Test Model - PL 10

            Strength 2, Stamina 4, Agility 0, Dexterity 2, Fighting 4, Intellect 4, Awareness 4, Presence 0

            Advantages
            Assessment, Close Attack 4, Defensive Roll 2, Eidetic Memory, Equipment 1, Improved Initiative, Improvised Tools, Inventor, Skill Mastery: Technology

            Skills
            Insight 2 (+6/+11 vs Tech), Investigation 2 (+6), Perception 2 (+6/+11 vs Tech), Ranged Combat: Gimmick Guns 6 (+8), Technology 11 (+15), Vehicles 3 (+5)

            Powers

            Extensible Wing Frames (Removable)
            . . Flight 4 (Speed: 30 miles/hour, 500 feet/round; Extras: Stacks with: Hover Boots: Flight 2+4; Flaws: Wings)
            . . Protection 6 (+6 Toughness; Extras: Impervious)
            . . Enhanced Trait 4 (Traits: Fortitude +4 (+8))
            . AE:Protective Outift (Wings Collapsed) (Removable)
            . . . Protection 8 (+8 Toughness; Extras: Impervious)
            . . . Enhanced Trait 4 (Traits: Fortitude +4 (+8))

            Gimmick Guns (Easily Removable)
            . . Twin Pistols: Damage 8 (DC 23; Extras: Accurate 2: +4, Increased Range: ranged, Split: 2 targets, Variable Descriptor: close group - Broad, but must change in worskhop or jury-rig)
            . . AE:Combo Cannon: Damage 14 (DC 29; Extras: Increased Range: ranged, Penetrating 6, Variable Descriptor: close group - Broad, but must change in worskhop or jury-rig; Flaws: Inaccurate: -2, Unreliable (5 uses))

            Goggles: Senses 4 (Removable, Communication Link: Choose Medium, Low-light Vision, Ultravision, Extended Vision 1 (-1/100'))

            Hardening Foam Projector (Removable)
            . . Rapid Cover Deployment: Create 7 (Volume: 125 cft., DC 17; Extras: Impervious; Flaws: Diminished Range 2, Permanent)
            . . AE:Foam Grenade: Cumulative Cloud Area Affliction 7 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 17; Extras: Cloud Area: 15 feet radius sphere, DC 17, Cumulative, Extra Condition, Increased Range: ranged; Flaws: Diminished Range 2, Limited Degree, Unreliable (5 uses))

            Hover Boots: Flight 2+4 (Removable, [Stacking ranks: +4], Speed: 120 miles/hour, 1800 feet/round)
            . . AE:Jet Kick: Strength-based Damage 3 (DC 20)

            Mechanical Acumem
            . . Evaluation: Enhanced Trait 6 (Traits: Insight +5 (+9), Perception +5 (+9), Advantages: Assessment; Flaws: Limited: Tech)
            . . Find Design Flaw: Strength-based Damage 4 (DC 21; Flaws: Limited: Tech Note: adds to close Damage vs Tech as well as Disarms)

            Super Multitool: Variable 1 (Easily Removable; Extras: Action: move, Increased Duration: continuous, Notes: Hand Weapons and Tools)
            Sample Power Settings
            Cutting Torch (Powers: Cutting Torch)
            . . . . . . Melt: Weaken 2 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 12; Extras: Affects Objects Only)
            . . . . . . Torch flame: Damage 2 (Linked; DC 17; Extras: Precise)
            Hand Weapon (Powers: Axe)
            . . . . . . Strength-based Damage 3 (slashing, DC 20; Extras: Breaking, Dangerous)
            Tools (Powers: Crowbar)
            . . . . . . Prybar: Enhanced Strength 3 (+3 STR; Flaws: Limited: To prying open)
            . . . . . . Use as Club: Strength-based Damage 2 (DC 19)

            Equipment
            Subway Station - Tou 8, Size Medium Features: Concealed 1, Power System, Workshop.

            Offense
            Initiative +4
            Combo Cannon: Damage 14, +6 (DC 29)
            Find Design Flaw: Strength-based Damage 4, +8 (DC 21)
            Foam Grenade: Cumulative Cloud Area Affliction 7 (DC Fort/Will 17)
            Grab, +8 (DC Spec 12)
            Jet Kick: Strength-based Damage 3, +8 (DC 20)
            Melt: Weaken 2, +8 (DC Fort 12)
            Strength-based Damage 3, +8 (DC 20)
            Throw, +2 (DC 17)
            Torch flame: Damage 2, +8 (DC 17)
            Twin Pistols: Damage 8, +12 (DC 23)
            Unarmed, +8 (DC 17)
            Use as Club: Strength-based Damage 2, +8 (DC 19)

            Defense
            Dodge 6, Parry 6, Fortitude 8/4, Toughness 12/10, Will 8

            Power Points
            Abilities 40 + Powers 63 + Advantages 12 + Skills 13 (26 ranks) + Defenses 12 = 140

            So I tried splitting up the Gadgets into a few different ones with a couple modes each. The Flight Suit/Armor is alomst like a very simplified Battlesuit that's slightly more vulnerable in flight. Note that fouling the wings doesn't make the Gadgeteer fall since Flight is stacked with the Boots, but it does slow them down.

            The Gimmick Guns are modular, so the two pistols can combine into one big gun with limited shots. If the cannon uses all of its ammo, the guns stop working, too. I kept the Variable Descriptor but it's harder to change them mid-combat.

            The Hardening Foam grew from the fact I don't actually like Create or Move Object for a Gadgeteer, but I thought a different descritor might work. I started with the foam grenade and realized that could be a reasonable and fun Create as well. Again, limited Grenade shots drains the foam.

            The Boots now stack Flight with the wings, as mentioned above, and can give a surprise damage bonus for close combat. The "Kick" could also be consider a powered slam of sorts, but not necessarily a self-damaging Slam Attack.

            Mechanical Acumen covers the Favored Foe effects I mentioned before and also includes another close Damage bonus, this one limited to tech. Stacking both the Jet Kick and the tech bonus gives a potential Damage 9, although still comfortably below PL.

            The Super Multitool is identical to Squirrely's but is also Easily Removable. I also added a few sample configurations to illustrate the power.

            The Subway Station HQ I just found as an option in Hero Lab. Basically a 5p Concealed Workshop, which is the least a PC like this needs, but even that simple seems appropriate.

            While the guns are a solid PL10 offense, everything else is below PL, partly to save points but also partly intentionally. This is not a front-line fighter: their best attack is Ranged, they have good mobility and recon capability, and decent defenses that can also protect others, but also some surprise and capture attacks for support. And of course, a lot of utility.

            There's certainly room for improvement, even beyond the 10p leftover, but this feels better than being dependent on one big Mega-Gadget.
            This doesn't really seem very beginner friendly which these builds are supposed to be, easy to use and understand for those with little to no idea how to play or experience with the system.

            The build has effects that stack, from devices inherent powers and abilities or by separate powers with differing flaws. The Hand Weapon option from the variable effects even has some extras from Gadgets guide which isn't included by default with Hero Lab or the SRD and use names that aren't exactly very helpful in explaining what they do.

            He is also bellow caps on a lot of things, though at least isn't that far bellow and has a couple attacks that reach caps though only one of which is really reliable.

            How about rather than spreading out the gadgets to various completely different devices they're instead made into a sort of utility belt? A point trade off of normal Removable but a complication that the individual parts can be treated more like easily removable with parts of the array being disarmable?

            As for iconic Gadgeteers I tend to think more along the lines of Gear from Static Shock, Numbah 2 from KND, mechanic characters from adventure cartoons, and the turtle from the Sly Cooper series.
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            • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

              I feel like most iconic gadgeteers had a specific invention for which they were known, maybe two, plus their invention abilities. I think of Tomb Thumb, the original Atom, Peter Parker (kind of), the Sandman, Giant-Man, a lot of those Golden Age guys with goofy weapons. Then you have more omni-inventor types like Forge, Gizmo (the villain), and so forth.
              [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

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              • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

                Originally posted by pawsplay View Post
                I feel like most iconic gadgeteers had a specific invention for which they were known, maybe two, plus their invention abilities. I think of Tomb Thumb, the original Atom, Peter Parker (kind of), the Sandman, Giant-Man, a lot of those Golden Age guys with goofy weapons. Then you have more omni-inventor types like Forge, Gizmo (the villain), and so forth.
                I went with Forge because, to me, a gadgeteer should be able to A-Team or MacGyver their way out of a locked barn. B.A. Baracus is a gadgeteer.

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                • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

                  Originally posted by Squirrelly-sama
                  Int 4 actually has a 50/50 chance of succeeding a DC15 roll due to a 50% chance of rolling an 11 or higher and just needing to meet the DC being enough to pass. Since skill mastery isn't on any expertise he can't just routine roll it for it anyway. There's also Eidetic memory already giving a +5 to memory checks which may or may not relate to certain types of expertise checks.
                  Ummm, Expertise checks are typically made out of action time, and thus eligible for taking 10 without skill mastery. And don't forget that Eidetic Memory also allows for making ANY Expertise check UNTRAINED (at least for answering questions & providing information). Combined with a high base INT, this will turn the hero into a walking encyclopedia. Therefore my suggestion of INT 5, for hitting DC 15 with taking 10.


                  Originally posted by JDRook
                  Variable Descriptor: close group - Broad, but must change in worskhop or jury-rig
                  Makes little sense. I'd simply settle for VD 1 (elemental damage; switch between fire, lightning, frost etc at will), and then use power stunt or jury rig* for the more exotic stuff.
                  *an exotic alternate damage descriptor should be a 1p-modification (1 round; DC 16)

                  Extensible Wing Frames (Removable)
                  . . Flight 4 (Speed: 30 miles/hour, 500 feet/round; Extras: Stacks with: Hover Boots: Flight 2+4; Flaws: Wings)
                  . . Protection 6 (+6 Toughness; Extras: Impervious)
                  . . Enhanced Trait 4 (Traits: Fortitude +4 (+8))
                  . AE:Protective Outift (Wings Collapsed) (Removable)
                  . . . Protection 8 (+8 Toughness; Extras: Impervious)
                  . . . Enhanced Trait 4 (Traits: Fortitude +4 (+8))
                  Cool idea!

                  Find Design Flaw: Strength-based Damage 4 (DC 21; Flaws: Limited: Tech Note: adds to close Damage vs Tech as well as Disarms)
                  Alternate Solution: Perception Range Weaken Toughness 8 (Fort save; Affects only Objects, Check Required 4 [technology], Limited to tech, Limited to vs. own attacks, Quirk 2 [30' range])


                  Examples of gadgeteers in the media?
                  Megamind
                  Syndrome (The Incredibles)
                  Gizmo (Teen Titans)
                  https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                  • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

                    Originally posted by Bothrops View Post
                    Ummm, Expertise checks are typically made out of action time, and thus eligible for taking 10 without skill mastery. And don't forget that Eidetic Memory also allows for making ANY Expertise check UNTRAINED (at least for answering questions & providing information). Combined with a high base INT, this will turn the hero into a walking encyclopedia. Therefore my suggestion of INT 5, for hitting DC 15 with taking 10.



                    Makes little sense. I'd simply settle for VD 1 (elemental damage; switch between fire, lightning, frost etc at will), and then use power stunt or jury rig* for the more exotic stuff.
                    *an exotic alternate damage descriptor should be a 1p-modification (1 round; DC 16)


                    Cool idea!


                    Alternate Solution: Perception Range Weaken Toughness 8 (Fort save; Affects only Objects, Check Required 4 [technology], Limited to tech, Limited to vs. own attacks, Quirk 2 [30' range])


                    Examples of gadgeteers in the media?
                    Megamind
                    Syndrome (The Incredibles)
                    Gizmo (Teen Titans)
                    A couple things: Eidetic memory doesn't give you routine rolls
                    Originally posted by SRD
                    EIDETIC MEMORY (GENERAL)

                    You have perfect recall of everything you’ve experienced. You have a +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. You can also make Expertise skill checks to answer questions and provide information as if you were trained, meaning you can answer questions involving difficult or obscure knowledge even without ranks in the skill, due to the sheer amount of trivia you have picked up.
                    It just gives you +5 and the ability to use expertise checks you don't explicitly have for checks that involve just recalling the information.
                    The +5 means the Gadgeteer will probably pass most normal and routine checks easily, an HP means hitting a mimimum DC20 up to DC30 when he needs to reroll. He hits the minimum rank to succeed the check on a reroll if he really needs to pass.

                    The design fall thing I'd figured would be an Affliction that affects machines. One is Dazed, Stunned, Paralyzed and an alt for Impaired, Disabled, Incapacitated. You don't make it easier to damage so much as weaken it's ability to function.
                    [SIZE=2][FONT=comic sans ms][I][URL="https://roninarmy.com/threads/7721-WAIFU-WARZ-Squirrelly-s-Anime-and-Animation-Builds"]I Build Waifus and Waifu Accessories![/URL][/I][/FONT][/SIZE]

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                    • Re: Beginner Characters (i.e. Fixing the book's Character Archetypes) - Community Effort?

                      Originally posted by Squirrelly-sama View Post
                      A couple things: Eidetic memory doesn't give you routine rolls


                      It just gives you +5 and the ability to use expertise checks you don't explicitly have for checks that involve just recalling the information.
                      The +5 means the Gadgeteer will probably pass most normal and routine checks easily, an HP means hitting a mimimum DC20 up to DC30 when he needs to reroll. He hits the minimum rank to succeed the check on a reroll if he really needs to pass.

                      The design fall thing I'd figured would be an Affliction that affects machines. One is Dazed, Stunned, Paralyzed and an alt for Impaired, Disabled, Incapacitated. You don't make it easier to damage so much as weaken it's ability to function.
                      I never said that Eidetic Memory gives you routine checks. You can always take 10 on skill checks when not in a combat/challenge/action situation (Skill Mastery allows you to ignore this limitation). My point was that Expertise skills are rarely used under such circumstances.

                      On the issue of JDRook's "Find Design Flaw": I read that this proposed power's intent is making machines (or devices/vehicles/robots etc) easier to destroy, not interfering with their functions. My idea was just another solution for precisely this.
                      That said, an even more fitting power for a "techie" is one that takes control of machines - best done with an affliction, such as
                      Control Tech: Perception Range Cumulative Affliction (resisted & overcome by Will or Technology check; Controlled; Affects only objects, Limited Degree 1 [3rd only], Limited to machines, Mental Link)
                      https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

                      Comment


                      • Hey, glad to see this thread resurrected itself while I was not paying attention to the (mostly down) forums for a couple weeks.

                        I'll weigh in with some thoughts about the Gadgeteer in more depth when I don't have a bunch of D&D prep I should be doing. But one thought now:

                        We all know the Battlesuit archetype could have been a sub-archetype of the Gadgeteer. But given that we're making them separate, what should be the essential difference between the two?

                        Comment


                        • The Gadgeteer is the guy who builds a battle suit (in addition or in lieu of other smaller gadgets). There wearer of a battle suit is under no obligation to be a builder of gadgets. Iron Man vs War Machine. Tony built both suits. Rhodes is a "battle suit" hero. Stark is both. (Although I still say Forge is prototype for gadgeteer).

                          Comment


                          • The Gadgeteer is the guy who builds a battle suit (in addition or in lieu of other smaller gadgets). There wearer of a battle suit is under no obligation to be a builder of gadgets. Iron Man vs War Machine. Tony built both suits. Rhodes is a "battle suit" hero. Stark is both. (Although I still say Forge is prototype for gadgeteer).

                            Comment


                            • Okay, so I rebuilt a bunch of the Archetypes. I would post them here but trying to post builds on this site seems to bug out like crazy so I'll just link to where the builds are posted.
                              The Battle Suit
                              The Construct
                              The Crime Fighter
                              The Energy Controller
                              The Gadgeteer
                              The Martial Artist
                              The Mimic

                              More than just making a full build I decided to give them options to choose from for various subtypes they can take as well as flesh out some complications, notes explaining the concept of the archetype, as well as a simple how to build and play for each.
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                              • Continuing on, I've rebuilt the Speedster as well as a few more since my last post

                                The Speedster - PL 10

                                Strength 0, Stamina 4, Agility 6/4, Dexterity 1, Fighting 6/4, Intellect 0, Awareness 2, Presence 2

                                Advantages
                                Agile Feint, Defensive Attack, Evasion 2, Improved Defense, Improved Initiative 2, Move-by Action, Redirect, Set-up, Takedown 2, Taunt, Uncanny Dodge

                                Skills
                                Acrobatics 2 (+8), Athletics 5 (+5), Close Combat: Unarmed 1 (+7), Deception 3 (+5), Insight 3 (+5), Perception 2 (+4), Persuasion 2 (+4), Ranged Combat: Throw 6 (+7)

                                Powers
                                Speed Features: Feature 5
                                Originally posted by [b
                                Speed Feature Options[/b]]
                                • Air Break: Movement 1 (Safe Fall; Platform)
                                • Decoy: Feature 1 (Notes: Fascinate using Speed Ranks)
                                • Distract: Feature 1 (Notes: When fainting the Vulnerable and Defenseless penalties will instead apply to the opponents accuracy, acing as Impaired and Disabled applied to their attack checks.)
                                • Flawless Dodge: Feature 1 (Notes: Natural 20s will not auto hit you.)
                                • Inertia Resistant: Immunity 2 (Uncommon Descriptor: Own Slam Damage; Limited - Half Effect)
                                • Quick Reflexes: Senses 1 (Danger Sense: Vision)
                                • Run on Water: Movement 1 (Water Walking 1: you sink if you are prone; Platform)
                                • Run Up Walls: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: One Move Action, Limited: While Moving)
                                • Running Leap: Feature 1 (Notes: Add Leaping as an Alternate Effect of Speed)
                                • Soft Step: Feature 1 (Notes: You are hard to see while moving. Others sill have to make a perception check vs DC10+speed in order to perceive you during motion.)
                                • Speed Tricks: Feature 1 (Notes: Purchase an Alternate Effect for Quick Attack)
                                • Swift Escape: Feature 1 (Notes: Succeeding the dodge save of an area affect attack by 2 or more degrees completely negates all damage provided the user has movement ranks to leave area.)
                                • Swift Hands (Subtle: subtle, Notes: Applies subtle to strength effects)
                                • Turn On A Dime: Feature 1 (Notes: Add Precise to speed.)


                                Speedster
                                . . Defensive Roll: Protection 4 (+4 Toughness; Sustained)
                                . . Evasion: Enhanced Trait 21 (Traits: Dodge +2 (+12), Parry +2 (+12), Fighting +2 (+6), Agility +2 (+6), Advantages: Agile Feint, Evasion 2, Improved Initiative 2, Move-by Action, Takedown 2, Uncanny Dodge)
                                . . Quick Attack: Strength-based Damage 5 (DC 20; Accurate 4: +8, Improved Critical, Multiattack)
                                . . Super Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)

                                Originally posted by Optional - 10pp each
                                Module - Backgrounds
                                . . Affable: Enhanced Trait 10 (Traits: Presence +2 (+4), Persuasion +4 (+8), Deception +4 (+9), Advantages: Fascinate (Deception), Teamwork)
                                . . Animal Speed (Advantages: All-out Attack, Animal Empathy, Favored Environment: Choose Environment, Improved Critical)
                                . . . . Movement: Movement 1 (Slithering)
                                . . . . Senses: Senses 4 (Acute: Smell, Danger Sense: Hearing, Low-light Vision, Ultra-hearing)
                                . . Energy Channeler
                                . . . . Recharge: Regeneration 10 (Every 1 round; Source: Own Energy Descriptor)
                                . . . . Resistance: Immunity 10 (Common Descriptor: Own Energy Descriptor; Limited - Half Effect)
                                . . Racer
                                . . . . Racer: Enhanced Trait 6 (Traits: Expertise +5 (+5), Vehicles +7 (+8))
                                . . . . Summon Vehicle: Summon 2 (Controlled; Self-Powered)
                                . . Scientist: Enhanced Trait 10 (Traits: Technology +6 (+8), Expertise: Science +6 (+8), Intellect +2 (+2))
                                . . Scout
                                . . . . Enhanced Trait: Enhanced Trait 8 (Traits: Investigation +8 (+8), Perception +4 (+8), Advantages: Skill Mastery, Tracking)
                                . . . . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Search Area)
                                . . Shinobi (Advantages: Favored Environment: Shadows, Hide in Plain Sight)
                                . . . . Expertise Shinobi: Enhanced Trait 6 (Traits: Acrobatics +2 (+10), Expertise: Ninja +6 (+6), Stealth +4 (+10))
                                . . . . Leave No Trace: Movement 1 (Trackless: Tactile 1)
                                . . Speed Force: Variable 1 (Action 3: reaction, Increased Duration: continuous; Uncontrolled)
                                . . Temporal Tourist (Advantages: Favored Foe: Well known future historical figures, Well-informed)
                                . . . . Chronoport: Movement 3 (Time Travel 3: any time, 50 lbs.)
                                . . . . Knowledge of Future History: Senses 4 (Precognition; Check Required 2: DC 11 - Memory)
                                Originally posted by Optional - 10pp each
                                Module - Greater Speed Powers
                                . . Brute Force Solution: Nullify 5 (Counters: Effects that can be overcome by repeated attempts, DC 15; Broad, Feature: Can be linked to Quick Attack, Multiattack; Activation: move action, Reduced Range: close)
                                . . Dodging Death: Immortality 20 (Return after 3 seconds; Limited: Does not recover injuries other than killing injury, Tiring)
                                . . Greater Mobility: Feature 10 (Notes: Replace speed with either Flight or Teleport or purchase 10 ranks of leaping.)
                                . . Interpose Object: Create 10 (Volume: 1000 cft., DC 20; Feature: Hidden until interacted with, Innate, Subtle: look natural; Activation: move action, Diminished Range 2, Limited: Dependent on Objects in Area, Permanent)
                                . . Quick Change: Morph 3 (Removable, +20 Deception checks to disguise; Broad group; Activation 2: standard action, Notes: Disguise self to look like similar people.)
                                . . Quick Learner: Variable 1 (skills, Advantages: Improvised Tools; Action 2: free, Notes: Quickly pick up most skills and some skill based powers.)
                                . . Return to Sender: Immunity 10 (Common Descriptor: Physical Projectiles; Reflect; Limited: Reflect, Notes: This immunity only activates on successful dodge save rather than when struck.)
                                . . Sidestep: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Reaction 3: reaction, Selective; Limited: Must be able to physically move to location)
                                . . Vibro-Strike: Weaken 5 (Affects: Toughness, Resisted by: Fortitude, DC 15; Affects Objects Only, Multiattack, Notes: Linked Quick Attack)
                                . . Whiplash: Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Multiattack, Notes: Linked to Quick Attack)
                                Originally posted by Optional - 5pp each
                                Module - Lesser Speed Powers (Free device, Removable)
                                . . After Images: Concealment 4 (All Visual Senses; Feature: Creates illusionary duplicates; Limited: Evasion bonuses)
                                . . Blitz (Custom: Add Selective, Secondary Effect, Penetrating, or Ranged, Notes: Add a +1 extra to Quick Attack)
                                . . Buffeting Winds: Environment 2 (Impede Movement (2 ranks), Visibility (-2), Radius: 60 feet, Advantages: Favored Environment: Maelstrom; Activation 2: standard action)
                                . . Don't Blink: Concealment 2 (Sense - Sight; Subtle: subtle)
                                . . Fast Recovery: Regeneration 5 (Every 2 rounds)
                                . . Living in high gear: Quickness 5 (Perform routine tasks in -5 time ranks)
                                . . Momentum Lifting: Enhanced Strength 5 (+5 STR; Limited to Lifting)
                                . . Near Miss: Healing 6 (Subtle: subtle, Triggered: 1 use - Being struck; Limited: Self, Limited: Only Damage received by trigger)
                                . . Outrun The Explosion: Immunity 10 (Common Descriptor: Area of Effect; Limited: Requires successful dodge check)
                                . . Outspeed: Immunity 5 (Custom: Slowing Effects 5)
                                . . Speed up Metabolism: Enhanced Trait 8 (Traits: Fortitude +8 (+12); Activation 2: standard action, Quirk: Does not affect rolls for suffocation, starvation, thirst, or resisting certain environments)
                                Originally posted by Array and Power Stunt Options
                                Module - Quick Attack Array Options 15pp or less
                                . . After Image: Insubstantial 4 (Incorporeal; Concentration, Quirk: Not against surprise attacks)
                                . . Ambush: Affliction 8 (1st degree: Vulnerable, 2nd degree: Defenseless, DC 18; Alternate Resistance (Dodge), Increased Range 2: perception, Indirect 4: any point, any direction, Subtle: subtle, Triggered 2: 2 uses - Variable Trigger; Instant Recovery, Limited Degree)
                                . . Assemble: Transform 5 (Affects: Broad > Broad - Materials into Finished Product, Transforms: 25 lbs., DC 15; Uncontrolled)
                                . . Dervish: Damage 5 (DC 20; Reaction 3: reaction; Limited: Requires Standard Action to Maintain)
                                . . Disassemble: Transform 5 (Affects: Broad > 1 Thing - Object into component parts, Transforms: 25 lbs., DC 15)
                                . . Distraction (10pp): Perception Area Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Selective; Instant Recovery, Limited Degree)
                                . . Flicker Off: Nullify 5 (Counters: Effects that can be nullified by moving them forward or backwards in time, DC 15; Broad, Multiattack, Simultaneous; Reduced Range: close)
                                . . Flurry of Blows: Burst Area Damage 5 (DC 20; Accurate 4 (+8), Burst Area: 30 feet radius sphere, DC 15)
                                . . Kansas City Shuffle: Burst Area Teleport Attack 5 (900 feet in a move action, carrying 50 lbs., DC 15; Burst Area: 30 feet radius sphere, DC 15, Attack: Dodge, Precise, Selective; Activation: move action, Tiring)
                                . . Quick Build: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Innate, Precise, Subtle: look natural; Activation: move action, Quirk: Cannot Dismiss Object, Source: Required Materials)
                                . . Rewind: Healing 15 (Restorative; Limited: Self, Limited: Only injuries obtained since last turn.)
                                . . Scout: Remote Sensing 8 (Affects: 3 Types, inc. Visual - Vision, Tactile, Smell, Range: 1 mile; Activation: move action, Concentration, Feedback)
                                . . Shockwave Punch: Damage 5 (DC 20; Accurate 7: +14, Increased Range: ranged; Diminished Range 2)
                                . . Shockwave: Line Area Move Object 8 (6 tons; Line Area 2: 5 feet wide by 60 feet long, DC 18; Activation: move action, Limited Direction: Blowing Away, Reduced Range: close)
                                . . Tie Up: Move Object 5 (1600 lbs.; Increased Duration: continuous, Increased Range: perception; Limited: Grabbing and holding)
                                . . Yoink!: Teleport Attack 5 (900 feet in a move action, carrying 50 lbs., DC 15; Accurate 4 (+8)Attack: Dodge, Multiattack, Precise; Limited to Objects
                                Offense
                                Initiative +14
                                Ambush: Affliction 8 (DC Dog/Fort/Will 18)
                                Assemble: Transform 5, +6 (DC Dog 15)
                                Brute Force Solution: Nullify 5, +15 (DC Will 15)
                                Dervish: Damage 5 (DC 20)
                                Disassemble: Transform 5, +6 (DC Dog 15)
                                Distraction (10pp): Perception Area Affliction 10 (DC Will 20)
                                Flicker Off: Nullify 5, +15 (DC Will 15)
                                Flurry of Blows: Burst Area Damage 5 (DC 20)
                                Grab, +6 (DC Spec 10)
                                Kansas City Shuffle: Burst Area Teleport Attack 5 (DC Dog 15)
                                Quick Attack: Strength-based Damage 5, +15 (DC 20)
                                Shockwave Punch: Damage 5, +15 (DC 20)
                                Shockwave: Line Area Move Object 8 (DC 18)
                                Throw, +7 (DC 15)
                                Tie Up: Move Object 5 (DC 15)
                                Unarmed, +7 (DC 15)
                                Vibro-Strike: Weaken 5, +15 (DC Fort 15)
                                Whiplash: Affliction 5, +15 (DC Fort 15)
                                Yoink!: Teleport Attack 5, +15 (DC Dog 15)

                                Complications
                                Power Loss - Mobility: The Speedster often needs either free movement or a wide area to be able to fight at their best. Hindering them or rendering them immobile may render them powerless.
                                Reputation - Goofball: Speedsters are often the most sociable and fun loving of the heroes. As a result they are often seen as the weakest or most immature.
                                Weakness - High Metabolism: Such high speed often comes at the cost of an equally high caloric requirement. Speedsters often eat many times the amount a normal person does and may even quickly become fatigued due to a lack sustenance.

                                Languages
                                Native Language

                                Defense
                                Dodge 12/10, Parry 12/10, Fortitude 4, Toughness 8, Will 8

                                Power Points
                                Abilities 34 + Powers 55 + Advantages 5 + Skills 12 (24 ranks) + Defenses 14 = 120
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