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Slaven

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  1. Right. That's what I was thinking, and what we were trying to clarify. Absorption itself never states that it adds to your toughness, it's just that absorption is an extra for Protection, which, that power, definitely states it adds a bonus to your toughness save. Therein, we had a dilemma. One way it's overpowered, and one way it's balanced. But in a game of superheros and villains, we were just looking for the official ruling.
  2. I think the confusion we were reaching was not whether or not the remaining damage would get the save, it would be if the Toughness save on that would be at +13. Absorption counts as a toughness save for power level purposes, but does it add to your toughness save? IE: I get hit with an attack and have 13 ranks of Absorption (Or Impervious Protection with the Absorption extra). The damage of the attack is +20. I absorb 13 of it and make a +7 damage save for a DC 22 toughness save. I roll a d20? or a d20+13?
  3. -nods- After reviewing what you said and going over my own ideas again, I believe I will be doing a pretty massive overhaul on the character to be posted as soon as I finish. I will be trying my best to preserve the core idea for him, while still getting the most out of what I was looking for, but we'll see.
  4. Players Name: Slaven Power Level: 10 Trade-Offs: -3 Attack for +3 Damage, -3 Defense for +3 Toughness Unspent PP: 0 Characters Name: Vi'kter Slaven Height: 6'3" Weight: 215 Ilbs. Hair: Shaven/None Eyes: Sky Blue Description: Vi'kter is a reasonably tall, 6'3", and extraordinary well-built male with obvious signs of Romanian and Germanic descent. He shaves his head religiously with a rusted, old kitchen knife when he is stressed out, so his hair never really gets a chance to grow very much. His normal attire is a reasonably skin tight, black metallic nanosuit that he built, designed, and engineered himself. History: In a thousand years from now Vi'kter Slaven will be born. A bright and determined child, he will rise from the slums in which he will be raised to live a rich and meaningful life with his wife and son as a bio-molecular and temporal engineer for the military of his Motherland. He will win many awards for his innovation and military field work, going so far that some will even say that he would be the next President. But all that will be will aslo change. It will be a cold winter's day when his wife and child will die. A car crash will take them - collateral damage in a fight between a then local superhero and a few bank thieves he will be chasing. Vik'ter will blame the accident on the hero, Captain Orange, as he should, it was the brash man's fault. The event will drive him into madness. Blaming all superpowered individuals for the ease in obtaining power without the learned knowledge of the repsonsibility that it can entail, he will set out to create a line of military grade nanasuits that will give chosen soldiers the ability to deal with the always present threat of powered individuals. His lust of revenge will take him as far as to think that his theories on time travel would best used to "fix" the metahumans before they began to get out of control. It will be four years and eleven months before he completes Prototype - X. In the quiet of his own home, Slaven will don the suit - his 9th Symphony. Flawless in design and executed to perfection with all the ideas and schematics he will acquire, and write, over the years, it will have a renewable power supply that feeds off of the wearer's own energy and fuse with the individual and make him...perfect. And in the lonely walls of his mansion, he will activate the temporal shift. There will be many calculations that should have had more time put into them. Time travel is a delicate matter. Vik'ter's craving for what he will call justice blinded him to make a few mistakes. He didn't end up when he wanted, or where. He doesn't know where he is. He only knows that it is cold, wet, and dark. Trying to fix the problem at hand, he realizes that the temporal shifter was broken in the junt. His head feels cloudy, and he has too many painful memories flooding into him. He wants them to stop. Now! Personality & Motivation: He feels the weight of his family weighing on him. He knows he can't fix what will happen, but he knows what he can do to stop everyone that will bring them, and him, enduring agony. He is cold, calculated, and precise, but has a hard time controlling his own emotions. Stats: 23pp Str: 15 (+2) [Enhanced] Dex: 12 (+1) Con: 16 (+3) Int: 16 (+3) Wis: 12 (+1) Cha: 12 (+1) Combat: 0pp Attack: +0 (+7 Melee) Grapple: +14 (+31 /w Super-strength) Defense: +0 (+0 flat-footed) Knockback: -13 Initiative: +5 Saves: 5pp Toughness: +13 (+3 Con, +13 other) Fortitude: +3 (+3 Con, +0) Reflex: +1 (+1 Dex, +0) Will: +6 (+1 Wis, +5) Skills: 20pp Computer 10 (+13) Craft (Mechanical) 10 (+13) Craft (Electrical) 10 (+13) Knowledge (Life science) 10 (+13) Knowledge (Physical Science) 10 (+13) Knowledge (Tactics) 10 (+13) Knowledge (Technology) 10 (+13) Disable Device 10 (+13) Feats: 16pp Attack Focus (Melee) 7 Fearless Improved Grab Improved Grapple Improved Pin Improved Initiative Power Attack Improved Critical (Strike) Benefit - Wealth 2 Powers: 86pp -------------------------------------------- Device 21 (Powersuit; PFs: Restricted 2) -------------------------------------------- Flight 4 Protection 13 (Extra: Impervious) Strike 7 (Powerfists; Extras: Penetrating 7; Power Feats: Mighty) Immunity 4 (Aging, Disease, Poison, Radiation) Super-Senses 2 (Darkvision) Enhanced Trait (Strength) 9 Super-strength 17 (Variable Power Modes; Power Feats; Bracing, Groundstrike, 5 Alternate Powers) [41] AP: Teleport 10 (Extras: Accurate; Power Feats; Change Direction, Easy, Change Velocity, Turnabout) AP: Strike 8 (Telepunch; Extras: Area, Selective, Penetrating 8; Power Feats: Mighty) AP: Regeneration 17 [Recovery Bonus: +5, Recovery Rate(Bruised 3/Unconscious 3/Staggered 6): + 12 (Extra: Continuous; Power Feats: Persistent)] AP: Immunities 18 [Entrapment (Grappling, Snares, or bonds), Suffocation, Environmental Conditions (cold, heat, high pressure, vacuum), Critical Hits, Emotion Effects] AP: Matter-Eater 32 -------------------------------------------- -------------------------------------------- Costs: Abilities (23) + Combat (0) + Saves (5) + Skills (20) + Feats (16) + Powers (86) - Drawbacks (00) = 150 pp Powerfists 7 (Strike), DC 28/Toughness Bruise Telepunch 8 (Area Strike), DC 28/Toughness Bruise
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