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Raveled

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  1. Partly a design choice, partly to emphasis the fact that the suit itself is four separate pieces; the armored shell and then three separate modules that fit over-top. Too, I can foresee situations where some parts of the suit are available but others are not, like at the end of Iron Man where Tony Stark's suit is getting ripped apart by Iron Monger.
  2. Fixed it. Fixed it from being a Weakness to a Vulnerability, even.
  3. -.- I used to be really good at, you know... math. Oh, shut up, you stupid dog.
  4. Rejiggered mechanics, refigured Mal's skill bonuses.
  5. Alright. She should (should) be done and ready to judge.
  6. I'm 24, a professional student, and a long-time gamer. I love writing and listening to loud music. I've gamed in D&D 3.0, 3.5, and 4E, Shadowrun v3 and v4, oWoD and nWoD, and M&M 2E. There's probably a few I'm forgetting (Oh! Savage Worlds!) but suffice to say I've a broad experience with games. I love technology and science. My major is in Industrial Design; I hope to build machines for the rest of my life. I'm an inveterate, unabashed troper. If you have a conversation with me, expect lots of them to crop up. Dunno what else to tell you, but that's me in a nutshell. See ya folks in the chat.
  7. Okay, quotes are in place. 33 pts outside powers? Could you include your math?
  8. Um... My points seem... off. Last night I had spent 91 points, and now I don't even have 80. I'd be obliged if another person could do the math, here.
  9. Characters Name: Ironclad II Power Level: 13/14 (214/221PP) Trade-Offs: +4 Toughness/-4 Defense Unspent PP: 7 Progress To Platinum Status: 115/120 In Brief: Genius teen uses her intellect and her fortune to fight crime! Alternate Identities: Jessica Anne Parker Identity: Public Birthplace: Freedom City Occupation: Full-time superhero, engineer Affiliations: Dawes Tech, Dragonfly, the Lab Family: Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). Description: Age: 19 (DoB: June 3, 1993) Gender: Female Ethnicity: Northern European Height: 6' Weight: 130 lbs. Eyes: Pale blue Hair: Strawberry blonde, dyed auburn Description: Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012. The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. Power Descriptions: Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected. History: Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. Personality & Motivation: It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. Powers & Tactics: In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. Complications: City Girl: Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings. HUD: The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. Limited Use: When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. No Plans, No Prototype: Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. Obsession: Jessica can't help herself from examining high-tech machines, and especially super-tech. Responsibility: Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. Abilities: 0 + 6 + 2 + 10 + 2 + 4 = 24PP Strength: 34/10 (+12/+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +23 Battlesuit Servos, +28 at full Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 Saving Throws: 6 + 4 + 8 = 18PP Toughness: +17/+1 (+1 Con, +16 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +9 (+1 Wis, +8) Skills: 140R = 35PP Computers 10 (+15) Skill Mastery Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20) Skill Mastery Disable Device 10 (+15) Skill Mastery Drive 7 (+10) Knowledge (Biological Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 9 (+10) Skill Mastery Pilot 7 (+10) Sense Motive 9 (+10) Feats: 12PP Benefit (Wealth 2) Dodge Focus 4 Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 2 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) Equipment: 3PP = 15EP 5 + 10 = 15 The Lab (HQ) [5EP] Midtown Apartment (PL12 HQ) [12EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [8EP] Computers Defense System: Snare 12 Laboratory Library Living Space Security System 2 (DC25) Workshop Powers: 82 + 4 + 15 = 101PP Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Mental Quickness 6+], Subtle) [90PP] (Battlesuit [Technology]) All effects have the Technology descriptor. 5 + 7 + 3 + 2 + 11 + 10 + 16 + 6 + 2 + 6 + 3 - 3 + 32 = 100PP Communication 5 (Radio, 5 miles; Feat: Subtle) [6PP] Enhanced Feats 7 (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP] Features 3 (Computer, Hologram Projector, Library) [3PP] Flight 1 (10 MPH/100 ft per round, stacks for Flight 6 500 MPH / 5 000' per Move Action) [2PP] Immunity 11 (Critical Hits [+2], Life Support [+9]) [11PP] (Armor) Impervious Toughness 5 [5PP] (Structural Reinforcement Fields) Power Reserve 5 (10PP Available, Flight, Super Strength) [10PP] Protection 15 [15PP] (Armor) Super-Senses 7 (Infravision, Analytical [All Visual, +2], Radius [All Visual, +2], Extended 2 [Normal Visual; 1000' increments]) [7PP] Super-Senses 5 (Radio, Accurate, Extended 2 [Radio; 1000' increments]) [5PP] Super-Senses 7 (Ultra-Hearing, Accurate [All Auditory, +4], Extended 2 [Auditory; 1000' increments]) [6PP] Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] Vulnerability (Electricity, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Weapons Array 13 (26PP Array, Feats: Accurate 4, Alternate Power 3) [32PP] Base Power: Blast 12 (Feats: Improved Range 2 [60' Increments / 6,000' Max Range]) [26PP] (Wrist Blasters) Alternate Power: Enhanced Strength 24 + Super-Strength 1 [26PP] (Servos) Alternate Power: Snare 12 (Feat: Reversible) [25PP] (Glue Capsules) Alternate Power: Blast 12 (Extra: Area [Targeted, Shapeable], Flaw: Action [Full Round]) [24PP] (Cluster Munitions) Quickness 6 (x100, Flaws: Limited [Mental Tasks], Feats: Innate) [4PP] Immunity 30 (Fortitude Effects, Flaw: Limited [Half Effect]) [15PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (24) + Combat (16) + Saving Throws (18) + Skills (35) + Feats (12) + Powers (109) - Drawbacks (0) = 214/221 Power Points
  10. Alright, I'm looking at the Concealment power. However, I'm looking at it working both ways -- so, if it conceals the character from normal vision, it also stops the character from using normal vision as long as Concealment is active. Of course, they can still use Infravision or something else. Right now, I'm debating just how many points that Flaw is worth.
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