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  • Sample Character #4: Battlesuit

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    Avenger Assembled

    Battlesuit

    (originally built by Geez3r) 

     

    [GM Notes: You fly around, you shoot lasers, missiles, or other things at people - and you punch them with super-strength! You have a lot of the powers of a paragon or other flying brick, with the advantage of Inventor and other high-Intelligence powers. The disadvantage is that if your suit is taken away from you, you’re in big trouble!] 
     
    Abilities: 4 + 0 + 6 + 10 + 4 + 2 = 26PP
    Strength: 30/14 (+12/+2)
    Dexterity: 10 (+0)
    Constitution: 16 (+3)
    Intelligence: 20 (+5)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)
     
    [GM Notes: You could free up points by moving that Charisma around - note that he doesn’t have any interaction skills anyway, so he doesn’t get much from those 2PP. (+1 is not that different than +0.) You could buy him a higher Intelligence so he’s an even better genius, up his Wisdom to help his Will Save and his Notice/Sense Motive - or maybe his Constitution so you don’t have to spend so much on Protection. 

     

    Note that Battlesuit types are usually very, very smart but not the smartest men in the world - Tony Stark is a certified genius, but Reed Richards is probably his better. Speaking of Tony Stark, one consequence of this build’s relatively low Charisma is that he’s not a devil with the ladies or the gentlemen - not _yet_, anyway.] 
     
    Combat: 16 + 8 = 24PP
    Initiative: +0
    Attack: +8 Base, +10 Weapons Array
    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

    Grapple: +10, +20 Battlesuit, +25 full Super-Strength
    Knockback: -1, -11 Battlesuit

     

    [GM Notes: Unlike many Battlesuit builds, all of this guy’s combat score is bought outside the suit. An easy way to save points would be to dump some of his Base Attack, Base Defense, or Dodge Focus into the suit - that saves you points because it’s paid for by the Device discount. As it is he’s PL 5 without the suit; he can maybe fight a minion or two unarmored, but he’s in bad trouble in the event he’s caught in a super-fight suitless.] 
     
    Saving Throws: 6 + 3 + 7 = 16PP
    Toughness: +12/+3 (+3 Con, +9 Protection) [10 Impervious]
    Fortitude: +9 (+3 Con, +6)
    Reflex: +3 (+0 Dex, +3)
    Will: +9 (+2 Wis, +7)

     

    [GM Notes: Saves-wise, this guy is built similarly to a paragon or powerhouse - high Fortitude and Will, low Reflex. Low Reflex Saves give strong characters a weakness - but one they can overcome pretty easily with high Super-Strength. You could drop the Fortitude Save if you like to reflect that it’s just a normal human being in there, and Will too for that matter - both would be excellent sources of PP for the character. It might be thematic to keep up a high Will Save to reflect the high Intelligence (and strong mind) of this character. But be aware that low Saves are a potential weakness; as it is, at -3 PL, this is definitely a weak spot for the character already.] 
     

    Skills: 80R = 20PP
    Computers 10 (+15, SM)
    Craft (Electronic) 15 (+20, SM)
    Craft (Mechanical) 15 (+20, SM)
    Disable Device 10 (+15)
    Knowledge (Technology) 15 (+20, SM)
    Notice 8 (+10)
    Sense Motive 7 (+9)

     

    [GM Notes: I’ve hyper-focused this guy to make him a world-class engineer and inventor, as well as someone aware of the world around him - but a little weak in other areas. Drop the Craft and Knowledge a bit to make him more broadly competent - maybe Knowledge (Business) or Knowledge (Civics) to make him more of an entrepreneur type. He could also use some interaction skills like Bluff, Diplomacy, or Intimidate - as it is he’s not very good with people. If he runs his own company, hopefully he has a good Pepper Potts type to be his facewoman.

     

    For a magic version of the suit, give him Craft (Artistic) (the skill you use for Artificer), give him Knowledge (Arcane Lore) and Knowledge (Theology and Philosophy) and go from there. Because the magic skills are more broad than the science skills (Arcane Lore + Theo and Phil cover a lot of ground), it’s actually a bit more cost-effective to be a man in a magic can.] 
     
     
    Feats: 12PP
    Attack Specialization (Weapon Systems)
    Benefit 2 (Wealth 2)
    Dodge Focus 4
    Eidetic Memory 
    Jack of all Trades 
    Master Plan 
    Power Attack
    Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology]) 

     

    [GM Notes: As written this is a wealthy man with a small amount of combat training (particularly in his own armor) and a broad skill set. Eidetic Memory and Jack of all Trades make him broadly competent even outside his area of expertise - he can roll +5 on all Intelligence-based skills and Knowledges, which is certainly not bad. He’s rich, but realistically rich - Bill Gates, not Bruce Wayne. He rolls +5 on his Master Plan check. Use the Luck to pull out a single invention per adventure - GM permitting, of course. 

     

    Lots of room for customization/personalization here - drop the Wealth and make him a garage mechanic, drop the combat feats to make him a worse fighter (or add more to make him a better one). A magical version of the Battlesuit would have Ritualist and Artificer instead of Inventor. I like Skill Mastery; not having to roll is a great asset, greatly speeding up play here (where things are much slower than a table top game) and it really emphasizes how competent your character is.] 
     
     
    Powers: 56PP = 56PP
     
    Device 14 (Battlesuit, 70PP Container, Flaw: Hard to Lose) [56PP] (technology)

    Immunity 9 (Life Support) [9DP]
     

    Might Array 5 (10PP Array, Feats: Alternate Power 1, Dynamic 2) [13DP]

    • DBE: Flight 0-5 (0 - 250 MPH / 2500' per Move Action) {0-10}
    • DAP: Super-Strength 5 (Effective Strength 34-59, Heavy Load: 1.5 tons - ~48 tons) {0-10}
       

    Protection 9 (Extra: Impervious [10]) [19DP] 
     

    Super-Senses 7 (Danger Sense [Radio], Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [7DP]
     

    Weapons Array 10 (20PP, Feats: Alternate Power 2) [22DP]

    • BE: Enhanced Strength 16 (to Strength 30 [+10]) + Enhanced Feats 4 (Improved Crit 2 [Unarmed], Takedown Attack 2) {24/24}
    • AP: Blast 10 (laser blasts) {20/20} 
    • AP: Damage 10 (rockets’ red glare; Extras: Area [Targeted, Shapeable], Selective, Flaw: Limited [5 Uses A Day]) {20/20} 

     

    9 + 13 + 19 + 8 + 22 = 70DP

     

    [GM Notes: This is, quite deliberately, a smaller version of the Movie Iron Man suit - he flies fast, is super-strong, and can shoot things, pew-pew! He can punch things, shoot one thing at a time with lasers out of his palms, or blast a lot of things at once with short-range missiles that come out of his arms. Just like Iron Man! Consider buying the Restricted feat on the Device (you'll need earned PP for this) to keep people from stealing it. 

     

    Note that he can’t talk using his radio (no Communication power), but what he has gives him tremendous tactical advantages - it’s almost impossible to sneak up on him if you’re visible to radar (i.e., the radio Super-Sense type) and it makes him a much better fighter. He can breathe in space, or underwater, just fine, even if he’s not exactly at home there yet. 

     

    Flight 5 means he can’t go supersonic without pushing the suit (making an all-out move and going 1000 MPH) but should be more than fast enough for a starting character who’ll probably be having most of his adventures in one city. He’s tough enough to shrug off anything short of a tank’s main gun. 

     

    Weapons customization (and suit customization in general) are how one Battlesuit tells itself from another. Maybe you want him to have a Snare (glue? cables?) instead of Blasts, or maybe some kind of magnetic Move Object. Maybe this is an aquatic-focused battlesuit with sonar-based super-senses (and the Environmental Adaptation [Underwater] feat). The sky is really the limit! A 14 rank Hard to Lose Device has 70 PP in it; that’s lots to spend!)]  
     
    Drawbacks: (-4) = -4PP
     
    Normal Identity (Full Round Action) [-4pp]

     

    [GM Notes: Don’t try and take the -5PP Normal ID Drawback! Fights on this site do not last 1 full minute; i.e., ten rounds. A round out of the fight is all you’ll want to be out - even that’s going to be a drawback whose teeth you will feel in play. Consider buying up the drawback with your first earned PP.]

     

    DC Block

    ATTACK                RANGE   SAVE              EFFECT

    Unarmed w/no Powers   Touch   DC 17 Toughness   Damage [Physical]

    Armed w/Strength      Touch   DC 25 Toughness   Damage [Physical]

    Blast                 Ranged  DC 25 Toughness   Damage [Energy] 

    Damage                Touch   DC 25 Toughness   Damage [Physical]

     

    Abilities (26) + Combat (24) + Saving Throws (16) + Skills (20) + Feats (12) + Powers (56) - Drawbacks (04) = 150/150 Power Points

    Edited by Avenger Assembled


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