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  • Sample Character #5: Costumed Detective

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    Costumed Detective

    (originally by Ecalsneerg)

     

    [GM Notes: Na-na-na-na, BATMAN! Costumed adventurers, costumed detectives, cowls, whatever you want to call them - they’re a popular archetype, but tough to build. After all, Batman can generally do everything - but you can’t really build a truly omnicompetent PC. A build like the below will certainly feel like Batman, though]  

     

    Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP
    Strength: 18 (+4)
    Dexterity: 20 (+5)
    Constitution: 18 (+4)
    Intelligence: 20 (+5)
    Wisdom: 10 (+0)
    Charisma: 14 (+2)

     

    [GM Notes: A physical paragon and genius with an imposing personality, this guy’s abilities had to be normal somewhere. Wisdom 10 is perfectly fine for a starting character (and necessary to be able to afford the other things this guy can do) but it’s an excellent place to improvement with earned PP. Use that Intelligence to fuel more abilities for a different kind of Costumed Adventurer - more Dexterity for a Nightwing type, more Strength (and a weapon) for an Azrael-type, etc.]

     

    Combat: 16 + 16 = 32PP
    Initiative: +5
    Attack: +8 Base, +12 Boomerangs, +14 Unarmed
    Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

    Grapple: +12
    Knockback: -4/-3/-2 

     

    [GM Notes: Don’t get forced into a Grapple with any crocodile-themed wrestlers - he’s not very good at that! Note that a Defense of 22 means that he’s very hard to hit (especially when using the environment to his advantage) but is still hittable by thugs with guns or even supervillains with ice rays, if they play their cards right. This gives you a reason to play to the shadows and the fears of your opponents, forcing them to make mistakes or leave themselves open to your attacks while at the same time generally avoiding direct confrontations yourself] 

     

    Saving Throws: 3 + 5 + 10 = 18PP
    Toughness: +8 (+4 Con, +2 Defensive Roll, +2 Costume)
    Fortitude: +7 (+4 Con, +3)
    Reflex: +10 (+5 Dex, +5)
    Will: +10 (+0 Wis, +10)

     

    [GM Notes: No real weaknesses here, he’s just that good! High exotic saves let you deal with everything from mind-altering plant pollen (probably a Fortitude effect) to fear-inducing gas (probably a Will effect) to exploding jack-in-the-boxes (probably a Reflex effect) without any serious problems. Note that even if caught without his costume, he’s still quite tough for a normal human being, letting him occasionally show off his years of ‘karate training’ if he does get caught in a fight in his secret ID. +8 Toughness is very good for a regular human being - but still, don't let yourself get hit by an enemy's attacks, either a thug's gun or a cosmic ray blast]

     

    Skills: 120R = 30PP
    Bluff 8 (+10)
    Climb 6 (+10)
    Disable Device 5 (+10)
    Escape Artist 5 (+10)
    Gather Information 13 (+15)
    Intimidate 13 (+15) Skill Mastery
    Investigate 10 (+15) Skill Mastery
    Knowledge (Streetwise) 10 (+15) Skill Mastery
    Knowledge (Tactics) 10 (+15)
    Notice 10 (+10)
    Search 10 (+15)
    Sense Motive 10 (+10)
    Stealth 10 (+15) Skill Mastery

     

    [GM Notes: This is a pretty solid Batman build - scary as hell, with a matchless knowledge of the city, very sneaky, and truly the world’s greatest detective. Picking up Skill Mastery on Notice, Search, and Sense Motive will be a good thing to do with earned PP - or you can just rearrange the points now if you want him to be good in those areas. More Acrobatics will let you convincingly play a Nightwing sort - more Diplomacy and higher Bluff might help you play the Adam West Batman. His Escape Artist is high enough that he can convincingly work his way free from most deathtraps - but it’ll take a dramatically long time! (i.e., taking 10 or 20)] 

     

    Feats: 30PP
    Attack Specialization (Boomerangs) 2
    Attack Specialization (Unarmed) 3
    Benefit (Wealth 2) 
    Challenge (Fast Startle)
    Defensive Roll 1 
    Dodge Focus 4
    Equipment 3
    Evasion
    Jack of all Trades
    Luck 
    Master Plan 2
    Power Attack
    Quick Draw (Draw)
    Sneak Attack
    Skill Mastery (Intimidate, Investigate, Knowledge [Streetwise], Stealth)
    Startle
    Takedown Attack
    Uncanny Dodge (Auditory) 
    Well-Informed

     

    Equipment: 3PP = 15EP

    • Utility Belt Array 4.5 (9PP Array; Feats: Alternate Power) [10EP]
      • Base Power: Damage 2 (Boomerangs; Extras: Ranged, Feats: Improved Ranged Disarm, Mighty 4) {9/9}
      • Alternate Power: Obscure 4 (Smoke Bombs; Visual, 50' radius, Extras: Independent) {8/9}
         
    • Costume: Protection 2 (Feats: Subtle) [3EP]
       
    • Grappling Gun: Super-Movement 1 (Swinging) [2EP]

     

    [GM Notes: This is a pretty straightforward starting Batman-type. He uses his boomerangs to target enemies a little too tough to engage in melee without softening them up first, or lone opponents too far away to reach by hand. Use his Stealth and Intimidate to leave opponents flat-footed, and then Power Attack - using Takedown Attack to sweep your way through an enemy’s forces. 
     

    Stunt things off your Utility Belt Array - spend an HP and you _have_ anything that can reasonably be made as equipment for 9EP. Note that we’re pretty generous about Equipment as it is, so you can pull out any one 1EP piece of Equipment without even having to spend that. If you like the Utility Belt, start saving PP now to buy it as a Device - even a few ranks of the Gadgets power will plausible get you everything you need. 

     

    One thing he lacks is a vehicle and a headquarters. Here are two sample ones! 

     

    • Headquarters - Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Workshop [20EP] 
       
    • Heromobile - Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments Navigation System [3], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 [25EP]

     

    One thing to remember when playing a character like this is that you will probably not be the guy who strikes the blow that knocks down the Big Bad - hang back and whittle him down with ranged attacks (or goonsweep his minions), trusting that the damage-shifted characters you are assisting will be able to carry the day by using your Master Plan. That’s what being on a team is all about, right?] 

     

    Powers: 0PP

     

     

    Drawbacks: (-0) + (-0) = -0PP

     


    DC Block:

    ATTACK                     RANGE   SAVE              EFFECT

    Unarmed                    Touch   DC 19 Toughness   Damage

    Unarmed (Sneak Attack)     Touch   DC 21 Toughness   Damage

    Boomerang                  Range   DC 21 Toughness   Damage

    Boomerang (Sneak Attack)   Range   DC 23 Toughness   Damage

     

    Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (30) + Powers (0) - Drawbacks (0) = 150 Power Points


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