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Building a character for the first time


Geron

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Hello guys!

 

I'm a Spanish comic-book lover who has the Gm book, the 3rd edition handbook and the agents of freedom booklet. However I find quite difficult to design a character of my own instead of copy paste already existing models. I love low powered superheroes, something like the villains from Batman or the golden age heroes but I have always the same problem, doesn0t matter if they doesn't have lots of powers and feats, I always have surplus of points. I don't know if I distributing them well.

 

I'm designing a character called "Red Wall", a PL 7-8 guy whose only power is a bulletproof skin (impervious toughness). With this power (at level 6 or 7) + some feats plus some better basic stats I spent 50 points but there are a lot more that have to be spent.

 

Can someone be so kind to give me some tips? Thank you and willing to play this amazing pbp asap!

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Hello, @Geron! And welcome to the site! 

 

If you need any help with inspiration and examples of how to build characters, https://www.freedomplaybypost.com/topic/7199-consolidated-character-buildingarchetype-resource-index/ < this links to a bunch of build threads that have practically any kind of superhero you can imagine written up. And they're almost all by Refs and the most experienced builders on-site, so you know they're good!

 

As for your build, one of the examples in trollthumper's thread, Agent Invincible, has his effective invincibility modeled by giving him Immunity: Lethal damage that converts that to non-lethal damage. So they can be knocked about, but they can't be seriously hurt.

 

Scaling down to PL7-8 however is a pretty severe cutback, however. As a new player you start with two PL10 slots and a PL7 slot. If you want, you could use one of the PL10 slots to make a PL7-8 with 150PP, with saves and checks adjusted to account for the lower PL, but that's still pretty restrictive.

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Coming from someone who's done 450+ theoretical builds, you can certainly make a low to no powered PC. You just have to decide what else they're good at. In comics, heroes with just one weak power tend to have another skill set. Most commonly they're a skilled private detective, a college professor, an experimental scientist, or even a lawyer. This is one of the things I will rail on until the end of days, right alongside "anime powersets are fine in superhero comics, it's the anime tropes that are the problem" and "you can put anything in a battlesuit". A PC is more than their powers. Skills and feats count for a lot, too. Sure, a Powerhouse can level buildings and bench press jumbo jets while shrugging off cruise missiles to the face, but his people skills are probably garbage and he couldn't sneak past a rent-a-cop if his life depended on it.

 

Basically what I'm saying is, according to my building logic, the less you spend on powers the more you have to spend on skills and feats. Or literally everything else. Like saves. Or ability scores. It's a flexible system. It can do just about anything you ask it to.

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9 hours ago, Geron said:

Hello guys!

 

I'm a Spanish comic-book lover who has the Gm book, the 3rd edition handbook and the agents of freedom booklet. However I find quite difficult to design a character of my own instead of copy paste already existing models. I love low powered superheroes, something like the villains from Batman or the golden age heroes but I have always the same problem, doesn0t matter if they doesn't have lots of powers and feats, I always have surplus of points. I don't know if I distributing them well.

 

I'm designing a character called "Red Wall", a PL 7-8 guy whose only power is a bulletproof skin (impervious toughness). With this power (at level 6 or 7) + some feats plus some better basic stats I spent 50 points but there are a lot more that have to be spent.

 

Can someone be so kind to give me some tips? Thank you and willing to play this amazing pbp asap!

I feel like no one else has addressed this; but it is an important point. This site uses the 2nd edition version of Mutants & Masterminds (albeit with several house rules), not the 3rd edition book, so you'll need to make your build using the 2nd edition book.

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I know you're using 2nd edition. I'm using it too in Hero Lab.

 

Thanks for the example of Agent Invincible and the marvel's Brit and Butterball, didn't know them and that was exactly what I was looking for (well, my idea was something like Unus the untouchable but with tough skin not with a inivsible force field.

 

Sooo... I need to cut 10 points and I don't know how drawbacks go (I mean in points cost)

 

Red Wall
Power Level: 10 (160/150PP)
Unspent Power Points: 0 
All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In BriefA mutant youngster from the Deep South with bulletproof skin.

 

Catchphrase“You’ll need something else to hurt me”

 

Alternate IdentityDexter Longstreet; White Stone (Seminole name)
Birthplace: Trailer town near Lake Okeechobee, Florida

Residence: Indian reserve in the Everglades, Florida
Base of Operations: Seminole Casino, Miami
Occupation: Security guard in a casino
Affiliations
Adopted by the Seminole tribe
FamilyAbandoned by his biological family. Adopted by the Seminoles

 

Description:
Age
21
Apparent Age21
Gender: Male
Ethnicity
Caucasian
Height:6.2 ft
Weight:176lb
Eyes: Brown
Hair: Black

Dexter Longstreet is a tall, stocky man that comes from a Cajun family. His skin is extremely white because he can’t be sunburned. He has a regular appearance that makes him invisible to the eyes of AEGIS. When he has to act in order to protect the Seminole interests he wears a red suit and a red mask that allows him to maintain his identity unknown.

 

History:
When he was born, he was just another regular child in the trailer town. But his parents were afraid of him when one snake tried to bite him and its fangs broke like they were glass. They made tests to young Dexter until they saw he was completely immune to cuts and burns. Afraid of him, they tried to drown him inside Lake Okeechobee but they were caught by some Seminole fishermen that rescued the child and adopted him. They gave him the name “White Stone”.

 

He was educated following the traditions of the Native Americans of Florida. When he grew up, he discovered his skin was bulletproof so the Chief of the tribe decided that Deter would be useful as guard of the Seminole Casino of Miami. If there is any problem with local mobsters or criminals try to the casino, he is the responsible to fight them under the identity of Red Wall.

 

Personality & Motivation:
He wholeheartedly follow the teachings of the Chief of its tribe and is devoted to the ancient creed of the Native Americans. However, he lives in the XXIst century so he goes to the gym, he likes to go out with other young Seminoles and have all the commodities a young American can have. The only difference is that he must not show his power under any circumstance and he can’t go to the doctor (needles can’t trespass his skin). He doesn’t drink alcohol or take drugs because he is very vulnerable to their effects. He hasn’t been vaccinated so he is extremely vulnerable to common diseases like chickenpox or smallpox. Because of this, he has panic to Hospitals and every place where he can be susceptible to be infected.

 

Powers & Tactics:

His skin is bulletproof, can’t be burned by regular fire and can’t be cut or bludgeoned. If he falls from a building, his skin softens the hit like it was Kevlar. He can’t feel pain or cold unless he suffers from inside. However, the inside of his body is completely normal so his eyes and his organs can be affected like any other human.

 

Power Descriptions:
He fights with his bare hands. He doesn’t like to use weapons but he knows how to use them, especially pistols and shotguns. He is proficient with native American weapons like the tomahawk or the bow.

 

Complications:
Vulnerable to common diseases

Because of he has never been vaccinated, he is extremely vulnerable to infectious diseases. If a disease can’t be treated with natural medicine or pills and needs of transfusions or vaccines he would die.
Vulnerable to radiation

Vulnerable to anti-matter

Abilities: 3 + 1 + 10 + 0 + 0 + 6 = 21PP
Strength: 13 (+1)
Dexterity: 11 (+0)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)



Combat: 10+16 = 26PP
Initiative: +0
Attack: +5 base; +5 Melee, +5 Ranged
Defense: +8 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +6
Knockback: -2



Saving Throws: 0 (1PP / Fortitude) + 3 (1PP / Reflex) + 5 (1PP / Will) = 8PP
Toughness: +5 (+5 CON, +6 Impervious)
Fortitude: +5 (+0 Con, +0)
Reflex: +3 (+0 Dex, +0)
Will: +5 (+0 Wis, +0)



Skills: 17R = 16PP (1PP = 4 Skill ranks)
Language (English [base], Seminole (other language)

Bluff (+3)

Climb (+10) (2 ¼)

Diplomacy (+8) (1 ¼)

Disguise (+3)

Gather Information (+3)

Intimidate (+10) (1 ¾ )

Handle Animal (+10) (1 ¾ )

Search (+5) (1 ¼)

Sense Motive (+5) (1 ¼)

Stealth (+8) (2)

Survival (+8) (2)

Swim (+10) (2 ¼)



Feats: 19PP
Attack Specialization [unarmed attack] 10
Attack Specialization [Tomahawk (small axe)] 3
Attack Specialization [Bow] 3

Attractive

Defensive Attack

Weapon Break 

 

 

Equipment: 0PP = 0EP


Powers: 65 + 5 = 70PP

Immunity 65 [Feat: Innate]

            Nonlethal Energy Damage

Nonlethal Physical Damage

Lethal Physical Damage

Environmental Condition (all)

Impervious Toughness 5 [5PP]

 
Drawbacks: (-1) = -1PP ¿¿¿???

Vulnerability (Disease; Frequency: Very common; Intensity: Major [x2]) ¿¿??PP

Vulnerability (Radiation; Frequency: common; Intensity: Major [x2])  ¿¿??PP

Vulnerability (Anti-matter; Frequency: uncommon; Intensity: Major [x2])  ¿¿??PP

 

Movements, feats and drawbacks:

Jumping (running 11ft; standing 5ft; high jump 2ft)

Attractive +4

Defensive Attack

Weapon Break

Throwing Distance (150lb, 5ft) (10lbs, 25ft)

 

Totals: Abilities (21) + Combat (26) + Saving Throws (8) + Skills (16) + Feats (19) + Powers (70) - Drawbacks (¿¿??) = 160/150  Power Points

 

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@Geron So, in the 2E Core Rules Drawbacks work as follows: you have a Frequency, going from Uncommon, Common, to Very Common, which adds +1 to the value taken away from your point total as you go up in how often you want the Drawback to come up, and Intensity, which go from Minor to Moderate to Major, which adds up to +2 on the value of the Drawback, depending on how significant you want this hurdle to be.

 

For sakes, it's expected that you'll only have a couple of big Drawbacks, or few smaller ones. 

 

Now, your Drawbacks are very serious. Red Wall's weakness to disease(compromised immune system thanks to native powers preventing it from interacting with common bacteria and viruses?) gives you -5PP, the Vulnerability to Radiation gives you -4PP, and his Vulnerability to Anti-Matter gives you -3. So that's -12PP, so you have 2PP to work with.

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I'll add that you're also double dipping. You can either have a thing be a Complication and get a Hero Point whenever it comes up, or have it be a Drawback and get points back at chargen. We tend to recommend the former, as Hero Points are much more powerful (and useful!) than a few extra PP.

 

That is also a hefty, hefty Immunity. I'd think about that very carefully. As it stands, he's almost completely invincible. Which is lovely from a powergaming standpoint, but plays merry hell with creating narrative drama. If you'll drop by our Discord server (link is up top) we have a character creation channel where we can discuss this in real time. If you'd like that.

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So with the drawbacks and 2PP that would be OK and ready to play?

 

Didn't understand the complication, phoenix. Well I like the character and can be fun to play if the villain is some kind of toxic bastard, if I have to go underwater or the villain is radioactive-man. Don't know how are tha active campaigns and who is the main villain but I'm sure I can fit in if the GM treats me badly hahaha

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Basically @Geron it's considered a bit of a cheat if a Complication and a Drawback are the same thing, since you're getting Hero Points(the fuel of this system) and Power Points on top of it. It's preferred to be one or the other, and you're likely to get Hero Points when your Drawbacks come up anyway, since they're pretty severe challenges. 

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7 hours ago, Geron said:

Shall I publis it in the Character's bank in order to start playing?

 

Red Wall
Power Level: 10 (148/150PP)
Unspent Power Points: 2

Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In BriefA mutant youngster from the Deep South with bulletproof skin.

 

Catchphrase“You’ll need something else to hurt me”

 

Alternate IdentityDexter Longstreet; White Stone (Seminole name)
Birthplace: Trailer town near Lake Okeechobee, Florida

Residence: Indian reserve in the Everglades, Florida
Base of Operations: Seminole Casino, Miami
Occupation: Security guard in a casino
Affiliations
Adopted by the Seminole tribe
FamilyAbandoned by his biological family. Adopted by the Seminoles

 

Description:
Age
21
Apparent Age21
Gender: Male
Ethnicity
Caucasian
Height:6.2 ft
Weight:176lb
Eyes: Brown
Hair: Black

Dexter Longstreet is a tall, stocky man that comes from a Cajun family. His skin is extremely white because he can’t be sunburned. He has a regular appearance that makes him invisible to the eyes of AEGIS. When he has to act in order to protect the Seminole interests he wears a red suit and a red mask that allows him to maintain his identity unknown.

 

History:
When he was born, he was just another regular child in the trailer town. But his parents were afraid of him when one snake tried to bite him and its fangs broke like they were glass. They made tests to young Dexter until they saw he was completely immune to cuts and burns. Afraid of him, they tried to drown him inside Lake Okeechobee but they were caught by some Seminole fishermen that rescued the child and adopted him. They gave him the name “White Stone”.

 

He was educated following the traditions of the Native Americans of Florida. When he grew up, he discovered his skin was bulletproof so the Chief of the tribe decided that Deter would be useful as guard of the Seminole Casino of Miami. If there is any problem with local mobsters or criminals try to the casino, he is the responsible to fight them under the identity of Red Wall.

 

Personality & Motivation:
He wholeheartedly follow the teachings of the Chief of its tribe and is devoted to the ancient creed of the Native Americans. However, he lives in the XXIst century so he goes to the gym, he likes to go out with other young Seminoles and have all the commodities a young American can have. The only difference is that he must not show his power under any circumstance and he can’t go to the doctor (needles can’t trespass his skin). He doesn’t drink alcohol or take drugs because he is very vulnerable to their effects. He hasn’t been vaccinated so he is extremely vulnerable to common diseases like chickenpox or smallpox. Because of this, he has panic to Hospitals and every place where he can be susceptible to be infected.

 

Powers & Tactics:

His skin is bulletproof, can’t be burned by regular fire and can’t be cut or bludgeoned. If he falls from a building, his skin softens the hit like it was Kevlar. He can’t feel pain or cold unless he suffers from inside. However, the inside of his body is completely normal so his eyes and his organs can be affected like any other human.

 

Power Descriptions:
He fights with his bare hands. He doesn’t like to use weapons but he knows how to use them, especially pistols and shotguns. He is proficient with native American weapons like the tomahawk or the bow.

 

Complications:
Vulnerable to common diseases

Because of he has never been vaccinated, he is extremely vulnerable to infectious diseases. If a disease can’t be treated with natural medicine or pills and needs of transfusions or vaccines he would die.
Vulnerable to radiation

Vulnerable to anti-matter

Abilities: 3 + 1 + 10 + 0 + 0 + 6 = 21PP
Strength: 13 (+1)
Dexterity: 11 (+0)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)



Combat: 10+16 = 26PP
Initiative: +0
Attack: +5 base; +5 Melee, +5 Ranged
Defense: +8 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +6
Knockback: -2



Saving Throws: 0 (1PP / Fortitude) + 3 (1PP / Reflex) + 5 (1PP / Will) = 8PP
Toughness: +5 (+5 CON, +6 Impervious)
Fortitude: +5 (+0 Con, +0)
Reflex: +3 (+0 Dex, +0)
Will: +5 (+0 Wis, +0)



Skills: 17R = 16PP (1PP = 4 Skill ranks)
Language (English [base], Seminole (other language)

Bluff (+3)

Climb (+10) (2 ¼)

Diplomacy (+8) (1 ¼)

Disguise (+3)

Gather Information (+3)

Intimidate (+10) (1 ¾ )

Handle Animal (+10) (1 ¾ )

Search (+5) (1 ¼)

Sense Motive (+5) (1 ¼)

Stealth (+8) (2)

Survival (+8) (2)

Swim (+10) (2 ¼)



Feats: 19PP
Attack Specialization [unarmed attack] 10
Attack Specialization [Tomahawk (small axe)] 3
Attack Specialization [Bow] 3

Attractive

Defensive Attack

Weapon Break 

 

 

Equipment: 0PP = 0EP


Powers: 65 + 5 = 70PP

Immunity 65 [Feat: Innate]

            Nonlethal Energy Damage

Nonlethal Physical Damage

Lethal Physical Damage

Environmental Condition (all)

Impervious Toughness 5 [5PP]

 
Drawbacks: (-1) = -1PP ¿¿¿???

Vulnerability (Disease; Frequency: Very common; Intensity: Major [x2]) -5PP

Vulnerability (Radiation; Frequency: common; Intensity: Major [x2])  -4PP

Vulnerability (Anti-matter; Frequency: uncommon; Intensity: Major [x2])  -3PP

 

Movements, feats and drawbacks:

Jumping (running 11ft; standing 5ft; high jump 2ft)

Attractive +4

Defensive Attack

Weapon Break

Throwing Distance (150lb, 5ft) (10lbs, 25ft)

 

Totals: Abilities (21) + Combat (26) + Saving Throws (8) + Skills (16) + Feats (19) + Powers (70) - Drawbacks (-12) = 148/150  Power Points

 

 

Edited by Geron
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Heck, no. We've only just begun. The most important part of building is to meet your combat caps. At PL 10, this means that your Attack Bonus with at least one attack and the Damage bonus of said attack added together must equal 20. The same is true of your Defense Bonus and Toughness save. And there's no reason to have odd ability scores, honestly.

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Yes. Your Attack/Defense is short by 4 if we're going by unarmed (and by house rules you're at the limit for Attack bonus there), and I don't see either a Tomahawk or a bow on his sheet. Those must be bought with PP like everything else. He's not assumed to have them otherwise. Your Toughness/Defense is short by 7.

 

The weapons can be either the Device power or just Equipment, but you do have to buy them.

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What's the meaning of "short by"? (sorry for the English). Have I to put +9 instead of +5 in Attack? Add 7 to toughness?

 

Combat: 10+16 = 26PP
Initiative: +0
Attack: +5 base; +5 Melee, +5 Ranged
Defense: +8 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +6
Knockback: -2

 

Saving Throws: 0 (1PP / Fortitude) + 3 (1PP / Reflex) + 5 (1PP / Will) = 8PP
Toughness: +5 (+5 CON, +6 Impervious)
Fortitude: +5 (+0 Con, +0)
Reflex: +3 (+0 Dex, +0)
Will: +5 (+0 Wis, +0)

 

 

Equipment (2PP)

Tomahawk (Strike 3, Mighty, Thrown, Improved Range, 1 AP) [7ep] (copied from https://freedomplaybypost.com/topic/3016-quotemyname-catahecassa-pl6-hero-npc-tier-1/?tab=comments#comment-87431)

 

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Ah, right. Spanish. Sorry, I'll try to be clearer. It means more or less that you don't have enough. For Attack+Damage you can do one of two things. You can increase his strength by 7, which will give you Strength 20 (+5). With Base Attack +5 and Attack Specialization (unarmed) 5, your Attack Bonus while unarmed would be +15. 15+5=20, which is the goal. You can instead buy Strike 4 with the Mighty Power Feat and call that an unarmed strike. It would have the same result.

 

For Toughness+Defense, you can add + to either. Or divide it up, adding anywhere from +1 to Toughness and +6 to Defense, or +6 to Toughness and +1 to Defense. The goal is for those two number, added to each other, to equal 20. The choice is yours, as long as you do something.

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I added what you've said (however in Hero Lab, i wasn't unable to modify toughness so I wrote it down here)

 

Red Wall
Power Level: 10 (148/150PP)
Unspent Power Points: 2

Trade-Offs: ±0 Attack / ±0 Damage, ±0 Defense / ±0 Toughness (or "None")

 

In BriefA mutant youngster from the Deep South with bulletproof skin.

 

Catchphrase“You’ll need something else to hurt me”

 

Alternate IdentityDexter Longstreet; White Stone (Seminole name)
Birthplace: Trailer town near Lake Okeechobee, Florida

Residence: Indian reserve in the Everglades, Florida
Base of Operations: Seminole Casino, Miami
Occupation: Security guard in a casino
Affiliations
Adopted by the Seminole tribe
FamilyAbandoned by his biological family. Adopted by the Seminoles

 

Description:
Age
21
Apparent Age21
Gender: Male
Ethnicity
Caucasian
Height:6.2 ft
Weight:176lb
Eyes: Brown
Hair: Black

Dexter Longstreet is a tall, stocky man that comes from a Cajun family. His skin is extremely white because he can’t be sunburned. He has a regular appearance that makes him invisible to the eyes of AEGIS. When he has to act in order to protect the Seminole interests he wears a red suit and a red mask that allows him to maintain his identity unknown.

 

History:
When he was born, he was just another regular child in the trailer town. But his parents were afraid of him when one snake tried to bite him and its fangs broke like they were glass. They made tests to young Dexter until they saw he was completely immune to cuts and burns. Afraid of him, they tried to drown him inside Lake Okeechobee but they were caught by some Seminole fishermen that rescued the child and adopted him. They gave him the name “White Stone”.

 

He was educated following the traditions of the Native Americans of Florida. When he grew up, he discovered his skin was bulletproof so the Chief of the tribe decided that Deter would be useful as guard of the Seminole Casino of Miami. If there is any problem with local mobsters or criminals try to the casino, he is the responsible to fight them under the identity of Red Wall.

 

Personality & Motivation:
He wholeheartedly follow the teachings of the Chief of its tribe and is devoted to the ancient creed of the Native Americans. However, he lives in the XXIst century so he goes to the gym, he likes to go out with other young Seminoles and have all the commodities a young American can have. The only difference is that he must not show his power under any circumstance and he can’t go to the doctor (needles can’t trespass his skin). He doesn’t drink alcohol or take drugs because he is very vulnerable to their effects. He hasn’t been vaccinated so he is extremely vulnerable to common diseases like chickenpox or smallpox. Because of this, he has panic to Hospitals and every place where he can be susceptible to be infected.

 

Powers & Tactics:

His skin is bulletproof, can’t be burned by regular fire and can’t be cut or bludgeoned. If he falls from a building, his skin softens the hit like it was Kevlar. He can’t feel pain or cold unless he suffers from inside. However, the inside of his body is completely normal so his eyes and his organs can be affected like any other human.

 

Power Descriptions:
He fights with his bare hands. He doesn’t like to use weapons but he knows how to use them, especially pistols and shotguns. He is proficient with native American weapons like the tomahawk or the bow.

 

Complications:
Vulnerable to common diseases

Because of he has never been vaccinated, he is extremely vulnerable to infectious diseases. If a disease can’t be treated with natural medicine or pills and needs of transfusions or vaccines he would die. 
Vulnerable to radiation

Vulnerable to anti-matter

 

Abilities: 10 + 1 + 10 + 1 + 1 + 6 = 29PP
Strength: 20 (+5)
Dexterity: 11 (+0)
Constitution: 20 (+5)
Intelligence: 11 (+0)
Wisdom: 11 (+0)
Charisma: 16 (+3)

 

 

Saving Throws: 0 (1PP / Fortitude) + 3 (1PP / Reflex) + 5 (1PP / Will) = 8PP
Toughness: +10 (+5 CON, +6 Impervious)
Fortitude: +5 (+0 Con, +0)
Reflex: +3 (+0 Dex, +0)
Will: +5 (+0 Wis, +0)

 

Combat: 10+20 = 30PP
Initiative: +0
Attack: +5 base; +5 Melee, +5 Ranged
Defense: +10 (+5 Base, +5 Dodge Focus), +0 Flat-Footed

Grapple: +10
Knockback: -5

 

Skills:  7PP (1PP = 4 Skill ranks)
Language (English [base], Seminole (other language)

Bluff (+3)

Climb (+10) (2 ¼)

Diplomacy (+3)

Disguise (+3)

Gather Information (+3)

Intimidate (+7) (1)

Handle Animal (+7) (1)

Stealth (+4) (1)

Survival (+4) (1)

Swim (+9) (1)


Feats: 11PP
Attack Specialization [unarmed attack] 5
Attack Specialization [Tomahawk (small axe)] 3

Defensive Attack

Weapon Break 

Attractive 1

 

Equipment (2PP)

Tomahawk (Strike 3, Mighty, Thrown, Improved Range, 1 AP) [7ep] (copied from https://freedomplaybypost.com/topic/3016-quotemyname-catahecassa-pl6-hero-npc-tier-1/?tab=comments#comment-87431)


Powers: 65 + 5 + 5 = 75PP

Immunity 65 [Feat: Innate]

            Nonlethal Energy Damage

Nonlethal Physical Damage

Lethal Physical Damage

Environmental Condition (all)

Impervious Toughness 5 [5PP]

Protection 5 [5PP]

 
Drawbacks: (-1) = -12PP

Vulnerability (Disease; Frequency: Very common; Intensity: Major [x2]) -5PP

Vulnerability (Radiation; Frequency: common; Intensity: Major [x2])  -4PP

Vulnerability (Anti-matter; Frequency: uncommon; Intensity: Major [x2])  -3PP

 

Movements, feats and drawbacks:

Jumping (running 11ft; standing 5ft; high jump 2ft)

Attractive +4

Defensive Attack

Weapon Break

Throwing Distance (400lb, 5ft) (100lbs, 25ft)

 

ATTACKS:

Unarmed Attack                +15 (DC 20)              (Bludgeon, Critic 20)

Tomahawk attack             +11 (DC 23)              (Slashing, Crit 20)

 

Totals: Abilities (29) + Combat (30) + Saving Throws (8) + Skills (7) + Feats (11) + Powers (75) - Drawbacks (-12) = 148/150  Power Points +2 Hero Points

 

 

Edited by Geron
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Looks pretty good, but I should have mentioned this before. You can't simply increase Toughness. There's two ways to do it. 1. Increase your Constitution score until the bonus is what you need. Keep in mind that will increase your Fortitude save at the same time. And 2. Buy the Protection power, which increases Toughness and nothing else.

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