Jump to content
Bit-Jockey

Bit - Jockey's Sandbox of Characters

Recommended Posts

Hello! I posted here years ago, but back then, I was busy with.. Life! However, I'm going to give it another shot!

 

Anyways, this is my attempt to make a Temporal/Time Manipulation Hero:

 

The basic idea of her would be paraplegic that has incredible powers, and that most of her points are devoted to that, as you can tell. Her reflex saves and all those extra feats are good (under the Time Control Linked Power), but as soon as she uses anything, she's susceptible to anything that has a reflex save to it, and most of her powers use Duration, which is a decent weakness. Also, the foes that prey on her(under complications) would be immune to her powers, so she would need help from other heroes when they would pop up. 
 

Power Level:  10 (150/150PP)
 

Unspent Power Points: 0

 

Trade-Offs: -2 Attack / ±2 Damage, -2 Defense / ±2 Toughness

 

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

 

 

Combat: 8 (2PP / Base Attack) + 8 (2PP / Base Defense) = 16PP
Initiative: +0/36
Attack: +8 Time Array, +4 Melee, +4 Ranged
Defense: +8 (+4 Base, +0/4 Dodge Focus), +2 Flat-Footed

Grapple: +4
Knockback: -11

 

Saving Throws: 5 (1PP / Fortitude) + 0 (1PP / Reflex) + 8 (1PP / Will) = 13PP
Toughness: +12 (+0 Con, +12 Force field )
Fortitude: +5 (+0 Con, +5)
Reflex: +10  (+0 Dex, +10 Time Control)
Will: +10 (+2 Wis, +8)

 

Skills: 16R = 4PP (1PP = 4 Skill ranks)
Bluff 4 (+ 2)

Concentration 8  (+ 2 )

Notice 4 (+ 2 )

 

Feats: 6PP
Luck 3
Power Attack

Precise shot 1

Taunt

 

Powers: 69 + 22 + 6 + 4= 101PP

 

Time Manipulation Array 31 (62P Array; Feats: Accurate 2 (+4))[69PP] (All Time Descriptors)

Base Power: Time Control ( Linked Power Set) {62}

                  ( Teleport 5 (500 ft. as Move Action, 5 Miles as Full action ) Extra: (Accurate, Linked [Enhanced Traits, Quickness, Mirror Image]), Feats: (Change Direction, Change Velocity, Easy, Subtle 2, Turnabout)   {21}

                  ( Quickness 10 (Perform Tasks at 2500x Speed); Extra : (Linked [Enhanced Traits, Mirror Image, Teleport]) {10}

                  ( Mirror image; Extra: (Linked [Enhanced Traits, Quickness, Teleport]); Feats: Close Range) {5}

                  ( Enhanced Reflex 10; Extra: (Linked [Quickness, Mirror Image, Teleport] );Feats: (Dodge Focus 4, Evasion 2, Improved Initiative 9, Seize Initiative) {26}

  • Alternate Power: Stasis Field (Paralyze 12; Extras: Alternative Save [Reflex],  Duration 2 [Sustain], Range (Ranged, 120 ft.); Feats: Effects Insubstantial 2 [Full Power] {62}
  • Alternate Power: Temporal Rip (Blast 12; Extras: Duration 2 [Sustain], Penetrating 12; Feats: Effects Insubstantial 2 [Full Power]  {62}
  • Alternate Power: Age Manipulation (Transform 12: Affects: Broad>Broad [Living Things Into Old/Young], Range 120 ft., 5000 lbs); Extras: Duration 1 [Continuous]; Flaws: Action 1 [Full Action] {62}
  • Alternate Power: Decrepitude (Drain: All Ability Scores); Extras: Range 1 (120 ft.), Affects Objects; Feats: Slow Fade 2 [5 minutes] {62}
  • Alternate Power: Reverse Damage (Healing 8; Extras: Range 2 [Perception], Action 1 [Standard], Affects Objects, Total, Restoration; Feats: Persistent, Stabilize, Regrowth; Flaws: Limited to Others ) {59}

 

Time Shift Field (Force field: +12 Toughness; Impervious [10 ranks only]) {22}

 

Temporal Immunity  (Immunity 6: All Temporal/Time Descriptors, Aging)  {6}

 

Future And Past Sense(Super Sense 8 Postcognition, Precognition; Flaws: Uncontrolled) {4 }

 

Drawbacks: (-2)  = -2PP

 

DisabilityParaplegic; Frequency: Uncommon; Intensity: Moderate {-2}

 

DC Block  

                        ATTACK              RANGE      SAVE                           EFFECT
                   Unarmed               Touch        DC 15 Toughness       Damage

                   Stasis Field           Ranged     DC 22 Reflex                Slow/Paralyze 

                   Temporal Rip        Ranged     DC 22 Toughness       Damage

                   Age Manipulation Ranged    DC 22 Fortitude          Transform

                   Decrepitude           Ranged    DC 22 Fortitude          Drain

 

Complications are a work in progress, but here are a couple;

 

Aquaphobia: She can take a bath, but anything large and deep like a pool can give her panic attacks; in fact, the first time she used her powers was at the beach during a trip, nearly drowning into the ocean until she teleport from the deep waters, saving her life. She still has nightmares about being engulfed in water, unable to get out and breath.

 

Enemies From Beyond Time: Something wants what she has, although she doesn't know that; nearly mindless creatures that lurk behind layers of time seem to attack her, almost at random, the worst part being that they are immune to her powers! This could happen at battle, at a date, anytime and anywhere!

 

Fear of the Dark: The first encounter with the 'Time Parasites' happened at night, while she was coming home from school; a shambling, gold covered humanoid with no head attempting to attack her from the side of home, covered in the darkness, seeming to come from it. She was lucky it was weak enough for a neighbor to bash it into pieces with a bat, but that night does haunt her, and shadowy corners give her pause

Share this post


Link to post
Posted (edited)

 

Quote

Skills: 16R = 4PP (1PP = 4 Skill ranks)
Bluff 4 (+ 2)

Concentration 8  (+ 2 )

Notice 4 (+ 2 )

 

This formatting is wrong.

You want [Skill ranks] (+[Total skill bonus])

Like this:

 

Quote

Bluff 4 (+6)

 

Your power descriptors should also include their origin - "Alien", "Magic", "Mutation", "Technology", etc.

 

Quote

Time Manipulation Array 31 (62P Array; Feats: Accurate 2 (+4))[69PP] (All Time Descriptors)

Base Power: Time Control ( Linked Power Set) {62}

                  ( Teleport 5 (500 ft. as Move Action, 5 Miles as Full action ) Extra: (Accurate, Linked [Enhanced Traits, Quickness, Mirror Image]), Feats: (Change Direction, Change Velocity, Easy, Subtle 2, Turnabout)   {21}

                  ( Quickness 10 (Perform Tasks at 2500x Speed); Extra : (Linked [Enhanced Traits, Mirror Image, Teleport]) {10}

                  ( Mirror image; Extra: (Linked [Enhanced Traits, Quickness, Teleport]); Feats: Close Range) {5}

                  ( Enhanced Reflex 10; Extra: (Linked [Quickness, Mirror Image, Teleport] );Feats: (Dodge Focus 4, Evasion 2, Improved Initiative 9, Seize Initiative) {26}

  • Alternate Power: Stasis Field (Paralyze 12; Extras: Alternative Save [Reflex],  Duration 2 [Sustain], Range (Ranged, 120 ft.); Feats: Effects Insubstantial 2 [Full Power] {62}

 

This isn't 3E, where they put the descriptors at the top and front and then follow with the mechanics. Put the mechanics first, then the descriptors.

That should look more like this:

 

Quote

Time Manipulation 31 (62PP Array, Feats: Accurate 2 [+4 Attack], Alternate Power 5) [69PP]

 

Base Power: [4 + 16 + 10 + 10 + 21 = 61PP] (Descriptors: Time Control)

 

Concealment 4 (All Visual-type senses, Flaws: Limited [Can be targeted directly]) [4PP] (Additional Descriptors: Mirror Images)

 

Enhanced Feats 16 (Dodge Focus 4, Evasion 2, Improved Initiative 9, Seize Initiative) [16PP]

 

Enhanced Reflex 10 [10PP]

 

Quickness 10 (x2,500) [10PP]

 

Teleport 5 (500ft per Move Action, 5 miles per Full Action, Extras: Accurate, Feats: Change Direction, Change Velocity, Easy, Subtle 2, Turnabout) [21PP]

 

Alternate Power: [62PP] (Descriptors: Stasis Field)

Paralyze 12 (Extras: Alternate Save [Reflex], Duration 2 [Sustained, Lasting], Range [Ranged, 10 120ft Increments, 1,200ft Max], Feats: Affects Insubstantial 2) [62PP]

 

On a strategic note, I'd recommend the following:

  • Don't ever, ever fold any of the sources of your Defense bonus or Toughness save into an array. You want those to be stand-alone and always on.
  • Seize Initiative sucks.
  • Don't take Accurate on the array itself. Take it on whichever individual APs need it. That way, you're not wasting points in the APs that don't need it.
  • You don't actually want every power that's sharing space in the same AP slot to be linked to every other power, because when powers are linked, whenever you activate one, you activate the other(s). If you don't want her to teleport every single time she turns on the mirror image, then don't link them. Powers which only take a free action to activate probably shouldn't be linked, since you can take as many free actions in a round as you want.
  • Look up how the durations on Lasting powers like Paralyze work (Ultimate Power pages 16-17 or Mutants & Masterminds 2E page 70, but preferably UP), and decide whether or not you think you actually need to buy the duration on the Stasis Field all the way up to Sustained (Lasting). Concentration (Lasting) might work well enough.
  • Concentration duration might also work well enough on your Blast. Maintaining the damage will force you to keep the array on the Blast slot. It'll end if you swap to another AP, since the duration on Damage isn't Lasting (again, look that up). What else are you going to do with the standard action you'd be using to maintain a Concentration-duration Blast?
  • 12 ranks of Penetrating is overkill, especially on a rank 12 Blast. Penetrating ranks add to the base damage when you're figuring out how much Impervious you can punch through. Blast 12 probably doesn't need Penetrating at all, since you'll probably never run into a villain with more than 12 ranks of Impervious Toughness, and if you do, you can Power Attack for +2 without the feat (house rules from 3E) or +5 with it. You're definitely not going to run into someone with Impervious Toughness 18.
  • Why do so many attack powers have the Full Power drawback? It doesn't look like you need the points.

 

Quote

DisabilityParaplegic; Frequency: Uncommon; Intensity: Moderate {-2}

 

Since she has a movement power (Teleport), the rednames are likely to say that the disability is Minor Intensity, not Moderate, worth only 1PP.

They will most likely advise you to take it as a Complication instead.

Personally, I would advise taking the drawback and buying a rank of the Luck feat with it, and in general, if something can either be a drawback or a complication, I'd recommend taking it as a drawback, unless you're already at max Luck ranks for your Power Level (1/3rd rounding down, by our house rules).

 

Edited by Grumblefloof

Share this post


Link to post

Alright, Grumblefloof, I took your critical eye to heart; I remade the power structure to get rid of the PP bloat in that one single array, and I have ATTEMPTED to format it correctly, so please let me know if I got anything wrong.

 

Time Manipulation 14 (32PP Array, Feats: Alternate Power 3) [32PP](All Time Descriptors)

Base Power: [28PP] (Descriptors: Temporal Rip)

Blast 12 (Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2)[28PP]

 

Alternate Power: [28PP] (Descriptors: Stasis Field)

Paralyze 12 (Extras: Alternate Save [Reflex], Range [Ranged, 120 ft Increments, 1,200ft Max], 

Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2, Flaws: Action 1 [Full Action]

 

Alternate Power: [27PP] (Descriptors: Inconsistent Internal Clock)

Stun 12 (Extras: Range [Ranged, 10 120 ft Increments, 1,200ft Max], 

Feats: Accurate 2 [+4 Attack], Sedation, Flaws: Action 1 [Full Action]

 

Alternate Power: [28PP] (Descriptors: Age Regression)

Transform 12 ([Living Things to Younger] Feats: Accurate 2 [+4 Attack], Precise, 

Flaws: Action 1 [Full Action], Distracting)



 

Container, Active 5.6 [28PP] (Descriptors: Temporal Movement, Time)

 

Enhance Traits 16 (Reflex 10, Feats: Dodge Focus 4, Evasion 2)

Feature 1 (Temporal Inertia)

Concealment 4 (All Visual-type senses, Flaws: Limited [Can be targeted directly]) [4PP] (Additional Descriptors: Mirror Images)

Teleport 1 (100 ft per Move Action, Extras: Accurate, Feats: Change Direction, Change Velocity, Subtle 2)

 

Super-Senses 8 (Postcognition, Precognition, Flaws: Uncontrollable)(Descriptors: TIme Sense)[8PP]

 

Enhanced Trait 5 (Improved Initiative 5)(Descriptors: Future Glimpse)[5PP]

 

Immunity 6 (Aging, Time/Temporal Powers)[6PP]


Forcefield 12 (+12 Protection, Extras: 10 Impervious)(Descriptors: Time Shift Field)[22PP]

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...