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Torque - PL10 Hero- Vibora Bay - WIP


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Name: Torque

Power Level: (PL10/12)

Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Power Points: 188/188

In Brief: Former engineering student remade into a transforming robot
Identity: Shantay Sullivan ('Taye)'
Birthplace: Vibora Bay, FL
Occupation: Municipal defender
Affiliations: The Vibora Bay Defenders
Family: Clayton Sullivan (father), Rose Sullivan (mother), Curtis Sullivan (older brother), Otis Sullivan (uncle)

 

Description:

DOB: April 11rd, 1994

Date of Rebirth: August 3rd, 2019
Apparent Age: Mid-twenties
Gender: Female

Ethnicity: African-American
Height: 5' 9"
Weight: 3700 lbs. (1.85 tons) from Density
Eyes: Brown
Hair: Black (in long braids)

 

Taye appears to be an attractive young African-American woman in her mid-twenties. She's fairly tall with an athletic build, , and favors jeans, T-shirts and sneakers. She wears no makeup, some nice jewelry (she's especially fond of large hoop earrings) and usually keeps her long braids up and out of the way in a colorful scarf.

 

In terms of a costume, Torque keeps it fairly simple, wearing unmarked coveralls, work boots and a pair of circular welder's goggles. As a vehicle, she can assume aquatic, aerial or land-based forms, physically matching any boat, helicopter or auto she can think of, provided it's within her 'weight class', though she tends to favor sleek, sporty models. 

 

History:

Shantay 'Taye' Sullivan was a very outgoing graduate of the UFVB engineering program, who hoped to work in the automotive industry someday. Her father, Clayton Sullivan, is a well-connected businessman with several investments throughout Weston, and a four bedroom home in Hollings Hill; however, he is not so secretly a senior lieutenant within Clark Robinson's organization, and a man to be feared. However, Clayton has always done his best to protect his family from that side of his life, and he was determined that both his children would go to college, and have better lives than he or his wife Rose ever did. They firmly but lovingly pushed their children through high school, and both children were able to attend UFVB on full scholarships, Curtis for football and Taye for science. The future was looking bright.

 

But then during her junior year, Taye began to complain that she was feeling tired all the time; naturally, she thought it was due to her heavy academic workload, and she vowed to get more rest. By her senior year, she was also experiencing fevers and night sweats, significan weight loss and a persistent cough. This led to batteries of tests and hospital visits as Taye's doctors struggled to discover what was making her sick. After several months, she was diagnosed with a very rare form of non-Hodgkin lymphoma, and treatment began, involving both chemotherapy and radiation treatments. Despite all this, she still managed to graduate with her degree only a year late, and the sight of the frail young woman in a wheelchair accepting her diploma onstage was extremely moving.

 

Despite Taye's heroic courage and her father sparing no expense in her treatment, by the time she turned twenty five, it was clear she was losing the fight, and her family was at their wit's end. Friends and associates began to whisper in Clayton's ear; this was Vibora Bay, where there were...other options. But a lifetime of distrust towards magic meant that option was not a viable one. No, his little girl would be saved by science...

 

.......

 

When Taye woke up in a bed set up in one of her father's warehouses, surrounded by strange equipment, she didn't feel sick, weak or tired; she felt strong and fully aware. Something was different, but she couldn't quite put her finger on it. Her family was there, and she greeted them in a pleasant manner, which seemed to make them uncomfortable for some reason. No matter, she'd been in bed long enough, and she had things to do! But her family asked her take it easy, and stay at home for a few days until she felt 'more like herself'.

 

Over the next several days, Tate discovered what had happened: through various criminal channels, Clayton has received a canister filled with billions of experimental nanobots which the dealer claimed would save her life, which they did, in a fashion. They'd rebuilt her, on a microscopic level, creating a robotic body indistinguishable from her biological one, including all of her memories, now encoded into her robotic brain. Taye no longer needed to eat or sleep, which she found to be very convenient, but her family, especially her parents, were not comfortable with the change. Then she began to eat pieces of rusted metal, which somehow made her mother cry.

 

And then came the day Taye offered to drive her father to work...by turning into a Mazzerati. This seemed to make him very upset, which was confusing; she'd always loved Italian sports cars, and now she could become one. This was a good thing, wasn't it? But apparently it wasn't. Clayton and Rose sat Taye down (Curtis wasn't there, for some reason) and said that while they still loved Taye, they didn't feel comfortable with her staying in the house. Her uncle Otis had volunteered to put her up for a while they 'figured things out, which seemed strange, but Taye certainly didn't want her parents to be uncomfortable. Then they cried a lot, which she knew was bad; she remembered that.

 

Now living in a trailer at her uncle's auto wreck yard, surrounded by her old things, Taye struggled to figure out what went wrong. As far as she could figure out, she was dying, and her father made a deal with some criminals.  The criminals lied, because they saved her life, but it made her parents unhappy. Ergo, if she fought crime, maybe she could find a way to make her parents happy again. Though she didn't understand the feelings behind it, she knew happy parents were better than unhappy parents, and then she could see her brother again. And she knew she wanted that very much.

 

Personality & Motivation:

'Old' Taye was an outgoing, lively young woman; 'new' Taye appears to aloof and unfeeling, though the ghosts of old emotions still influence her behavior. She wants to help people as a way of finding new purpose in life, and hopes to reconnect with her 'fellow humans'. She prefers to be useful, and appreciates the chance help her uncle out.

 

Crime ruins lives. True, it allowed Taye to 'survive' her illness, but it also tore her family apart with an unfair devil's bargain that only benefited the crooks involved. No one should be forced into such a situation, and Torque wants to do everything in her power to keep that from happening again.

 

Powers & Tactics:

Torque is still learning to use her powers. She has some skill in hand-to-hand combat, but is much more effective in vehicular form. She can also use her nannites to breakdown the structure of any inanimate object she touches, normally to make it easier to consume, but the process has many tactical applications as well. Her vehicular forms are also well suited for rapid response transport and rescue operations, and can be devastating in combat.

 

Complications:

Was That An Attempt At Humor?: One of the casualties of Taye's transformation was her sense of humor. It's not that she takes everything literally or doesn't understand sarcasm; it's more she doesn't see the point of such things.

 

The Uncanny Valley: Taye's flat affect and general lack of empathy make her less than pleasant to be around, though some may assume she's on the autism spectrum.

 

Family Ties, Or The Lack Thereof: Taye's horrified parents are extremely uncomfortable around her since her transformation, and politely asked he to leave. Her brother Curtis and Uncle Otis are a bit more sympathetic to her plight, and sometimes get in over their heads.

 

This Isn't Coffee, It's Rust Tea: Taye's non-human body can no longer process food, which can lead to awkward social situations.

 

She's a Brick...House: Though she appears much as she did in life, Taye is now much heavier and denser than she seems. This may be problematic in older, more rickety structures. 

 

It's A Family Affair: Torque is a crimefighter, but her father is a well-connected criminal. She's still trying to figure out this internal conflict.

 

Sink Like A Stone: Due to her increased density, Torque can no longer swim in her humanoid form, instead plunging to the bottom of any body of water.

 

- - -

 

HUMAN FORM

Abilities: 1 + 4 + (-10) + 10 + 4 + 0 = 9PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 8 + 16 = 24PP

Initiative: +5

Attack: +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged (+4 Base)

Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength)

Defense: +8, +4 Flat-Footed

Knockback Resistance: 11, 15 at normal speed or slower (Immovable)

 

Saving Throws: 0 + 6 + 6 = 12PP

Toughness: +12 (Impervious [Reflective] 10)

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

Skills: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+0)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim -

 

Feats: 13PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

Powers: 123PP

Density 12 (Mass x25; Strength +24, Protection [Impervious] +6, Immovable +4, Super-Strength +4; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [37PP]

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

Immovable 4 [0PP]

Immunity 40 (Fortitude effects; Mental effects) [40PP]

Impervious Toughness 10 (Extras: Reflective [Melee]) [14PP]

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

Protection 12 [6PP]

Speed 1 (10MPH, 100ft per Move Action) [1PP]

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

Super-Strength 4 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +4) [0PP]

 

Drawbacks: -8PP

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

Abilities (9) + Combat (24) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (123) - Drawbacks (8) = 188/188 Power Points

 

- - - 

 

GIANT ROBOT FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

Abilities: 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

Saving Throws: 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

Skills: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim 0 (+4)

 

Feats: 13PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

Powers: 107PP

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

Enhanced Skills 8 (Stealth 8 ) [2PP]

Features 2 (Headlights; Special Effect [Theme Music]) [2PP]

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

Immunity 40 (Fortitude effects; Mental effects) [40PP]

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

Protection 12 [8PP]

Speed 1 (10MPH, 100ft per Move Action) [1PP]

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +4) [4PP]

 

Drawbacks: -8PP

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (107) - Drawbacks (8) = 188/188 Power Points

 

- - - 

 

VEHICLE FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188 

 

Abilities: 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

Saving Throws: 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

Skills: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim 0 (+20/+4)

 

Feats: 12PP

Attack Focus: Melee 4

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

Powers: 112PP

Enhanced Skills 8 (Stealth 8 ) [2PP]

Features 3 (Headlights; Internal Compartment; Special Effect [Theme Music]) [3PP]

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

Immunity 40 (Fortitude effects; Mental effects) [40PP]

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

Protection 12 [8PP]

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons) [4PP]

Vehicular Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP]

  • Base Power [Air]: (250MPH[10PP]
    • Flight 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [10PP]
  • AP [Land]: [6 + 4 = 10PP]
    • Speed 6 (500MPH, 5,000ft [1 mile] per Move Action) [6PP]
    • Super-Movement 2 (Sure-Footed 2) [4PP]
  • AP [Sea]: [4 + 6 = 10PP]
    • Enhanced Skills 16 (Swim 16) [4PP]
    • Swimming 6 (100MPH, 1,000ft per Move Action) [6PP]

 

Drawbacks: -12PP

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

Disability (No Hands; Frequency: Very Common; Intensity: Moderate) [-4PP]

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (12) + Powers (112) - Drawbacks (12) = 188/188 Power Points

Edited by Heritage
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A lot of the math on the sheet doesn't add up, which is understandable given that it's Frankenstein'd from multiple other sheets.

 

For starters, since she has no Constitution, she has no Fort save, so no need to spend points there. Immunity means she automatically passes any Fort save she's required to make.

Since she has no Con, Growth is just giving her +4 Toughness while her vehicle form is active, rather than +8 Con. And her Toughness starts at +0, so with +4 from Growth 8 and the Protection currently in her vehicle form, she's got Toughness +6.

I would take the Protection out of the Vehicle Form container entirely.

 

I would go with 35 Strength instead of 34 just because it makes calculating her lifting strength / carry capacity a lot easier.

 

The Uncanny Dodge (Radio) doesn't make sense to me, since her only Radio-type sense is, well, Radio. I don't see how picking up and decoding radio wave transmissions corresponds to being able to react when someone tries to surprise attack you. It would make more sense if she had some actual radar.

 

By default, since she has no Con, she doesn't recover over time from damage or fatigue the way a living creature would. Instead, she has to be repaired, either by herself, or by someone else (and if she's hurt bad enough, it's gotta be someone else).

If that fits your concept, then you're good.

 

If you want her to be automatically self-repairing, effectively recovering over time like a living creature, then you need to buy recovery bonus with Regeneration. (Living creatures automatically have a recovery bonus equal to their Con bonus, plus any Regen they buy to supplement that.)

Con 0 has a -5 bonus, so 1PP will get her +1, a -4 recovery bonus. Recovery checks are DC10, so she'd have to roll a 14 or better.

5PP in Regen would get her a Recovery bonus of +0, like an average living creature with 10 Con.

14PP in Regen would get her a +9 Recovery bonus, enough to take 1 and automatically succeed at any recovery checks.

 

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Here's some revised drawbacks that might help:

 

DRAWBACKS -7PP

 

Vulnerability (Electricity, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2 Effect Rank]) [-3PP]

 

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So at Grumble's suggestion, going to shift Torque into a 180 slot, which is much less restrictive.

 

I'm interested in the Matter-Eater power on page 172 of UP, and having it only be available in her 'human' form. It works well with her Weakness, and could prove useful. Does it violate any house rules? I'd probably cap it at 10 ranks.

Edited by Heritage
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Another concern: I was thinking of giving her a few powers, such as Ranged Damage and Leaping, that she could only use in her humanoid form, but it seems like 'Limited: Can Only Use in Human Form' might be stretching the definition of 'Limited'.

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  • 1 month later...

Per our conversation in the Discord, here is a new version of Torque, with Density in her normal-sized human form, and Growth in her vehicle form.

Surprisingly, Morph with Metamorph wound up being the cleanest and most simple way to do it.

So there are two sheets.

There were a lot of points left over on the human form. Feel free to fill that out with whatever.

The vehicle form sheet is mostly unchanged. I couldn't fit the "feeding" ability in there, so she can only do that while "human".

Both forms hit PL10 combat caps.

 

 

HUMAN FORM:

 

Power Level: 12 (Built as PL10)

Power Points: 172/186

 

ABILITIES 7PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 24PP

Initiative: +2

Attack: +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged (+4 Base)

Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength)

Defense: +8 Base, +4 Flat-Footed

Knockback Resistance: 9, 13 at normal speed or slower (Immovable 4)

 

 

SAVING THROWS 12PP

Toughness: +12 (Impervious 6)

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 68R = 17PP

Acrobatics 3 (+5)

Climb 0 (+0)

Computers 6 (+10)

Concentration 3 (+5)

Craft (Electronic) 6 (+10)

Craft (Mechanical) 6 (+10)

Disable Device 6 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Knowledge (Current Events) 1 (+5)

Knowledge (Earth Sciences) 1 (+5)

Knowledge (Physical Sciences) 1 (+5)

Knowledge (Streetwise) 1 (+5)

Knowledge (Technology) 6 (+10)

Notice 3 (+5)

Pilot 8 (+10)

Search 1 (+5)

Stealth 8 (+10)

Swim -

 

 

FEATS 8PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Luck

Takedown Attack

 

 

POWERS 110PP

 

Density 12 (Mass x25, Strength +24, Impervious Protection +6, Immovable +4, Super-Strength +4; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [37PP]

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects]) [12PP]

 

Immovable 4 [0PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Impervious Toughness 6 [0PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Vehicles; Disguise +20; Feats: Metamorph) [9PP]

 

Protection 12 [6PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 4 (Lifting Strength: 55, Heavy Load: 24 tons) [0PP]

 

 

DRAWBACKS -7PP

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

VEHICLE FORM:

 

Power Level: 12 (Built as PL10)

Power Points: 185/186

 

ABILITIES 15PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 32PP

Initiative: +2

Attack: +8 Melee (+6 Base, +4 Attack Focus, -2 Size), +4 Ranged (+6 Base, -2 Size)

Grapple: +31 (+8 Melee Attack, +12 Strength, +8 Size, +3 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

 

SAVING THROWS 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 76R = 19PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 6 (+10)

Concentration 3 (+5)

Craft (Electronic) 6 (+10)

Craft (Mechanical) 6 (+10)

Disable Device 6 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Current Events) 1 (+5)

Knowledge (Earth Sciences) 1 (+5)

Knowledge (Physical Sciences) 1 (+5)

Knowledge (Streetwise) 1 (+5)

Knowledge (Technology) 6 (+10)

Notice 3 (+5)

Pilot 8 (+10)

Search 1 (+5)

Stealth 8 (+10)

Swim 0 (+20/+4)

 

 

FEATS 9PP

Attack Focus: Melee 4

Interpose

Luck

Move-By Action

Takedown Attack 2

 

 

POWERS 109PP

 

Enhanced Skills 8 (Stealth 8 ) [2PP]

 

Features 3 (Headlights; Internal Compartment; Special Effect [Theme Music]) [3PP]

 

Growth 8 (Size: Huge; Strength +16 [+21 Lifting], Toughness +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Morph 4 (Vehicles; Disguise +20; Feats: Metamorph) [9PP]

 

Protection 8 [8PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 3 (Lifting Strength: 55, Heavy Load: 24 tons) [6PP]

 

Vehicular Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP]

 

Base Power: [10PP]

Flight 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [10PP]

 

Alternate Power: [5PP]

Speed 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [5PP]

 

Alternate Power: [4 + 5 = 9PP]

 

Enhanced Skills 16 (Swim 16) [4PP]

 

Swimming 5 (50MPH, 500ft per Move Action) [5PP]

 

 

DRAWBACKS -11PP

 

Disability (No Hands; Frequency: Very Common; Intensity: Moderate) [-4PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

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(EDITED)

You want three forms? You want a human, a giant robot, and a vehicle? OK.

For budgetary reasons, I made the Drain -Requires Grapple, so she has to get a good grip on something in order to eat it (which she can do in either human or giant robot form).

 

 

HUMAN FORM (DEFAULT):

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

 

ABILITIES 1 + 4 + (-10) + 10 + 4 + 0 = 9PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 8 + 16 = 24PP

Initiative: +5

Attack: +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged (+4 Base)

Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength)

Defense: +8, +4 Flat-Footed

Knockback Resistance: 11, 15 at normal speed or slower (Immovable)

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12 (Impervious [Reflective] 10)

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+0)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim -

 

 

FEATS 13PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 123PP

 

Density 12 (Mass x25; Strength +24, Protection [Impervious] +6, Immovable +4, Super-Strength +4; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [37PP]

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Immovable 4 [0PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Impervious Toughness 10 (Extras: Reflective [Melee]) [14PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [6PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 4 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +4) [0PP]

 

 

DRAWBACKS -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (9) + Combat (24) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (123) - Drawbacks (8) = 188/188 Power Points

 

 

 

GIANT ROBOT FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

 

ABILITIES 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim 0 (+4)

 

 

FEATS 13PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 107PP

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Enhanced Skills 8 (Stealth 8 ) [2PP]

 

Features 2 (Headlights; Special Effect [Theme Music]) [2PP]

 

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [8PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +2) [4PP]

 

 

DRAWBACKS -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (107) - Drawbacks (8) = 188/188 Power Points

 

 

 

VEHICLE FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

 

ABILITIES 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim 0 (+20/+4)

 

 

FEATS 12PP

Attack Focus: Melee 4

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 112PP

 

Enhanced Skills 8 (Stealth 8 ) [2PP]

 

Features 3 (Headlights; Internal Compartment; Special Effect [Theme Music]) [3PP]

 

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [8PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +2) [4PP]

 

Vehicular Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP]

 

Base Power: [10PP]

Flight 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [10PP]

 

Alternate Power: [6 + 4 = 10PP]

 

Speed 6 (500MPH, 5,000ft [1 mile] per Move Action) [6PP]

 

Super-Movement 2 (Sure-Footed 2) [4PP]

 

Alternate Power: [4 + 6 = 10PP]

 

Enhanced Skills 16 (Swim 16) [4PP]

 

Swimming 6 (100MPH, 1,000ft per Move Action) [6PP]

 

 

DRAWBACKS -12PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Disability (No Hands; Frequency: Very Common; Intensity: Moderate) [-4PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (12) + Powers (112) - Drawbacks (12) = 188/188 Power Points

 

Edited by Grumblefloof
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  • 1 month later...

I corrected and revised the 3-sheet build here.

 

I used the Metamorph power feat on the Morph power to give her two "alternate powers" for her entire character sheet. That turned out to be much more simple than trying to make an Alternate Form array.

Keep in mind that you can only change forms once per round. Using Metamorph is just like reconfiguring a power array, just with your whole sheet.

 

Each sheet is fairly straightforward. They're all just powerhouse builds, strong and tough and Immune to a lot of things. All three of them are equally strong, equally heavy, have the same Super-Senses, and have most of the same skills and feats (the larger forms have extra Stealth ranks to buy off the size penalty, and the vehicle form gets extra Swim ranks in boat form). But each one has a slightly different flavor to it.

 

The "human" form is, of course, human-sized, but it's super-heavy. The idea is that her larger forms have literally been condensed. So it has Density. Lots of Density.

Among other things, that gives her a fair amount of Impervious Toughness, and I added more ranks and gave it the +Reflective extra. Not only does she automatically save against any damage lower than her Impervious rank (at 10, that's basically anything less than a bazooka), but she bounces that damage back. A goon who punches her will probably break his hand, and blades and bullets will shatter when they hit her. The logic is that, unlike the larger forms, everything's packed in tight in her human form, so she doesn't have "crumple zones". It's your choice whether or not she's like a Terminator, with a layer of skin that would get damaged, exposing metal underneath (that could be worth a 1PP Noticeable power drawback), or if her "skin" is some sort of super-tough synthetic that wouldn't even get scratched.

She's not as good at grappling in human form, because she doesn't get those Growth size bonuses.

The human form is the least mobile. She has almost no movement power, just one rank each of Leaping and Speed (she's a super-strong robot who doesn't get tired), and she's too heavy to swim at all.

Being human-sized will let this form get into places that the larger forms couldn't access, but her weight will probably still be an issue. Don't think of this as a bad thing. When a GM messes with you, what they're really doing is giving your character the spotlight. Stuff like Density is a quick and easy way to get plot attention.

 

The giant robot form takes up more space than the human form, isn't any more mobile, and because its body isn't as tightly packed together, it doesn't have the Imperviousness, but since it's bigger, it has a longer reach and it's better at grappling.

 

The vehicle form is just as big and strong as the giant robot form, and it's a lot more mobile, but the lack of hands limits what she can do with her strength.

In combat, there isn't much more the vehicle form can do other than move around fast and hit people (just an unarmed attack, no need to complicate it).

Most often, you'll probably use the vehicle form to get where you need to be, then change to one of the humanoid forms to actually fight.

Or you'll pick someone up while you're in another form, then change into vehicle form so that they're now inside you, and then take off.

 

I tweaked the Vehicular Movement array as well:

  • Ground Movement: The books list all normal cars/motorcycles/etc. at Speed 5 (250MPH). Agents of Freedom provides a new piece of Equipment, a Nitro Boost, which temporarily adds +1 Speed (500MPH), but makes the car harder to control. Torque's ground vehicle form has Speed 6 with perfect control and no time limit, along with 2 ranks of Super-Movement (Sure-Footed) to deal with movement penalties from rough terrain (fancy tires/suspension/etc.). So she's going to win any car chases she gets into.
  • Water Movement: The books give the fastest speedboats Swimming 5 (50MPH). She has Swimming 6 (100MPH). Still not as fast as the fastest torpedoes, which have Swimming 7, but faster than any other aquatic vehicles. So she's also going to win any boat chases.
  • Air Movement: Flight 5 (250MPH) puts her at equal speed with other helicopters, and slower than any jet. So while this mode gives her the greatest mobility, letting her move in three dimensions, any air-chases will be neck-and-neck.

Some other tweaks I made:

  • I made the Morph effect Continuous-duration, so if she's KO'd, she stays in whatever form she was in, instead of reverting to her default form.
  • She had one rank invested in enough Int-based skills that it was cheaper for her to just get another point of Int bonus and Jack of All Trades instead, so I made that swap. That +5 Int now gives her +5 in every Craft and Knowledge skill. Robot-brain.
  • I gave her a Disability drawback that took away her olfactory sense, since she's a machine now and she eats inorganic matter. It makes sense conceptually, but really I just needed to squeeze out another point.
  • I gave her Speed of Thought, because her Int bonus is higher than her Dex bonus.
  • I gave her Takedown Attack, so she can beat up whole groups of minions at once. The larger forms get more use out of this, since they have a longer reach, especially the vehicle form which also has the faster movement.
  • I gave her another rank of Luck, because Hero Points are good. She could use a third one, but I couldn't think of anything to drop for it.

It's your character, so obviously you should feel free to tweak things as you see fit. Keep in mind, though, that the three sheets should be consistent with each other, and any tweaks to one sheet should make sense in the context of the other two. For example, since she has the same mind and training in all three forms, it wouldn't make sense to give one form a Knowledge skill that the other two didn't have. That sort of thing probably wouldn't get approved.

 

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OK, since you're stressing out over the Density, here's a version of the build with a dramatically reduced rank of it.

Now she weighs around 450 lbs. in human form instead of almost 2 tons.

She's now much lighter in human form than in vehicle or giant robot form, for...reasons? Whatever you wanna come up with.

Density is really cheap for what it does, so this version doesn't have as many points to work with.

The human form has 3PP left to spend. The other two forms are maxed out. So you need to come up with something to spend those last 3PP for on the human form that it would make sense for the human form and only the human form to have. Good luck.

 

 

HUMAN FORM (DEFAULT):

Power Level: 12 (Built as PL10)

Power Points: 185/188

 

 

ABILITIES 17 + 4 + (-10) + 10 + 4 + 0 = 25PP

Strength: 35 (+12), 50 Lifting (Heavy Load: 12 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 8 + 16 = 24PP

Initiative: +5

Attack: +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged (+4 Base)

Grapple: +23 (+8 Melee Attack, +12 Strength, +3 Super-Strength)

Defense: +8, +4 Flat-Footed

Knockback Resistance: 12

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12 (Impervious 10)

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 64R = 16PP

Acrobatics 3 (+5)

Climb 0 (+8)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Knowledge (Technology) 5 (+10)

Notice 6 (+8)

Pilot 8 (+10)

Search 3 (+8)

Stealth 8 (+10)

Swim -

 

 

FEATS 14PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 3

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 102PP

 

Density 4 (Mass x3; Strength +8, Protection [Impervious] +2, Immovable +1, Super-Strength +1; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [13PP]

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Immovable 1 (Extras: Unstoppable) [1PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Impervious Toughness 10 [8PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [10PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons; Grapple +3) [4PP]

 

 

DRAWBACKS -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (25) + Combat (24) + Saving Throws (12) + Skills (16) + Feats (14) + Powers (102) - Drawbacks (8) = 185/188 Power Points

 

 

 

GIANT ROBOT FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

 

ABILITIES 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 50 Lifting (Heavy Load: 12 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 64R = 16PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 6 (+8)

Pilot 8 (+10)

Search 3 (+8)

Stealth 8 (+10)

Swim 0 (+4)

 

 

FEATS 14PP

Attack Focus: Melee 4

Improvised Tools

Interpose

Jack of All Trades

Luck 3

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 105PP

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Enhanced Skills 8 (Stealth 8 ) [2PP]

 

Features 2 (Headlights; Special Effect [Theme Music]) [2PP]

 

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [8PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 1 (Lifting Strength: 50, Heavy Load: 12 tons; Grapple +1) [2PP]

 

 

DRAWBACKS -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (16) + Feats (14) + Powers (105) - Drawbacks (8) = 188/188 Power Points

 

 

 

VEHICLE FORM:

Power Level: 12 (Built as PL10)

Power Points: 188/188

 

 

ABILITIES 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35 (+12), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 12 + 20 = 32PP

Initiative: +5

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14

 

 

SAVING THROWS 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 60R = 16PP

Acrobatics 3 (+5)

Climb 0 (+4)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+0, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 6 (+8)

Pilot 8 (+10)

Search 3 (+8)

Stealth 8 (+10)

Swim 0 (+20/+4)

 

 

FEATS 13PP

Attack Focus: Melee 4

Interpose

Jack of All Trades

Luck 3

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 110PP

 

Enhanced Skills 8 (Stealth 8 ) [2PP]

 

Features 3 (Headlights; Internal Compartment; Special Effect [Theme Music]) [3PP]

 

Growth 8 (Size: Huge; Strength +16 [+26 Lifting], Protection +4, Grapple +8, Knockback Resistance +8, Intimidation +4, Reach 10ft, Attack -2, Defense -2, Stealth -8; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

 

Immunity 40 (Fortitude effects; Mental effects) [40PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 12 [8PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 1 (Lifting Strength: 50, Heavy Load: 12 tons) [2PP]

 

Vehicular Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP]

 

Base Power: [10PP]

Flight 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [10PP]

 

Alternate Power: [6 + 4 = 10PP]

 

Speed 6 (500MPH, 5,000ft [1 mile] per Move Action) [6PP]

 

Super-Movement 2 (Sure-Footed 2) [4PP]

 

Alternate Power: [4 + 6 = 10PP]

 

Enhanced Skills 16 (Swim 16) [4PP]

 

Swimming 6 (100MPH, 1,000ft per Move Action) [6PP]

 

 

DRAWBACKS -12PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Disability (No Hands; Frequency: Very Common; Intensity: Moderate) [-4PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (110) - Drawbacks (12) = 188/188 Power Points

 

Edited by Grumblefloof
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  • 2 weeks later...

@Heritage @Fox Hopefully the following should be good to copy/paste onto the crunch half of Torque's final sheet.

 

I added the calculations for stuff like her Initiative modifier, Knockback Resistance, and some of the skills, and I reformatted the powers derived from Density and Growth.

 

I threw everything that I'd normally just indent into quote-boxes, because that's formatting that copy/pasting won't destroy, unlike indents. Reformat it however you want if that doesn't work for you. Just be aware that anything you indent will un-indent when you copy/paste it.

 

The Enhanced Stealth was purchased to buy off the Growth penalty, to reflect "stealth mode" modifications made to the vehicle and giant robot forms. Because an issue was made of the 8th rank, since that would push her to 15 ranks total, I pushed the 8th rank over to Intimidate instead. Feel free to put it somewhere else if you want. I dropped the 16th rank of Enhanced Swim in the aquatic vehicle movement AP for the same reason. I couldn't think of a different skill to buy with that last rank, maybe you can.

 

 

HUMAN FORM (DEFAULT)

 

 

ABILITIES: 1 + 4 + (-10) + 10 + 4 + 0 = 9PP

Strength: 35/11 (+12/+0), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT: 8 + 16 = 24PP

Initiative: +5 (+5 Int)

Attack: +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged (+4 Base)

Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength)

Defense: +8, +4 Flat-Footed

Knockback Resistance: 11 (Impervious Toughness 10, 1/2 of Non-Impervious Toughness 2 = 1), 15 at normal speed or slower (Immovable 4)

 

 

SAVING THROWS: 0 + 6 + 6 = 12PP

Toughness: +12 (Impervious 10, Reflective 10)

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+0) (No Strength bonus from Density)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+10)

Swim - (Density)

 

 

FEATS: 13PP

Attack Focus (Melee) 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS: 123PP

 

Density 12 (Mass x25; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [37PP]

Quote

Immovable 4 (At normal speed or slower: Knockback Resistance +4; +16 to resist Rush/Trip attacks; 4 Slam Damage redirected back at attacker)

 

Impervious Toughness 6

 

Protection 6

 

Strength 24

 

Super-Strength 4 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +4)

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Impervious Toughness 4 (10 ranks total; Extras: Reflective [Melee, 10 ranks]) [14PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 6 (12 ranks total) [6PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

 

DRAWBACKS: -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (9) + Combat (24) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (123) - Drawbacks (8) = 188/190 Power Points

 

- - -

 

GIANT ROBOT FORM

Power Level: 12 (Built as PL10)

Power Points: 188/190

 

 

ABILITIES: 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35/19 (+12/+4), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT: 12 + 20 = 32PP

Initiative: +5 (+5 Int)

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14 (1/2 of Toughness 12 = 6, +8 Size)

 

 

SAVING THROWS: 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4) (No Strength bonus from Growth)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+5) (1 Enhanced rank, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+9) (8 ranks, 7 Enhanced ranks, +2 Dex, -8 Size)

Swim 0 (+4) (No Strength bonus from Growth)

 

 

FEATS: 13PP

Attack Focus (Melee) 4

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS: 107PP

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Enhanced Skills 8 (Intimidation 1, Stealth 7) [2PP]

 

Features 2 (Headlights; Special Effect [Theme Music]) [2PP]

 

Growth 8 (Size: Huge [Reach: 10ft, Strength +16, Lifting Strength +10, Protection 4, -2 Attack, -2 Defense, +8 Grapple, +8 Knockback Resistance, +4 Intimidation, -8 Stealth]; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

Quote

Lifting Strength 10

 

Protection 4

 

Strength 16

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Leaping 1 (x2, Running Long Jump: 44ft) [1PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 8 (12 total) [8PP]

 

Speed 1 (10MPH, 100ft per Move Action) [1PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons; Grapple +2) [4PP]

 

 

DRAWBACKS: -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (107) - Drawbacks (8) = 188/190 Power Points

 

- - -

 

VEHICLE FORM

Power Level: 12 (Built as PL10)

Power Points: 188/190

 

 

ABILITIES: 9 + 4 + (-10) + 10 + 4 + 0 = 17PP

Strength: 35/19 (+12/+4), 55 Lifting (Heavy Load: 24 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT: 12 + 20 = 32PP

Initiative: +5 (+5 Int)

Attack: +8 Melee (+6 Base, -2 Size, +4 Attack Focus), +4 Ranged (+6 Base, -2 Size)

Grapple: +30 (+8 Melee Attack, +12 Strength, +8 Size, +2 Super-Strength)

Defense: +8 (+10 Base, -2 Size), +4 Flat-Footed

Knockback Resistance: 14 (1/2 of Toughness 12 = 6, +8 Size)

 

 

SAVING THROWS: 0 + 6 + 6 = 12PP

Toughness: +12

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS: 60R = 15PP

Acrobatics 3 (+5)

Climb 0 (+4) (No Strength bonus from Growth)

Computers 5 (+10)

Concentration 3 (+5)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Disable Device 5 (+10)

Disguise 0 (+0, +20 Morph)

Drive 8 (+10)

Intimidation 0 (+5) (1 Enhanced rank, +4 Size)

Knowledge (Technology) 5 (+10)

Notice 4 (+6)

Pilot 8 (+10)

Search 1 (+6)

Stealth 8 (+9) (8 ranks, 7 Enhanced ranks, +2 Dex, -8 Size)

Swim 0 (+19/+4) (15 Enhanced ranks, No Strength bonus from Growth)

 

 

FEATS: 12PP

Attack Focus: Melee 4

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS: 112PP

 

Enhanced Skills 8 (Intimidation 1, Stealth 7) [2PP]

 

Features 3 (Headlights; Internal Compartment; Special Effect [Theme Music]) [3PP]

 

Growth 8 (Size: Huge [Reach: 10ft, Strength +16, Lifting Strength +10, Protection 4, -2 Attack, -2 Defense, +8 Grapple, +8 Knockback Resistance, +4 Intimidation, -8 Stealth]; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [25PP]

Quote

Lifting Strength 10

 

Protection 4

 

Strength 16

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Morph 4 (Machines; Disguise +20; Extras: Duration [Continuous]; Feats: Metamorph 2) [14PP]

 

Protection 8 (12 total) [8PP]

 

Super-Senses 4 (Darkvision, Infra-Vision, Radio) [4PP]

 

Super-Strength 2 (Lifting Strength: 55, Heavy Load: 24 tons) [4PP]

 

Vehicular Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP]

Quote

 

Base Power: [10PP]

Flight 5 (250MPH, 2,500ft [1/2-mile] per Move Action) [10PP]

 

Alternate Power: [6 + 4 = 10PP]

Speed 6 (500MPH, 5,000ft [1 mile] per Move Action) [6PP]

Super-Movement 2 (Sure-Footed 2) [4PP]

 

Alternate Power: [6 + 4 = 10PP]

Enhanced Skills 15 (Swimming 15) [4PP]

Swimming 6 (100MPH, 1,000ft per Move Action) [6PP]

 

 

 

DRAWBACKS: -12PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Disability (No Hands; Frequency: Very Common; Intensity: Moderate) [-4PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (17) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (12) + Powers (112) - Drawbacks (12) = 188/190 Power Points

 

Edited by Grumblefloof
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  • 8 months later...

PL8 Claremont version:

 

Power Level: 12 (Built as PL8)

Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Power Points: 180/180

 

 

ABILITIES 10PP (0 + 4 + (-10) + 12 + 4 + 0)

Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

 

COMBAT 22PP (12 + 10)

Initiative: +5 (+5 Int)

Attack: +6

Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength)

Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 12 at normal speed or slower (Immovable 3)

 

 

SAVING THROWS 12PP (0 + 6 + 6)

Toughness: +10 (+10 Protection; Impervious 8 )

Fortitude: -

Reflex: +8 (+2 Dex, +6PP)

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 44PP (11R)

Acrobatics 7 (+9)

Climb 0 (+0) (No Strength bonus from Density)

Computers 4 (+10)

Concentration 3 (+5)

Craft (Electronic) 4 (+10)

Craft (Mechanical) 4 (+10)

Disable Device 4 (+10)

Disguise 0 (+0, +20 Morph)

Drive 3 (+5)

Knowledge (Technology) 4 (+10)

Notice 6 (+8)

Pilot 3 (+5)

Search 2 (+8)

Swim - (Density)

 

 

FEATS 11PP

Beginners Luck

Dodge Focus

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS 122PP

 

Density 10 (Mass x12; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [31PP]

Quote

Immovable 3 (At normal speed or slower: Knockback Resistance +3; +12 to resist Rush/Trip attacks; 3 Slam Damage redirected back at attacker)

 

Impervious Toughness 5

 

Protection 5

 

Strength 20

 

Super-Strength 3

 

Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP]

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Impervious Toughness 3 (8 ranks total) [3PP]

 

Leaping 1 (x2, Running Long Jump: 40ft long x 20ft high) [1PP]

 

Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP]

 

Protection 5 (10 ranks total) [5PP]

 

Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP]

 

Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP]

 

Super-Strength 1 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4)

 

Variable Power 1 (5PP pool; Mulitiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP]

 

 

DRAWBACKS -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

Abilities (10) + Combat (22) + Saving Throws (12) + Skills (11) + Feats (11) + Powers (122) - Drawbacks (8) = 180/180 Power Points

 

 

Notes

  • Jack of All Trades lets you use any skill untrained. With a +5 Int bonus, you can roll any Int-based skill and have a decent chance of succeeding. If, after your roll, you're 5 or fewer points short of hitting the DC, then burn a Hero Point for Beginners Luck as a reaction, and that'll push you over the top. You can also do this with trained skills, as long as you have 4 or fewer ranks in them.
  • This build is a lot more fluid and open-ended than the previous ones. Instead of having defined alternate forms, you can Morph to look like anything you want, and you can use the Variable Power to pick up whatever odds and ends you need (headlights, extra robot arms, whatever). You always have Speed 5 no matter what, so turning into a motorycle or at least deploying wheels is just a descriptor now.
  • I decreased the Drive and Pilot skills and increased the Acrobatics skill, since that's more what you'll need for fancy maneuvers with your own body.

 

Edited by AmeliaHealYa
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