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Justice (PL10) - RocketLord


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Justice
Power Level: 10 [12] (177/186PP) 
Unspent Power Points: 14PP
Trade-Offs: Breakdown in table below; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power

Attack

DC

ATK

Justice Strike

+0

+0

Shock Blaster

-4

+4

Rocket Hammer

+2

-2

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: Time for justice!

Theme: The Moment - Miracle of Sound ft. Karliene

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)

 

Description:
Age: 23 (DoB: 1997 [April 1st
])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Green
Hair:Dark brown

 

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. 

 

As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume.

 

Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor.

 

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History:

Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration.

 

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider.

 

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 

 

Since then, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. And just in time, as faces Emerald City brand new threats.

 

Personality & Motivation:

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

 

Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal.

 

Powers & Tactics:

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action.

 

A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her.

 

Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source.

 

The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task.

 

The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills.

 

The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts.

 

To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor.

 

Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons.

 

Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Shock Blaster, a one-handed gun that fires small bullets that give off a powerful electric shock on impact, the Rocket Hammer, a two-handed battle hammer that further enhances the force of its blows with quick bursts of the jet booster attached to it and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Shock Blaster and Smoke Grenades can be tossed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force.

 

 

Complications:

Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.


Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.

 

Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead.

 

Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.

 

Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.

 

Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.

 

 

 

Abilities: 4 + 4 + 8 + 14 + 4 + 4 = 38PP
Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 14 (+2)
Charisma: 14 (+2)

 

 

Combat: 8 + 8 = 16PP
Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base
Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System)

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System)

 


Saving Throws: 3  + 6 + 8 = 17PP
Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System)

Fortitude: +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6) / [Justice Armor] +10 (+2 Dex, +6, +2 Enh. Reflex Save)
Will: +10 (+2 Wis, +8)

 

 

Skills: 108R = 27PP

Acrobatics 5 (+7)

Bluff 5 (+7)

Computers 8 (+15)

Concentration 5 (+7)

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 6 (+8)

Disable Device 8 (+15)

Drive 5 (+7)

Gather Information 6 (+8)

Investigate 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 8 (+10)

Search 3 (+10)

Sense Motive 8 (+10)

 

 

Feats: 12PP

Equipment 4

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Power Attack

Quick Change

Takedown Attack 2

 

Equipment: 4PP = 20EP

The Law Rider (Vehicle; Motorcycle) [10EP]

 

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [1EP]
Remote Control
Powers [5EP]
Speed 4 (100mph / 880ft/rnd) [4EP]
Super-Movement 2 (OptionsWall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP]

 

Size: Medium [0EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [10EP]
Communications
Computer
Fire Prevention System
Garage
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System
Workshop

 

 

Powers: 62 + 8 = 70PP

 

Device 15 ("Justice Armor"; 75PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [62PP] (Invention, Technology)

I.D.E.A. System 3.2 (16PP Container) [16PP]

Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8PP] (Dimensional, Magic, Z-Space)

APTeleport 4 ("Combat Teleport"; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7PP}

Super-Senses 8 (Options: Counter Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8PP] (H.U.D., Computer Analysis, Combat Subroutines)

 

M.O.D. System 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] 

DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10PP} 

DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10PP} 

 

M.O.V.E. System 2.5 (5PP Array; Feats: Alternate Power 2) [7PP]

BPLeaping 3 ("Jump Jets") (Leap distance x10: Running 120 ft.) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets)

AP: Speed 3 ("Boost Jets"; 50 mph, 440 ft./rnd) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets)

APImpervious Toughness 5 ("Armor Plating"{5/5PP} (Armor)

 

R.I.D.E.R. System 2.8 (14PP Container) [14PP]

Enhanced Feat 2 (Accurate Attack, Power Attack [2PP] (Combat Subroutines]

Enhanced Feat 1 (Quick Change[1PP] (Collapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4PP] (Combat Subroutines)

Enhanced Trait 2 (Defense Bonus+1) [2PP] (Combat Subroutines)

Enhanced Trait 3 (Reflex Save +2) [2PP] (Combat Subroutines)

Features 2 (Built-in Subtle Computer[2PP] (Computer, A.I. System)

Protection 1 [1PP] (Armor)

 

Z-Space Arsenal 11 (22PP Array; Feats: Alternate Power 3) [25PP] 

BP: [16 + 2 + 4 = 22/22PP]

Damage 6 ("Justice Strike"; Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Mighty[16PP](Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type

Enhanced Feat 2 (Takedown Attack 2) [2PP] (Rapid Strikes)
Enhanced Strength 4 [4PP] (Enhanced Musculature)

APBlast 6 ("Justice Buster"; Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {22/22PP} (Blaster, Variable Ammunition, Z-Space Portals)

AP: [18 + 4 = 22/22PP]

Damage 8 ("Rocket Hammer"; Feats: Accurate, Extended Reach, Improved Critical 2, Knockback 5, Mighty) [18PP] (Hammer, Bludgeoning Damage Type)

Enhanced Strength 4 [4PP] (Enhanced Musculature)

APObscure 9 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent (+0); Feats: Indirect 3(2500 ft. area radius) {21/22PP} (Grenade, Smoke, Z-Space Portals)

 

Gadgets 1 ("Justice Driver Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology)

Sample powers 

 

Grappling Gun: Speed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Electro-Static Pads: Super Movement 2 (Wall-Crawling 2) {4/5PP}
Gas Mask w. Air Supply: Immunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum Goggles: Super Senses 5 (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid Kit: Enhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's Tools: Enhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}
Hacker's Toolkit: Enhanced Trait 1 (Computers +4) {1/5PP}

 

 

Drawbacks: (-3) = -3PP

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Utility Belt to activate) [-3PP]

 

DC Block

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – Justice Armor 

Touch

DC19 TOU (staged)

Damage

+6

Justice Strike

Touch

DC25 TOU (staged)

Damage

+10, Crit 18-20, Penetrating 5

Justice Buster

60 ft.

DC21 TOU (staged)

Damage

+14, Penetrating 1, Indirect 3, Variable Descriptor 2 [Any Technological]

Rocket Hammer

5 ft.

DC27 TOU (staged)

Damage

+8, Crit 18-20, Knockback 5

 

 

Totals:

Abilities (38) + Combat (16) + Saving Throws (17) + Skills (27) + Feats (12) + Powers (70) - Drawbacks (-3) = 177/186 Power Points

 

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Fluff doesn't looked changed much

A few formatting and descriptor issues but maths look correct overall.

 

Attributes

Adds up

 

Combat

init: good

attack: good

defense:  looks like you have protection listed instead of enhanced defense from the R.I.D.E.R. System here math correct but the name is wrong

Grapple: good

KB: good

 

Saves:  

Adds up

 

Skills:  

investigate should be 3 (+8)

costs all correct

 

Feats:  

adds up

 

Powers:  

IDEA system:  Super senses should probably have something like a (H.U.D.) descriptor;  Super movement needs a method descriptor (Electrostatic pads, gravity generator, whatever);  Points are tight so I get the use of an array here but these powers seem pretty disconnected.  I think a good direction for growth is to move this to a container like the RIDER system.  Not clear why activating the super movement or obscure disables the super senses for instance (power consumption aside) not a block on approval but something to keep in mind.

MOD System: good

MOVE System: Descriptors are kinda clear from the descriptive names but adding explicit (Rockets) or (Armor) as appropriate is preferred for formatting and ease of lookup.

RIDER System:  Descriptors needed for most of these computer/ai combat subroutines and what not.

Zspace Arsenal:  Looks like only the Rocket hammer hits caps the other two appear to be PL 9 Blast there isn't much to do about with PP available but you could afford to drop a level of penetrating for another accurate on the sword

  • Power sword: Improved critical can be bought as a power feat on the damage power and is a more readable construction.
  • Shock Blaster: good
  • Rocket Hammer:  good

 

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Combat

Defense: What I get from copy-pasting the MOD bit. Fixed

 

Skills

Fixed Investigate

 

Powers

IDEA: Power consumption was really the main reason for this being an array (and points, of course), but I will keep it in mind the future. Added in more descriptors.

RIDER: Added in more descriptors. Lowered rank of Enhanced Trait: Reflex Save from 3 to 2.

Z-Space Arsenal: Increased rank to 8 with the 1PP saved from the Enhaned Reflex save.

Power Sword: Increased Accurate to 2. Moved Improved Critical 2 into the power as a Power Feat. Added Sword descriptor.

Shock Blaster: I got no idea what I was even thinking with it being like that and meeting caps. Anyway, increased Accurate to 4. Added Blaster descriptor.

Rocket Hammer: Increased Knockback to 5. Added Hammer descriptor.

 

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