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Zappy Arm Guy - PL 10- Heavy WIP


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Character Name

Power Level: 10 (150/150PP)

Unspent Power Points: 0.

Trade-Offs:None

     

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme: (Optional) A theme song for the character.

     

Alternate Identity: ??? (Public) or (Secret)

Birthplace:

Residence: (Optional) Where the character normally resides / lives.

Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.

Occupation:

Affiliations: People and/or groups you work with.

Family: Close or otherwise significant relatives.

     

Description:

Age: ??? (DoB: Year [Optionally, Day & Month])

Apparent Age: If applicable.

    Gender:

Ethnicity: Caucasian, Asian, Atlantean, Etc.

Height:

Weight:

Eyes:

Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

     

History:

(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

     

Personality & Motivation:

(Describe why they do what they do here.)

     

Powers & Tactics:

(In-character descriptions of how they do what they do.)

     

Power Descriptions:

(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

     

Complications:

Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.

 

 

Abilities: 6 + 8 + 8 +4 +2 + 4 = 32PP

    Strength: 16 (+3)

    Dexterity: 18 (+4)

    Constitution: 18 (+4)

    Intelligence: 14 (+2)

    Wisdom: 12 (+1)

    Charisma: 14 (+2)

 

 

Combat: +0 (2PP / Base Attack) + 0 (2PP / Base Defense) =0PP

    Initiative: +0

    Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base

    Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

    Grapple: +0

    Knockback: -0

 

 

Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP

    Toughness: +0 (+1 Con, +0 [Example: Protection, Defensive Roll])

    Fortitude: +0 (+1 Con, +0)

    Reflex: +0 (+1 Dex, +0)

    Will: +0 (+2 Wis, +0)

 

 

Skills: 4r=1pp

 

Feats: 0PP

Ambidexterity (NEED)

Dodge Focus

Evasion

Grappling Finesse

Improved Initiative

Instant Up

Takedown Attack 1

 

Beginner’s Luck

Contacts

Eidetic Memory

Jack-of-All-Trades

Luck

Skill Mastery

Well-Informed

 

 

 

Powers: 0 + 0 + 0 = 0PP

Global Descriptors: Nanotechnology, Alien Technology

 

Datalink 2 (Wireless Brain; Radio) [2PP] (Descriptors: Remote Access, Radiowaves)

ESP 2 (Wireless Brain; Visual [+2], Auditory [+1], Duration [Sustained +1] Extras: No Conduit [+1], Flaws: Medium [Digital Sensors]) (Descriptors: Hacking, Wireless, Cameras, Microphones)

Communication 1 (Wireless Brain; Radio Feats: Rapid 1, Subtle 2) [4PP] (Descriptors: Wireless, Radiowaves, Mental)

Electrical Power Array 6 [9PP]

    Damage 5 (Feats: Mighty)

    Damage 3 (Extras: Range 1)

    Stun 6 

Regeneration 6 (Molecular Reconstruction; Bruised 1, Disabled 1, Injured 1, Resurrection 1, Staggered 1) [5PP] 

Super-Senses 1 (Wireless Brain; Radio) [1PP] (Descriptors: Wireless, Internet, Radiowaves)

Super-Strength 1 (Enhanced Musculature;) [1PP]

Immunity 10 (Metabolic Booster; Life Support, Starvation and Thirst Flaws: Limited) [9PP] (Descriptors: Solar, Electric, magneto-inductive)

Active Container X (Combat Mode;

Electrical Power Array 10 [20PP]

    Damage 10 (Feats: Mighty Extras: Autofire

    Damage 10 ( Extras: Range 1) [20PP]

    Stun 10  () [20PP]

Enhanced Constitution 10 (Enhanced Musculature;) [10PP]

     Enhanced Dexterity 10 (Enhanced Musculature;) [10PP] 

    Speed 2 (Enhanced Musculature) [2PP]

     Enhanced Strength 10 (Enhanced Musculature;) [10PP]

Enhanced Intelligence 10 (Enhanced Neural Connectivity;) [10PP]

Super-Strength 3 (Enhanced Musculature;) [3PP]

Super Senses 5 (Sensor Suite; Infravision, Ultravision, Ultra-Hearing, Danger Sense [Radio], Radio [Enhancements: Accurate [+2], Analytical [+2]], Uncanny Dodge [Radio], Analytical [All Vision]) [11PP] (Descriptors: Cameras, Microphones)

Super-Movement 3 (Broad Spectrum Adhesion: Wall-Crawling 3) [4PP] (Descriptors: Electrostatic, Friction, Hooks, Claws)

Additional Limbs 3 (Spider Legs; Duration: Continuous) [3PP] (Descriptors: Metal-Crystal Alloy, Mechanical, Bladed)

    Elongation 1 (Limit: Only Spider Legs) [1PP]

 

 

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

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

     

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

     

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.

 


 

 

 

Edited by Tychondrious
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At first glance, it can seem like a lot of powers, yeah, but that all depends on how it gets built. Also remember that you can stunt the Alternate Power feat, meaning that, as long as it makes sense, you can suddenly use an ability you might not even have on your sheet.

It will really be best if you try to build the things, fill it into a character sheet, try and build the powers, and then present that, but I'll try and give you some starting points here:

Electricity powers: A lot, if not all, of these could probably be put into an array of alternate powers, but you might not even need to have all of them. Some could just be stunts, like I mentioned above.
- Absorbing electricity: You should try and stay clear of Boost. It's not a good power, since you can't go above PL limits, which means that for it to be usable, the effects you try to boost need to be below PL when you aren't being boosted. If there's some powers that you want to only be usable when you drain electricity for a boost, like draining electricity to heal yourself, you could give it the Source [Electricity] flaw, or you could use a Drain power, with Electricity being the thing you drain.
- Electrically charged melee: For this, you just need a Damage effect with the Electricity descriptor. Maybe give it the Mighty feat, to add your strength bonus to the damage.
- Shock people that touch him/reactive defense: This will get very expensive. It would be a Damage effect with the Aura extra, which requires you to buy the power's duration up to Sustained with the Duration extra, which would be Duration 2 for a damage effect, on top of the Aura, would mean a cost of 4PP/rank
- Ranged Zaps + Exploding ball lighting: The blast power with the Electricity descriptor, and the Area extra for the exploding ball of lightning
- flash bang grenade: The Dazzle power, maybe with the Area extra to affect multiple people.
- Stun attacks (ranged targeted? Area?): The Stun power handles that, with appropriate extras.

 

Armor Suit abilities 
- Enhanced strength, speed, etc More of a dex build: Just Enhanced Ability for the stats you want, the Speed power for movement, etc.
- So many Sensors: Look at the Super-Senses power, especially our house rules here: https://www.freedomplaybypost.com/start/house-rules/powers-r8/
- Detect electronic devices and/or detect EMF (devices, power lines, etc): Also handles with Super-Senses.
- Internet access for Jack of All Trades: Grumble gave you some great suggestions here on discord earlier, so I'll take the liberty of copy pasting what he said:
But if you're thinking "Internet connection", then I'm guessing what you're thinking is "able to look stuff up", right?
That could be, including but not limited to, Enhanced Feats (Beginners Luck, Jack of All Trades), a Library like an HQ could have but as a Feature, Enhanced Skills (Knowledges), and probably other options I can't think of at the moment.
Or even just Features 1 (Built-in smartphone).
- Speed of thought computer use (quickness technology?): I'm not sure if Quickness would be allowed to be limited to just one skill or not, but its an interesting idea. Again, try to build it!

 

The legs
- 4 robot spider legs coming from back: Additional Limbs power.
- Used in conjunction with parkour for movement (wall climbing, speed, etc): The Super-Movement power, Speed, whatever other powers you want. 
- Act as antenna for sensors + Medium for Datalink?: That would probably be more descriptor based, with the powers for your sensors being described as being placed in the legs. Maybe a drawback that it can't be used if the legs are disabled.
- Used for melee combat, can be electrified, used to grapple: Aside from the electrification, that's handled by additional limbs. Electrification part is just a Damage effect, as I mentioned above.
- Elongation 2, maybe 3?: Just Elongation limited to the legs.
- Can be used to drain electricity from the environment (stabbing into power lines to draw power, or to intercept electrical attacks intended for other people): Again, just the descriptor for a drain, maybe a drawback that it can't be used if the legs are disabled.
- Used to shoot out Ranged electric attacks: Again, just the descriptor for your damage/blast effects.

 

Other Random Ideas
- Can power small electric objects (radios, cellphones, jumpstart a car) Probably a feature: Feature, yep.
- Can arc weld metals using two legs at once: Probably work as a Feature, too, but how often do you think it would be used? Probably better as a stunt.
- EMP: Could probably work with a Drain Electricity or Nullify Electricity effect.
- The ability to turn invisible to machines/cameras: Concealment with the Limited [Only invisible to machines/cameras] flaw.
- Able to see through nearby cameras. Post-Cognition to review old footage?: Can be handled with the ESP power, with the Medium of Cameras, at least watching current stuff. Post-Cognition super-sense for old stuff, or datalink to hack into old databases.

Edited by RocketLord
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Since you're new, I'm gonna start with the important stuff you may have missed or at least not given the attention it deserved, since it's not highlighted in the rulebook as prominently as it should be.

 

First things first: The most important M&M rules for you to have in mind at any given point in time are 1) Power Level Caps, 2) Tradeoffs, 3) Extra Effort, and 4) Hero Points.

 

Most everything else is just "Roll a D20, add a bonus, try to hit a target number (Difficulty Class, or DC)."

 

Power Level Caps and Tradeoffs are covered in Chapter 1 of the core book, the red chapter, pages 24-26.

 

Power Level is how M&M achieves combat balance, and to a lesser extent, overall character balance.

Most of your traits (but not all of them) are capped at a certain value relative to your Power Level.

 

Here, you start with two PL10 slots and one PL7, and it's recommended that your first character be one of the PL10s. Easier to build.

It's also highly recommended that you build in such a way as to actually meet your PL caps, so your PC isn't frustratingly ineffectual in play.

 

In most other RPGs, you start with a foundation, and you build on it, as high as you can stack the bonuses.

M&M isn't like that. You start with a ceiling, your Power Level, and you build up to that ceiling.

 

Since your PC is PL10, you want your best possible Attack bonus, your Damage, your Defense bonus, and your Toughness saving throw (what M&M has instead of Hit Points) to all reach +10.

 

There are several ways to do this. None of them are "better" than the others, but some of them are cheaper, because they're more limited in scope and usefulness.

You can be a generalist, or you can specialize. Specialization is cheaper.

 

You could buy your base Attack bonus that gets used for everything up to the full +10 cap for 20PP.

Then you have +10 Attack no matter what attack you're using - punching a guy in the face, shooting him with a gun, whacking him with a baseball bat, whatever.

Or you could decide to specialize. Buy base Attack up to +5 for 10PP, 3 ranks of the Attack Focus (Melee) feat for another 3PP, and one rank of the Attack Specialization (Swords) feat for 1PP.

Then you have a +10 attack bonus when swinging a sword at a guy, or a +8 bonus when using some other melee attack, or a +5 bonus when using any kind of ranged attack.

 

In most other games, Sword Guy is just as good as The Generalist in overall combat, but he's even better than The Generalist with a sword.

In M&M, The Generalist pays a premium to be good with everything, including swords, while Sword Guy gets a discount for only reaching his maximum potential with a sword, and not being as good as The Generalist at non-sword attacks.

 

You don't have to hit your PL caps under all circumstances, just under your best possible circumstances - Using your preferred attack, against your preferred enemy, in your preferred environment, etc.

Specialization is cheaper than being a generalist because your "best possible circumstances" come up less often.

 

Tradeoffs

 

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Since your PC is PL10, you want your Attack bonus, your Damage, your Defense bonus, and your Toughness saving throw to all reach +10.

That was a lie, or at least a half-truth, to ease you in.

Technically, your Attack bonus is on an axis with your Damage, and your Defense bonus is on an axis with your Toughness save, and each of those pairs has to average to 10 (or lower, but you don't want to go lower).

So you can have Attack +10 and Damage 10, or Attack +15 and Damage 5, or Attack +5 and Damage 15, or anything in between.

 

Tradeoffs are a way to 1) Keep every character from looking the same, and 2) More accurately represent certain characters and archetypes.

 

Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122.

 

With Extra Effort, you take a free action (so you can only do it on your own turn, but it doesn't cost any actions), get something special, and then suffer a level of Fatigue on the next round.

The most common use of EE is a "Power Stunt." You temporarily gain a single power feat. The most common choice for that power feat is Alternate Power.

The temporary power feat sticks around for the entire scene, unless you grabbed a new AP, in which case it goes away sooner if you swap that array to a different AP.

 

Spending a Hero Point is a Reaction (so you can do it at any time).

One of the many things you can do with a Hero Point is "Heroic Feat", where you gain a single feat (normal or power) for 1 round.

Another thing you can do is immediately recover from a level of Fatigue. Because you can do this, a lot of people will short-hand spending a HP for a Power Stunt.

 

The big takeaway here is that "what your character can do" is not limited to just what's written on their sheet.

 

You don't have to buy a massive power Array with a dozen Alternate Power feats to cover every conceivable use of your character's powers.

You don't have to buy every single feat you think your character might have use for at some point.

You can just buy the stuff you'll use most often, buy a few Luck feat ranks to start each game with some extra Hero Points, and then use EE and HPs to temporarily grab stuff during play as you need it. And if you find yourself temporarily grabbing the same thing over and over again, then maybe you spend some earned Power Points on buying it permanently.

 

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 Now, getting to your idea specifically:

 

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I'm sure it's way too much for a PL10

Arrays allow you to fold all the "different" powers that are really just different applications of the same power together for a huge cost break.

You get the cost break because you can only use one of them at a time.

It's a good idea strategically to fold as many things as possible that you couldn't use at one time anyway (stuff requiring Standard actions, like attacks) into an Array together.

 

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not sure if it will be a Device or stored in the body

Whether or not it's a Device or just a descriptor for his powers depends on your concept.

If the suit can be taken away from him, then it's eligible for being a Device.

If they can take it away from him in the middle of combat with a simple Disarm attack (snatching it out of his hands, yanking Bane's Venom cables out, etc.), then it's an Easy-To-Lose Device (costs 3PP per 5PP of traits).

If they can only peel it off of him once he's been immobilized or incapacitated, then it's a Hard-To-Lose Device (costs 4PP per 5PP of traits).

If they can take it away from him, but they can't just put it on themselves, then give the Device the Restricted power feat.

 

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Electricity powers

Cool.

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- Absorbing Electricity

         - Use that energy to empower other things (Boost 3 Electric Descriptor?)

 

There is an "Absorption" power in the books. We don't recommend using it.

It's basically Limited Impervious Protection, Linked with either Boost One Trait or Personal Healing.

That gets complicated fast. The Limited Impervious Protection bumps up against your Power Level caps for Toughness. And Boost is a messy power we recommend almost never using.

 

What I would do instead is give him the following:

Healing 1 (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Electricity]) [5PP]

Immunity 10 (Electricity effects) [10PP]

 

Immunity makes him automatically succeed on any saving throw required for that type of attack or hazard, so it doesn't add to his Toughness like Protection would, so it sidesteps the whole issue of PL caps.

That Healing effect would give him an immediate recovery check against whatever damage he's suffered, with the Healing power rank added as a bonus to his Constitution bonus.

(Recovery is a DC10 Con check, so a +9 automatically succeeds, so if his Con bonus is less than +8, you might want to buy more Healing ranks, and make the Healing power 1PP per rank cheaper by ditching the Total extra.)

 

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- Electrically charged melee

Couple of ways to do this.

 

If you don't buy him enough Enhanced Strength from the suit to hit his PL cap for damage, then you could give him a Damage effect with an "Electricity" descriptor to get him up to his damage cap.

So, for example, if his total Strength bonus was +8, then you could also buy Damage 2 (Feats: Mighty) [3PP] (Descriptors: Electrically Charged Strikes), and then his total Damage would be +10 when he punches someone with his charged fists.

 

Or, you could buy his Enhanced Strength up high enough to hit is PL cap for damage, and then add one rank of the Variable Descriptor power feat from Ultimate Power to his Enhanced Strength, so that every time he hits someone, he can decide whether he's just punching them with brute physical force, or if he's also adding a lightning zap, or if he's stopping short of hitting them and letting some lightning arc a few inches over to them for a pure energy attack. So Enhanced Strength X (Feats: Variable Descriptor [Bludgeoning and/or Electricity Damage]). That way, you're not screwed if you run into someone who's super-resistant or immune to either physical/bludgeoning damage or energy/electrical damage.

 

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- Shock people that touch him/reactive defense

This is expensive and I don't recommend it.

There are two ways to do it:

You can buy him Damage with an Electricity descriptor, and buy the Action up to Reaction, for a total cost of 4PP/rank.

You can also give him that Damage, but buy the Aura extra for +1PP/rank, and then, post-Ultimate Power's nerfing of Aura, you have to also buy the Duration of the Aura but not the Damage up to Sustained for another +2PP/rank, for 4PP/rank total.

Same huge cost either way.

And since this damage would also trigger against anyone he hit, not just anyone who hit him, it would count against his PL caps for damage, so it would either have to be low enough rank to add to his Strength bonus but not push him over the cap, or he'd have to have it be independent of his Str bonus, so he either has to use the aura or his Strength but not both, so he's basically paying double power points for these two independent effects. Probably not worth it.

 

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- Ranged Zaps

Damage (Extras: Range [Ranged]) [2PP/rank], AKA the "Blast" power in the books. "Electricity" is the descriptor. Simple.

You can spend more points to add bells and whistles if you want and you have the points to spend - the Improved Critical feat as a power feat, or the Autofire extra, stuff like that.

 

If you decide to make him more of a ranged focus character, you can save points by getting ranks of the Attack Focus (Ranged) and/or Attack Specialization (Zaps) feats, or Accurate power feats on the Blast, instead of base Attack bonus.

If you want him to be equally good with ranged zaps and zap-punches, then don't do that, just buy all base Attack bonus.

 

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- Exploding ball lighting = flash bang grenade

Dazzle (Sense Types: Auditory + Visual) [3PP/rank].

Dazzle is single-target and Ranged by default, so if you want it to hit multiple people, buy the Area extra for +1PP/rank, and if you want it centered on you, buy the Range flaw (Touch) for -1PP/rank. If you do both, it's the same base cost.

 

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- Stun attacks (ranged targeted?)

The Stun power is your best bet. And it's good to have a non-Damage Alternate Power for when you want to incapacitate someone without hurting them.

Stun is touch-range by default for 2PP/rank, or 3PP/rank if you buy the range up to Ranged.

 

You could easily fold Enhanced Strength, Blast, Dazzle, and Stun into a single Array together, paying for the most expensive of them (the "base power"), and then 1PP for each other one as an Alternate Power feat.

You could also leave the Dazzle and/or the Stun to Power Stunts instead of buying them with Power Points, depending on how often you actually expect to use them.

 

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(Area?)

Personally, I recommend not buying any +Area versions of your attacks, and saving those for Power Stunts instead, both for strategic and narrative reasons.

Area attacks are great for sweeping groups of minions, but you don't always face groups of minions, while you will pretty much always face one or more non-minion supervillains.

And sweeping minion groups tends to be one of the things that non-powered Batman types with heavy tradeoffs in favor of attack over damage and defense over toughness are great at, so it's generally best to leave that to them so they get a chance to shine. This guy you're making sounds like more of a boss-killing big gun type.

Besides, just tossing out a huge AoE every single round is boring. Leave it to power stunts and make it a special thing.

 

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- Enhanced strength, speed, etc More of a dex build

Enhanced Strength, maybe Super-Strength, maybe Enhanced Dexterity and/or Enhanced Reflex save, the Speed power. Pretty self-explanatory.

 

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- So many Sensors

Super-Senses.

 

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- Detect electronic devices and/or detect EMF (devices, power lines, etc)

Our house rules merged the Awareness and Detect Super-Senses into one thing, and changed the cost from a flat 1PP to a 1-3PP range, depending on the frequency of the descriptor you're detecting.

Electricity would be a Common descriptor, so 2PP base.

So you want Super-Senses (Electricity Awareness). That's 2PP to start with. But you're not done.

That Super-Sense is an individual sense, and you need to choose which sense type it belongs to. It can be VisualAuditoryOlfactoryTactileRadio, or Mental.

You have to decide, does the suit let him see electricity, or hear it, or smell it, or feel it, or does it use radar/radio waves or a similar part of the electromagnetic spectrum to find it, or what?

Each of those sense types comes with certain Super-Senses extras for free. For example, Visual-type senses are Accurate, Acute, and Ranged by default.

More importantly, the sense type determines which other sensory powers (Dazzle, Obscure, etc.) and obstacles work against this sense.

Generally, the sense types that come with the most free extras, like Visual, also have the most stuff that can interfere with them. A wall isn't going to block a Radio-type sense, but it will block a Visual-type sense, and at least give a penalty to an Auditory-type sense.

Once you choose the sense type, you need to decide which other Super-Senses extras you want to apply. If it isn't already, say, Ranged, then you might want to spend 1PP to make it Ranged.

 

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- Internet access for Jack of All Trades

 

Enhanced Feats 1 (Jack of All Trades) [1PP] if the goal is to let him use any skill untrained because he can look up how-to guides real quick.

Might also want to give him Beginners Luck so he can pop a Hero Point for a temporary +5 ranks to that untrained skill. Enhanced Feats 2 (Beginners Luck, Jack of All Trades) [2PP].

 

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- Speed of thought computer use (quickness technology?)

You're using confusing terminology here.

 

"Speed of Thought" is a 1PP feat introduced in the Mastermind's Manual that we allow, which lets you use your Intelligence bonus instead of your Dexterity bonus for Initiative.

 

But what you're describing sounds like the Quickness power, Limited to Mental Tasks.

Keep in mind that Quickness can only be used to speed up tasks that you can take 20 on. Read the skills you hope to use it to speed up, and find out if you can take 20 on them or not. Some skills let you take 20 on some tasks but not others.

 

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- 4 robot spider legs coming from back

The Additional Limbs power is mainly used for extra "arms", stuff he can grab people and maybe manipulate objects with.

For extra legs, I would take the Immovable power, which makes it harder to knock him down or back.

 

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- Used in conjunction with parkour for movement (wall climbing, speed, etc)

So he has Speed and Super-Movement (Wall Crawling) with the extra mechanical legs as a descriptor. Simple.

 

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- Act as antenna for sensors

Add "antennae" to the descriptors for his Super-Senses.

 

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- Used for melee combat, can be electrified, used to grapple

OK, if they can be used to grapple, then buy the Additional Limbs power.

 

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- Medium for Datalink?

So buy the Datalink power and mention in his fluff that the antennae are in the spider leg-arm things.

 

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- Elongation 2, maybe 3?

Elongation, Limited to Additional Limbs, for 1PP per 2 ranks.

 

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- Can be used to drain electricity from the environment (stabbing into power lines to draw power, or to intercept electrical attacks intended for other people)

- Used to shoot out Ranged electric attacks

 

You can specify in his fluff which powers are coming out of which parts, but there's no need to buy separate powers for separate parts of the Device. Just buy one big Device that has the Additional Limbs power among all the others.

 

Drain (All "Electricity" Traits At Once) [3PP/rank] is probably what you want for the drain, +1PP/rank if you want to make it Ranged. And that can be an AP of the existing electrical array.

 

There's no need to buy a separate blast.

If he's got the electricity powers innately, but the suit amplifies them, then buy some of the power ranks outside the Device and some within it, and they'll stack while he's wearing the suit.

 

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- Can power small electric objects (radios, cellphones, jumpstart a car) Probably a feature

Yeah, I think the 3E Power Profiles book lists that specifically as a 1PP Feature.

 

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- Can arc weld metals using two legs at once

Add the Precise feat to his Blast.

 

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- EMP

I would leave this to Power Stunts, and I would build it as follows:

Drain Toughness (Extras: Affects Objects, Area [Type: General, Shape: Burst, Size: 50ft radius], Linked [Damage]; Flaws: Limited [Objects], Limited [Electronics]) [1PP/rank]

Damage (Extras: Area [Type: General, Shape: Burst, Size: 50ft radius], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1PP/2 ranks]

That would cost 15PP at rank 10. Add Progression (Area Size) power feats if you want it to be bigger, or replace Area with Ranged if you want a single-target "focused" EMP.

 

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- The ability to turn invisible to machines/cameras

Simple. Concealment, against whichever sense types you want, Limited to machines, for 1PP/rank.

 

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- Able to see through nearby cameras. Post-Cognition to review old footage?

ESP and Postcognition, yes, each with the Medium flaw.

 

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It's ugly, it's not formatted well, and it's a long way from actually being playable, but here is an update (12 days later). 

 

Character concept is Iron Spider x NanoSuit (Crysis) x Venom x Cole McGrath (Infamous)

 

The idea is it gives a bunch of passive buffs, and gets better when activated. I'm thinking making the arms a container of their own, as part of the suit. I'm sure I'll blow through my PP limit but I'll trim it back later.

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