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Justice (PL10/13) - RocketLord


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Justice

Power Level: 13

Effective Power Level: 10

Power Points: 186/193PP
Unspent Power Points: 7
Trade-Offs:  Justice Buster: +4ATK/-4DC; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power

 

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: (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.

 

7vDiIc9.png 

 

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 her debut, 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.

 

Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in.

 

 

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 Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed 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.

 

To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power.

 

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.

 

Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point.

 

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 + 6 + 4 = 40PP


Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2) / [Justice Armor] 16 (+3)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 14 (+2)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block
Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System), +3 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied)

 

 

SAVING THROWS

 + 5 + 8 = 19PP


Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System)

Fortitude: +10 (+4 Con, +6)
Reflex: +7 (+2 Dex, +5) / [Justice Armor] +12 (+2 Dex, +1 Enh. Dex, +5, +4 Enh. Reflex Save)
Will: +11 (+3 Wis, +8)

 

 

SKILLS

108R = 27PP

 

Acrobatics 12 (+14) / [Justice Armor] (+15)

Bluff 3 (+5)

Computers 8 (+15)

Concentration 6 (+9)

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 8 (+10)

Disable Device 8 (+15)

Drive 2 (+4) / [Justice Armor] (+5)

Gather Information 3 (+5)

Investigate 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

9PP

 

Acrobatic Bluff

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Evasion 2

Power Attack

Quick Change

Takedown Attack 2Justice Strikes

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

 

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

  The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

 

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

78 = 78PP

 

Device 19 (95DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [78PP] (Descriptors: Justice Armor, Invention, Technology)

 

I.D.E.A. System 4.8 (24DP Container) [24DP]

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, 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}

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

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

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

 

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

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

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

 

M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP]

BP: {4DP + 4DP = 8/8DP}

Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (DescriptorsJump Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {4DP + 4DP = 8/8DP}

Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (DescriptorsBoost Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

APImpervious Toughness 8 {8/8DP} (Descriptors: Armor Plating)

 

R.I.D.E.R. System 4.4 (22DP Container) [22DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines)

Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines)

Enhanced Trait 4 (Reflex Save +4) [4DP] (Descriptors: Combat Subroutines)

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

Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change)

Protection 1 [1DP] (Descriptors: Armor)

 

Z-Space Arsenal 11 (22DP Array; Feats: Alternate Power 4) [26DP] (Descriptors: Weapons, Z-Space)

BP: {21 + 4 = 25/25DP}

Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type

Enhanced Strength 4 [4DP] (Enhanced Musculature)

APBlast 6 (Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals)

APObscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3(2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals)

APSnare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals)

APStun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker)

 

 

DRAWBACKS 
-3PP
 

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver 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, Knockback 3, Penetrating 5

Justice Buster

60 ft.

DC21 TOU (staged)

Damage

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

Snare Grenade

100 ft.

DC20 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10, Indirect 3

Stun Sticker

Touch

DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10, Crit 19-20, Reversible, Sedation

 

 

Totals: Abilities (40) + Combat (16) + Saving Throws (19) + Skills (27) + Feats (9) + Powers (78) - Drawbacks (-3) = 186/193 Power Points

Link to post

Justice - H.E.R.O. Mode Armor

Power Level: 12

Effective Power Level: 12

Power Points: 186/191PP
Unspent Power Points: 5PP
Trade-Offs: Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power

 

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

Catchphrase: "Power up! Activate H.E.R.O. mode! Henshin!"

Theme: Light Up The Sky - Thousand Foot Krutch

 

 

DESCRIPTION

Justice's H.E.R.O. mode armor is a dark red undersuit with circuitry woven through it. She still wears the grey metal belt with the Justice Driver and her grandmother's amulet. Over the undersuit, the armor is golden with pulsing purple-pink energy lines running through it. She wears heavy golden armored boots that reach and cover her knees, a golden chest plate with a purple-pink energy core just above her abs. The chest plate connects to two-part golden shoulders with purple-pink energy lines. Heavy gold gauntlets channel Z-Space energy into her blows. Her helmet is dark red, with a purple-pink visor over her eyes, running down the sides of her face. A golden face plate covers her mouth, while she sports small golden antenna from her forehead, mirroring the ones from her normal armor.

EAwZ4ga.png

 

POWERS & TACTICS

Putting on the H.E.R.O. mode armor means that Justice is done talking. It is time for action. Robin favors pure power over much subtlety, overpowering her foes through pure speed and power. She stays mobile using a combination of pure speed and teleportation, moves in close to break down her enemies' defenses, stun them with rapid fire punches or blow them away with powerful waves of Z-Space energy.

 

 

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 Heuristic Emergency Response Operator (H.E.R.O.) mode armor is a designed solely for combat, using both designs based on Robin's standard Justice armor, as well as brand new weapons that utilizes stored Z-Space energy in addition to the power inherent in her grandmother's amulet. The armor posses multiple combat subroutines that enhance Robin's abilities and reflexes while in combat.

 

The H.E.R.O. mode armor's Modular Output Defense system (M.O.D.) is designed from the same principles as the standard Justice armor's M.O.D. system. Rather than using armor plating, the H.E.R.O. mode armor switches between dividing energy between rapid movement and powerful Z-Space energy powered force fields.

 

The Multivariable Outrageous Virtous Extension system (M.O.V.E.) switches between charging the suit itself, allowing Robin to move at super speed, or to pour Z-Space energy directly into Robin's grandmother's amulet, allowing her to teleport across short distances while in combat.

 

The Advanced Total Tactical Attack Control Kit system (A.T.T.A.C.K.) channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her.

 

The H.E.R.O. mode armor has one major drawback, compared to the normal Justice armor: It requires massive amounts of power to operate. Between use, it is secured in the AnneX, where it is hooked up to generators drawing energy from Z-Space. At any given time, Justice might need to use the armor before it is ready to use, limiting how effective she can be.

 

 

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.

 

Power Drain: The H.E.R.O. mode armor uses a massive amount of power to function and use its attacks. The GM can, at any point, make any of the armor's powers malfunction, effectively costing Justice the action she would otherwise have used and giving her a Hero Point instead. Alternatively, the GM can come up with other ways that the massive power drain negatively affects Robin in return for a Hero Point.

 

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 + 6 + 4 = 40PP


Strength: 14 (+2)
Dexterity: 14 (+2) / [H.E.R.O. Mode Armor] 16 (+3)

Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 14 (+2)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [H.E.R.O. Mode Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block
Defense: +4 Base, +2 Flat-footed [H.E.R.O. Mode Armor] +7 to +17 (+4 Base, +3 Enhanced Defense, +0 to +10 from M.O.D. System), +4 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [H.E.R.O. Mode Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength)
Knockback: -2 (TOU 4/2), [H.E.R.O. Mode Armor] -4 to -9 (TOU 7-17, based on M.O.D. System)

 

 

SAVING THROWS

 + 5 + 8 = 19PP


Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +7 to +17 (+4 Con, +3 Protection, +0 to +10 from M.O.D. System)

Fortitude: +10 (+4 Con, +6)
Reflex: +7 (+2 Dex, +5) / [H.E.R.O. Mode Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save)
Will: +11 (+3 Wis, +8)

 

 

SKILLS

108R = 27PP

 

Acrobatics 12 (+14) / [H.E.R.O. Mode Armor] (+15)

Bluff 3 (+5)

Computers 8 (+15)

Concentration 6 (+9)

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 8 (+10)

Disable Device 8 (+15)

Drive 2 (+4) / [H.E.R.O. Mode Armor] (+5)

Gather Information 3 (+5)

Investigate 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

9PP

 

Acrobatic Bluff

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

All-Out Attack

Defensive Attack

Power Attack

Quick Change

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

 

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

78 = 78PP

 

Device 19 (95DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [78PP] (Descriptors: H.E.R.O. System Justice Armor, Invention, Technology)

 

A.T.T.A.C.K. System 15 (30DP Array; Feats: Alternate Power 4) [34DP] (Descriptors: Dimensional, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 2; Feats: Accurate 3, Improved Critical 2, Mighty) {30/30DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Indirect 3, Mighty, Progression [Area] 1) (Area: 50-100 ft. radius) {30/30DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {30/30DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Feats: Accurate 3, Extended Reach 1 [5 ft.], Indirect 2) {30/30DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Improved Trip, Progression [Area] 2) (Area: 60-300 ft. radius) {30/30DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

H.E.R.O. Mode 6.6 (33DP Container) [33DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 7 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Power Attack, Uncanny Dodge [Visual]) [7DP] (DescriptorsCombat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsCollapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Defense Bonus+3) [6DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Reflex Save +6) [6DP] (DescriptorsCombat Subroutines)

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

Morph 1 (One Form [Justice Armor]; Feats: Metamorph 1) [2DP] (DescriptorsArmor Change)

Protection 3 (Extras: Force Field (+0)) [3DP] (DescriptorsForce Field, Z-Space Energy)

 

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

DBPProtection 0-10 (Extras: Force Field (+0)) (Total Toughness +7 to +17) {0-10DP} (DescriptorsForce Field Boost, Z-Space Energy)

DAPEnhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +7 to +17) {0-10DP} (DescriptorsSpeed Boost, Z-Space Energy)

 

M.O.V.E. System 7 (14DP Array; Feats: Alternate Power 1) [15DP] (DescriptorsDimensional, Magic, Z-Space)

BP: {10 + 4 = 14/14DP} (DescriptorsZ-Space Powered Speed)

Speed 9 (Feats: Moving Feint) (5000 MPH, 50.000 ft./rnd.) [10DP] 

Quickness 4 (Perform Routine Tasks at x25 Speed) [4DP]

APTeleport 10 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Moving Feint, Turnabout) (1000 ft. distance) {14/14DP} (DescriptorsCombat Teleport)

 

 

DRAWBACKS 
-3PP
 

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

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – H.E.R.O. Mode

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-100 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.]

Lightning Speed Stun Strikes

Touch, 5 ft.

DC22 FORT (staged)

Fail: Dazed

>5: Stunned

>10: Unconscious 

+12, Indirect 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack

 

TotalsAbilities (40) + Combat (16) + Saving Throws (19) + Skills (27) + Feats (9) + Powers (78) - Drawbacks (-3) = 186/191 Power Points

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A sheet with Morph added to allow Justice to wear an alternate armor, replacing Justice's current sheet. Anything outside of the device is the same on the two sheets, though the armor modifies saves, attack bonuses and so on.

I have moved skills around a bit and replaced Justice's old equipment ranks with Equipment 7 gained from a Veteran Reward, as submitted in this edit. I've also moved Justice's Gadgets power into the armor, since having it outside was borderline with her Drawback anyway, and I've changed the Z-Space Arsenal a bit, adding and removing some powers from it.

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Out of the gate, a note for you and GMs alike: Characters with large PL shifts like this are not entitled to use them if it would break agreed-upon PL limits for a thread, explicit or implicit (if you want to be in a PL12 thread and be under-leveled until the transformation moment, and you've worked that out with the GM, great! But no joining PL10 threads and then suddenly breaking out a +2PL change for a measly 2DP expense unless the GM and players are explicitly okay with it.

 

Any GM can deny the use of H.E.R.O. mode, or PL-affecting upgrades like it, at any time and without normal fiat compensation, if it's for the purposes of maintaining thread balance. Reconciling how and why this limit is in place story-wise, if needed, is the responsibility of the player primarily, and the GM secondarily if desired.

 

 

That being said, one quick fundamentals check that jumped out at me, and then a question:

Our House Ruling on Fortune Feats (including Luck) doesn't explicitly call out Metamorph, but it does note that fortune feats "... must be purchased as stand-alone, always-active traits". This is normally a problem for folks using Arrays and VPs, but it would apply here too, so I'm not sure I can allow Luck inside a metamorph.

 

 

The question is this: the character is not actually transforming in any fundamental way; the vast vast majority of their traits remain exactly the same, just moving up in PL a bit (with the usual boosts in effectiveness from the surplus points, like +autofire) and dropping a few super-senses and teleport utility for more attacks. Why build this as metamorph instead of a second device or such, outside of raw pp savings? The notation's slightly cleaner, maybe, but not so much so that it seems worth maintaining a completely extra sheet. A bonus +2PL with only 2DP spent for it also feels a bit like having your cake and eating it too, getting to build both wide (to be an extra-effective PL10) and tall (to be able to participate in PL12 threads) when almost every other comparable sheet on the site had to pick one or the other, so our standard of judgement is going to be a little harsher here.

 

Thematically, too, I admit I'm curious: what's the downside to using the H.E.R.O. suit? Out-of-character reasons aside, why would Robin not always break it out when placed in danger, since using it gives up almost nothing (certainly very little that would be used in-combat!), provides significant advantages, and poses no apparent risk or mechanical drawback?

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Posted (edited)

As we discussed on discord:

 

- I've removed the Luck feat from the H.E.R.O. Mode Armor, since it counting as something temporary and that limiting Fortune Feats makes sense. I've replaced it with the Defensive Attack feat.

- I've added the Power Up Let Down complication to the Justice armor, which lets the GM veto any use of the armor, just to make it explicit that it can't always be used, and noted that this complication does not award HP.

- I've added the Power Drain complication to H.E.R.O. Mode armor, to make it explicit that the GM can award a HP to make any of the H.E.R.O. Mode armor's powers malfunction because of its massive power drain. I also added a few lines about the power drain on the suit to the power description.

Edited by RocketLord
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Justice

Double check the maximum grapple bonus here; I think you're short-changing yourself.

 

Please note this character's flat-footed defense in the combat section.

 

Knockback rounds down, so even at Toughness 5, Knockback would only be -2. You're short-changing yourself at the max end, though; double-check the effect of the (optional) Impervious Toughness on that knockback modifier.

 

The out-of-armor and in-armor reflex saves list different purchased bonuses (+6 vs. +5).

 

Double-check the unarmored Drive bonus here, looks like it's accidentally inheriting the armored Dex bonus.

 

I'm not sure you can double-dip on Hard-to-Lose flaws; the gadgets being vulnerable to loss is already covered by their parent device being vulnerable to loss. (The listed examples are also largely hand-held or similar, which would normally be Easy to Lose.)

 

I count 95dp worth of stuff in the Justice Armor device, against its budget of 90dp.

 

H.E.R.O. Mode

Justice's notes on flat-footed defense & Drive count here as well.

 

I'd recommend noting your attack bonus for the targeted attacks alongside H.E.R.O. Mode's attack bonus, since the majority of them have Accurate 3.

 

As with Justice's normal mode, I count 95dp of powers, against the budget of 90dp.

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Justice
Grapple: Fixed, thanks.

 

Flat-footed defense added.
 

Knockback updated.
 

It should be +5, updated.

 
Drive: Right, updated
 

Gadgets: You're absolutely right. Comes from me not thinking about it and just copying the regular gadgets power Justice used to have in there instead. I've fixed it by removing the Action [Move] to reconfigure.
 

It should be 95DP worth, I'd just forgotten to update from an earlier version that had the armor at rank 18.

 

H.E.R.O. Mode

Flat-footed defense added, Drive fixed

 

I've added a note to attack to see the full attack bonuses for attacks in the DC Block. 

 

Like with the normal Justice armor, it should be 95DP in the device, I'd just forgotten to update from an earlier version that had the armor at rank 18.

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