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Outrider (PL 7) - Lone_Star


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Outrider
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points:
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

 

In Brief: Teenage post-apocalyptic valkyrie with a big hammer and a powerful car. Witness her.

Catchphrase: 

Theme: Between the Hammer and the Anvil - Judas Priest: https://www.youtube.com/watch?v=dJLXQ8i3uao

 

Alternate Identity: Elena “El” Maddox, Public
Birthplace: Outskirts of Post-Apocalyptic Freedom City, 2035

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: Claremont Academy
Occupation:  
Affiliations: People and/or groups you work with.
Family: Close or otherwise significant relatives.

 

Description:
Age: 16 (DoB: 2035, exact day & month unknown.
Gender:  Female
Ethnicity: Caucasian
Height: 6’2
Weight:  205
Eyes: Gray 
Hair: Pale Blonde

 

Elena is huge, a product of being one of the few surviving natural-born mutants that survived Omega’s ravaging of Earth. Her powers grant her enhanced strength, dexterity, and durability, and it is obvious to anyone that looks at her (unless they assume she’s a very tall bodybuilder!). She has tanned skin, from a life spent outdoors hunting Omegadrones, or scavenging the wastelands for a chance at finding metahuman technology. She brought only her armor and a ragged shirt with her, but she tends to gravitate towards very simple, practical clothing, with no fashion sense whatsoever.

 

As Outrider, she wears heavy power armor, scavenged from a superhero battle. She is proud of it, and wears it everywhere she can. It resembles a heavy platemail suit, made of large armor plates and adorned with spikes. Its paint is long gone, leaving a dull metal surface. It has a helmet which she can deploy or retract at will that covers her entire face and gives her extrasensory capabilities. Attached to the left vambrace of her armor is a wide shield, and similarly retractable, made from the remaining pieces of power armor she wasn’t able to fix.

 

Her gravity hammer is scavenged technology after her world fell to Omega. It resembles a heavily modified sledgehammer, with wires and panels held onto it with duct tape and a prayer. It is also a weapon of super-science, and she will discover its functions as she has time and resources to devote to it. 

 

She drives a specialized sports car designed for maximum speed and protection. It was once a 

 

History:
 

In Elena's timeline, Earth was fighting a losing battle. Omega triumphed over Earth, and it was just a matter of time before humanity is extinct. For two generations humanity held back Omega and his forces, but within a few years this battle would surely be lost. The major cities had fallen, so the surviving humans have banded together in clans made of several families, and whatever hangers-on attached themselves, clinging together for protection and survival. Omegadrone attacks were a daily occurance, and Elena had the most dangerous job in her clan: the Outrider. She and her twin sister, Stella, would drive a loud and highly visible vehicle into the ruins Freedom City and try to get as many Omegadrones as possible so that the rest of her clan could scavenge the battlefields. Both of them were born "gene-altered", or natural-born mutants, making them valuable members of their clan. They were inseparable since birth, and had each other's back, surviving dozens of battles side-by-side. 

 

That is, until a regular patrol turned into havoc.

 

They were waylaid by a swarm of Omegadrones - more than they had encountered before. The two dashed back to their car, and took off. Stella fired off bolts of energy while Elena drove recklessly, trying to lose their pursuers. Elena thought they could lose them by driving through a "thinny", an area where her dimension and the Terminus was opaque. Having no time to debate this, El drove through. Their ride became more treacherous, and Stella shouted at her sister to turn around, that it was too dangerous. By that point, it was too late to turn around. El continued to drive, to warn her clan of the upcoming attack, but her car hit a bump, and Stella fell off. As Elena cried out, the 'drones turned towards her sister. 

 

Elena never knew what became of Stella, because her car traveled through a dimensional rift, a product of the thinned dimensional area. She appeared in modern-day Freedom City. 

 

Personality & Motivation:

 

El's desire to perform heroics comes from years of training and a genuine desire to help people. She was taught as a child of her clan that the needs of the many outweigh the needs of the one, and even before appearing in Freedom City, she had performed incredibly dangerous tasks to make sure that her clan had enough to eat that day. Though socially, she is quite backwards, she feels a sense of kinship with those who go and fight the good fight, day after day. 

 

El herself comes across as incredibly blunt, the result of growing up in a world where every day was a fight for survival. This may be off-putting to those she meets at first (see below), but to her friends, she is loyal and true to the end. She has built an armor around herself that she lets few into, but those that she trusts she would do anything for. 

 

Powers & Tactics:
 

El was born with her powers - high strength, agility, and incredibly tough. She uses this to press any advantage she has against a foe in hand-to-hand combat, and fights with very little panache, preferring to fight relentlessly and without quarter. Her gravity hammer and powered armor augment her natural abilities, and allow her different methods of attacking. She will allow foes to get as close to her as possible, then slam the ground with her gravity hammer, scattering them like ninepins. Having only worked with her twin in the past, she does not understand complex tactics. 

 

Power Descriptions:

 

The mutation Elena was born with is obvious to anyone looking at her, or at least would be viewed as a curiosity – she is larger than a normal person, with a bodybuilder’s physique, though she is otherwise unaffected. 

 

The air ripples around her hammer when she activates it, as it distorts gravity itself to add momentum to her swings. She wields the hammer as it is meant to be used - and most problems look like nails to her. 

 

She has enough mechanical know-how to get the armor working, but many of its functions are still shut off. Perhaps in time, she will get it working to full capacity. It resembles a standard suit of heavy power armor at this point.

 

Complications:
 

Fuel-Injected Suicide Machine: El’s technology is very unreliable and tends to shut down at the worst possible moments. It is (sometimes literally) held together with duct tape and soldering.

 

If You Can’t Fix What’s Broken, You’ll Go Insane: Elena had a difficult life in her version of post-Omega Earth. She is still having difficulty processing it, and never had access to counseling on her world. It will take her time to adjust to feeling safe again.

 

Larger Than Life and Twice as Ugly: Despite her stony disposition, Elena is hurt easily by comments on her physical appearance. She is huge, tall, and does little to hide this. Her mutation makes it difficult for her to fit in, and she draws attention in crowds.

 

Rocker, Roller, Out-Of-Controller: Elena has a temper problem and a low tolerance for frustration. She tends to rush headlong into situations, both in her teenage social life and as a superhero.

 

Witness Me! (Being Uncouth): Elena comes from a harsh, desolate world where extreme scarcity is the norm, and you did not know if you would live to see the end of the day. Her manner of speech is blunt, and can be considered rude, and her table manners are nonexistent. Social niceties are absolutely beyond her.

 

 

Abilities: 6 + 2 + 8 + 2 + 4 + 0 = 22PP
Strength: 16/22 (+6)
Dexterity: 12/20 (+5)
Constitution: 18/28 (+9)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 4 + 6 = 10PP
Initiative: +5 (+5 Dex)
Attack: +5 Melee (+2 Base, +3 Attack Focus [Melee])
Defense: +5 (+3 Base, +2 Dodge Focus), +3 Flat-Footed

Grapple: +11 (+6 Strength, +2 Base Attack, +3 Attack Focus [Melee])
Knockback: -7 (Impervious Tou +5, Tou +2)


Saving Throws: 0 + 3 + 3 = 6PP
Toughness: +9 (+9 Con, Impervious 5)
Fortitude: +9 (+9 Con, +0)
Reflex: +8 (+5 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 40R = 10PP

Acrobatics 5 (+10)

Craft [Mechanical) 9 (+10)

Drive 5 (+10) Skill Mastery

Intimidate 10 (+10) Skill Mastery

Notice 3 (+5) Skill Mastery

Sense Motive 8 (+10) Skill Mastery



Feats: 15PP

All-Out Attack

Attack Focus (Melee) 2

Dodge Focus 2

Elusive Target

Equipment 3

Improved Overrun

Luck 2

Power Attack

Skill Mastery (Drive, Intimidate, Notice, Sense Motive)

Startle

 

Equipment: 3PP = 15EP 

    • Painkiller (Sports Car), Features: Alarm, Caltrops, Remote Control, Smokescreen; Powers: Armor 2. Strength 30, Speed 5, Defense 8, Toughness 11, Size: Large [15EP]

 

 

Powers: 5 + 7 + 9 + 16 + 8 = 45PP

(Note: All powers excluding Devices have Mutation descriptor. Devices have Technology descriptor)

 

Enhanced Strength 6 (Gene-Shifted Might; Drawback: Noticeable) [5PP]

 

Enhanced Dexterity 8 (Gene-Shifted Athleticism; Drawback: Noticeable) [7PP]

 

Enhanced Constitution 10 (Gene-Shifted Durability; Drawback: Noticeable) [9PP]

 

Device Rank 4 (Graviton Hammer; 20PP Device; Flaws: Hard-To-Lose) [16PP] (gravity, bludgeoning, technology)

  • Hammer Strike Array 7 (14PP Array; Feats: Alternate Power 5[19PP]
    • Base Power: Strike 3 (Hammer Strike; Feats: Improved Critical 2, Extended Reach 2 [10 ft.], Penetrating 6, Mighty) {14/14PP}
    • Alternate Power: Blast 3 (Hammer Throw; Feats: Accurate 2, Mighty 6) (40 ft. range) {14/14PP}
    • Alternate Power: Stun 7 (Hammer Knockout) {14/14PP}
    • Alternate Power: Strike 1 (Graviton Smash; Extras: Area [General Burst] 7; Feats: Mighty) (35 ft. radius area)  {9/15PP}
    • Alternate Power: Strike 1 (Graviton Wave; Extras: Area [General Line] 7; Feats: Mighty) (5x175 ft. line area) {9/15PP}
    • Alternate Power: Trip 7 (Graviton Quake; Extras: Area [Cone] 7, Knockback; Flaws: Range [Touch] ) {14/14PP}

       

Device Rank 2 (Salvaged Power Armor; 10PP Device; Flaws: Hard-To-Lose) [8PP] (technology)

  • Impervious Toughness 5 [6PP]
  • Super-Senses (Darkvision, Direction Sense, Low-Light Vision, Tracking)


Drawbacks: = -3PP

Vulnerable (Radiation; Frequency: Common, Intensity: Moderate) [-3PP]

DC Block  

 

ATTACK

 

RANGE

 

SAVE

 

EFFECT

 

Hammer Strike

 

Touch

 

DC 24 Toughness

 

Damage (bludgeoning)

 

Hammer Throw

 

Ranged

 

DC 24 Toughness

 

Damage (bludgeoning)

 

Graviton Smash

 

35 ft. Radius

 

DC 17 Reflex/DC 22 Toughness

 

Damage (gravity/bludgeoning)

 

Graviton Wave

 

175 ft. Line

 

DC 17 Reflex/DC 22 Toughness

 

Damage (gravity/bludgeoning)

 

Unarmed

 

Touch

 

DC 21 Toughness

 

Damage (bludgeoning)

 

 

 

Totals: Abilities (22) + Combat (10) + Saving Throws (6) + Skills (10) + Feats (15) + Powers (45) - Drawbacks (3) = 105/105 Power Points

Edited by Lone_Star
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As promised, I'm gonna give the sheet a look. I'll start with the crunch, just let me know when the fluff is ready!

 

As I already told you, we already got a Valkyrie, so its gotta be another name. You can always just prefix something to Valkyrie, of course, like the Steel Valkyrie or something like that, or something completely different.

 

At PL7 I'd personally not go more than +2/-2 on Attack/Damage, but it is not against the rules and can work.

 

Abilities

Look good.

 

Combat

Your Initiative is equal to your Dex bonus, so it should be +5.

 

At least 1/3rd of your attack bonus (rounded up) must come from Base Attack bonus, so if you

want +4 Attack for Melee Attacks you will have to buy 2 ranks of Base Attack Bonus.

Remember to fill out your Flat-footed defense, Grapple and Knockback values.

 

Saving Throws

Your Impervious Toughess is 6, so you should update that on the Toughness bonus.

 

Remember to note your Con bonus on your Fortitude bonus. 

 

Speaking from a purely mechanical optimization standpoint, its better to just buy pure Constitution than it is to buy Protection and Fortitude Saving Throws bonus. Buying 2 points of Constitution costs the same as a rank of Protection and Fortitude Saving THrow bonus and gives you both Toughness, Fortitude and Recovery Bonus. Of course, with your concept, what you got seem to fit better!

 

Skills

Generally speaking, most skill DCs that's not opposed rolls comes in multitudes of 5, so its generally best to have your skill bonuses be multitudes of 5 too. Its not required or anything like that, but something to keep in mind!

 

If you want the Skill Masteries to look nicer, consider superscripting it.

 

Feats

You'll have to reduce Attack Focus to rank 2 at most, since 1/3rd of the Attack Bonus has to come from Base Attack Bonus, as I noted below.

 

Otherwise, it all looks good.

 

Powers

Most looks good, only issue is with the hammer, but see my notes under drawbacks too.

 

When you add Area to an attack, you essentially take away its ability to get trade offs, since the Reflex Save for the Area effect is at the power rank, so your Strike cannot be higher than 7 for your Area Attacks. With that said, another thing you could do was have the hammer simply add the Area Extra to your Strength Damage, which would be cheaper!

 

So, you could build it like this:

 

Device Rank 5 (Graviton Hammer; 25PP Device; Flaws: Hard-To-Lose) [20PP] (technology)

  • Hammer Strike Array 7.5 (15PP Array; Feats: Alternate Power 3[18PP]
    • Base Power: Strike 3 (Hammer Strike; Feats: Improved Critical 2, Extended Reach 2 [10 ft. Range], Mighty) {8/15PP}
    • Alternate Power: Blast 5 (Hammer Throw; Feats: Accurate 2, Mighty 3) (50 ft. range) {15/15PP}
    • Alternate Power: Burst Area Strength Damage 7 (Graviton Smash; Adds Extras: Area [General Burst] to Strength Damage) (35 ft. radius area)  {7/15PP}
    • Alternate Power: Line Area Strength Damage 7 (Graviton Wave; Adds Extras: Area [General Line] to Strength Damage) (5x175 ft. line area) {7/15PP}
  • Feature 1: Circumstantial +2 on Intimidate [1PP]

That will save you PP on the device that you can either use on other things, and more PP to spend on each power. As it is now, you still have 6PP to spend on the device.

I removed the Thrown feat from the Hammer Strike, because it is quite frankly a bad feat, and added the Hammer Throw Blast power instead. The Accurate 2 feat on the power assumes that you buy your Base Attack Bonus up to +2 and not higher than that. Basically, the power represents you throwing your hammer at someone, and it then immediately returns to your hand. It has +6 ATK/+8DC as it is now. You can of course remove it if you want.

 

Sadly, the feature probably won't fly, since it would make you break PL caps for your Intimidate skill: With all bonuses, your Skill ranks cannot be more than PL+5 (without adding ability score), and this would make your total rank PL+6.

 

Drawbacks

As far as I know, and according to the description in the book, you have to apply the Noticeable drawback to specific powers, so you should apply it to all the powers where it matters.

 

Vulnerability should apply to all of you, not just your device. You could take the Power Loss drawback on your Devices instead. Additionally, Electromagnetic Energy is considered a Very Common descriptor per the Descriptor Frequency page in the guide.

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Hey Rocket, thanks for the advice. So here's what I did:

  • Changed her to -2 Attack/+2 Damage and -2 Defense/+2 Toughness. Sound advice.
  • Still haven't come up with a new name, will come back to that.
  • Adjusted some Feats to accommodate her +2 Base Attack bonus.
  • Superscripted Skill Mastery. It does look better.
  • Combat: Added +2 Base Attack, which when added to +3 Melee Attack Focus comes out to +5. Added Initiative Bonus from Dex and unsure about Grapple Bonus?
  • Saving Throws: Removed Toughness from armor, so with the Enhanced Con adjustment that's +9 Toughness. Knocked off a point from Fortitude, +9 is plenty.
  • Skills: Brought the skills down to 40 ranks, and most of the bonuses are now in increments of 5.
  • Feats: Attack Focus is now 3 to go with 2 Base Attack bonus.
  • Powers: Many things were changed.
    • Lowered Enhanced Strength to 6, raised Enhanced Constitution to 10 to compensate from removal of Protection in armor. Also added Drawback to each "gene-altered" power, since it's noticable.
    • Used your suggested array for the hammer, but changed up "Hammer Throw" so the total damage would be 9. (Blast 4 + Mighty 5 = 9 damage).
    • Stripped away Protection and Super-Senses from the armor, leaving only some Impervious. She will discover more functions of the armor as time goes along.
  • Drawbacks: Since Noticable is under the powers it applies to, I gave her a vulnerability to radiation. Seemed thematic, and will work it into her backstory.
Edited by Lone_Star
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Mostly a few minor things and your hammer needing to be updated a bit cus of lowered strength. I've put an updated sheet below.

Your Fort save didn't need the bonus to hit +9, your Acrobatics was a bit off (fixed by lowering Notice).

For the hammer, I've changed the area effect back to Strike powers, but making them Strike 1 and with Mighty, for a total +7 to DC. Note that I've added 7 ranks of the Area extras on them, so that they apply both to your Strength damage and the 1 damage from the strike. As it is, you have plenty more PP to spend on the different powers in the attack array, and you could lower the hammer to rank 4 and still have 3PP left over in it.

 

 

Abilities: 6 + 2 + 8 + 2 + 4 + 0 = 22PP
Strength: 16/22 (+6)
Dexterity: 12/20 (+5)
Constitution: 18/28 (+9)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 4 + 6 = 10PP
Initiative: +5 (+5 Dex)
Attack: +5 Melee (+2 Base, +3 Attack Focus [Melee])
Defense: +5 (+3 Base, +2 Dodge Focus), +3 Flat-Footed

Grapple: +11 (+6 Strength, +2 Base Attack, +3 Attack Focus [Melee])
Knockback: -7 (Impervious Tou +5, Tou +2)


Saving Throws: 0 + 3 + 3 = 6PP
Toughness: +9 (+9 Con, Impervious 5)
Fortitude: +9 (+9 Con, +0)
Reflex: +8 (+5 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 40R = 10PP

Acrobatics 5 (+10)

Craft [Mechanical) 9 (+10)

Drive 5 (+10) Skill Mastery

Intimidate 10 (+10) Skill Mastery

Notice 3 (+5) Skill Mastery

Sense Motive 8 (+10) Skill Mastery



Feats: 13PP

All-Out Attack

Attack Focus (Melee) 2

Dodge Focus 2

Elusive Target

Equipment 3

Improved Overrun

Power Attack

Skill Mastery (Drive, Intimidate, Notice, Sense Motive)

Startle

 

Equipment: 3PP = 15EP 

    • The Outrider (Full-Size Car), Features: Alarm, Caltrops, Remote Control, Smokescreen; Powers: Armor 2. Strength 35, Speed 5, Defense 8, Toughness 11, Size: Huge [14EP]

 

 

Powers: 5 + 7 + 9 + 20 + 4 = 45PP

(Note: All powers excluding Devices have Mutation descriptor. Devices have Technology descriptor)

 

Enhanced Strength 6 (Gene-Shifted Might; Drawback: Noticeable) [5PP]

 

Enhanced Dexterity 8 (Gene-Shifted Athleticism; Drawback: Noticeable) [7PP]

 

Enhanced Constitution 10 (Gene-Shifted Durability; Drawback: Noticeable) [9PP]

 

Device Rank 5 (Graviton Hammer; 25PP Device; Flaws: Hard-To-Lose) [20PP] (technology)

  • Hammer Strike Array 7 (14PP Array; Feats: Alternate Power 3[17PP]
    • Base Power: Strike 3 (Hammer Strike; Feats: Improved Critical 2, Extended Reach 2 [10 ft.], Mighty) {8/14PP}
    • Alternate Power: Blast 4 (Hammer Throw; Feats: Accurate 2, Mighty 4) (40 ft. range) {14/14PP}
    • Alternate Power: Strike 1 (Graviton Smash; Extras: Area [General Burst] 7; Feats: Mighty) (35 ft. radius area)  {9/14PP}
    • Alternate Power: Strike 1 7 (Graviton Wave; Extras: Area [General Line] 7; Feats: Mighty) (5x175 ft. line area) {9/14PP}

       

Device Rank 1 (Salvaged Power Armor; FlawsHard-To-Lose) [4PP] (technology)

  • Impervious Toughness 5 [6PP]

 


Drawbacks: = -3PP

Vulnerable (Radiation; Frequency: Common, Intensity: Moderate) [-3PP]

 



DC Block  

 

ATTACK

 

RANGE

 

SAVE

 

EFFECT

 

Hammer Strike

 

Touch

 

DC 24 Toughness

 

Damage

 

Hammer Throw

 

Ranged

 

DC 24 Toughness

 

Damage

 

Graviton Smash

 

35 ft. Radius

 

DC 17 Reflex/DC 22 Toughness

 

Damage

 

Graviton Wave

 

175 ft. Line

 

DC 17 Reflex/DC 22 Toughness

 

Damage

 

Unarmed

 

Touch

 

DC 21 Toughness

 

Damage

 

 

 

Totals: Abilities (22) + Combat (10) + Saving Throws (6) + Skills (10) + Feats (13) + Powers (45) - Drawbacks (3) = 103/105 Power Points

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  • Lone_Star changed the title to Outrider (PL 7) - Lone_Star

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