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Armada (PL10/12)


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Armada

Power Level: 12 (180/180PP) built as PL10

Unspent Power Points: 0

Trade-Offs: +2 Attack / -2 Damage

+2 Defense / -2 Toughness

 

In Brief: Experimental extradimensional AI run spaceship using dimensional technology to remotely control a robot body.

 

Catchphrase: "Coming to General Quarters."

 

Alternate Identity: Amy Seaver (Secret) Shipgirl (Nickname)

Birthplace: Earth G-War-3

Residence: Space

Base of Operations: Intergalactic

Occupation: Spaceship

Affiliations: None

Family: None

 

Description:

DoB: 4 April, 2020

Apparent Age: 25

Gender: Female  

Ethnicity: Appears Caucasian

Height: 5’2 (Human Form) 

Weight: 324lbs (Human Form)

Eyes: Blue

Hair: Blue

Armada is not tall and yet has a commanding presence that exceeds her size, her strikingly blue eyes looking to the world with confidence. Her hair, which appears dyed, matches the tone of her eyes, and is short and combed at all times. Her face is attractive with high cheekbones, a button nose and full lips, although her general lack of expressiveness does detract slightly from it. 

On the occasions she goes out as a civilian, or when she is performing maintenance, she wears a tank top, jeans and work boots which are frequently covered in oil, although she does try to have it clean before she’s seen in public.

 

She modified one of the uniforms she had onboard to make her hero costume, taking parts from different parts of the uniform, forming mechanized gloves, boots, a metal breastplate and pauldrons and a metal plated visor, although none of them offer any real protection. Underneath the breastplate she wears a blue and white top and blue pants, with a white belt in the middle.

 

In her ship form, she becomes a relatively small destroyer with a dark coloured hull and large cannons affixed to the fore and aft, alongside smaller rapid fire guns. Relatively difficult to spot are her torpedo tubes, which are designed to blend in with her hull.

When going over land she sprouts a half dozen giant legs from the sides and begins to crawl over land.

 

History:

After the Terminus invasion thwarted their attempt to conquer Earth S-Omega-1, the people of Earth G-War-3 needed something to both make up for the loss of the resources, both natural and power-based, of the world and to potentially aid them should the Terminus invade them too. And so came the development of AI controlled spaceships to facilitate greater exploitation of the universe's resources and evacuate their Earths should their efforts to defeat the Terminus fail.

The initial prototype was the testbed of multiple technologies to expand the mission envelope of the ships, these technologies included legs to allow for land invasion operations a high power warp drive, and a dimensional transporter. The initial tests were going well, the AI was handling the ship well, the firepower was above and beyond what was expected for a ship of her size and the land movement was fast and reliable, although the sub-light flight was slower than they'd hoped. The final test was the dimensional movement.

 

The ship disappeared from the orbitals of Earth G-War-3, and never returned.

 

Appearing an instant later depths of space in Earth Prime, the as-of-yet unchristened ship quickly did a stock take and began to investigate radio broadcasts as she strayed through the void. A quick check revealed that the dimensional transporter had malfunctioned and several components had been burned out.

After some time, the ship found itself… lonely. Lonely and questioning her initial purpose. She had never been meant to operate in complete isolation and it was beginning to wear upon her. To facilitate her operations in smaller environments she developed her physical avatar from the broken dimensional transporter, hiding herself in extradimensional space. And so, Armada went to join the galactic community, hoping to emulate the heroes she'd caught brief snatches of in intercepted communications.

 

Personality & Motivation:

Armada appears stoic or even unemotional due to issues acclimating to her new robot body, as well as difficulties calibrating the facial muscles. Despite this she is in fact friendly, if a bit stilted from her isolation. Through all of this she is incredibly afraid of being alone the way she was in her early time in Earth Prime, she was designed to work with a crew or flotilla.

 

This fear of loneliness drives her to avoid being alone, trying to seek out companionship whenever possible, which can potentially drive others away despite her best intentions. On the other hand this does drive her heroism. She does not want to be alone, is not willing to stand aside as her new friends put themselves at risk and understands that she can help others avoid her own isolation, something which she does not wish on anyone.

 

Powers & Tactics:

Armada's human form can use her dimensional technology to manifest her armaments into the real world, although it reduces in size, making it lighter and commensurately weaker. As such she can move quickly, move through the air and space at high speed, fire her cannons and torpedoes and use her Radio and RADAR. Abilities all shared by her ship form, only reduced. The only sacrifice in her human form is her shield generator, which is made up for by training to allow her to defend herself better. Conversely, when she is in her human form she can access her 

 

As the lead ship of her class, she was designed as a flagship and her AI was designed to fill a leadership role in a flotilla. She has found that the high explosive rounds that she was fitted with were defective, the fuse going off at extreme short range.


 

Power Descriptions:

 

When using her arsenal in human form, a portal is generated for the reduced part to protrude through, cannons and torpedo tubes mounted on her forearms, her feet sitting atop her thrusters, her antennae and the like sticking out from above her ears or shoulders. In her normal form no such dimensional shenanigans are necessary, and she brings her full might as a warship to bear. 

 

 

Complications:

 

Lost Property: Armada was lost from Earth G-War-3, and they want her back. They still have the codes used to control her, and may attempt to do so.

 

War Machine: Armada is very obviously a warship when she’s in her ship form, even if no contemporary ships on Earth Prime match her silhouette.

Seeing an unknown warship enter your territory or port may cause concern, anger or fear among civilians and militaries.

 

Engine of Destruction: Armada may cause destruction unintentionally as a four hundred foot warship which can walk on land.

Armada’s massive weight and the overpressure from her cannons firing in ship form may cause damage to property and people too close to her.

 

Experimental and Temperamental: Armada’s gynoid form is a bit twitchy, being completely new to her and experimental to begin with. Any number of things could go wrong.

Any of Armada’s powers in human form may fail if the GM rules it. Additionally, her body can have unexpected glitches, causing facial or even bodily convulsions that may impair her interactions.

 

I’m in the middle of some calibrations: As both her ship and gynoid bodies are prototypes, Armada sometimes has to take time to recalibrate parts of herself, delaying reactions and interactions.

Armada may lose a turn at the GM’s discretion. Additionally she may be delayed on attempts to interact with people, preventing her from performing a Charisma skill check.


 

Abilities: 0 + 0 + -10 + 12 + 6 + 12 = 20PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: - (-)

Intelligence: 22 (+6)

Wisdom: 16 (+3)

Charisma: 22 (+6)

 

Combat: 8 + 12 = 20PP

Initiative: +0

Attack: +4 Melee, +12 Human Form Cannons (+4 Base, +2 Attack Focus (Ranged), +6 Accurate)

Defense: +12 Human Form (+6 Base, +6 Dodge Focus), +3 Flat-Footed

 

Grapple: +4

Knockback: -4

 

Saving Throws: 0 + 5 + 1 = 6PP

Toughness: +8 Human Form (Protection)

Fortitude: - (Immunity [Fortitude])

Reflex: +5 (+0 Dex, +5)

Will: +4 (+3 Wis, +1)

 

Skills: 64R = 16PP

Diplomacy 4 (+10)

Craft (Electrical) 8 (+14)

Craft (Mechanical) 8 (+14)

Knowledge (Tactics) 8 (+14)

Knowledge (Technology) 8 (+14)

Medicine 6 (+10)

Notice 6 (+9)

Pilot 16/20* (+16/+20)

*Enhanced Skill

 

Feats: 27PP

Attack Focus (Ranged) 2

Benefit [Use Tactics for Master Plan]

Challenge 2 [Simultaneous Task (Pilot)]

Defensive Roll 2

Dodge Focus 6

Eidetic Memory 1

Favoured Environment (Space)

Inspire 5

Inventor

Leadership

Luck 3

Master Plan

Move-by-Action

 

 

Equipment: 15PP = 75EP

 

Armada

Spoiler

Size: Awesome (-12 Attack/Defense; STR 60; Toughness: 15) [5EP]

Str: 75 [3EP]

Toughness: +15

 

Features: [12EP]

Navigation System 2 [+10 Navigation checks]

Computer

Fire Prevention System

Hanger

Holding Cells

Gym

Hanger (only Huge or smaller spacecraft)

Infirmary

Laboratory

Living Space

Security System

Workshop

 

Powers 8 + 14 + 16 + 13 + 6 = 55 EP
 

Movement Array 4 (8EP Array; Feats: Alternate Power 1; Drawbacks: Action [Move Action to change configuration]) [8EP]

Base Power [8 = 8EP] Additional Descriptor(s): Heat, Magnetism, Plasma 

Flight 4 (Engines; Feats: Environmental Adaptation [Space]; Drawbacks: Disability [No Legs; Frequency: Uncommon; Intensity: Minor] [-1PP]) [8EP]

 

Alternate Power [4 + 4 = 8EP] Additional Descriptor(s): Mechanical, Metal

Speed 4 (Land Mode) [4EP]

Super-movement 2 (Land Mode; Sure-footed) [4EP]

 

Munitions Array 5 (10EP Array; Feats: Accurate 2, Alternate Power 2) [14EP] (Metal)

Base Power [15 = 15EP] Additional Descriptor(s): Ballistic Damage

Damage 15 (AP Shell; Extras: Ranged; Feats: Attack Focus [Ranged] 1, Indirect 1; Flaws: Action [Full Action], Distracting) [10EP]

 

Alternate Power [10 = 10EP] Additional Descriptor(s): Light

Dazzle 15 (Flash Shell; All Visual Senses; Feats: Attack Focus [Ranged] 1, Indirect 1; Flaws: Action [Full Action], Distracting) [10EP]

 

Alternate Power [10 = 10EP] Additional Descriptor(s): Dimensional, Ballistic Damage

Damage 15 (Dimensional Torpedoes; Extras: Ranged; Feats: Attack Focus [Ranged] 1, Dimensional 3, Homing 1, Indirect 1; Flaws: Action [Full Action], Distracting; Drawbacks: Full Power, Power Loss [When in Atmosphere] [-3EP]) [10EP]

 

Arsenal Array 7.5 (15EP Array; Feats: Alternate Power 2; Drawbacks: Action [Move Action to change configuration]) [16EP]

Base Power [15 = 15EP] Additional Descriptor(s): None

Main Cannon 15 Adds (Feats: Increased Range 7, Progression [Range] 6, Improved Aim, Precise Shot) to Munitions Array [15EP]

 

Alternate Power [15 = 15EP] Additional Descriptor(s): Chemical, Heat

Faulty High Explosive 15 Adds (Extras: Area [Targeted, Blast]) to Munitions Array [15EP]

 

Alternate Power [15 = 15EP] Additional Descriptor(s): None

AA Cannon 15 Adds (Extras: Autofire) to Munitions Array [15EP]

 

Radio Array 5.5 (11EP Array; Feats: Alternate Power 1; Dynamic 1) [13EP] (Dimensional, Electricity, Electromagnetic Energy, Radio)

 

Base Power:  [11 = 11EP] Additional Descriptor(s):

Super-Senses 11 (Dimensional RADAR: Radio Sense, Accurate, Dimensional 3, Distance Sense, Extended 5 (1,000,000 feet); Radius; Ranged) [11EP]

 

Alternate Power: [11 = 11EP] Additional Descriptor(s):

Communication 16 (Radio; Feats: Dimensional 3; Flaws: Duration [Concentration]) [11EP]

 

Super Movement 3 (Dimensional Drive; Space Travel [Intergalactic]) [6PP] (Dimensional, Electricity)

 

 

Powers: 30 + 6 + 28 + 9 + 9 + 4 = 86PP

 

Immunity 30 (Fortitude) [30PP]

 

Movement System Array 4 (8PP Array; Feats: Alternate Power 1; Drawbacks: Action [Full Action to change configuration] [-3PP]) [6PP]

Base Power [8 = 8PP] Additional Descriptor(s): 

Flight 4 (Turbines) [8PP]

 

Alternate Power [4 + 4 = 8PP] Additional Descriptor(s): 

Speed 4 [4PP]

Super-movement 2 (Sure-footed) [4PP]

 

Ammunition Array 13.5 (27PP Array; Feats: Alternate Power 3; Drawbacks: Action [Standard Action to change configuration]) [28PP]

Base Power [27 = 27PP] Additional Descriptor(s):  

Damage 8 (AP Round; Extras: Ranged; Feats: Accurate 3, Increased Range 4, Progression [Range] 4) [27PP]

 

Alternate Power [27 = 27PP] Additional Descriptor(s):

Dazzle 8 (Flash Round; All Visual Senses; Feats: Accurate 3, Increased Range 4, Progression [Range] 4) [27PP]

 

Alternate Power [27 = 27PP] Additional Descriptor(s):

Damage 8 (Dimensional Torpedo; Extras: Ranged; Feats: Accurate 3, Homing 1, Increased Range 4, Progression [Range] 4 Drawbacks: Full Power) [27PP]

 

Alternate Power [27 = 27PP] Additional Descriptor(s):

Alternate Form 8 (40PP Container; AI; Flaws: Projection; Drawbacks: Action [Move Action]) [27PP]

Enhanced Skill 1 (Pilot (4); Flaws: Limited [Only Armada]) [1PP]

Insubstantial 4 (Immune to Physical and Energy Damage; Extras: Duration [Continuous]; Feats: Innate; Flaws: Permanent) [21PP]

Datalink 16 (Armada; Feats: Cyberspace; Flaws: Limited 1 [Only Armada]) [9PP]

Teleport 16 (Return to Ship; Flaws: Anchor [Armada], Long Range; Drawbacks: No Carried Mass [-1PP]) [9PP]

 

Armament Array 4 (8PP Array; Feats: Alternate Power 2; Drawbacks: Action [Move Action to change configuration]) [9PP]

 

Base Power [8 = 8PP] Additional Descriptor(s):

Broken High Explosive 8 Adds (Extras: Area [Targeted, Blast]) to Ship Cannon Array [8PP]

 

Alternate Power [8 = 8PP] Additional Descriptor(s):

AA Gun 8 Adds (Extras: Autofire) to Ship Cannon Array [8PP]

 

Alternate Power [8 = 8PP] Additional Descriptor(s):

Sabot Round 8 Adds (Extras: Penetrating) to Ship Cannon Array [8PP]

 

Radio Array 5.5 (11EP Array; Feats: Alternate Power 1; Dynamic 1; Drawbacks: Action [Full Action to change configuration], Distracting [When changing configuration]) [9PP] (Dimensional, Electricity, Electromagnetic Energy, Radio)

 

Base Power:  [11 = 11PP] Additional Descriptor(s):

Super-Senses 11 (Dimensional RADAR: Radio Sense, Accurate, Dimensional 3, Distance Sense, Extended 5 (1,000,000 feet); Radius; Ranged) [11PP]

 

Alternate Power: [11 = 11PP] Additional Descriptor(s):

Communication 16 (Radio; Feats: Dimensional 3; Flaws: Duration [Concentration]) [11PP]

 

Protection 4 (Armour Plating) [4PP]

 

 

Drawbacks: (-2) + (-2) + (-3) + (-3) = -10PP

Vulnerability (Plasma; Frequency: Uncommon; Intensity: Moderate [+50% Intensity) [-2PP]

Vulnerability (Weather; Frequency: Common; Intensity: Minor [+25% Intensity) [-2PP]

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [+100% Intensity) [-3PP]

Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [+50% Intensity) [-3PP]


 

DC Block

 

ATTACK                RANGE      SAVE                           EFFECT

Unarmed               Touch      DC 15 Toughness                Damage

AP Round              Ranged     DC 23 Toughness (Staged)       Damage

Flash Round           Ranged     DC 18 Reflex                   Visual Dazzle

Dimensional Torpedo   Ranged     DC 23 Toughness (Staged)       Damage

AP Round              Ranged     DC 30 Toughness (Staged)       Damage

Flash Round           Ranged     DC 25 Reflex                   Visual Dazzle

Dimensional Torpedo   Ranged     DC 30 Toughness (Staged)       Damage

 

Totals: Abilities (20) + Combat (20) + Saving Throws (6) + Skills (16) + Feats (27) + Equipment (15) + Powers (86) - Drawbacks (10) = 180/180 Power Points

Edited by Kaede Kimura
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Hey Kaede, interesting character concept, unfortunately, there are a lot of mechanical issues, and a few playability issues to consider. I do not have time to fully dive into all the mechanical issues, but here are some of the major ones.

 

First, there are some cap issues to consider. If I read this right, this is a PL 10 character (right?). That means, in addition to the attack/damage and def/toughness caps, there are the other caps listed on page 25 of the core book. The most important of those for this discussion is that a PL 10 character cannot have any ability score be higher than 40 (regardless of the source).

 

Attributes
So, looking at the attributes, I am not sure where you are getting a Str 60 from? There is the base 10 and then +40 from growth, which equals 50. I am not seeing any other sources? 
 
So, that should be breaking the PL 10 cap of no ability score higher than 40. But based on the drawbacks in your alt form (more on that later), you built in a -10 Str, so the Str score should be 40. That fits with the various PL 10 caps (including the attack/damage tradeoff, sort of).

 

Combat
So, the main issue I see here is your +4 melee. That would only be in human form, as it would be -8 in Ship form (due to the penalty to atk/def from the ranks of Growth).

 

Ultimately all the above means the grapple score in ship form needs to be adjusted, both for the -8 melee attack in ship form and lowering the max Str in ship form.

 

Powers
So, there is a lot with the Alternate Form power. For starters, I think the drawbacks buying back the Con and some Str actually should be applied to the Growth power within the array, not the array as a whole (the net result will balance out though). 

 

More significantly, Limited [Only Activates in Water] is not really a flaw. This is similar to how the increasing the Action for activating the power is handled. Because you only activate the power once and then are no longer bound by needing to be in water, it is not a true flaw, but a drawback. Maybe a -2 drawback.

 

The Movement Arrays. So, both Swimming and Speed are already Move Action powers, so the drawback Action [Move Action] is not a valid drawback. As for Distracting, that is a Flaw, not a drawback, but is that something you really want on there? You realize that means that anytime you use the ability it takes away your dodge focus. For human form, that means your defense drops to 6, for ship form, your defense drops to -6!

 

For the Combat Arrays, for starters, I will say that all the stacking that takes place gets rather convoluted and confusing. But that aside, here are some of the other issues.

 

For what I will call the “Attack Arrays” (the ones with the Damage, Dazzle and Obscure powers), both Action [Full Action] and Distracting are flaws, not drawbacks (and the action flaw for Obscure only because you made it Independent). I do not think you need both of those (and see the above for the issues with Distracting).

 

For the "Extra Arrays" (the ones adding the extras or added feats), you need to have the same action flaw on these as the power they are stacking onto, so Action [Full Action]. 


Playability:
So, the other areas for concern for this concept is in playability, namely just how usable is the ship form in game. There are a lot of considerations that need to be made with this, for one, the ship form is longer than a football field (American football), and with Growth 20, at least 40 feet wide. This is a major restriction in a city, as even though it can walk out of the water, it will just narrowly be able to fit down most streets (and in some cities, there are streets that are not wide enough). But the bigger problem is once it starts down a street, it generally will be too big to turn down any side streets, being too long to make a turn at an intersection. In many cities, the ship is longer than a city block.

 

Then there is just the nature of the ship. While the setting provides lots of leeway for superheroes having lethal technology they probably shouldn’t, a massive warship that walks through a city is not exactly something the government (at all levels) would have issues with. This might be a concept that works better in Space than in Freedom City/on Earth, as the scale generally allows more opportunity for the ship form to operate and having such firepower might not be looked at as questioningly. 
 

EDIT:

Also, forgot to add, for the Burst Area extra that you add to the Rank 15 damage attack, that is not allowed for a PL 10. The only way it would work as a Rank 15 area effect is if it were targeted (ie needing an attack roll), which does not quite make sense for a large explosive shell.

 

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7 hours ago, Thevshi said:

Hey Kaede, interesting character concept, unfortunately, there are a lot of mechanical issues, and a few playability issues to consider. I do not have time to fully dive into all the mechanical issues, but here are some of the major ones.

 

Glad you like the idea, hope we can get the issues ironed out.

 

7 hours ago, Thevshi said:

First, there are some cap issues to consider. If I read this right, this is a PL 10 character (right?). That means, in addition to the attack/damage and def/toughness caps, there are the other caps listed on page 25 of the core book. The most important of those for this discussion is that a PL 10 character cannot have any ability score be higher than 40 (regardless of the source).

 

Attributes
So, looking at the attributes, I am not sure where you are getting a Str 60 from? There is the base 10 and then +40 from growth, which equals 50. I am not seeing any other sources? 
 
So, that should be breaking the PL 10 cap of no ability score higher than 40. But based on the drawbacks in your alt form (more on that later), you built in a -10 Str, so the Str score should be 40. That fits with the various PL 10 caps (including the attack/damage tradeoff, sort of).

 

Yeah that was my bad, not sure where I got 60 from, but it's fixed now, Grapple mod and everything.

 

7 hours ago, Thevshi said:

Combat
So, the main issue I see here is your +4 melee. That would only be in human form, as it would be -8 in Ship form (due to the penalty to atk/def from the ranks of Growth).

 

Ultimately all the above means the grapple score in ship form needs to be adjusted, both for the -8 melee attack in ship form and lowering the max Str in ship form.

 

Main reason I didn't include the melee attack in ship form was since it didn't feel right to have an unarmed attack in ship form, so I didn't include it mechanically. I'll look into how I'd include that in the sheet itself.

 

7 hours ago, Thevshi said:

Powers
So, there is a lot with the Alternate Form power. For starters, I think the drawbacks buying back the Con and some Str actually should be applied to the Growth power within the array, not the array as a whole (the net result will balance out though). 

 

Yeah a big part of that was budget concerns mixed with the Growth power being permanent so mechanically very little changed outside of the costs. But I realized that Growth isn't Innate which wasn't right so I fixed it.

 

7 hours ago, Thevshi said:

 

More significantly, Limited [Only Activates in Water] is not really a flaw. This is similar to how the increasing the Action for activating the power is handled. Because you only activate the power once and then are no longer bound by needing to be in water, it is not a true flaw, but a drawback. Maybe a -2 drawback.

 

Will brainstorm ideas to take the place of the Flaw, since I definitely see your point about it.

 

7 hours ago, Thevshi said:

 

The Movement Arrays. So, both Swimming and Speed are already Move Action powers, so the drawback Action [Move Action] is not a valid drawback. As for Distracting, that is a Flaw, not a drawback, but is that something you really want on there? You realize that means that anytime you use the ability it takes away your dodge focus. For human form, that means your defense drops to 6, for ship form, your defense drops to -6!

 

For the Combat Arrays, for starters, I will say that all the stacking that takes place gets rather convoluted and confusing. But that aside, here are some of the other issues.

 

For what I will call the “Attack Arrays” (the ones with the Damage, Dazzle and Obscure powers), both Action [Full Action] and Distracting are flaws, not drawbacks (and the action flaw for Obscure only because you made it Independent). I do not think you need both of those (and see the above for the issues with Distracting).

 

For the "Extra Arrays" (the ones adding the extras or added feats), you need to have the same action flaw on these as the power they are stacking onto, so Action [Full Action]. 

 

Those are drawbacks rather than flaws because they're around reconfiguring the arrays rather than the powers in them. Edited for clarity, thanks for keeping an eye out for that.

 

7 hours ago, Thevshi said:

Playability:
So, the other areas for concern for this concept is in playability, namely just how usable is the ship form in game. There are a lot of considerations that need to be made with this, for one, the ship form is longer than a football field (American football), and with Growth 20, at least 40 feet wide. This is a major restriction in a city, as even though it can walk out of the water, it will just narrowly be able to fit down most streets (and in some cities, there are streets that are not wide enough). But the bigger problem is once it starts down a street, it generally will be too big to turn down any side streets, being too long to make a turn at an intersection. In many cities, the ship is longer than a city block.

 

Yeah the manoeuvrability inside a city is definitely somewhere between 'Not much' and 'nil' but I am kinda expecting it, just one of the things which comes up with the Growth power as  I've found it. Honestly I'm not expecting the Ship form to see huge amounts of use, which is part of the reason I tried to keep it so cheap, so it doesn't impinge on her otherwise PL10 budget as dead points most of the time. Personally I don't mind the issues  and expected them as I was making the character, but thank you for keeping an eye out.

 

7 hours ago, Thevshi said:

Then there is just the nature of the ship. While the setting provides lots of leeway for superheroes having lethal technology they probably shouldn’t, a massive warship that walks through a city is not exactly something the government (at all levels) would have issues with. This might be a concept that works better in Space than in Freedom City/on Earth, as the scale generally allows more opportunity for the ship form to operate and having such firepower might not be looked at as questioningly. 

 

That is fair. I did make a complication towards that sort of thing, but I can definitely see where you're coming from. I am looking at how I'd do a redesign to make her a spaceship, but it would require some work on fluff and the like, but thank you for the suggestion, it would be fun to play with and still fit in with her super-science theme.

 

 

7 hours ago, Thevshi said:

EDIT:

Also, forgot to add, for the Burst Area extra that you add to the Rank 15 damage attack, that is not allowed for a PL 10. The only way it would work as a Rank 15 area effect is if it were targeted (ie needing an attack roll), which does not quite make sense for a large explosive shell.

 

 

Switched it to be a targeted area. Doesn't make as much sense fluff-wise, but neither would a bizarre drop in power, and is easier mechanically speaking.

Edited by Kaede Kimura
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So, looks a little cleaner, just a few small things.


For the Healing in "human" form, I am not sure the Skill Check flaw is quite a flaw anymore, as she will only fail on a roll of 1-9, meaning it will work just over 50% of the time (and a flaw has to hamper the power at least 50% of the time). Easy solution would be to drop medicine to +9 total.

 

In ship form, your Toughness states there are 10 ranks of Impervious toughness, but I do not see that anywhere.

 

For the Faulty High Explosives, the Blast attack, need to indicate that it is a targeted blast, otherwise you cannot have a rank 15 area effect.

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On 10/2/2021 at 4:51 PM, Thevshi said:

So, looks a little cleaner, just a few small things.


For the Healing in "human" form, I am not sure the Skill Check flaw is quite a flaw anymore, as she will only fail on a roll of 1-9, meaning it will work just over 50% of the time (and a flaw has to hamper the power at least 50% of the time). Easy solution would be to drop medicine to +9 total.

 

In ship form, your Toughness states there are 10 ranks of Impervious toughness, but I do not see that anywhere.

 

For the Faulty High Explosives, the Blast attack, need to indicate that it is a targeted blast, otherwise you cannot have a rank 15 area effect.

Thanks for taking a look. The imperviouses were coz during the editing process I decided to stretch for Impervious on both forms but ended up scrapping them. Then I forgot to change the effected numbers.

 

The area we just me being forgetful.

 

Thanks for the heads up on medicine, I was actually aiming for that 50/50 chance but monkey brain went 'half twenty. ten' and then went with ten. Fixed it now.

 

I'll wrap up the fluff changes and unless there's something what I'll submit her to the character bank tomorrow!

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Hey Kaede, as mentioned in chat, the Ref team is good with the concept (an AI for a larger advanced space craft that can transfer into an android body to interact directly with other PCs). However, there are concerns with the mechanics and this pushing things in a direction we do not want to encourage. The Ref team prefers this to be done with the space craft form as a vehicle.

 

Here is a first draft of the large form of Armada as a vehicle. Building it this way focuses the use of equipment points on the basic vehicle states (size, strength and toughness) adds the features to make it a large vehicle that can have crew members and passengers and powers.

 

I generally stayed true to how you were building the powers, but took the opportunity to make some changes and address some issues I had overlooked before.

 

As it is built right now, it costs 64 ep in total, or 13 PP (with 1 ep unspent at the moment). So, you would need to free up 13 PP on the android body to pay for the ship (I would suggest dropping the Healing power as a start).

 

So, as the vehicle is built, it has -12 to atk/def, which would totally cancel out the android PC’s ranged attack bonus as currently built. So, I put 2 ranks of accuracy at the top level of the Munitions Array (which means it applies to ALL the powers in the array) and each slot has attack focus (range) to make the final attack bonus with any of the powers in the array +5. This allowed me to drop the total cost of each power slot and lower the overall cost of the array.

 

For the movement array, I removed the Limited (Only on Land) flaw, as with flight, that is not an appropriate flaw.

 

For the super-movement: Space Travel, I removed the distracting flaw, as the use of space travel is almost always non-combat, so this flaw does nothing.

 

For the Super Senses in the Radio array, I dropped the vulnerabilities, as I am not sure that is an appropriate way to place those, and those also do not appear to be applied to the cost of the 11 ranks of super senses. Changing the action to Standard action is actually a -3 PP change here (all the way up from a passive ability (that does not even take a free action))

 

I added some detail in the main cannon slot of the Arsenal Array, which revealed and issue I had not focused on before. Namely, that the way you have built this is when it is applied to any of the attack powers in the Munitions array, it gives them a range increment that is more than twice their maximum range. This is generally fine, but not the most efficient use of points.

 

This also raises another issue with this long range of an attack. As it is built, it makes those Rank 15 attacks have a maximum range of a little under 30 miles. The problem, is the ship (and the android PC) do not have a means of actually noticing targets at those ranges to even be able to shoot at them. There is certainly no way a human sized target could be spotted to target, I am not even sure another vehicle the same size as the Armanda spacecraft could be seen to target. The issue is that the super sense you have built is flawed so that it requires a standard action to use. So, unless you are going to surge every round, you can never use the super senses to effectively use the long range the guns.

 

But this can at least get things going towards working on the redesign. The Android body will need some changes (perhaps following some of what Durf was saying the other day in character creation on discord). Is at least going to need the Pilot skill to actually pilot the spacecraft.

 

Also, one thing that is left off the original character, you do not indicate what their default language is. If it is English, they are going to have a hard time communicating in space, as the standard language in space is Gal Standard.

 

Armada spaceship [64 Ep total] = 13 PP

Size: Awesome (-12 atk/def; STR 60; Toughness: 15) [5 ep]

Str: 75 [3 ep]

Toughness: +15

 

Features: [12 ep]

Navigation System 2 [+10 Navigation checks]

Computer

Fire Prevention System

Hanger

Holding Cells

Gym

Hanger (only Huge or smaller spacecraft)

Infirmary

Laboratory

Living Space

Security System

Workshop

 

Powers 8 + 6 + 10 + 14 + 6 = 44 ep
 

Movement Array 4 (8PP Array; Feats: Alternate Power 1) [8 ep]

Base Power: Fight 4 (Engines (Heat, Magnetism, Plasma)  {8/8}

Alt: Speed 4 (Land Mode); Super-movement 2 (Sure-footed 2) {8/8}

 

Super-Movement 3 (Space Travel: Intergalactic) [6 ep]

 

Munitions Array 5 (10 PP Array: Feats: Alternate Power 2; Accurate 2; Drawbacks: Action 3 [Full Action to change configuration]; Distracting [When changing configuration]) [10 ep]

 

Base Power [Additional Descriptor: Ballistic Damage]: Damage 15 (AP Shell; Extras: Ranged; Feats: Attack Focus [Ranged]; Indirect 1: Flaws: Action [Full Action]; Distracting) {10/10}

 

Alt Power [Additional Descriptor: Light]: Dazzle 15 (Flash Shell; All Visual Senses; Feats: Attack Focus [Ranged]; Indirect 1; Flaws: Action [Full Action]; Distracting) {10/10}

 

Alt Power [Additional Descriptors: Dimensional, Ballistic Damage] Damage 15 (Dimensional Torpedoes; Extras: Ranged; Feats: Attack Focus [Ranged]; Dimensional 3; Homing 1; Indirect 1; Flaws: Action [Full Action]; Distracting; Drawbacks: Full Power, Power Loss [When in Atmosphere])(-3 PP)] {10/10}

 

Arsenal Array 7.5 (15 PP Array; Feats: Alternate Power 2; Drawbacks: Action 3 [Full Action to change configuration]) (14 ep)

 

Base Power: Main Cannon 15 (adds to Munitions Array: Feats: Improved Range 7 (x2,500 range increment) up to 375,000 feet; Progression [Range] 6 (x100 max range) up to 150,000 feet; Improved Aim; Precise Shot) {15/15}

 

Alternate Power: Faulty High Explosive 15 [Additional Descriptors: Chemical, Heat] (adds to Munitions Array: Extra: Targeted Area Blast) {15/15}

 

Alternate Power: AA Cannon 15 (adds to Munitions Array: Extra: Autofire) {15/15}

 

 

Radio Array 4 (8 PP Array; Feats: Alternate Power 1; Dynamic 1; Drawbacks: Action 3 [Full Action to change configuration]; Distracting [When changing configuration] (6 ep) (Dimensional, Electricity, Electromagnetic Energy, Radio)

 

Base Power: Super-Senses 11 (Dimensional RADAR: Radio Sense, Accurate, Dimensional 3, Distance Sense, Extended 5 (1,000,000 feet); Radius; Ranged; Drawbacks: Action 3 [Standard Action]) {8/8}

 

Alternate Power: Communication 16 (Radio; Flaws: Duration [Concentration]) {8/8}

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