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Upgrading Protectron


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I'm almost at 250 pp for Protectron (244 now!), and I've got 25 points unspent as-is.  Time to think about some upgrades and what I might want his Final Build to look like.

 

I think I'll keep him at PL 10 --that way he can still move between Freedom and Emerald City easily -- but add some tricks that would make him especially effective against Malevolent Robots and Deranged Cyborgs.

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Players Name: Dr Archeville

Characters Name: Protectron

Power Level: 15 (built as PL 10)

Power Points: 250/250

Trade-Offs: -2 Attack/+2 Effect, -2 Defense/+2 Toughness vs. all others

Unspent PP: 0


 

COMPLICATIONS

Disability: Protectron's mind is susceptible to effects that target the minds of organic sapient beings as well as those that target the 'minds' of non-sentient machines

Prejudice: Protectron is a robot, and one that simply appeared from out of nowhere.  It is bound to face difficulties from others.

Responsibility: Protectron must preserve all organic life!

 


 

ABILITIES: 0 + 6 - 10 + 16 + 6 + 0 = 18pp

STR 35/22 (+12/+6); effective Str 70/32

DEX 16 (+3)

CON ---

INT 26 (+8)

WIS 16 (+3)

CHA 10 (+0)

 

 

COMBAT: 8 + 10 = 18pp

Initiative: +8 (Speed of Thought)

Attack: +4, +8 melee; +8 w/ Blasts and Snare

Grapple: +27; +16 without Enhanced STR

Defense: +8/+6 (+5 Base, +3/+1 Dodge Focus), +3 Flat-Footed

Knockback: -11 in Super-STR mode; -11 vs. Energy, -6 vs. Physical otherwise

 

 

SAVING THROWS: 5 + 7 = 12pp

Toughness: +12 [Imp 10/2] (+2 Density, +10 Protection; Impervious 10 in Super-STR mode, Imp 10 vs. Energy, 2 vs. Physical otherwise)

Fortitude: ---

Reflex: +8 (+3 Dex, +5)

Will: +10 (+3 Wis, +7)

 

 

SKILLS: 60r = 15pp

Computers 12 (+20)Online Research, Well-Informed

Craft (Electronic) 12 (+20)

Craft (Mechanical) 12 (+20)

Craft (all others) 0 (+8)

Disable Device 1 (+9)

Knowledge (Technology) 12 (+20)

Knowledge (all others) 0 (+8)

Medicine 2 (+5)

Notice 7 (+10)

Sense Motive 2 (+5)

 

 

FEATS: 17PP

Accurate Attack [-Effect, +Attack roll]

All-Out Attack [-Defense, +Attack]

Attack Focus (melee) 4

Dodge Focus

Eidetic Memory

Favored Enemy (Robots) [+2 circumstance bonus on Bluff, Intimidate, Gather Information, Investigate, Knowledge, Notice, Search, and Sense Motive rolls]

Fearless

Improvised Tools

Inventor

Jack of all Trades

Online Research

Power Attack [-Attack, +Effect]

Speed of Thought

Well-Informed

 

Enhanced Feats

Dodge Focus 2 (to Dodge Focus 3 total)

Improved Grab [can initiate a Grapple check as a Reaction following a successful unarmed attack]

Improved Grapple [can maintain grapple w/ one limb]

Luck 3

 

Veteran Rewards

Equipment 5 (25 EP)

Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer 2 (MW), Defense System no.1 (Blast 9 [PFs: Variable Descriptor 2/any], +10 to hit), Defense System no.2 (Snare 9 [PFs: Variable Descriptor 2/any], +10 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power 2 #1 (Environmental Control), Power 2 #2 (Regeneration), Power #3 (Super-Senses), Power System, Security System 3 (DC 30), Self-Repairing, Think-Tank 2 (MW), Workshop 2 (MW).

Cost: -2 + 2 + 25 = 25 EP (Equipment 5)

Power no.1: Environmental Control 5 (4pp/rank, 100-ft. radius; Extras: Duration [Continuous], Selective Attack; PFs: Precise, Selective) ("Customizable Environments") [32/40p]

Power no.2: Regeneration 11 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affects Objects, Affects Others; Flaws: Limited [Others Only]; PFs: Regrowth) ("Maintenance & Repair Pod") [23/40p]

Power no.3: Super Senses 19 (acute analytical extended 2 [1,000 ft. increment] radius ranged tracking detect energy 3 [radio sense] {10}, acute analytical detect physical objects 3 [tactile] {5}, microscopic vision 4) {19/20}

  • Masterwork Computer grants a +2 circumstance bonus to Computer skill checks.
  • MW Laboratory grants a +2 circumstance bonus to Knowledge skills when performing scientific tests and experiments.
  • MW Library grants a +2 circumstance bonus to Knowledge skills when doing research.
  • MW Think-Thank grants a +2 circumstance bonus to Gather Information, Investigation, and Knowledge checks to answer questions.
  • MW Workshop grants a +2 circumstance bonus to Craft skill checks.

 

 

POWERS: 1 + 2 + 10 + 19 + 5 + 38 + 1 + 12 + 2 + 30 + 4 + 10 + 5 + 2 + 5 + 18 + 12 = 176PP

 

Additional Limbs 2 (2 tiny robotic arms in the neck; Note: Sustained Duration; Flaw: Limited [only when Anatomical Separation is active]) [1PP]

 

Anatomic Separation 1 (head) [2PP]

 

Comprehend 5 (electronics 2 [speak & understand], languages 3 [read, speak any, understand]) [10PP]

     

Density 6 (+12 Str, +2 Impervious Toughness, Immovable 2, Super-Strength 2 [effective Str 32, hvy load 460 lbs.], x5 mass; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [19PP]

 

Device 1 (Cape, 5 points; Flaw: Easy to Lose 2; PFs: Restricted 2 [Only Protectron Can Use]) [5PP]

Enhanced Feats 5 (Dodge Focus 2, Luck 3) [5DP]

 

Primary Energy Systems 16.5 (33 points; PFs: Alternate Power x5) [38PP]

  • BE: Enhanced Feats 3 (adds Improved Critical 2 [18-20] and Incurable to unarmed strikes; Flaw: Limited [Only vs. Technological Cyborgs & Robots]) {2} + Enhanced Feats 2 (Improved Grab, Improved Grapple) {2} + Enhanced Strength 13 (to 35/+12) {13} + Impervious Toughness 8 (structural support field; note: Sustained Active effect; Flaw: Limited [Only vs. Physical]) {4PP} + Super-Strength 5 (total Super-Str 7; total effective Str 70; Lt Load 16 tons, Med Load 32 tons, Hvy Load 50 tons, Max Load 100 tons) {10}  {2+2+13+4+10 = 31/33} 
  • AP: Blast 10 (”assorted blasters”; PFs: Accurate 3 [+10 to hit], Improved Ranged Disarm, Indirect 2 [can fire beams from its hands, eyes, mouth, and the daka crystals in the center of its chest, on its shoulderpieces, and on its forehead], Precise, Split Attack, Variable Descriptor 2 [any energy]) {30} plus Enhanced Feats 3 (adds Improved Critical 2 [18-20] and Incurable to Blast; Flaw: Limited [Only vs. Technological Cyborgs & Robots]) {2}  {30+3=33/33}
  • AP: Create Object 20 (”replicators”, 20 5-ft. Cubes, Toughness 20, STR 100 [hvy load 12,500 tons]; Extra: Duration [Continuous]; Flaw: Action [Full], Range [Touch]; PFs: Innate, Precise, Subtle, Variable Descriptor 2 [any matter]) {25} and Immunity 3 (starvation/thirst, suffocation; Extras: Affects Others, Area [General, Burst, 15 ft.]) {6}  {25+6=31/33} 
  • AP: Dazzle Radio & Visual 10 (“EM Flare”; Extra: Area [General, Cone, 100-ft.]; Flaw: Range [Touch]) {30/33} 
  • AP: Environmental Control 4 (2 points/rank of cold, heat, light, and/or radiation; Extra: Selective Attack; Flaw: Range [Touch]) {8} plus Feature 1 (Mimicry) {1} plus Illusion 5 (“holographic playback system,” visual and audio; Extra: Duration [Sustained]; PFs: Precise, Progression 3 [50 ft radius]) {24} {8+1+24=33/33}
  • AP: Snare 10 (”tangle cables”; PFs: Accurate 3 [+10 to hit], Improved Critical 2 [18-20], Reversible, Split Attack, Tether) {28} plus Enhanced Feats 8 (adds Homing, Improved Critical 2 [18-20], and Obscures Senses 5 [all] to Snare; Flaw: Limited [Only vs. Technological Cyborgs & Robots]) {4}  {28+4=32/33}

 

Feature 1 (Temporal Inertia) [1PP]

 

Flight 6 (500 mph / 5,000 feet Move action) [12PP]

+ Enhanced Flight 2 (to Flight 8 [2,500 mph / 25,000 feet per Move action]; Flaw: Limited [Detached Head only]) [2PP]

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 8 (energy absorption; Flaw: Limited [Only vs. Energy, not Physical]) [4PP]

 

Protection 10 [10PP]

 

Quickness 5 (x50) [5PP]

+ Enhanced Quickness 4 (to Quickness 9 [x1,000]; Flaw: Limited [Mental Only]) [2PP]

 

Regeneration 5 (+0 Recovery Bonus) [5PP]

 

Secondary Energy Systems 6 (12pp; PF: Alternate Power 6) [18PP]

  • BE: Communication 9 (radio, Anywhere on Earth; PF: Subtle) {10/12}    
  • AP: Datalink 3 (radio, 1,000 feet; Extra: Area; PFs: Machine Control, Selective, Subtle) {9/12}
  • AP: Dazzle Radio Strike 12 (“radio-blocking strike”; adds Extra: Linked Dazzle Radio 12 to Unarmed Strike; Extra: Affects Objects; Flaw: Limited [Only vs. Technological Cyborgs & Robots])  {12/12}
  • AP: Fatiguing Strike 12 (“power-disrupting strike”; adds Extra: Linked Fatigue 12 to Unarmed Strikes; Extra: Affects Objects; Flaws: Fatigue, Limited [Only vs. Technological Cyborgs & Robots]) {12/12}
  • AP: Nauseating Strike 12 (“viral strike”; adds Extra: Linked Nauseate 12 [Alt Save: Will] to Unarmed Strikes; Extra: Affects Objects; Flaws: Limited [Only vs. Technological Cyborgs & Robots], Sicken) {12/12}
  • AP: Paralyzing Strike 12 (“lagging strike”; adds Extra: Linked Paralyze 12 to Unarmed Strikes; Extra: Affects Objects; Flaws: Limited [Only vs. Technological Cyborgs & Robots], Slow) {12/12}
  • BE: Stunning Strike 12 (“dazing strike”; adds Extra: Linked Stun 12 to Unarmed Strikes; Extra: Affects Objects; Flaws: Daze, Limited [Only vs. Technological Cyborgs & Robots]) {12/12}

 

Super-Senses 12 (accurate 2 radio [radar], accurate 2 for ultra-hearing [sonar], extended for all vision [2]; infravision, microscopic vision 2, radio, ultra-hearing, ultravision) [12PP]

 

 

DRAWBACKS: 3 + 3 = 6pp

Vulnerability (Gravitics, Frequency: Uncommon, Intensity: Major [x2])  [-3PP]

Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2])  [-3PP]

 

 

TOTALS

Abilities (18) + Combat (18) + Saving Throws (12) + Skills (15) + Feats (17) + Powers (176) - Drawbacks (6) = 250/250 Power Points [0 under]

 

 

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