Dr Archeville Posted October 14, 2021 Share Posted October 14, 2021 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. Link to comment
Dr Archeville Posted October 14, 2021 Author Share Posted October 14, 2021 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] Link to comment
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