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Ironclad (PL 13/14) - Raveled (Gold)


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Characters Name: Ironclad II
Power Level: 13/14 (214/221PP)
Trade-Offs: +4 Toughness/-4 Defense
Unspent PP: 7
Progress To Platinum Status: 115/120

In Brief: Genius teen uses her intellect and her fortune to fight crime!

Alternate Identities: Jessica Anne Parker
Identity: Public
Birthplace: Freedom City
Occupation: Full-time superhero, engineer
Affiliations: Dawes Tech, Dragonfly, the Lab
Family: Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).

Description:
Age: 19 (DoB: June 3, 1993)
Gender: Female
Ethnicity: Northern European
Height: 6'
Weight: 130 lbs.
Eyes: Pale blue
Hair: Strawberry blonde, dyed auburn

Description: Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012.

The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.

Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.

Power Descriptions: Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected.

History: Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods.

One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry.

Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does.

Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers.

Personality & Motivation: It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust.

As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise.

Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal.

Powers & Tactics: In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge.

In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies.



Complications:
City Girl: Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings.
HUD: The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.
Limited Use: When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.
No Plans, No Prototype: Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.
Obsession: Jessica can't help herself from examining high-tech machines, and especially super-tech.
Responsibility: Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.


Abilities: 0 + 6 + 2 + 10 + 2 + 4 = 24PP
Strength: 34/10 (+12/+0)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +4, +12 Battlesuit Weapons Array
Grapple: +4, +23 Battlesuit Servos, +28 at full Super-Strength
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -8/-0


Saving Throws: 6 + 4 + 8 = 18PP
Toughness: +17/+1 (+1 Con, +16 Protection)
Fortitude: +7 (+1 Con, +6)
Reflex: +7 (+3 Dex, +4)
Will: +9 (+1 Wis, +8)


Skills: 140R = 35PP
Computers 10 (+15) Skill Mastery
Concentrate 9 (+10)
Craft (Chemical) 10 (+15)
Craft (Electronic) 15 (+20)
Craft (Mechanical) 15 (+20) Skill Mastery
Disable Device 10 (+15) Skill Mastery
Drive 7 (+10)
Knowledge (Biological Sciences) 10 (+15)
Knowledge (Physical Sciences) 10 (+15)
Knowledge (Technology) 15 (+20)
Languages 4 (English [Native], French, German, Japanese, Russian)
Notice 9 (+10) Skill Mastery
Pilot 7 (+10)
Sense Motive 9 (+10)


Feats: 12PP
Benefit (Wealth 2)
Dodge Focus 4
Eidetic Memory
Equipment 0 (+3 Bronze Reward)
Inventor
Interpose
Luck 2
Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)

Equipment: 3PP = 15EP
5 + 10 = 15

The Lab (HQ) [5EP]



Midtown Apartment (PL12 HQ) [12EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]
Computers
Defense System: Snare 12
Laboratory
Library
Living Space
Security System 2 (DC25)
Workshop

Powers: 82 + 4 + 15 = 101PP

Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Mental Quickness 6+], Subtle) [90PP] (Battlesuit [Technology])

All effects have the Technology descriptor.

5 + 7 + 3 + 2 + 11 + 10 + 16 + 6 + 2 + 6 + 3 - 3 + 32 = 100PP

Communication 5 (Radio, 5 miles; Feat: Subtle) [6PP]

Enhanced Feats 7 (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP]

Features 3 (Computer, Hologram Projector, Library) [3PP]

Flight 1 (10 MPH/100 ft per round, stacks for Flight 6 500 MPH / 5 000' per Move Action) [2PP]

Immunity 11 (Critical Hits [+2], Life Support [+9]) [11PP] (Armor)

Impervious Toughness 5 [5PP] (Structural Reinforcement Fields)

Power Reserve 5 (10PP Available, Flight, Super Strength) [10PP]

Protection 15 [15PP] (Armor)

Super-Senses 7 (Infravision, Analytical [All Visual, +2], Radius [All Visual, +2], Extended 2 [Normal Visual; 1000' increments]) [7PP]

Super-Senses 5 (Radio, Accurate, Extended 2 [Radio; 1000' increments]) [5PP]

Super-Senses 7 (Ultra-Hearing, Accurate [All Auditory, +4], Extended 2 [Auditory; 1000' increments]) [6PP]

Super-Senses 3 (Direction Sense, Distance Sense, Time Sense)

Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP]

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

Weapons Array 13 (26PP Array, Feats: Accurate 4, Alternate Power 3) [32PP]

Base Power: Blast 12 (Feats: Improved Range 2 [60' Increments / 6,000' Max Range]) [26PP] (Wrist Blasters)

Alternate Power: Enhanced Strength 24 + Super-Strength 1 [26PP] (Servos)

Alternate Power: Snare 12 (Feat: Reversible) [25PP] (Glue Capsules)

Alternate Power: Blast 12 (Extra: Area [Targeted, Shapeable], Flaw: Action [Full Round]) [24PP] (Cluster Munitions)

Quickness 6 (x100, Flaws: Limited [Mental Tasks], Feats: Innate) [4PP]

Mental Quickness 6 means that Ironclad can make the following checks.



Computers to
[*:lsa684e1]search for a file on a massive network as a full round.
[*:lsa684e1]crash a computer as a free action.
[*:lsa684e1]destroy or damage programming in 6 rounds.
[*:lsa684e1]write a program in 6 rounds.Knowledge to
[*:lsa684e1]Take 10 as a free action.
[*:lsa684e1]Take 20 in 6 rounds.Notice to
[*:lsa684e1]make a Notice check as a free action.


Immunity 30 (Fortitude Effects, Flaw: Limited [Half Effect]) [15PP]


Drawbacks: -0PP
None


DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy)
Servos Touch DC 27 Toughness (Staged) Damage (Physical)
Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical)
Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical)



Abilities (24) + Combat (16) + Saving Throws (18) + Skills (35) + Feats (12) + Powers (109) - Drawbacks (0) = 214/221 Power Points Edited by Thevshi
1 pp for January 2014
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I'm having a bit of trouble deciphering your Powers section to be perfectly honest.

What you should do is list your Devices as normal powers and give their costs, and then have a breakdown of what precisely is in contained with in those devices in a quote box later on.

For Example:

Powers: 33 PP

Device 6 (High Tech Armor; 30 points, Hard to Lose) [24pp]

Device 3 (High Tech Blaster; 15 points, Easy to Lose) [9pp]

Immunity 9 (life support) {9}

Protection 10 {10}

Flight 5 PF: Subtle {11}

Blast 7 PF: Accurate

And as for the point costs, I'm counting 33 points you've spent outside of the powers section. And assuming you've done the Device math properly, you've got 8 ranks in Hard to Lose Device total, which should come out to 32 points. So 65 points spent total. But as I said, I've got trouble reading your powers section.

Hope that helps.

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Looks alright, just one question: why is her suit done in four separate devices, not one?

Partly a design choice, partly to emphasis the fact that the suit itself is four separate pieces; the armored shell and then three separate modules that fit over-top. Too, I can foresee situations where some parts of the suit are available but others are not, like at the end of Iron Man where Tony Stark's suit is getting ripped apart by Iron Monger.

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