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Matt

Pulse - PL 6 Hero - Matt

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Pulse

Real Name: Wesley Chase

Identity: Secret

Appearance

Gender: Male

Age: 26

Size: Medium

Height: 6'2

Weight: 189 lbs

Hair: Brown, wavy

Eyes: Brown

Description: Not overly-built, but physically able enough to get by. His blue and yellow insulated suit help protect him from the force of his own pulse-gauntlets and also from attacks.

Abilities

Str: 8 (-1)

Dex: 12 (+1)

Con: 12 (+1)

Int: 18 (+4)

Wis: 12 (+1)

Cha: 10 (+0)

Combat

DEF: 19/Flat 14+3

ATT M/R: +8/+8

Initiative: +1

Saves

Toughness: +3/+1 (without Vibro-Suit)

Fortitude: 5

Reflex: 5

Will: 5

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

Feats

Eidetic Memory

Improvised Tools

Inventor

Master Plan

Dodge Focus 2

Skill Mastery (Computers, Craft Electronics, Craft Mechanical, Disable Device)

Powers

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Drawbacks

Normal Identity - [Freq DC 10] [sev DC 15] -4

Costs

Abilities (12) + Combat (30) + Saves (12) + Skills (19) + Feats (7) + Powers (12) - Drawbacks (-4) = 88

History

Wesley Chase was a tinkerer of sorts, even from a young age. As a child growing up on the outskirts of Freedom City, he would use circuit boards and other miscellaneous technology lying around their secluded house to create new and exciting things. As a child, Wesley's father, Harrison, was never happy with his son. Harrison urged Wesley to follow in his footsteps as a miner, and chided his son for not being tough enough. Wesley was forced into entering the mining profession, but his heart wasn't in it.

One day, as Wesley approached his eighteenth birthday, a cave-in occurred at the mine, due to a battle between Captain Thunder and D. Stratos. Wesley barely escaped, but wasn't physically strong enough to save his father, who slowly died in front of him after being crushed by falling debris. Harrison's last words to his son were damning him for not being what he wanted.

Afterwards, Wesley left home and went to college in Freedom City. He dropped out halfway through to accept a job offer made directly to him by Dr. Clarence Macleod, who saw his potential as an engineer. He worked for Astro Labs as a researcher, hitting the books and helping to work on various projects around the lab. When not working at Astro, Wes found himself working on his own projects or at the Never-Ending Story, where he was/is a frequent customer.

Wes' ultimate project was a device that allowed control over vibrations, something that would have allowed Wesley to stop the cave-in the killed his father. After a year and a half of work, Wesley had created the Pulse-Gauntlets, two metal sheathes that fit onto the wrists that allowed Wesley to control the vibrations of matter around him. Finding the gauntlets too volatile to control normally, however, prompted Wesley to piece together a protective, insulated suit that allows the wearer to not be affected by the gauntlets themselves.

One night, while working late hours in the lab, Wes heard something coming from a few room over. When he arrived, he was shocked to find three schoolgirls ransacking the room and stealing precious micro-processors. The red-haired girl, Ako, dealt a swift blow to Wesley, dizzying him so they could escape. Wesley, however, fueled by adrenaline, quickly put on the suit and the Pulse-Gauntlets, following the Angel Androids back to the lair of their master, Doc Otaku, using the Pulse-Gauntlets to propel him across rooftops. Wesley then used the gauntlets to cave in the toy factory the young genius was using as his hideout, and retrieve the micro-processors. From then on, Wes knew he could use these gauntlets not just as a tool for safety, not just as a tool for redemption, but as a tool for justice.

This is my first MnM character, so any help would be appreciated if he didn't turn out right or I wrote something down here incorrectly!

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Pulse

Real Name: Wesley Chase

Identity: Secret

Appearance

Gender: Male

Age: 26

Size: Medium

Height: 6'2

Weight: 189 lbs

Hair: Brown, wavy

Eyes: Brown

Description: Not overly-built, but physically able enough to get by. His blue and yellow insulated suit help protect him from the force of his own pulse-gauntlets and also from attacks.

Abilities

Str: 8 (-1)

Dex: 12 (+1)

Con: 12 (+1)

Int: 18 (+4)

Wis: 12 (+1)

Cha: 10 (+0)

Combat

DEF: 19/Flat 14+3

ATT M/R: +8/+8

Initiative: +1

Saves

Toughness: +3/+1 (without Vibro-Suit)

Fortitude: 5

Reflex: 5

Will: 5

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

Feats

Eidetic Memory

Improvised Tools

Inventor

Master Plan

Dodge Focus 2

Skill Mastery (Computers, Craft Electronics, Craft Mechanical, Disable Device)

Powers

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Drawbacks

Normal Identity - [Freq DC 10] [sev DC 15] -4

Costs

Abilities (12) + Combat (30) + Saves (12) + Skills (19) + Feats (7) + Powers (12) - Drawbacks (-4) = 88

History

Wesley Chase was a tinkerer of sorts, even from a young age. As a child growing up on the outskirts of Freedom City, he would use circuit boards and other miscellaneous technology lying around their secluded house to create new and exciting things. As a child, Wesley's father, Harrison, was never happy with his son. Harrison urged Wesley to follow in his footsteps as a miner, and chided his son for not being tough enough. Wesley was forced into entering the mining profession, but his heart wasn't in it.

One day, as Wesley approached his eighteenth birthday, a cave-in occurred at the mine, due to a battle between Captain Thunder and D. Stratos. Wesley barely escaped, but wasn't physically strong enough to save his father, who slowly died in front of him after being crushed by falling debris. Harrison's last words to his son were damning him for not being what he wanted.

Afterwards, Wesley left home and went to college in Freedom City. He dropped out halfway through to accept a job offer made directly to him by Dr. Clarence Macleod, who saw his potential as an engineer. He worked for Astro Labs as a researcher, hitting the books and helping to work on various projects around the lab. When not working at Astro, Wes found himself working on his own projects or at the Never-Ending Story, where he was/is a frequent customer.

Wes' ultimate project was a device that allowed control over vibrations, something that would have allowed Wesley to stop the cave-in the killed his father. After a year and a half of work, Wesley had created the Pulse-Gauntlets, two metal sheathes that fit onto the wrists that allowed Wesley to control the vibrations of matter around him. Finding the gauntlets too volatile to control normally, however, prompted Wesley to piece together a protective, insulated suit that allows the wearer to not be affected by the gauntlets themselves.

One night, while working late hours in the lab, Wes heard something coming from a few room over. When he arrived, he was shocked to find three schoolgirls ransacking the room and stealing precious micro-processors. The red-haired girl, Ako, dealt a swift blow to Wesley, dizzying him so they could escape. Wesley, however, fueled by adrenaline, quickly put on the suit and the Pulse-Gauntlets, following the Angel Androids back to the lair of their master, Doc Otaku, using the Pulse-Gauntlets to propel him across rooftops. Wesley then used the gauntlets to cave in the toy factory the young genius was using as his hideout, and retrieve the micro-processors. From then on, Wes knew he could use these gauntlets not just as a tool for safety, not just as a tool for redemption, but as a tool for justice.

This is my first MnM character, so any help would be appreciated if he didn't turn out right or I wrote something down here incorrectly!

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Pulse

Real Name: Wesley Chase

Identity: Secret

Appearance

Gender: Male

Age: 26

Size: Medium

Height: 6'2

Weight: 189 lbs

Hair: Brown, wavy

Eyes: Brown

Description: Not overly-built, but physically able enough to get by. His blue and yellow insulated suit help protect him from the force of his own pulse-gauntlets and also from attacks.

Abilities

Str: 8 (-1)

Dex: 12 (+1)

Con: 12 (+1)

Int: 18 (+4)

Wis: 12 (+1)

Cha: 10 (+0)

Combat

DEF: 19/Flat 14+3

ATT M/R: +8/+8

Initiative: +1

Saves

Toughness: +3/+1 (without Vibro-Suit)

Fortitude: 5

Reflex: 5

Will: 5

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

Feats

Eidetic Memory

Improvised Tools

Inventor

Master Plan

Dodge Focus 2

Skill Mastery (Computers, Craft Electronics, Craft Mechanical, Disable Device)

Powers

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Drawbacks

Normal Identity - [Freq DC 10] [sev DC 15] -4

Costs

Abilities (12) + Combat (30) + Saves (12) + Skills (19) + Feats (7) + Powers (12) - Drawbacks (-4) = 88

History

Wesley Chase was a tinkerer of sorts, even from a young age. As a child growing up on the outskirts of Freedom City, he would use circuit boards and other miscellaneous technology lying around their secluded house to create new and exciting things. As a child, Wesley's father, Harrison, was never happy with his son. Harrison urged Wesley to follow in his footsteps as a miner, and chided his son for not being tough enough. Wesley was forced into entering the mining profession, but his heart wasn't in it.

One day, as Wesley approached his eighteenth birthday, a cave-in occurred at the mine, due to a battle between Captain Thunder and D. Stratos. Wesley barely escaped, but wasn't physically strong enough to save his father, who slowly died in front of him after being crushed by falling debris. Harrison's last words to his son were damning him for not being what he wanted.

Afterwards, Wesley left home and went to college in Freedom City. He dropped out halfway through to accept a job offer made directly to him by Dr. Clarence Macleod, who saw his potential as an engineer. He worked for Astro Labs as a researcher, hitting the books and helping to work on various projects around the lab. When not working at Astro, Wes found himself working on his own projects or at the Never-Ending Story, where he was/is a frequent customer.

Wes' ultimate project was a device that allowed control over vibrations, something that would have allowed Wesley to stop the cave-in the killed his father. After a year and a half of work, Wesley had created the Pulse-Gauntlets, two metal sheathes that fit onto the wrists that allowed Wesley to control the vibrations of matter around him. Finding the gauntlets too volatile to control normally, however, prompted Wesley to piece together a protective, insulated suit that allows the wearer to not be affected by the gauntlets themselves.

One night, while working late hours in the lab, Wes heard something coming from a few room over. When he arrived, he was shocked to find three schoolgirls ransacking the room and stealing precious micro-processors. The red-haired girl, Ako, dealt a swift blow to Wesley, dizzying him so they could escape. Wesley, however, fueled by adrenaline, quickly put on the suit and the Pulse-Gauntlets, following the Angel Androids back to the lair of their master, Doc Otaku, using the Pulse-Gauntlets to propel him across rooftops. Wesley then used the gauntlets to cave in the toy factory the young genius was using as his hideout, and retrieve the micro-processors. From then on, Wes knew he could use these gauntlets not just as a tool for safety, not just as a tool for redemption, but as a tool for justice.

This is my first MnM character, so any help would be appreciated if he didn't turn out right or I wrote something down here incorrectly!

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1) Writing the bonuses from your abilities scores and your skill bonuses after adding the bonuses from your abilities to your skill ranks would be a good idea.

Like this:

Abilities

Str: 10 (+0)

Dex: 11 (+0)

Con: 12 (+1)

Int: 17 (+3)

Wis: 11 (+0)

Cha: 10 (+0)

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

2) You don't have an initiative bonus, because your dex bonus is +0 and you don't have any feats for that.

3) Having the blast alternate power for the vibration control is redundant as the vibration control is functionally a blast already. You could change it to one of the alternate powers suggested in the core book like nauseate or stun or the deflect from the suit as the protection-power can't have an alternate power because of it's permanent duration. All in all, here's a suggestion for the power-gauntlets and the vibro-suit.

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Deflect (slow and fast projectilies; 1 cost, 4 rank), Alt-Power: Leaping (1 cost, 8 ranks)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (2 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

4) Your toughness bonus would then be +3 (1 from your con, 2 from your protection). You can represent them like this: toughness +3/+1 (without vibro-suit) if you wish.

Anyway, hope I helped instead of confusing you, please ask if you've got any questions.

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1) Writing the bonuses from your abilities scores and your skill bonuses after adding the bonuses from your abilities to your skill ranks would be a good idea.

Like this:

Abilities

Str: 10 (+0)

Dex: 11 (+0)

Con: 12 (+1)

Int: 17 (+3)

Wis: 11 (+0)

Cha: 10 (+0)

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

2) You don't have an initiative bonus, because your dex bonus is +0 and you don't have any feats for that.

3) Having the blast alternate power for the vibration control is redundant as the vibration control is functionally a blast already. You could change it to one of the alternate powers suggested in the core book like nauseate or stun or the deflect from the suit as the protection-power can't have an alternate power because of it's permanent duration. All in all, here's a suggestion for the power-gauntlets and the vibro-suit.

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Deflect (slow and fast projectilies; 1 cost, 4 rank), Alt-Power: Leaping (1 cost, 8 ranks)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (2 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

4) Your toughness bonus would then be +3 (1 from your con, 2 from your protection). You can represent them like this: toughness +3/+1 (without vibro-suit) if you wish.

Anyway, hope I helped instead of confusing you, please ask if you've got any questions.

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1) Writing the bonuses from your abilities scores and your skill bonuses after adding the bonuses from your abilities to your skill ranks would be a good idea.

Like this:

Abilities

Str: 10 (+0)

Dex: 11 (+0)

Con: 12 (+1)

Int: 17 (+3)

Wis: 11 (+0)

Cha: 10 (+0)

Skills

Computers 9 (+12)

Craft Electronics 10 (+13)

Craft Mechanical 9 (+12)

Gather Info 2 (+2)

Investigate 7 (+10)

Knowledge Technology 9 (+12)

Knowledge History 7 (+10)

Knowledge Physical Sciences 7 (+10)

Notice 7 (+7)

Sense Motive 8 (+8)

Languages 1 (English, Japanese)

2) You don't have an initiative bonus, because your dex bonus is +0 and you don't have any feats for that.

3) Having the blast alternate power for the vibration control is redundant as the vibration control is functionally a blast already. You could change it to one of the alternate powers suggested in the core book like nauseate or stun or the deflect from the suit as the protection-power can't have an alternate power because of it's permanent duration. All in all, here's a suggestion for the power-gauntlets and the vibro-suit.

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Deflect (slow and fast projectilies; 1 cost, 4 rank), Alt-Power: Leaping (1 cost, 8 ranks)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (2 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

4) Your toughness bonus would then be +3 (1 from your con, 2 from your protection). You can represent them like this: toughness +3/+1 (without vibro-suit) if you wish.

Anyway, hope I helped instead of confusing you, please ask if you've got any questions.

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No, that makes a lot of sense, actually, and your suggestions for the devices are spot on. Really, setting up the devices was where I was having the most trouble, as that was the most confusing part. As for the rest, I'm happy to take your advice. It all sounds great to me.

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No, that makes a lot of sense, actually, and your suggestions for the devices are spot on. Really, setting up the devices was where I was having the most trouble, as that was the most confusing part. As for the rest, I'm happy to take your advice. It all sounds great to me.

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No, that makes a lot of sense, actually, and your suggestions for the devices are spot on. Really, setting up the devices was where I was having the most trouble, as that was the most confusing part. As for the rest, I'm happy to take your advice. It all sounds great to me.

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Blackbird got a lot of what I was going to say. Everyone tends to miss a few things with their characters starting out, and being new to the system means it's easy to overlook things.

There are couple of things which are less obvious, and I'll run them by you to see whether they were intentional or not.

First, you have a few abilities at odd numbers. Generally, it's better to put the abilities at even numbers so that you get the full bonus. For example, by taking one of the pp that you spent on your Will save, you could raise your Wisdom to 12. That increases your Will save back to +5, and means you're a little better with Wisdom-based skills (like Notice and Sense Motive). The same goes for Dexterity (increasing Reflex save, initiative, and Dex-based skills) and Intelligence (because you have a lot of Int-based skills).

Second, you'd have to lower your Attack Bonus to +8 if your Device provides a +4 Blast. That's due to the trade-offs. Those points can go just about anywhere, but I might go with Defense. While you don't need to have your Toughness + Defense = 12 (from tradeoffs), it's definitely a good idea, since it means you're less likely to get knocked out of a fight. Two pp can be Dodge Focus 2, which would put your Defense to +9 total.

Third, unfortunately, Deflect is not a good power, especially for you. You have a high Defense, and using Deflect 4 in place of Defense 7 means you're more likely to get hit. I would change that point in the device to Precise, so that you have an easier time shooting into melee with your Gauntlets.

Everything else looked very good. Welcome to the board, and don't hesitate to ask if you have any other questions.

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Blackbird got a lot of what I was going to say. Everyone tends to miss a few things with their characters starting out, and being new to the system means it's easy to overlook things.

There are couple of things which are less obvious, and I'll run them by you to see whether they were intentional or not.

First, you have a few abilities at odd numbers. Generally, it's better to put the abilities at even numbers so that you get the full bonus. For example, by taking one of the pp that you spent on your Will save, you could raise your Wisdom to 12. That increases your Will save back to +5, and means you're a little better with Wisdom-based skills (like Notice and Sense Motive). The same goes for Dexterity (increasing Reflex save, initiative, and Dex-based skills) and Intelligence (because you have a lot of Int-based skills).

Second, you'd have to lower your Attack Bonus to +8 if your Device provides a +4 Blast. That's due to the trade-offs. Those points can go just about anywhere, but I might go with Defense. While you don't need to have your Toughness + Defense = 12 (from tradeoffs), it's definitely a good idea, since it means you're less likely to get knocked out of a fight. Two pp can be Dodge Focus 2, which would put your Defense to +9 total.

Third, unfortunately, Deflect is not a good power, especially for you. You have a high Defense, and using Deflect 4 in place of Defense 7 means you're more likely to get hit. I would change that point in the device to Precise, so that you have an easier time shooting into melee with your Gauntlets.

Everything else looked very good. Welcome to the board, and don't hesitate to ask if you have any other questions.

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Blackbird got a lot of what I was going to say. Everyone tends to miss a few things with their characters starting out, and being new to the system means it's easy to overlook things.

There are couple of things which are less obvious, and I'll run them by you to see whether they were intentional or not.

First, you have a few abilities at odd numbers. Generally, it's better to put the abilities at even numbers so that you get the full bonus. For example, by taking one of the pp that you spent on your Will save, you could raise your Wisdom to 12. That increases your Will save back to +5, and means you're a little better with Wisdom-based skills (like Notice and Sense Motive). The same goes for Dexterity (increasing Reflex save, initiative, and Dex-based skills) and Intelligence (because you have a lot of Int-based skills).

Second, you'd have to lower your Attack Bonus to +8 if your Device provides a +4 Blast. That's due to the trade-offs. Those points can go just about anywhere, but I might go with Defense. While you don't need to have your Toughness + Defense = 12 (from tradeoffs), it's definitely a good idea, since it means you're less likely to get knocked out of a fight. Two pp can be Dodge Focus 2, which would put your Defense to +9 total.

Third, unfortunately, Deflect is not a good power, especially for you. You have a high Defense, and using Deflect 4 in place of Defense 7 means you're more likely to get hit. I would change that point in the device to Precise, so that you have an easier time shooting into melee with your Gauntlets.

Everything else looked very good. Welcome to the board, and don't hesitate to ask if you have any other questions.

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The odd numbers were a mistake, yes. I didn't know about the even numbers deal Makes sense, though. So I changed some stuff around which I'll edit into the OP once I figure out this little problem.

So the rank suggestions I'm getting for the powers in my devices seem to take a lot more PP than I have available for my devices. With the Power Gauntlets having 2 ranks at 4 cost, and the suit having 1 rank at 4 cost, that gives me 15 PP to spend on powers and feats for my devices.

So let's say I went with what's been suggested so far, I'd have:

Pulse-Gauntlets:

Base Power - Vibration Control (2 cost per rank, 4 ranks = 8 PP)

Alt Power - Leaping (1 cost per rank, 8 ranks = 8 PP)

Feat - Precise (1 cost per rank, 4 ranks = 4 PP)

Vibro-Suit:

Base Power - Protection (2 cost per rank, 2 ranks = 4 PP)

Alt Power - Immunity (1 cost per rank, 3 ranks = 3 PP)

That spends 27 PP, when I only have 15, unless I'm doing the math all wrong or there's something I'm missing.

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The odd numbers were a mistake, yes. I didn't know about the even numbers deal Makes sense, though. So I changed some stuff around which I'll edit into the OP once I figure out this little problem.

So the rank suggestions I'm getting for the powers in my devices seem to take a lot more PP than I have available for my devices. With the Power Gauntlets having 2 ranks at 4 cost, and the suit having 1 rank at 4 cost, that gives me 15 PP to spend on powers and feats for my devices.

So let's say I went with what's been suggested so far, I'd have:

Pulse-Gauntlets:

Base Power - Vibration Control (2 cost per rank, 4 ranks = 8 PP)

Alt Power - Leaping (1 cost per rank, 8 ranks = 8 PP)

Feat - Precise (1 cost per rank, 4 ranks = 4 PP)

Vibro-Suit:

Base Power - Protection (2 cost per rank, 2 ranks = 4 PP)

Alt Power - Immunity (1 cost per rank, 3 ranks = 3 PP)

That spends 27 PP, when I only have 15, unless I'm doing the math all wrong or there's something I'm missing.

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The odd numbers were a mistake, yes. I didn't know about the even numbers deal Makes sense, though. So I changed some stuff around which I'll edit into the OP once I figure out this little problem.

So the rank suggestions I'm getting for the powers in my devices seem to take a lot more PP than I have available for my devices. With the Power Gauntlets having 2 ranks at 4 cost, and the suit having 1 rank at 4 cost, that gives me 15 PP to spend on powers and feats for my devices.

So let's say I went with what's been suggested so far, I'd have:

Pulse-Gauntlets:

Base Power - Vibration Control (2 cost per rank, 4 ranks = 8 PP)

Alt Power - Leaping (1 cost per rank, 8 ranks = 8 PP)

Feat - Precise (1 cost per rank, 4 ranks = 4 PP)

Vibro-Suit:

Base Power - Protection (2 cost per rank, 2 ranks = 4 PP)

Alt Power - Immunity (1 cost per rank, 3 ranks = 3 PP)

That spends 27 PP, when I only have 15, unless I'm doing the math all wrong or there's something I'm missing.

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Let me break it down for you. When you buy the device power, you get 5 pp to spend on powers per rank of device that you've purchased. These are a pool of points, so you can have more than one power in the same device. The vibro suit, which has 1 rank of device (costing 4 pp/rank because it's hard to lose) gives you 5 pp to spend on it's powers. Protection costs 1 pp/rank, unless you have the impervious extra, in which case it would cost 2 pp/rank. The immunity is not an alternate power as the protection can't have one. 2 ranks of protection + 3 ranks of immunity give you 5, which is the amount a rank 1 device gives you, costing 4 pp for a hard to lose device.

If you take the precise feat, your power-gauntlets would cost something like this: 9 pp for the vibration control (2x4 for the vibration control power and 1 for the precise power feat) and 1 pp for the leaping alternate power (you'd have effectively 9 ranks of it). This totals 10 pp, the cost of 2 ranks of a hard to lose device, which costs 8 pp. An alternate power is a power feat, only costing 1 pp per alternate power. You can only use one of the alternate powers, so you could use your gauntlets' vibration control to fire a blast at some thugs, or use them to propel yourself from rooftop to rooftop but you can't do both of these things at the same time.

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Let me break it down for you. When you buy the device power, you get 5 pp to spend on powers per rank of device that you've purchased. These are a pool of points, so you can have more than one power in the same device. The vibro suit, which has 1 rank of device (costing 4 pp/rank because it's hard to lose) gives you 5 pp to spend on it's powers. Protection costs 1 pp/rank, unless you have the impervious extra, in which case it would cost 2 pp/rank. The immunity is not an alternate power as the protection can't have one. 2 ranks of protection + 3 ranks of immunity give you 5, which is the amount a rank 1 device gives you, costing 4 pp for a hard to lose device.

If you take the precise feat, your power-gauntlets would cost something like this: 9 pp for the vibration control (2x4 for the vibration control power and 1 for the precise power feat) and 1 pp for the leaping alternate power (you'd have effectively 9 ranks of it). This totals 10 pp, the cost of 2 ranks of a hard to lose device, which costs 8 pp. An alternate power is a power feat, only costing 1 pp per alternate power. You can only use one of the alternate powers, so you could use your gauntlets' vibration control to fire a blast at some thugs, or use them to propel yourself from rooftop to rooftop but you can't do both of these things at the same time.

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Let me break it down for you. When you buy the device power, you get 5 pp to spend on powers per rank of device that you've purchased. These are a pool of points, so you can have more than one power in the same device. The vibro suit, which has 1 rank of device (costing 4 pp/rank because it's hard to lose) gives you 5 pp to spend on it's powers. Protection costs 1 pp/rank, unless you have the impervious extra, in which case it would cost 2 pp/rank. The immunity is not an alternate power as the protection can't have one. 2 ranks of protection + 3 ranks of immunity give you 5, which is the amount a rank 1 device gives you, costing 4 pp for a hard to lose device.

If you take the precise feat, your power-gauntlets would cost something like this: 9 pp for the vibration control (2x4 for the vibration control power and 1 for the precise power feat) and 1 pp for the leaping alternate power (you'd have effectively 9 ranks of it). This totals 10 pp, the cost of 2 ranks of a hard to lose device, which costs 8 pp. An alternate power is a power feat, only costing 1 pp per alternate power. You can only use one of the alternate powers, so you could use your gauntlets' vibration control to fire a blast at some thugs, or use them to propel yourself from rooftop to rooftop but you can't do both of these things at the same time.

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I see, I see. I think I had Alt-Powers and Feats both a bit messed up in my head. So, a proper device layout would be as so:

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Yeah?

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I see, I see. I think I had Alt-Powers and Feats both a bit messed up in my head. So, a proper device layout would be as so:

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Yeah?

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I see, I see. I think I had Alt-Powers and Feats both a bit messed up in my head. So, a proper device layout would be as so:

Device (Power-Gauntlets): (Vibration Control (8 cost, 4 ranks), Alt-Power: Leaping (1 cost), Feat: Precise (1 cost)) 8 cost, 2 ranks

Device (Vibro-Suit): (Protection (1 cost, 2 rank), Immunity 3 (cold, heat, pressure; 3 cost, 3 rank)) 4 cost, 1 rank

Yeah?

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That's correct. Alternate Powers are cheap because you can't use them at the same time as the regular powers. This allows for more variety in characters, rather than having a single main attack (and then running out of pp for other things), since most alternate powers are attack-oriented.

You can switch between alternate powers once per round as a free action, which means you could make a leap, switch to the Blast, and Blast someone. Your next turn, you could Blast someone, then switch back to Leaping to make another jump. You wouldn't be able to jump and Blast again, because your Blast was the active power when your turn began.

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That's correct. Alternate Powers are cheap because you can't use them at the same time as the regular powers. This allows for more variety in characters, rather than having a single main attack (and then running out of pp for other things), since most alternate powers are attack-oriented.

You can switch between alternate powers once per round as a free action, which means you could make a leap, switch to the Blast, and Blast someone. Your next turn, you could Blast someone, then switch back to Leaping to make another jump. You wouldn't be able to jump and Blast again, because your Blast was the active power when your turn began.

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That's correct. Alternate Powers are cheap because you can't use them at the same time as the regular powers. This allows for more variety in characters, rather than having a single main attack (and then running out of pp for other things), since most alternate powers are attack-oriented.

You can switch between alternate powers once per round as a free action, which means you could make a leap, switch to the Blast, and Blast someone. Your next turn, you could Blast someone, then switch back to Leaping to make another jump. You wouldn't be able to jump and Blast again, because your Blast was the active power when your turn began.

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I gotcha. That makes a lot of sense, really.

So I updated the OP, taking all suggestions into account and doing a little tweaking of my own. Tell me what you think!

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