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Casey_Hand - Flux - PL 10


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Player's Handle: Casey_Hand

Characters Name: Flux

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent PP: 0

Gold Status: 0/30

In Brief: Young hero out to make a change in the crime-ridden streets where he grew up.

Alternate Identities: None

Identity: Casey Hand (Secret)

Birthplace: West End, Freedom City, USA

Occupation: Computer Repairman

Affiliations: None Yet

Family: Nina Holland (Girlfriend), Randall Hand (Son), Jacqueline Hand (Half-Sister; unknown), Cassandra Hand (Half-Sister; unknown)

Age: 19 (DoB: June 18, 1991)

Apparent Age: 19

Gender: Male

Ethnicity: African/Caucasian Mix

Height: 6'1"

Weight: 180lbs.

Eyes: Blue

Hair: White (Dyed)

Description:

Normal ID: Casey Hand is an unassuming, average, lanky, young man. Aside from dyed white hair, he is fairly normal-looking. He usually wears a work jumpsuit or casual jeans and t-shirt. He takes care to ensure that his clothing covers his gang tattoos.

Hero ID: Flux's costume is a forest green and silver bodysuit and he wears orange-tinted goggles.

Power Descriptions: Flux manipulates a silver, opaque force field that envelops his body. With this force field, not only can he defend himself, but Flux can create constructs of pure force to protect others. Flux can also make kinetic energy attacks and move objects around by manipulating kinetic energy.

History: Casey Hand grew up in the West End area of Freedom City, amongst the crime-ridden, gang-infested, forgotten areas of Freedom's underbelly. Casey never knew his parents; they had died or abandoned Casey long before he could even walk. Casey grew up in a myriad of foster homes and at age 14, busted out of the system and live for a time on the streets of the West End. Casey fell in with the Black Diamonds, a small-time gang of rabblerousers and petty thieves. He spent four years running with the Black Diamonds before events in his life took a turn for the very strange.

During Casey's final year with the Black Diamonds, the gang was caught up in a major war between two larger rivals. Casey, having matured to the point of wanting to leave the gang, decided that this would be a good time to straighten up and try to make a life for himself. After all, his girlfriend, Nina, was pregnant and he wanted to give her and the baby a better life. Casey had been taking classes at FCU's VoTech program and began to envision a life beyond the West End and the gang violence.

Before Casey could get himself and Nina out of the gang world, however, the gang war erupted, drawing Casey and Nina back into the conflict. When Nina's water broke, Casey had no choice but to get her to the closest clinic to have the baby. Unfortunately, the only clinic was in the middle of a massive gun battle. Casey led Nina through the firefight as best he could, avoiding gunshots and explosions. Just as Casey and Nina were almost to the clinic, six members of a rival gang stopped them. It appeared that the gang members were intent on gunning down Casey and Nina as a warning to the other gangs. Casey ran, dragging Nina with him. Bullets flew, but as Casey looked back, the bullets stopped just short of him and Nina and fell to the ground. Casey and Nina made it to the clinic and had their baby.

Since that time, Casey has been trying to figure out what happened that day. He has been able to duplicate this "force field" effect, and has even learned to control it. Casey has also figured out how to extend this force field to some distance around him, to use it to protect others, and even to manipulate it to attack his enemies.

Casey moved downtown, into a modest apartment where he and Nina could get decent jobs and raise their child. Casey found work as a computer repairman, but at night, as the hero Flux, Casey returns to the West End, determined to use his newfound powers to help end the gang violence there.

Personality & Motivation: Casey is very cognizant of who he was, who he is now, and who he is trying to become. Casey is thankful of the opportunity his newfound powers have given him to make a difference in the world, but also fears these abilities could vanish just as soon as they appeared. Casey doesn't really understand his powers very well and is somewhat fearful of other supers because he doesn't understand their powers, either. Casey longs to understand the greater world around him, however, and is very open to new things. Casey is very curious about the world outside of the West End and wants to become part of the greater Freedom City community. He hopes to earn a reputation as a "good guy" and also hopes no one finds out about his criminal past.

Powers & Tactics: Flux's default power is his force field. Aside from this power, Flux can create constructs of force to protect others and can even move objects or make direct attacks against enemies. Generally, Flux's first priority is the safety of innocents around the battlefield. He will use his powers to protect those innocents threatened by super combat and then return to combat once those innocents are safe.

Complications:

Enemy The Black Diamonds are still after Casey for "deserting them"

Prejudice Former gang member

Responsibility for Nina and his son, Randall

Abilities: 2 + 8 + 6 + 0 + 4 + 8 = 28pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 10 (+0)

Wis 14 (+2)

Cha 18 (+4)

Combat: 16 + 12 = 28pp

Initiative: +8

Attack: +8, +10 Move Object

Grapple: +9, +18 Move Object

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -1/-5 (Force Field)

Saving Throws: 7 + 10 + 7 = 24pp

Toughness: +3 /+10 (+3 Con, +10 [Force Field])

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+4 Dex, +10)

Will: +9 (+2 Wis, +7)

Skills: 64r = 16pp

Acrobatics 6 (+10)

Bluff 6 (+10)

Computers 5 (+5)

Disable Device 5 (+5)

Escape Artist 6 (+10)

Gather Information 6 (+10)

Intimidate 6 (+10)

Knowledge: Streetwise 10 (+10)

Knowledge: Technology 5 (+5)

Sense Motive 3 (+5)

Stealth 6 (+10)

Feats: 14PP

Attack Specialization (Move Object)

Contacts

Distract (Intimidate)

Dodge Focus 4

Evasion

Improved Initiative

Luck 2

Precise Shot

Uncanny Dodge (Auditory, Vision)

Powers: 8 + 32 = 40PP

Force Field 7; (Power Feats: Selective) [8pp] (energy, kinetic)

Kinetic Force Array 10 [32pp]

  • Base Effect: Move Object 10 (Extras: Damaging [+1]) [30pp] (energy, kinetic)

    AP: Create Force Construct: Create Object 10 (Extras: Impervious [+1]) [30pp] (energy, kinetic)

    AP: Flight: Flight 6 (Extras: Affects Others [+1], Area burst 30ft [+1]; Power Feats: Selective) [25pp] (energy, kinetic)

DC Block:


ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC16 Toughness (Staged)     Damage

Move Object Ranged    DC25 Toughness (Staged)     Damage

Abilities (28) + Combat (28) + Saving Throws (24) + Skills (16) + Feats (14) + Powers (40) - Drawbacks (0) = 150pp

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Ok, first thing's first. Momentum is an existing PC. Sorry, but either work it out with his player (rpgronin), or alter it, but it'll be easier and less confusing to do the latter.

Description:

Normal ID: Unassuming, average, lanky, young man. Usually wears a work jumpsuit or casual jeans and t-shirt. Covers gang tattoos.

Hero ID: Forest green and silver bodysuit, orange-tinted goggles.

Firstly, and foremost of all, all communication on this site is comprised of prose. While I'm being unusually verbose here in order to prove a point, when it coms down to it, what you have here still isn't a description. Use full sentences, not a few brief words.

Power Descriptions: Momentum controls the forces of motion. With these powers, he can increase or decrease an object's speed or motion, and even direction. He can use this both for offense and defense. He can also use this power to "skate" along the ground at very high speeds and can even bestow this effect on others, if he so chooses.

how does he use it for offence and defence?

Abilities: 0 + 10 + 6 + 0 + 4 + 8 = 28pp

Str 10 (+0)

Dex 20 (+5)

Con 16 (+3)

Int 10 (+0)

Wis 14 (+2)

Cha 18 (+4)

Adds up.

Why is Strength so average considering his Dexterity and Constitution being at athletics level?

Combat: 16 + 12 = 28pp

Initiative: +13

Attack: +8

Grapple: +8

Defense: +10 (+6 Base, +4 Dodge Focus), +10 Flat-Footed

Knockback: -4

Adds up. His flat-footed defence is +3, because even though he has Uncanny Dodge, he can still be feinted and the like. His Knockback is also wrong, it should be different depending on whether he has his Force field up. Immovable is not the only thing which affects your Knockback modifier.

also, why bother with so high an Attack? He has no single target powers it'd apply to, only Area affects.

Saving Throws: 2 + 7 + 10 + 8 = 27pp

Toughness: +5 or +10 (+3 Con, +2 or +10 [Force Field])

Fortitude: +10 (+3 Con, +7)

Reflex: +15 (+5 Dex, +10)

Will: +10 (+2 Wis, +8)

The saving throws seem quite... excessive. Really, if your fortitude, reflex and will average out to 8, you're probably set. Also, you can't buy up Toughness save directly, you need to use powers.

Skills: 60r = 15pp

Acrobatics [10] +15

Bluff [4] +8

Computers [6] +6

Disable Device [6] +6

Escape Artist [4] +9

Gather Information [8] +12

Intimidate [8] +12

Sense Motive [4] +6

Stealth [10] +15

Please look at how we format it here, there's examples on the template, all other people's sheets are public, and I'll reprint here an example:

Intimidate 8 (+12)

OK. For skills with specific target DCs, like Computers, Disable Device and so-such, the modifiers work in steps of 5. Since you want to take 10 as often as possible, +5 Computers is just as useful as +6-+9. +10 is as good as +11-+14, and so on. I'd recommend switching them to multiples of 5.

Also, why does he lack Knowledge: Streetwise? His Stealth seems a tad high (not that I object, it just took me by surprise as nothing up to this point pointed to a stealthy character), perhaps drop a few ranks there.

Feats: 13PP

Attack Focus - Ranged [2]

Contacts

Distract - Intimidate

Dodge Focus [4]

Improved Initiative [2]

Move-By Action

Precise Shot

Uncanny Dodge

All his ranged attacks are Area, so he doesn't need Precise Shot.

You need to specify a sense type for Uncanny Dodge.

Attack Focus (Ranged) confuses me, as he has no single target ranged attacks, it's not accounted for in his combat block, and generally does nothing for him.

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History: Casey Hand grew up in the West End area of Freedom City, amongst the crime-ridden, gang-infested, forgotten areas of Freedom's underbelly.

Just to clarify, Freedom City is quite idealistic. As, in very much so. There are still lots of criminals, lots of gangs, and lots of crime, but you're coming across as invoking Nolan-verse Gotham, and that doesn't exist here. A lot of PCs focus on street crime, however, so I'm just making sure you're aware of this.

Powers & Tactics: Flux's default power is his force field. Aside from this power, which is always on, Flux can extend the force field to protect others and can even use his force field to move objects or make direct attacks against enemies. Generally, Flux's first priority is the safety of innocents around the battlefield. He will use his powers to protect those innocents threatened by super combat and then return to combat once those innocents are safe.

One clarification I'd like to make: you are aware the Force Field isn't always on, right? I mean, nothing stops him from keeping it up every waking moment, but if he's asleep/unconscious, it's off, and if he's stunned, he needs to make a Concentration roll. Also, this should be somewhere in his description, but: his Force Field isn't subtle, so what colour is it?

Abilities: 2 + 8 + 6 + 0 + 4 + 8 = 28pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 10 (+0)

Wis 14 (+2)

Cha 18 (+4)

Adds up.

Combat: 16 + 12 = 28pp

Initiative: +8

Attack: +8

Grapple: +9

Defense: +10 (+6 Base, +4 Dodge Focus), +7 Flat-Footed, +3 Other

Knockback: +5

The maths adds up, but...

- His Flat-footed defence is +3, not +7. Dodge Focus doesn't apply to his flat-footed, because that's the entire reason Dodge Focus is cheaper.

- Knockback should be -1, -5 with Force Field.

- Please note Grapple score with Move Object

- Please note Attack bonus with Move Object

Saving Throws: 7 + 10 + 7 = 24pp

Toughness: +3 or +10 (+3 Con, +10 [Force Field])

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+4 Dex, +10)

Will: +9 (+2 Wis, +7)

Please format it as: +3/+10 for Toughness.

Also, you're over defensive caps. Force Field STACKS with Constitution, so Con 16, Force Field 10 is +13 Toughness. Also, as I said previously, you could probably get away spending less pp on exotic saves and buying up other traits.

Skills: 52r = 13pp

Acrobatics 6 (+10)

Bluff 2 (+6)

Computers 5 (+5)

Disable Device 5 (+5)

Disguise 2 (+6)

Escape Artist 6 (+10)

Gather Information 6 (+10)

Intimidate 6 (+10)

Knowledge: Streetwise 5 (+5)

Sense Motive 3 (+5)

Stealth 6 (+10)

Adds up, but I'd advocate specializing a little. For a PL10, some of these modifiers are a tad low to be useful, especially Sense Motive.

Feats: 14PP

Attack Spec - Move Object

Contacts

Distract - Intimidate

Dodge Focus [4]

Improved Initiative

Lucky [4]

Precise Shot

Uncanny Dodge (Sight)

Adds up, but:

- Attack Specialisation (move object)

- Distract (Intimidate)

- Please stop putting [] around the totals

- It's Luck, not Lucky, and per house rules you can only get 3 ranks.

- It's (visual), not (sight)

Powers: 11 + 32 = 43PP

Force Field 10; (energy, kinetic); Power Feats: Selective; [11pp]

Kinetic Force Array 10 [32pp]

  • Base Effect: Move Object 10; (energy, kinetic); Extras: Damaging; [30pp]
    AP: Extend Force Field: Force Field 10; (energy, kinetic); Extras: Affects Others Only; Area Burst 50ft; Power Feats Selective; [21pp]
    AP: Flight: Flight 6; (energy, kinetic); Extras Affects Others; Power Feats: Selective; [19pp]

Your formatting is really off. There's a template in the Newbie Guide which includes power formatting. For exampkle:

Force Field 10 (Power Feats: Selective) [11PP] (energy, kinetic)

And please leave spaces between powers, don't clump it all up.

In addition: please list Extras in brackets, so Affects Others [+1], as it's unclear whether it's the version of Affects Others that lets you use it on yourself too. I'd advise against the affects others Force Field, in favour of Create Object, as Force Field breaches people's defensive caps, Create Object does not. I'd also advise not having Flight in an array, and the Selective on the Flight is doing nothing for you.

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Abilities: 2 + 8 + 6 + 0 + 4 + 8 = 28pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 10 (+0)

Wis 14 (+2)

Cha 18 (+4)

Adds up.

Combat: 16 + 12 = 28pp

Initiative: +8

Attack: +8, +10 Move Object

Grapple: +9, +20 Move Object

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -1/-3 (Force Field)

Adds up. However:

Grapple with Move Object is only +18, Attack Specialisation only affects your to-hit, not your grapple roll.

Knockback is, as I told you earlier, -1/-5 (Force Field)

Saving Throws: 7 + 10 + 7 = 24pp

Toughness: +3 /+10 (+3 Con, +10 [Force Field])

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+4 Dex, +10)

Will: +9 (+2 Wis, +7)

Adds up.

Skills: 64r = 16pp

Acrobatics 6 (+10)

Bluff 6 (+10)

Computers 5 (+5)

Disable Device 5 (+5)

Escape Artist 6 (+10)

Gather Information 6 (+10)

Intimidate 6 (+10)

Knowledge: Streetwise 10 (+10)

Knowledge: Technology 5 (+5)

Sense Motive 3 (+5)

Stealth 6 (+10)

Adds up.

Feats: 14PP

Attack Specialization (Move Object)

Contacts

Distract (Intimidate)

Dodge Focus (4)

Improved Initiative

Luck (3)

Precise Shot

Uncanny Dodge (Hearing, Vision)

Ok, seriously. Dodge Focus 4, not Dodge Focus (4). And Uncanny Dodge (auditory, visual). Although I doubt he needs both. With Reflex +14, why does he not have Evasion?

Powers: 8 + 32 = 40PP

Force Field 7; (Power Feats: Selective) [8pp] (energy, kinetic)

Kinetic Force Array 10 [32pp]

  • Base Effect: Move Object 10 (Extras: Damaging [+1]) [30pp] (energy, kinetic)

    AP: Create Force Construct: Create Object 10 (Extras: Impervious [+1]) [30pp] (energy, kinetic)

    AP: Flight: Flight 6 (Extras: Affects Others [+1], Area burst 30ft [+1]; Power Feats: Selective) [25pp] (energy, kinetic)

Ok, looks good, but just to check: you're aware he can't move his Create Object force fields, right? He'd have to stop maintaining them as a Free Action, then remake them with a Standard.

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However:

Grapple with Move Object is only +18, Attack Specialisation only affects your to-hit, not your grapple roll.

Knockback is, as I told you earlier, -1/-5 (Force Field)

Fixed.

Ok, seriously. Dodge Focus 4, not Dodge Focus (4). And Uncanny Dodge (auditory, visual). Although I doubt he needs both. With Reflex +14, why does he not have Evasion?

Fixed. Evasion makes sense so I've added that.

Ok, looks good, but just to check: you're aware he can't move his Create Object force fields, right? He'd have to stop maintaining them as a Free Action, then remake them with a Standard.

Yes, I am aware of that. Not too worried about it at this point. I'll have to see how it plays. If it's a problem, I'll revisit it.

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