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Thaumonuclear

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I'm a new member here, and I guess before i embarrass myself before a moderator, I'd embarrass myself here.

I was going to make Thaumonuclear my magic blaster from CoH, but decided to go with a simpler concept. I made Atomic Bob so he can just hit stuff, and gave him a few other abilities for flavor.

Edit: Fixed my feat miscount that Arichamus pointed out (didn't carry through all my last-minute cost-cutting)

Played with the Hero Factory, but it seems somewhat broken. Did some Gimp magic to piece things together.

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Thaumonuclear: [floatr]

aBob.png[/floatr]

Atomic Bob:

Power Level: 10 (150/150pp)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A scientist imbued with radition. He has become strong and tough with growing abilities to turn radiation into telekinetic power.

Alternate Identity: Bob Rutherford (alias), Robert Davis

Identity: Secret

Birthplace: New York, NY

Occupation: High School Physics teacher, formerly Nuclear Physicist

Affiliations:

Family: Jean Davis (sister)

Description:

Age: 30 (DoB: June 5, 1982)

Apparent Age: 30

Gender: Male

Ethnicity: Caucasian

Height: 6' 2"

Weight: 280 lbs

Eyes: Blue

Hair: Dark Brown

Bob Rutherford is a tall, powerfully built man in his 30s, with short-cut brown hair and steel-blue eyes. He wears a variety

of suits at his job as at a Freedom City public high school, but in his free time prefers casual jeans and polo shirts, or a

track suit.

As Atomic Bob, Bob seems to become even more muscular. His full costume consists of a full-length green body suit with yellow radiation symbols on his shoulders, black rubber goggles that make his eyes appear to glow green and black boots and gloves also displaying the radiation symbol.

Power Descriptions:

Most of Bob's radiation powers are difficult to detect, causing at most a flickering distortion in the air around Bob and his targets. He harnesses the radiation around him to power telekinetic based powers, picking up distant objects, or if sufficient radiation is available, pummelling things with concussive blasts of force. One exception is his the Atomic Hold power he has been developing, while concentrating on holding his enemies in place the whole area sparkles with greenish flashes of energy and bursts of low-level radiation.

History:

Robert Davis was a brilliant young nuclear physicist working with the US military on a new generation of reactor for its nuclear submarines. During one of the project's early tests the reactor was attacked by Hiroshima Shadow, determined to end further nuclear research in America. Between leaks from the damaged reactor and the effects of Shadow's powers, Robert took what appeared to be a lethal dose of radiation, and he appeared to die in a hospital a week later.

To his surpise he awoke at his own funeral, and appeared to be fully recovered. The US military quickly covered up the whole incident and shipped Davis off to be studied.

Over the following weeks, Davis learned that the radiation had changed him extensively. As well as quickly healing the radiation damage, he found himself bulking up physically and becoming extremely strong and tough. He found he could feel radiation around him, being aware of the cosmic rays striking everything around him and the emissions from medical equipment and even smoke detectors. In addition he found that in the presence of radition sources he bend the power to his will, changing it into concussive force. Even minor background radiation was enough to let him fly and manipulate small objects at a distance.

When the military learned of this, they wasted little time in seeking to weaponize the young scientist. Davis, disenchanted with the military and unwilling to be a living weapon engineered an escape from the facility where he was being studied.

He layed low in Freedom City for several years, teaching at a high school under the alias Bob Rutherford, until a burglar broke into his apartment. Bob confronted the burglar and the confrontation became violent, but Bob was able to defend himself and deliver the burglar to the police. He found he quite enjoyed the thrill of the incident and realized he had a gift that could help people. Soon after he designed a costume and began a life of crimefighting.

His first interaction with the press went a little poorly, he reflexively identified himself as "Bob" before trying to correct himself. The reported dubbed him "Atomic Bob" and Bob found he rather liked the name so kept it.

Personality & Motivation:

Bob is a brilliant scientist with a thirst for learning and the loss of the reactor project still depresses him. He is enthusiastic about introducing young people to the worlds of science, but yearns to get back into the forefront of research again. Unfortunately he does not feel he can safely do so without exposing himself. He is affable and friendly with his students and with educated people who he can share his knowledge with, but still somewhat reserved in social settings, particularly around women.

Having grown up as a bookworm with little regard for physical activities, Bob was greatly surprised with the rush of excitement he got fighting his first burglar. He rationalizes his heroic career by saying that if he can't improve the world through scientific research he will use his abilities to improve the world by fighting crime, but mostly he loves the thrill of the fight.

Powers & Tactics:

The atomic exposure gave Atomic Bob great strenth and durability and if things turn violent, his first impulse is to wade in with his fists for the direct assault.

When that doesn't work, or if trying to avoid direct violence, Bob can use his Atomic Hold to attempt crowd control. Since this places him at a defensive disadvantage, he often employs this power from the air. Given its low strength, though, this power is mostly useful against low powered enemies and minions.

Atomic Bob's powers have made him immune to the harmful effects of further radiation and allow him to "feel" the radiation around him, even at a distance.


Complications:

Secret Identity: Atomic Bob's life as Bob Rutherford would probably be complicated if his identity were known. But the more important secret is his other identity, Robert Davis, who is still hunted by the US military.

Power Loss: Most of Bob's powers will work just drawing from the background radiation and cosmic rays that exist nearly everywhere in the world. If he is contained in an area with a truly low level of radiation he loses access to all his powers.

Day Job: School is held every day, whether there's an outbreak of supervillainy or not. Bob has to carefully manage his sick-days to protect his teaching job.

Abilities: 10 + 2 + 10 + 8 + 2 + 0 = 32PP

Strength: 34/20 (+12/+5)

Dexterity: 12 (+1)

Constitution: 34/20 (+12/+5)

Intelligence: 18 (+4)

Wisdom: 12 (+1)

Charisma: 10 (+0)

Combat: 16 + 16 = 32PP

Initiative: +1

Attack: +8 Melee, +8 Ranged

Grapple: +20

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -6

Saving Throws: 0 + 7 + 7 = 14PP

Toughness: +12 (+12 Con)

Fortitude: +12 (+12 Con, +0)

Reflex: +8 (+1 Dex, +7)

Will: +8 (+1 Wis, +7)

Skills: 20R = 5PP

Intimidate 4 (+4)

Knowledge(Physical Science) 10 (+14)

Knowledge(Technology) 2 (+6)

Profession(Nuclear Physicist) 4 (+5)

Feats: 2PP

All-out Attack

Startle

Powers: 10 + 10 + 14 + 14 + 4 + 10 + 3 = 65PP

Atomic Telekinesis (9PP Array; Feats: Alternate Power 1) [10PP]

Base Power: Move Object 3(Telekinetic Lift; Feats: Affects Insubstantial, Precise, Subtle){9/9}

Alternate Power: Paralyze 3(Atomic Hold: Extras: Alternate Save [Fortitude], Area [30-ft Burst, General], Range [Ranged]; Flaws: Distracting) {9/9}

Enhanced Atomic Telekinesis (9PP Array; Feats: Alternate Power 1) [10PP]

Base Power: Blast 8(Telekinetic Blast; Extras Range [Ranged]; Feats: Subtle; Flaws Limited [Only in presence of strong radiation]) {9/9}

Alternate Power: Deflect 8(Atomic Shield: Extras: Range [Ranged]; Feats: Subtle; Flaws Limited [Only in presence of strong radiation]) {9/9}

Enhanced Constitution 14 [14pp]

Enhanced Strength 14 [14pp]

Flight 2 25mph/250' per Move Action) [4pp]

Immunity 10 (Radiation Effects(Common)) [10pp]

Super-Senses 3 (Detect Radiation(Tactile), Acute, Ranged) [3pp]

DC Block


ATTACK        RANGE         SAVE                          EFFECT

Unarmed       Touch         DC27 Toughness (Staged)       Damage (Physical)

Paralyze      Ranged        DC13 Fortitude (Staged)       Slow / Paralyzed

Blast         Ranged        DC23 Toughness (Staged)       Damage (Energy)

Totals: Abilities (32) + Combat (32) + Saving Throws (14) + Skills (5) + Feats (2) + Powers (65) - Drawbacks (0) = 150/150 Power Points

Edit: Packed this build up in a spoiler to tidy up.

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Hello Thaumonuclear! Welcome to the site!

One quick thing: you have 3PP listed in Feats, but only 2PP of Feats there. It's listed alright in totals, though.

Besides that I really don't have much else to add: it's a very neat spin on a classic idea, and looks fun to play to boot!

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  • 1 month later...

Very minor formatting nitpicks

:arrow: You do not need to list the Range[Ranged] Extra for Blast. Blast is by default Damage with the Range[Ranged] Extra, so listing it is redundant.

:arrow: Flaws should be listed immediately after Extras, not after Feats. It's important that you keep as close to the format presented at the Beginner's guide as possible.

Now, on to the main meat of the build. Not errors, per se, but things you should keep in mind.

:arrow: It seems kinda weird that you have Enhanced Atomic Telekinesis added as a seperate Array. You could fold both A.T. and E.A.T. under the same folder for 2PPs, and gain an extra 8PPs to either spend elsewhere, or add to the power array as a whole. Even if they work slightly differently, it doesn't change the fluff, nor the mechanics of those Powers.

:arrow: Another point is that Paralyze is severily underpowered. As an area effect, it's capped at PL ranks, and it's a good idea to keep it close to those ranks, unless you're willing to see even minions avoiding its effects. The Flaw Action[Full-Round] is a simple and easy way to bring Snare's cost under control. You won't be able to move and employ it at the same round, but it's range(both Area and Ranged that you should note on the power) should make up for it.

:arrow: Blast is also underpowered, but here, you have slightly more flexibility, in that you can differentiated between melee and ranged tradeoffs. Having a +2 Ranged Attack / -2 Ranged Damage would mean that you would only need 2 applications of the Accurate Power Feat in that power to meet your caps. Alternatively, you could leave the tradeoffs as are, and add 4 ranks on the Blast Power. You can afford both of these, if you follow my suggestion on folding the powers under 1 array.

:arrow: If you're still starving for PPs, consider lowering your three saves. While you are expected to have Toughness capped, at least at Character generation, your other saves are expected to add up to 3*(PL-2), with a bit of variance. That means that you could remove 4 PPs worth of saves, and still have a total of (12+10+6-4)=3*(10-2)=24. You don't have to lower them all the way there, but it's still something to consider ;)

:arrow: Finally, another 4 PPs you could save are by lowering your defense to +4, and buying 4 ranks of Dodge Focus instead. That would lower your Flat-footed defense by 2, which is really a pitance.

:arrow: Slightly unrelated, but Hero Factory isn't broken... exactly... It's more a case of the Firefox browser not operating correctly with the site. It works perfectly on Internet Explorer. Chrome may or may not work(I have no actual knowledge with the machine

Generally speaking, you should stick close to your expected PL caps, both offensively and defensively. I'm saying this from experience, as my first attempt at making a hero met the same critisism from the Refs.

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A start on a Necromancer villain NPC. Need to do stats for the spirit minions.

Player Name:Thaumonuclear: Tier 1 NPC

Character Name: ?

Power Level: 11 165/165pp

Trade-Offs: +3 Defense/-3 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief:An immortal necromancer seeking knowledge and items of power. Having sold his soul for power, he is now willing to sell others'.

Skipping to crunch (for now)

Abilities: 0 + 2 + 4 + 4 + 2 + 2 = 14PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 12 (+1)

Combat: 10 + 16 = 26PP

Initiative: +1

Attack: +5 Melee, +11 Ranged

Grapple: +5

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -4

Saving Throws: 8 + 6 + 11 = 25 PP

Toughness: +8 (+0 Con, +8 [Force Field])

Fortitude: +10 (+2 Con, +8)

Reflex: +7 (+1 Dex, +6)

Will: +12 (+1 Wis, +11)

Skills: 36R = 9PP

Bluff 8 (+9)

Concentration 8 (+9)

Intimidate 8 (+9)

Knowledge (Arcane Lore) 8 (+10)

Stealth 4 (+5)

Feats: 13PP

Attack Focus (Ranged) 6

Dodge Focus 6

Ritualist

Powers (Magic): 16 + 1 + 28 + 8 + 1 + 18 + 6 = 79PP

Damage 4(Deathly Chill, Cold, Spirit, Necromantic; Extras: Aura, Duration: Sustained) [16pp]

Immunity 1: Aging [1pp]

Necromantic Spells(26pp Array; Feats: Alternate Power 2) [28PP]

Base Power: Damage 11(Spirit Blast, Spirit, Necromantic; Extras: Range; Feats: Accurate, Affects Insubstantial (Full power), Sedation) {26/26}

Alternate Power: Confuse 11(Fear Wave, Fear, Necromantic; Extras: Area [120-ft. Cone, General];) {22/26}

Alternate Power: Snare 8(Dark Tendrils, Necromantic; Extras: Suffocating;) {24/32}

Protection 8(Black Armor; Extras: Force Field) [8pp]

Regeneration 1: Resurrection (1 Week) [1pp]

Summon 4 (Summon Spirits; Extras: Horde, Fanatical; Feats: Progression 2 (5 minions)) [18pp]

Teleport 3 (Shadow Walk; Extras: Accurate; Flaws: Medium (Shadows);) [6pp]

DC Block


ATTACK         RANGE        SAVE                       EFFECT

Spirit Blast   110 feet     DC 26 Toughness (Staged)   Damage

Confuse        110-ft Cone  DC 21 Will                 Confusion

Snare          80 feet      DC 18 Reflex (Staged)      Entangled/Bound + Helpless + Suffocating

Cold Aura      Touch        DC 19 Toughness (Staged)   Damage

Unarmed        Touch        DC 15 Toughness (Staged)   Damage

Totals: Abilities (14) + Combat (26) + Saving Throws (25) + Skills (9) + Feats (13) + Powers (78) - Drawbacks (0) = 165/165 Power Points

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And this guy needs his minions.

Edit: Adjusting Spirits should be undead and ethereal

Player Name:

Character Name: Lost Spirit

Power Level: 4 (60/60pp Minion Rank 4)

Trade-Offs: None

In Brief: Lost Spirits have been bound to this plane by an evil necromancer and reluctantly do his bidding.

Description:

Gender: Any

Ethnicity: Varies

Height: 5-6 feet

Weight: None

Eyes: Blank

Hair: White

A vaguely humanoid form of glowing ectoplasmic energy.

Power Descriptions:

The spirit's touch is intensly cold and leaves its victim with a feeling of lethargy. Their ghostly ectoplasmic forms are vulnerable to charged particles (ala proton packs) or electricity.

Abilities: -10 + 0 + -10 + 0 + 4 + 0 = -16PP

Strength: - (-10)

Dexterity: 10 (+0)

Constitution: - (-10)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 8 + 4 = 12PP

Initiative: +0

Attack: +4

Grapple: +0

Defense: +2 (+3 Base), +1 Flat-Footed

Knockback: -2

Saving Throws: 0 + 2 + 2 = 4PP

Toughness: +3 (+0 Con, +3 Defensive Roll)

Fortitude: Immune

Reflex: +2 (+0 Dex, +2)

Will: +4 (+2 Wis, +2)

Feats: 3PP

Defensive Roll 3

Powers: 2 + 30 + 20 + 5 = 57PP

Flight 1 [2pp]

Immunity 30(Fortitude Effects) [30pp]

Insubstantial 4(Ectoplasmic Form Flaws: Permanent) [20pp]

Paralyze 4(Ectoplasmic Touch Flaws: Slow; Feats Affects Insubstantial) [5pp]

DC Block


ATTACK               RANGE      SAVE          EFFECT

Ectoplasmic Touch    Touch      14 DC Fort    Slow

Totals: Abilities (-16) + Combat (12) + Saving Throws (4) + Skills (0) + Feats (3) + Powers (57) - Drawbacks (0) = 60/60 Power Points

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