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Creating an: Iron Detective


Jimb011

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Hello all. I'm semi-new here but I've been here before in 2009. I'd like to add a character to the mix but I need some help. He is a scientist from an alternate future ruled by a Super villain in an age of super technology. Being a Chrononaut he travels through time to try to prevent this future but instead travels through another dimension due to the universal time traveling flaw. His mind is wiped beforehand to prevent damage from the past. His mission is to protect Miss Patriot (if she exists) but doesn't know it. He only gets intuition to do so: a psychic signal implanted in him before he travels through time. All Chrononauts are screened so that only ones with Hero profiles are sent back.  I would like him to have the following power Devices: visual concealment (based on 0-Black Pigment nano-technology), Telekinesis (Based on Gravity warp tech), Nano-Density increase, A form of travel that involves jumping and landing safely. and of course some sort of protection. I also would like investigative and Inventor skills. What i need help with is the math of making him balanced. his combat style is unarmed and blunts, but i was thinking of some sort of ranged attack as well involving energy.

 

 

  

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Well traveling by jumping places is entirely covered with Leaping. A quirk of the rules is that no matter how high your Leap is you come down safely, but if you're dropped from the same height it'll hurt. So maybe get him something like Immunity (Falling Damage) to go with it.

A Device that gives Concealment vs. Visual senses is a bit more complicated. A straight-up invisibility cloak would be something like Concealment 4 (All Visual); the problem is that comes out to 8 PP and you need multiples of 5 to put it in a Device. Maybe put Concealment to Radar on there as well, I dunno. Something more like a Predator's cloak would be Concealment 2 (Normal vision), maybe with the Close Power Feat so you sneak up real close to people.

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Well you probably want to wrap the Concealment, Protection and Leaping all into one device for a protective stealth suit kinda set up.  Device as Raveled mentioned is bought in factors of five but between those three powers and playing with trade-offs (For more or less protection) as well as exact number of leaping levels it shouldn't be hard to get it to factors of five.  Plus you can toss in a super sense or two if you need ot round out a little to represent internal radio or an advanced optics visor to help with the investigation side of things.

The Telekinesis Could be part of the suit or a seperate weapon type device.  So if part of the suit you could array Telekinesis with enhanced strength and a blast power all based on gravity manipulation.  Or as a seperate weapon device array it as blast, strike, and telekinesis all generated by the gravity scepter or whatever it might be.

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Ok right off the bat it looks like you're pretyt far under caps, around PL5 caps I think?  That's pretty low.  In the format you have here it's hard for me to trace down exactly how everything goes together but a single device for the full suit might work better for you as they all seem to be hard to lose devices anyway.  It woudl probably be helpful for folks if you tried to write it up in our format here.  Makes it a bit easier to read without having ot dig out costs from the book all over and might help you streamline what you want from the character.

In general high skill characters like this excel if they have stats to pair with them.  For some stats (like Dex) you only need like 4 skills based off it before the stat is more cost effective.  Feats to specialze your attacks and defense help allot toward hitting caps as does picking a primary way of fighting (range, melee) and sometimes specific attacks or weapons.

I'd recomend starting with trying to put it in our format easier for all of us to feed back on it with that in place and it kinda teaches you a bit about how powers are constructed.

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Something to keep in mind is that a device (that is, a construct that an individual was not born with and grants them superpowers) does not have to be a Device (that is, a point construct that allows effects to be taken away from a character). Cyborg is entirely constructed of devices-little-d, yet you can't take them away so they wouldn't be built as a Device-big-D.

However, durf makes some good points. Your character needs to hit their combat caps, and you need to rewrite the character sheet in the format used by these boards.

Edited by Raveled
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Ok So I can already see I may not have enough Power points to put together the Power Suit. I need to figure out to to balance it out. Any suggestions? I also have not calculated the PP cost for the powers because frankly: I'm not sure.

Player Name: Jimb011
Character Name: Interventor
Power Level: 10 150/150pp
Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A Mind Wiped Tech-Ninja Scientist from another dimension sent to protect His time line.

Residence: (Optional) Where the character normally resides / lives (if anywhere).
Base of Operations: Junk Yard Base
Catchphrase:

Alternate Identity:
Identity:
Birthplace:
Occupation:
Affiliations: People and/or groups you work with.
Family:

Description:
Age: ??? (DoB: 2089 Earth #2133 time.)
Apparent Age: If applicable.
Gender: Male
Ethnicity: Caucasian
Height: 6'1”
Weight: 187
Eyes: Brown
Hair: Bald

(Out of suit: A young, war-torn 30 year old. Scars in various places some visible on his face and arms. Wears Bi-Focal glasses. Not very muscular but always a curious look in his eyes)

Power Descriptions:
His power suit glows with a blue energy when in combat along with his tech-quarter staff that sparks with electricity. When his telekinesis is activated fore-arms have a glowing blue aura, small pebbles and loose debris raise up into the air if hes not in precise mode.

History:
In the Year 2077 The Eradicator finally overwhelmed the forces of Law and Order and waged a war across the world. The devastation was immense and millions innocents and heroes lost their lives. Freedom city, at ground zero, was turned to ash. Soon other nations fell to The Eradicator's War until each part of the entire world was either a war-zone or enslaved. In the year 2089 Earths remaining defenders formed a resistance: and alliance of nationalities that still fought against the Eradicator's iron fist. With constant warfare of attrition the resistance soon became desperate for a tipping point. They began sending Time-Travelers called Chrononauts to the year parallel to the present in Freedom city. However it was unknown that Time-Travel was flawed and instead of sending these brave warriors back to their past they ended up in an alternate dimension. An alternate earth. Once more was that Chrononaut's were voluntarily mind-wiped before they traveled through time. This was to insure only minimal damage to the past. However, Chrononauts were given psych evaluations to make sure they were suited to be heroes and implanted mental feelings towards the completion of their mission were also brought upon them. Dr. Green-wald in the year 20101; at the brink of the resistance's collapse, was the last Chrononaut to be sent through before the time traveling machine was destroyed. Given only minimal technology so as to further the protection of the time-line Dr. Greenwald, with no memory, became a citizen of Freedom city. Fighting for justice against an unknown inner demon and the scum and villainy of an alternate dimension's Ground Zero. His mission; whether he knows it or not, is to ensure the safety of a Miss Patriot: earths final defense against The Eradicator. Whether She exists in this dimension or not remains to be seen.

Personality & Motivation:
Greenwald is an intellectual always scientific about the tasks at hand. He is Motivated by finding out who he is and where he comes from. By merging his scientific prowess into crime-fighting created a public identity as Lance Isley: Private eye. But In reality he is a crime-fighting superhero known as: The interventor.

Powers & Tactics:
Being a warrior scientist from the past; Interventor strikes with the fury and calculation of a soldier. Most of the time he sneaks up on his enemy through cloaking technology and then strikes from above. His technology Gives him super strength, Telekinetic abilities as well as super leaping. All of this is built into a battle-suit.

Complications:
Name: He doesn't know his real name due to his mind-wipe

Identity: Detective Isley is his public name he gave himself, Interventor is his secret identity.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 22PP
Strength: 10/20 (+5)
Dexterity: 10/15 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)



Combat: 0 + 0 = 42PP
Initiative: +2
Attack: +11 Melee, +11 Ranged
Grapple: +0
Defense: +10 (+100 Base, +0 Dodge Focus), +5 Flat-Footed
Knockback: -0



Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +7 (+2 Con, +5 [Other])
Fortitude: +4 (+2 Con, +2)
Reflex: +5/10 (+0 Dex, +5/10)
Will: +4 (+2Wis, +2)



Skills: 0R =62PP
[Acrobatics] [12 +2/5 of Ranks] (+[Total Bonus])
[Bluff] 12+2 of Ranks] (+[Total Bonus])
[Climb] [0] (+[0/5])

Computers 12+5

Concentration 8 + 2

Craft (mechanical) 12 + 5

Craft (Electronic) 12+5

Craft (Chemical) 12+5

Diplomacy 0+2

Disable Device 12+5

Disguise 0+2

Drive 0+2/5

Escape Artist 12 + 2/5

Gather information 12 + 2

Handle Animal 0+2

Intimidate 12+5

Investigate 12+5

Knowledge (Technology) 12 +5

Knowledge (Streetwise) 12 + 5

Knowledge (Physical Sciences) 12 + 5

Language

Medicine 8 + 2

Notice 12 + 2

Perform 0 + 2

Pilot 8 + 2/5

Profession (detective) 4 + 2

Ride 0+ 2/5

Search 12 + 5

Sense motive 12 + 2

Sleight of hand 0 + 2/5

Stealth 12 + 2/5

Survival 2 + 4

Swim 0+ 0/5


 

  • Armor: 6 (5 toughness 1 impervious)

  • Direction Sense (1 rank): You always know what direction north lies in and can retrace your steps through any place you’ve been.

  • Jump Rank 3

  • Distance Sense (1 rank): You can accurately and automatically judge distances.

  • Communication Link

  • Infra-vision (1 rank): You can see in the infrared portion of the

  • spectrum, allowing you to see heat patterns. Darkness does not

  • provide concealment for objects differing in temperature from their

  • surroundings. If you have the Track option, you can track warm creatures

  • by the faint heat trails they leave behind.

  • Low-Light Vision

  • Tracking (2 rank): You can follow trails and track using a

  • particular sense. The basic DC to follow a trail is 10, modified by circumstances,

  • as the GM sees fit. You only move at half normal speed

  • while tracking. For 2 ranks, you can move at full normal speed while

  • Immunity Life Support (9)

Feats: 13 PP
Equipment 3
Evasion
Fearless

Inventor

Move By Action

Take down x 2

Sneak Attack 2

Improved Disarm

Eidetic Memory


 

Equipment: XPP = 5*XEP

  • Junkyard Size 2

    • Living Space

    • Computer

    • Power System

    • Defense System

    • Workshop (Mechanical, Electronic)

    • Labratory

    • Concealed 2

    • Garage

    • Fire Prevention System

  • Quarterstaff 2 dmg + Str

    • Electric Damage 1


    • Powers: 0 + 0 + 0 = 0PP

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Array Name Rank 15  Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

  • Base Power: Offense Mode (Device Power Armor 3/12) Array 10 (enhanced Strength 10, Telekinesis, Enhanced Agility 5 )

  • Armor: 6 (5 toughness 1 impervious)

  • Direction Sense (1 rank): You always know what direction north lies in and can retrace your steps through any place you’ve been.

  • Jump Rank 3

  • Distance Sense (1 rank): You can accurately and automatically judge distances.

  • Communication Link

  • Infra-vision (1 rank): You can see in the infrared portion of the

  • spectrum, allowing you to see heat patterns. Darkness does not

  • provide concealment for objects differing in temperature from their

  • surroundings. If you have the Track option, you can track warm creatures

  • by the faint heat trails they leave behind.

  • Low-Light Vision

  • Tracking (2 rank): You can follow trails and track using a

  • particular sense. The basic DC to follow a trail is 10, modified by circumstances,

  • as the GM sees fit. You only move at half normal speed

  • while tracking. For 2 ranks, you can move at full normal speed while

  • Immunity Life Support (9)

    Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

  • Alternate Power: Stealth Mode invisibility 4, Telekinesis-Precise 1, Enhanced agility 10 Armor: 6 (5 toughness 1 impervious)

  • Direction Sense (1 rank): You always know what direction north lies in and can retrace your steps through any place you’ve been.

  • Jump Rank 3

  • Distance Sense (1 rank): You can accurately and automatically judge distances.

  • Communication Link

  • Infra-vision (1 rank): You can see in the infrared portion of the

  • spectrum, allowing you to see heat patterns. Darkness does not

  • provide concealment for objects differing in temperature from their

  • surroundings. If you have the Track option, you can track warm creatures

  • by the faint heat trails they leave behind.

  • Low-Light Vision

  • Tracking (2 rank): You can follow trails and track using a

  • particular sense. The basic DC to follow a trail is 10, modified by circumstances,

  • as the GM sees fit. You only move at half normal speed

  • while tracking. For 2 ranks, you can move at full normal speed while

  • Immunity Life Support (9)


    Drawbacks: (-0) + (-0) = -0PP

Drawback (Vulnerable; Frequency: [Uncommon]; Intensity: [or Major]) [-4PP]

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage (Energy)
Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

 

Totals: Abilities (22) + Combat (42) + Saving Throws (8) + Skills (62) + Feats (13) + Powers (0) - Drawbacks (4) = 105/105 (or 150/150) Power Points

 

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So the things to decide first and foremost at this stage are about how you visualize him in a fight, Primarily ranged, Melee, fast accurate attacks or big power hits, nimble dodging or slugging it out with the benefits of his armor, or some middle ground.  

That will determine what kinds of trade offs your're trying to aim for and inform what sorts of powers you need to put in the suit.  Ironman from the MCU is a good exaple with all the different suits.  the hulk buster is deeply trade offed for damage and toughness the standard suit is pretty much no trade offs being a balanced armor vs mobility, but when he uses the chest beam that attack is high damage low accuracy.  From what you're describing above I would guess you're looking for even balance or defense and accuracy over toughness and damage but that's just my interpretation.

 

Since you're looking at being fairly device oriented overall I'd recomend for simplicities sake you do two devices.  One hard to lose suit with youre defenses, movement powers, and probably super sense stuff; the other a weapon (like the staff) that has his offensive powers arrayed in it.

Then there is the question of how potent you want him to be out of the suit.  As that is not a common ocurance but does happen.  The ultimate power supplement can be very useful in constructing more specific powers than the main book if you have access to it as well.

 

Then it's just a matter of listing out what powers you need and seeing if they fit in your points or if you need to trim some of the less vital stuff for later "upgrades" as he advances.

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Ok here is the upgraded version 2nd draft

Player Name: Jimb011
Character Name: Interventor
Power Level: 10 150/150pp
Trade-Offs: +/0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A Mind Wiped Tech-Ninja Scientist from another dimension sent to protect his time line.

Residence:
Base of Operations: Junk Yard Base
Catchphrase:

Alternate Identity:
Identity
Birthplace:
Occupation:
Affiliations: People and/or groups you work with.
Family:

Description:
Age: ??? (DoB: 2089 Earth #2133 time.)
Apparent Age: If applicable.
Gender: Male
Ethnicity: Caucasian
Height: 6'1”
Weight: 187
Eyes: Brown
Hair: Bald

(Out of suit: A young, war-torn 30 year old. Scars in various places some visible on his face and arms. Wears Bi-Focal glasses. Not very muscular but always a curious look in his eyes)

Power Descriptions:
His power suit glows with a blue energy when in combat along with his tech-quarter staff that sparks with electricity. When his telekinesis is activated fore-arms have a glowing blue aura, small pebbles and loose debris raise up into the air if hes not in precise mode.

History:
In the Year 2077 The Eradicator finally overwhelmed the forces of Law and Order and waged a war across the world. The devastation was immense and millions innocents and heroes lost their lives. Freedom city, at ground zero, was turned to ash. Soon other nations fell to The Eradicator's War until each part of the entire world was either a war-zone or enslaved. In the year 2089 Earths remaining defenders formed a resistance: and alliance of nationalities that still fought against the Eradicator's iron fist. With constant warfare of attrition the resistance soon became desperate for a tipping point. They began sending Time-Travelers called Chrononauts to the year parallel to the present in Freedom city. However it was unknown that Time-Travel was flawed and instead of sending these brave warriors back to their past they ended up in an alternate dimension. An alternate earth. Once more was that Chrononaut's were voluntarily mind-wiped before they traveled through time. This was to insure only minimal damage to the past. However, Chrononauts were given psych evaluations to make sure they were suited to be heroes and implanted mental feelings towards the completion of their mission were also brought upon them. Dr. Green-wald in the year 20101; at the brink of the resistance's collapse, was the last Chrononaut to be sent through before the time traveling machine was destroyed. Given only minimal technology so as to further the protection of the time-line Dr. Greenwald, with no memory, became a citizen of Freedom city. Fighting for justice against an unknown inner demon and the scum and villainy of an alternate dimension's Ground Zero. His mission; whether he knows it or not, is to ensure the safety of a Miss Patriot: earths final defense against The Eradicator. Whether She exists in this dimension or not remains to be seen.

Personality & Motivation:
Greenwald is an intellectual always scientific about the tasks at hand. He is Motivated by finding out who he is and where he comes from. By merging his scientific prowess into crime-fighting created a public identity as Lance Isley: Private eye. But In reality he is a crime-fighting superhero known as: The interventor.

Powers & Tactics:
Being a warrior scientist from the past; Interventor strikes with the fury and calculation of a soldier. Most of the time he sneaks up on his enemy through cloaking technology and then strikes from above. His technology Gives him super strength, Wall-crawling and Leaping All of this is built into a battle-suit.

Complications:
Name: He doesn't know his real name due to his mind-wipe

Identity: Detective Isley is his public name he gave himself, Interventor is his secret identity.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 18 PP
Strength: 10/20 (+5)
Dexterity: 10/20 (+5)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 10 (+0)



Combat: 0 + 0 = 44PP
Initiative: +2
Attack: +13 Melee, +7 Ranged
Grapple: +0
Defense: +12 (+6 Base, +6 Dodge Focus), +6 Flat-Footed
Knockback: -0



Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +2/8 (+2 Con, +0/6 [Other])
Fortitude: +4 (+2 Con, +2)
Reflex: +0/3 (+0 Dex, +0/3)
Will: +4 (+2Wis, +2)



Skills: 0R =59PP
[Acrobatics] [12 +0/3 of Ranks] (+[Total Bonus])
[Bluff] 12+2 of Ranks] (+[Total Bonus])
[Climb] [0] (+[0/5])

Computers 12+5

Concentration 4 + 2

Craft (mechanical) 12 + 5

Craft (Electronic) 12+5

Craft (Chemical) 12+5

Diplomacy 0+2

Disable Device 12+5

Disguise 0+2

Drive 0+0/5

Escape Artist 4 + 0/3

Gather information 12 + 2

Handle Animal 0+2

Intimidate 12+5

Investigate 12+5

Knowledge (Technology) 12 +5

Knowledge (Streetwise) 12 + 5

Knowledge (Physical Sciences) 12 + 5

Language

Medicine 8 + 2

Notice 12 + 2

Perform 0 + 2

Pilot 8 + 2/5

Profession (detective) 4 + 2

Ride 0+ 0/3

Search 12 + 5

Sense motive 12 + 2

Sleight of hand 0 + 0/5

Stealth 12 + 0/3

Survival 2 + 4

Swim 0+ 0/5


 

  •  

Feats: 14 PP
Equipment 3
Evasion
Fearless

Inventor

Move By Action

Take down 2

Sneak Attack 2

Improved Disarm

Eidetic Memory

Elusive Target
Power Attack 


 

Equipment: XPP = 5*XEP

  • Junkyard Size 2

    • Living Space

    • Computer

    • Power System

    • Defense System

    • Workshop (Mechanical, Electronic)

    • Labratory

    • Concealed 2

    • Garage

    • Fire Prevention System

  • Quarterstaff 2 dmg + Str

    • Electric Damage 1


    • Powers: 0 + 0 + 0 = 0PP

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Array Name Rank 15  Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

  • Base Power: Offense Mode (Device Power Armor 3/12) Array 11

  • enhanced Strength 10

  • Leaping Rank 3

  • Communication Link

    • Low-Light Vision

    Armor: 7 (6 toughness 1 impervious)

     

  •  

    Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

  •  

  • Alternate Power 4:  Stealth Mode 

  • Concealment Sight Rank 1 (2),

    Enhanced agility 6

  • Direction Sense (1 rank):

  • Leaping Rank 3

  • • Distance Sense (1 rank):

  • Communication Link

  • • Infra-vision (1 rank):

  • • Low-Light Vision

  • • Tracking (2 rank)

 


Drawbacks: (-0) + (-0) = -0PP

Drawback (EMP Vulnerable; Frequency: [rare]; Intensity: [ Major]) [-4PP]

DC Block

ATTACK              RANGE     SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage (Energy)
Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

 

Totals: Abilities (18) + Combat (44) + Saving Throws (8) + Skills (59) + Feats (14) + Powers (11) - Drawbacks (4) = (150/150) Power Points


 

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So there's a couple of things to talk about with this build. Sneak Attack is not something I would recommend; it adds +2 to the DC of any effect when you're attacking a flat-footed target. That's useful if you can reliably get a target flat-footed, but that +2 DC does count against caps; taking that into account his staff (which looks to be doing DAM 3 + Str?) is doing (3 + 5 + 2) Rank 11 Damage, with a +13 Attack. That's over caps for a PL 10.

Now you could reduce the amount of damage he can do or reduce the Attack bonus, but I'd recommend dropping the Sneak Attack. He doesn't have any kind of Feint or Startle that would let him get a target flat-footed, so he'll hit his damage caps in the first round of combat (assuming he's sneaking about) and then be at less-than-full-power for the rest of the fight.

The staff... What is it actually doing? If the staff is Equipment, then you have to keep in mind that Equipment is sort of restricted to things that actually exist, stuff you could go out to a store to buy. It looks like the staff does DAM 3 + Str bonus; DAM 3 is a claymore or a greatsword. I don't buy that a staff can do DAM 3. Not to mention it doing Electrical Damage, somehow?

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So there's a couple of things to talk about with this build. Sneak Attack is not something I would recommend; it adds +2 to the DC of any effect when you're attacking a flat-footed target. That's useful if you can reliably get a target flat-footed, but that +2 DC does count against caps; taking that into account his staff (which looks to be doing DAM 3 + Str?) is doing (3 + 5 + 2) Rank 11 Damage, with a +13 Attack. That's over caps for a PL 10.

Now you could reduce the amount of damage he can do or reduce the Attack bonus, but I'd recommend dropping the Sneak Attack. He doesn't have any kind of Feint or Startle that would let him get a target flat-footed, so he'll hit his damage caps in the first round of combat (assuming he's sneaking about) and then be at less-than-full-power for the rest of the fight.

The staff... What is it actually doing? If the staff is Equipment, then you have to keep in mind that Equipment is sort of restricted to things that actually exist, stuff you could go out to a store to buy. It looks like the staff does DAM 3 + Str bonus; DAM 3 is a claymore or a greatsword. I don't buy that a staff can do DAM 3. Not to mention it doing Electrical Damage, somehow?

The staff does normal damage 2 according to the book. I thought I could boost it with Equipment Power Points...perhaps I'm thinking 3rd edition by mistake Should I just make it a damage attack device? or just make it a regular staff? as for the sneak attack. I was planning on only using it when in stealth mode because I have full concealment from sight. If the cap is over then Ill take it off. 

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With the Sneak Attack damage you are currently over caps. Visual Concealment can help keep people flat-footed, but all they need to counter that is to take Uncanny Dodge (Auditory) or even have a Perception score good enough to pierce it.

You can't just boost Equipment by spending on it. By and large Equipment is by the book, except for HQs. If you want a staff that can shrink down and fire lighting blasts, buy a Device; if you want a wooden stick, then you can get by with Equipment.

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Ok so I think I get what you're going for gonna toss up a quick basic idea for you to work off of for your devices.  I'd suggest goign for two as that seems to be the idea you have in mind for how the character performs.  First the Gravity Staff

Device 5 (Extras: Flaws: Easy to lose, Feats: , Drawbacks:  ) [15PP] (Gravtic Staff; Technology, Gravity)

[Gravtic Staff] Array 10 (Extras: , Flaws: , Feats: Accurate 3, Alternate Power 2, Drawbacks: ) [25]

  • Base Power: Move Object 10 (Extras: Flaws: Feats: Drawbacks:  ) [20pp] (Gravtic Telekinesis)
  • Alternate PowerBlast 10 (Extras: Flaws: Feats: Drawbacks:  ) [20pp] (Hurl object)
  • Alternate PowerStrike 10 + Trip 10 (Extras: Linked +0, Flaws: Feats: Drawbacks:  ) [20pp] (Gravtic Strike)

So with this device you only need apply a base attack bonus of +4 and you'll hit your offensive caps when using this device.  It gives you; a gravity based telekinetic attack for grabbing throwing etc.  A mode to use the Gravtic Telekinesis purely offensively to throw things (though the blast could just as easily be gravtic rays or something); and a fierce attack with gravity manipulated at impact to hit harder and knock the opponant off thier feet.  This assumes a strength of 10 since as described the character and the suit are more about agility and infiltration than socking it out.  If you wanted higher strength the strike coudl be lowered to compensate with some power feats added in to make up for it.

 

Next would be the suit which with all you want in it is gonna be bigger.

Device 9 (Extras: Flaws: Hard to LoseFeats: Drawbacks:  ) [36] (Infiltration suit; Tech, Gravity)

[Infiltration suitImmunity (Life Support, Falling Damage) [14] (Enviromental suit, Gravity compensators; Tech, Gravity)

[Infiltration suitLeaping 3 (Extras: Flaws: Feats: Drawbacks:  ) [3] (Selective Gravity Manipulation; Tech, Gravity)

[Infiltration suit] Super Movement 3 (Wall Crawling 3; Extras: Flaws: Feats: Drawbacks:  ) [3] (Gravity Redirection; Tech, Gravity)

[Infiltration suit] Super Senses 6  (Infravision, Low-light vision, Visual Tracking 2, Direction sense, Distance sense) [6]  (Advanced optics and heuristics; Technology)

[Infiltration Suit] Communication 3 (Radio; Extras: Flaws: Feats: subtleDrawbacks:  ) [4]

[Infiltration Suit] Array 7 (Extras: Flaws: Feats: Alternate Power 1Drawbacks:  ) [15]

  • Base Effect: Concealment 6 (All Visual and Auditory Senses;Extras: Flaws: Feats: Close Range SelectiveDrawbacks:  ) [14] (Cloaking field; Technology)
  • Alternate PowerProtection 10 (Extras: Impervious 4Flaws: Feats: Drawbacks:  ) [14] (Force Field; Technology) 

This is assuming no toughness save from constitution if you were to raise con some or get like defensive roll you could drop some of the Protection and add impervious.  This also has you undercapped on defense when in stealth mode so for 2-3 more ranks of device you could pull the protection out of the array and have more or less impervious, This might be a really good idea as as written you're likely KO'd if hit in stealth mode.  that's bump your suit up to the 11 or 12 range at 44-48PP.  As written here you are at 51PP in devices if I didn't mess up the math.

 

4 Base attack and 4 base Defense (minimums) are going to run 8PP each for 16 spent there minimum.  I'd not go much above those to start and keep points free for other areas.  

Take down is a minion clearing Feat that might not be worth it for a stealthy infiltrator type.  Inventor generally requires heavy investment in related feats and knowledges for it to pay off, improved disarm will rarely be useful disarm actions just are not that worthwhile most of the time.  Raveled touched on Sneak attack it's probabyl not worth it as he said.  

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