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Interventor PL 10 Jimb011 (Bronze Player)


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Player Name: Jimb011
Character Name: Interventor
Power Level: 10 150/150pp
Trade-Offs: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 mode, Concealed in a blur of shadow when in stealth mode.

History:
In the Year 2077 The Eradicator finally overwhelmed the nuances 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 country was either a war-zone or enslaved. In the year 2089 Earths remaining defenders formed a resistance: an 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, the 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 with mental instincts towards the completion of their mission. In the year 20101; at the brink of the resistance's collapse, Dr Greenwald.became 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, Protection, Power senses and 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 + 4 + 10 + 4 + 0 = 18 PP
Strength: 10/20 (+5)
Dexterity: 10/16 (+3)
Constitution: 14 (+2) 4pp
Intelligence: 20 (+5) 10pp
Wisdom: 14 (+2)4pp
Charisma: 10 (+0)



Combat: 21 + 18 = 39PP
Initiative: +2
Attack: +14 Melee, +7 Ranged (21pp)
Grapple: +14/+19
Defense: +12 (+6 Base, +6 Dodge Focus), +6 Flat-Footed (18pp)
Knockback: -4


Saving Throws: 5 + 3 + 4 = 11PP
Toughness: 8 (+2 Con, +6 [Other])
Fortitude: +5 (+3 Con, +2) (5pp)
Reflex: +3/6 (+3 Dex, +0/3) (3pp) 
Will:
 (+2Wis, + 3)   (4pp)


Skills: 0R =56PP

Acrobatics 12 (+12/15) 

Bluff 12 (+12) 

Computers 12(+17) 

Concentration 4(+6) 

Craft (mechanical) 12(+17)

Craft (Electronic) 12(+17) 

Craft (Chemical) 12(+17) 

Disable Device 9(+14) 

Escape Artist 4(+4/7)

Gather information 9(+9)

Intimidate 12(+12)

Investigate 12(+17) 

Knowledge (Technology) 12(+17) 

Knowledge (Streetwise) 12(+17)

Knowledge (Physical Sciences) 12(+17)

Medicine 8(+10)

Notice 12(+14)

Pilot 8(+8/11)

Profession (detective) 4(+6)

Search 9(+14) 

Sense motive 12(+14) 

Stealth 12(+12/15)

Survival 4 (+6)
 

Feats: 13 PP

Eidetic Memory 

Elusive Target 

Equipment 3

Evasion 

Fearless

Improved Trip

Inventor 

Move By Action 

Power Attack 

Skill Mastery: Computers, Disable device, Medicine, Gather information 

Take down 1

Equipment (15EP = 3PP)    

Junkyard (HQ) Size: Medium [1 ep], Toughness: 8 [0 ep], Features: Living Space, Computer, Power System, Defense System, Workshop (Mechanical, Electronic), Laboratory, Concealed, Garage, Fire Prevention System [ ep 10] - Total EP: 11 

Quarterstaff strike 3 (PF Mighty) (4EP)

Powers: 16PP

  Device 4 (Armor, 20PP, Flaw: Hard to Lose) [16PP]

Super-Senses 1 (Low-Light Vision) [1PP]

Leaping 2 [2PP]

Array 8 (Power feats, Alternate power 1) (17PP)

BE: Enhanced STR 10 + Force Field 6 [10+6=16/16}
AP: Concealment 2 (normal vision, Flaw: Passive) [2PP] + Enhanced Dexterity 6 [6PP] + Force Field 6 [6PP] Super-Senses 2 (Infravision, Tracking [Infravision) [2PP] + 
 

Drawback (EMP Vulnerable; Frequency: [rare]; Intensity: [ Major]) [-3PP]

DC Block

ATTACK 14 Melee Quarterstaff    2dmg       RANGE 7    SAVE DC 22 EFFECT Bludg.
Unarmed
     14        Touch 6     DC 15 Toughness      7          Damage (Physical)

Totals: Abilities (18) + Combat (39) + Saving Throws (8) + Skills (59) + Feats (13) + Powers (16) - Drawbacks (3) = (150/150) Power Points


 

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Edited by Jimb011
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Hey, Jimbo! Again, welcome to FCPbP. 

First thing to note: BAB is both for both Melee and Ranged as a fixed value that applies to both attack types. After that, it can be bought up in one particular field with the appropriate Attack Focus Feat. To have Ranged +7, Melee +14, you would buy 7 ranks of Attack (14 PP), then 7 ranks of Attack Focus (Melee) (7 PP), totaling 21 PP, not 22. 

Likewise, your Defense starts at +6 (12 PP), then is bought up through Dodge Focus (6 PP), which is 18 PP, not 22. On top of that, your Flat-Footed Defense is half of your Base Defense, which would make it +3, not +6.

Also, we could probably use some more order on the Powers. Your Powers category doesn't reflect the pull point cost of what you're buying. Array is bought at 2 PP/rank in M&M2E, and it looks like certain Powers in the array (Enhanced Agility) may come from M&M3E. 

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All right. Some thoughts on second look:

Your exotic saving throws are at 4/3/4. It's advised that you have at least one exotic save at PL -2 or higher. My typical spread in the build thread is +7/+7/+8, but you can easily twist up one of those values while twisting down the others. 

You have 59 PP in Skills. This is good for a Batman type, but some of them feel superfluous. If you're trying to use both Bluff and Intimidate for combat purposes, you can easily buy a Feat so that one covers the grounds of the others (Taunt so that Bluff can be used to Demoralize, Startle so that Intimidate can be used to Feint). 

I'm also still trying to figure out the PP breakdown on your Powers. So, you have Device 4, which... appears to have just Super-Senses 1 and Leaping 2 in it, which would make it 3 PP in the Container, which means it doesn't technically total Device 1. Your big Array works out math-wise, but appears to be independent of the Device. If that's the case, then the Hard-to-Lose Device has 24 PP within it... which adds up to Device 4.8, which would be... well, let's round up and say 20 PP. 

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