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Gauss (PL10)- Saithor (None)


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Player Name: Saithor

Character Name: Gauss

Power Level:10 (150/150PP)

Trade-Offs:"None"

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: World War 1 German Kineticist time-traveled to modern times, Is on detached duty to US, wants to help due to Nephew being Nazi Meta..

Residence: Regular Apartment, paid for out of his pay as a german army Major.

Base of Operations:

Catchphrase: “Target Spotted, Target Gone”

Alternate Identity: Field Artillery Major Günter Raddick

Identity: Günter Raddick

Birthplace: Dresden

Occupation: German Army Major

Affiliations: None at the moment

Family: Günter has decided to not pursue meeting any descendants he has unless they approach him first, not wanting to burden them. However, if any of them approach him, he’s more than happy to set them, and may have to, as his nephews possession of meta-abilities suggest that some things may run in the family. 

Description:

Age: 27 (DoB: August 11, 1890)

Apparent Age: Late-Twenties,
Gender: Male

Ethnicity: Caucasian

Height: 5’10”

Weight: 120 lbs

Eyes: Green

Hair: Black

 

Gunther Raddick is of medium build, really nothing very noticeable about his appearance out-of-costume, hence why the propaganda machine always preferred him in his uniform.

 

Gunther wears an updated version of his old World War 1 Uniform and Gas Mask.

 

Power Descriptions:

Günter’s powers work of invisible created force, so they are unseeable to all people.

 

History:

Günter Raddick started his career as a meta right before World War1 started, where he immediately volunteered for the German army. He was immediately put to work countering enemy metas and also destroying enemy fortifications. It was during a fight in 1917 against a pair of British Metas that the incident occurred, Günter fell unconscious and woke up in Freedom City during modern times.

 

After an unfortunate incident that resulted in broken bones for both Günter and a couple of Freedom City Superheroes, Günter was sent home to Germany, where he was quickly reeducated on modern times and what had happened, and was horrified to find out what his young nephew Hans, ashamed of Günter’s disappearance, which had been labeled as desertion, had joined the SS after manifesting his own Meta powers, and was responsible for dozens of allied soldier deaths and five American superheroes. A year after, after being reaccepted back into the military, Günter volunteered for a goodwill mission to send a German Superhero to aid those in Freedom City, partially because he wanted to find out what had caused his time jump, and partially to make up for the actions of his nephew. 

Personality & Motivation:

Günter is a professional solider, working hard and pushing his way through life with an almost single-minded determination. He’s friendly enough, but not overtly so, preferring quiet after the near constant bombardment of the war, and also still feeling unsettled after his recent time shift. 

Powers & Tactics:

Günter’s powers work off of the creation of repelling kinetic forces through in-born ability. He can sue them passively as a force-field, or actively to generate these forces. He has used them to smash objects, leap long distances, increase his sped and the force of his blows, slow his momentum, snare people, repeal bullets, and etc. He cannot attract objects at all.

Complications:

Old Shame: Günter is trying to make up for the evils that his nephew did in World War 2, including his role in the concentration camps, something which sickens Günter.

Unforgiving: Günter is not a forgiving man, and he was forged in a lethal battlefield. While he accepts the no killing rules of most superheroes as his own, he sometimes forgets in the heat of the moment.

Bad Reputation: Günter’s reputation in America is stained by the actions of his nephew, who killed several American Superheroes.

Enemy: Günter hates the Nazi’s, and will pursue any means to stamp out any resurgence of the group.

 

Abilities: 4 + 6 + 4 + 4 + 4+ 2 = 24PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

 

 

Combat: 12 + 12 = 24PP

Initiative: +8

Attack: +6 Melee, +6 Ranged (+10 Momentum)

Grapple: +8

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

Knockback: -10/-5/-1

 

 

Saving Throws: 5 + 5 + 6 = 16PP

Toughness: +10 (+2 Con, +8 [Forcefield])

Fortitude: +7 (+2 Con, +5)

Reflex: +8 (+3 Dex, +5)

Will: +8 (+2 Wis, +6)

 

 

Skills: 64R = 16PP

Concentration 8 (+10)

Knowledge (History) 4 (+6) (Complication: After 1917, everything is fuzzy)

Knowledge (Physical Sciences) 8 (+10)

Knowledge (Tactics) 8 (+10)

Language (English, German, French)

Intimidate 8 (+9)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 6 (+9)

Diplomacy 4 (+5)

 

 

 

Feats: 14PP

All-Out Attack

Challenge (Quick Startle)

Dodge Bonus 4

Evasion 2

Improved Initiative

Move-By Action

Power Attack

Skill Mastery (Intimidate, Notice, Knowledge (Tactics), Sense Motive)

Startle

Uncanny Dodge (Sight)

 

 

Powers: 8 + 4 + 38+ 2 + 5 = 56 PP

 

Force Field 8 [8 PP]

 

Leaping 4 (Running Long Jump 300 ft., Standing Long Jump 150 ft., High Jump 60 ft.) [4 PP]

 

Momentum, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4, Subtle 2) [38 PP]

 

    •    Base: Adds Impervious Toughness 10 [10 PP] and Reflective (all physical) [20 PP] to Force Field

    •    Alternate Power: Snare 10 (Extras: Backlash) [30 PP]

    •    Alternate Power: Impervious Toughness 10 [10 PP] + Speed 4 (100 MPH, 1000 ft./round) [4 PP] + Strike 8 (Extras: Penetrating 2; Power Feats: Knockback 3, Mighty, Improved Critical 2) [16 PP] 

    •    Alternate Power: Blast 10 (Extras: Penetrating 4, Power Feats: Knockback 6)

    •    Alternate Power: Move Object 10 (Extras: Range [Perception], Area Burst; Flaws: Limited to Repulsion) [30 PP]

 

Super-Movement 1 (Slow Fall) [2 PP]

 

Super-Senses 4 Ranged [2] Extended (-1 per 100') Tactile Sense, Danger Sense [1] [4 PP]

 

Drawbacks: 0PP

 

 

DC Block

Name             Range      Save                        Effect

Kinetic Blast    Ranged     DC 25 Toughness (Staged)    Damage

Kinetic Trap       Ranged     DC 20 Reflex (Staged)     Ensnared

Blasting Punch   Touch      DC 25 Toughness (Staged)    Damage 

 

Totals: Abilities (24) + Combat (24) + Saving Throws (16) + Skills (16) + Feats (14) + Powers (56) - Drawbacks (0) = 150/150 Power Points

 

 
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Looks good, for the most part. Quick comments:

 

-Knowledges are not normally so specialized as to fall into the aegis of "World War I." Unlike some RPGs, we don't really have an option for Knowledge specialties. That sort of thing may fall under the category of "History." If you wish to RP out the fact that everything past 1917 may be a little bit gray, you can make a Complication for that.

 

-I know you used my build, but that was back when I did not realize that Danger Sense was now working according to Ultimate Power rules. As per that book, Danger Sense is 1 PP, not 2, and is keyed off of a specific sense type. If you want to build off thematics, you can make it Danger Sense (Tactile)

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Yes, it does. However, you still has Danger Sense under Super-Senses, which is taking up 2 PP - 2 PP that you still have available to spend. 

 

Powers: 8 (Force Field) + 4 (Leaping) + 36 (Momentum Array) + 2 (Super-Movement) + 6 (Super-Senses) = 56 PP

 

Super-Senses: Accurate [2] Ranged [1] Radius [1] Tactile Sense, Danger Sense [2] = 6 PP

 

By scrapping Danger Sense as it's built and adding in Danger Sense (tactile) (which should be a Power, not a Feat), that's 2 PP freed up. You spent one of those PP in Feats, but it can be moved down to Powers, giving you 13 PP in Feats, 55 PP in Powers, and 2 PP left to spend elsewhere. 

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I have now been corrected by another Ref for missing something in our House Rules. Tactile Sense is already Accurate and Radius by default. For buying it up to Ranged, it would only be 2 PP (as it costs extra to make touch sense apply to the air around you) to take it out to 10 ft., not 4 PP to buy it from the ground up. Although, you could always plop an extra PP on there to boost it up to 100 ft. 

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So let's see.  Minor Nitpick but it's technically Knowledge (Physical Sciences) not Knowledge (Physics).  If you wouldn't mind ordering your skills in Alphabetical order that'd be great too (this really just means moving Diplomacy)

 

In 2e You can pick 4 skills per rank of Skill Mastery in which to take 10 in unlike 3e which is limited to 1 per rank.

 

Essentially what TT is saying that really want to get is

 

Super-Senses: Ranged [2] Extended (-1 per 100') Tactile Sense, Danger Sense [1] = 4 PP  Which would be Super-Senses 4 not 6.

 

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