Jump to content

Upgrade (PL10) [150/150PP] -- Sophistemon


Sophistemon

Recommended Posts

The following sheet is a work in progress. I'm posting it here instead of in the Character Bank because I'm interested in hearing any and all advice regarding its improvement. I am reasonably satisfied with the sheet overall, but I wish that I could find a way to add more points to his Skills and Feats. If anyone has any idea where I could shave a point or two to reinvest, please let me know. I also need a place to base him. Are there any military installations nearby?

 

Abilities: 6 + 4 + 6 + 4 + 6 + 4 = 30PP

Strength: 16 (+3) / 32 (+11)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 20 + 20 = 40PP

Initiative: +10 (+2 Base, +8 Misc)

Attack: +10 Melee, +10 Ranged / +9 Melee, +9 Ranged

Grapple: +13 / +25 / +37

Defense: +10 Base, +5 Flat-Footed

Knockback: -2 / -10 / -11

 

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +3 / +11 (+3 Con, +8 Misc)

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

Reflex: +6 (+2 Dex, +4)

Will: +7 (+3 Wis, +4)

 

Skills: 40R = 10PP

Acrobatics 4 (+6)

Bluff 4 (+6)

Climb 0 (+3)

Computers 4 (+6)

Concentration 0 (+3)

Diplomacy 4 (+6)

Disable Device 4 (+6)

Escape Artist 0 (+2)

Gather Information 4 (+6)

Handle Animal 0 (+2)

Intimidate 0 (+2 / +4)

Notice 4 (+7)

Pilot 4 (+6)

Search 4 (+6)

Sense Motive 4 (+7)

Stealth 0 (+2 / -2)

Survival 0 (+3)

Swim 0 (+3 / N/A)

 

Feats: 10PP

Benefit 2 (AEGIS Agent, Security Clearance) – Gain some minor, but significant, benefit.

Connected – Make a Diplomacy check to call in favors or aid.

Contacts – Make Gather Information checks faster.

Improved Initiative 2 – +8 bonus on initiative checks.

Move-by Action – Move both before and after a standard action.

Takedown Attack 2 – Gain a bonus melee attack when you drop an opponent.

Well-Informed – Make an immediate Gather Information check when meeting someone.

 

Equipment: 0PP = 0EP

N/A

 

Powers: 53 = 53PP

Device 13 (Hard-to-Lose, Limited to Group, Technology, All Technological, 65PP Container) [53PP]

>Power: Density 4 (Flaw: Permanent) [12/65]

  • +8 STR, Weight Multiplier x2, Immovable 1, Protection 2, Super-Strength 1.

>Power: Growth 4 (Flaws: Permanent; no CON bonus) [8/65]

  • +8 STR, +1 Size Category (Large).

>Power: Immunity 9 [9/65]

  • Life Support (Disease, Poison, all environmental conditions, and Suffocation).

>Power: Protection 7 [7/65]

>Power: Super-Senses 1 [1/65]

  • Infravision.

>Power: Super-Strength 11 (Feat: Dynamic) [28/65]

>>Alternate Power: Blast 11 (Feat: Dynamic)

>>Alternate Power: Flight 11 (Feat: Dynamic)

>>Alternate Power: Healing 10 (Extra: Total; Flaw: Self-Only; Feats: Persistent, Regrowth)

 

Drawbacks: (-5) = -5PP

Normal Identity (Very Common, Major)

 

DC Block

ATTACK       RANGE     SAVE                                   EFFECT

Unarmed 3   Touch        DC18 Toughness (Staged)  Damage (Physical)

Unarmed 11 Touch        DC26 Toughness (Staged)  Damage (Physical)

Blast 11        110ft          DC26 Toughness (Staged)  Damage (Energy)

Totals: Abilities (30) + Combat (40) + Saving Throws (12) + Skills (10) + Feats (1) + Powers (53) + Miscellaneous (???) - Drawbacks (-5) = 150/15 Power Points.

Edited by Sophistemon
Link to comment

Try using this format for your device and power arrays included within.

 

Device 13 (65PP Container; Flaws: Hard-to-Lose, Feats: Restricted 1[Technology, All Technological]) [53PP]

 

Density 4 (+8 STR, Weight Multiplier x2, Immovable 1, Impervious Protection 2, Super-Strength 1, Effective Strength; Extras: Duration[Continuous], Flaw: Permanent) + Growth 4 (+8 STR, +1 Size Category [Large]; Extras: Duration[Continuous], Flaws: Permanent; no CON bonus) [12 + 8 = 20PP]

 

Power Array Name 11 (22PP Array; Feats: Alternate Powers 3, Dynamic Powers 3) [28PP]

  • Dynamic Base Power: Super-Strength 11 (Up to X Effective Strength, Heavy Load: 8.5k tons) [22PP]
  • Dynamic Alternate Power: Blast 11 (110-1'100ft) [22PP]
  • Dynamic Alternate Power: Flight 11 (25,000 mph / 250'000ft per Move Action) [22PP]
  • Alternate Power: Healing 10 (Extras: Total; Flaws: Self-Only; Feats: Persistent, Regrowth) [22PP]

Super Senses 1 (Infravision) [1PP]

 

Edited by Vahnyu
Link to comment
  • 2 weeks later...

Hold on to your lug nuts, it's time for an overhaul!

The following sheet is a work in progress. I've made significant changes to the original, with many of those changes inspired by the critique that I received in this thread and in the chat.

If any further changes need to be made, please let me know and I'll have them done as soon as possible. Thank you.

 

Abilities: 6 + 4 + 6 + 4 + 6 + 4 = 30PP

Strength: 32 (+11) / 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 5 + 0 = 10PP

Initiative: +2 (+2 Base)

Attack: +9 Melee, +9 Ranged / +5 Melee, +5 Ranged

Grapple: +37 / +20 / +8

Defense: +9 (+5 Base, +5 Dodge Focus; +2 Flat-Footed) / +5 (+5 Dodge Focus; +2 Flat-Footed)

Knockback: -13 / -4

 

Saving Throws: 3 + 4 + 3 = 10PP

Toughness: +11 / +7 / +3 (+3 Con, +8 Protection; +7 Impervious)

Fortitude: +6 (+3 Con, +3)

Reflex: +6 (+2 Dex, +4)

Will: +6 (+3 Wis, +6)

 

Skills: 48R = 12PP

Acrobatics 4 (+6)

Computers 4 (+6)

Diplomacy 4 (+6)

Disable Device 4 (+6)

Escape Artist 4 (+6)

Intimidate 4 (+6) [+2]

Notice 4 (+7)

Pilot 4 (+7)

Search 4 (+6)

Sense Motive 4 (+7)

Stealth 8 (+10) [-4]

 

Feats: 12PP

Benefit 1 (AEGIS Agent)

Dodge Focus 5

Equipment 5

Move-by Action

Equipment: 5PP = 25EP

Commlink (1EP)

Tactical Vest (4EP)

Arsenal (20EP Container)

Base Power: Tear Gas Grenade (18EP)

Alternate Equipment: Blaster Rifle (1EP)

Alternate Equipment: Fragmentation Grenade (1EP)

 

Powers: 81 = 81PP

Device 20 (100PP Container; Flaw: Hard-to-Lose; Feats: Restricted 1; Tech, All Tech) [81PP]

  • Density 4 (+8 STR, Weight Multiplier x2, Immovable 1, Impervious Protection 2, Super-Strength 1; Extra: Continuous; Flaw: Permanent) [12PP]

  • Growth 4 (+8 STR, +1 Size Category [Large: -1 ATK/DEF, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft Reach]; Extra: Continuous; Flaws: Permanent, no CON bonus) [8PP]

  • Primary Array (22PP Array; Feats: Alternate Power 3, Dynamic Power 3) [30PP]

    • Base Power: Healing 10 (Extra: Total; Flaw: Self-only; Feats: Persistent, Regrowth) [22PP]

    • Dynamic Alternate Power: Blast 11 (110-1,100ft) [22PP]

    • Dynamic Alternate Power: Flight 11 (25,000mph, 220,000ft/rnd) [22PP]

    • Dynamic Alternate Power: Snare 11 (110-1,100ft) [22PP]

    • Dynamic Alternate Power: Super-Strength 11 (up to 90 Effective Strength) [22PP]

  • Secondary Array (12PP Array; Feat: Alternate Power 1)

    • Base Power: Autofire (Blast) 11 [11PP]

    • Alternate Power: Penetrating (Blast) 11 [11PP]

  • Enhanced Trait 5 (Attack Bonus) + Enhanced Trait 5 (Defense Bonus) [10 + 10 = 20PP]

  • Immunity 9 (Life Support) [9PP]

  • Protection 2 (Extra: Impervious 5) [7PP]

  • Super-Senses 2 (Darkvision) [2PP]

     

Drawbacks: (-5) = -5PP

Normal Identity (Very Common, Major)

 

DC Block

ATTACK RANGE SAVE EFFECT

Blast 11 110ft DC26 Toughness (Staged) Damage (Energy)

Blaster Rifle 8 80ft DC23 Toughness (Staged) Damage (Energy)

Frag Grenade 5 50ft DC15 Reflex Blast Explosion 5

Tear Gas 4 40ft DC14 Reflex Dazzle 4 + Nauseate Explosion 4

Unarmed 11 Touch DC26 Toughness (Staged) Damage (Physical)

Unarmed 3 Touch DC18 Toughness (Staged) Damage (Physical)

Totals: Abilities (30) + Combat (10) + Saving Throws (10) + Skills (12) + Feats (12) + Powers (81) + Miscellaneous (???) - Drawbacks (-5) = 150/15 Power Points.

 

Edited by Sophistemon
Link to comment

I see three instances where that occurs, with the first being his Strength score and the other two being his Attack and Defense scores.

 

Are there any more that need switching?

 

Edit:

Never mind, I found a few more instances that needed switching. Is this more to your liking?

Edited by Sophistemon
Link to comment
×
×
  • Create New...