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The Weekend Man PL10 - Mafia Whale


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Weekend Man

Power Level:10 (150/150PP)

Unspent Power Points: 0 
Tradeoffs: +5 Dodge / -5 Toughness

 

In Brief: A man with limited HydroGeometric Kinises, but a mind to Make it work.

 

Alternate Identity: Roland Bream (private)

Birthplace: Austin, Texas

Occupation: Game Designer 

Affiliations: N/A

Family: Olivia (mother), Maria (sister)

 

Description:

Age: 24 (DoB: 1993)

Apparent Age: 24

Gender:Male

Ethnicity: Caucasian

Height:6’5”

Weight:210 Ib.

Eyes:Grey

Hair: Brown

A tall caucasian male with Bluish clothes and a mask to cover the lower half of his face. He has a large pack to which he holds his water javelins and hammer. His prominent tower shield is crystal clear and only shows minor signs of movement, looking like distorted glass. His glasses have blue opaque lens, hiding his grey eyes.

History: 
Roland was a student at Freedom U when his powers awoken, much to his detriment. As he wanted to finish his education first, he kept the power hidden. However, he was heroing on the weekends, hence his title. Once he graduated, he sought a job at a software firm before becoming more active. He never knew his father, and his mother claims that he is the genetic father of both him and his sister, in spite of there 8 year diffrence. His sister may also be a metahuman.

 

Personality & Motivation:

A relaxed man, with a jovial and fun loving attitude with an especially sharp mind. He has a tendency to space out when things do not interest him and will go on about his favored subjects for hours on end if given the opportunity.

 

Powers & Tactics:

He has the power of Hydrogeometric kinesis, the power to form water into hardened geometric shapes. Once they are done shaping, gravity takes hold and they become interactable

as if they were solid. They are limited by actually needing water, as Roland cannot generate any on his own. That said, Roland knows how to provide water, carrying a large amount of water bottles on him. He is also a planner, prefering to go in when the advantage is his. In combat, he is dangerous at range with his water javelins, and will do well in melee with his water hammer too. On the defense, he wields a massive tower shield to great effect.

Power Descriptions:

He is a hydrokineticist, but limited in his capacity to making existing water in hardened geometric shapes, of which he can fuse together. He cannot generate new water, and he cannot manipulate them beyond fusing and making them with his powers, however he can interact with them as if they were solid objects, as they truly are. Others can also interact with them as if they were solid objects. An example is that he cannot command water to fly through the air by waving his hand, but he create a water "javelin" by fusing a water cylinder with a water cone, and a water hammer with a pair of cylinders, a long one, and a stocky one. He can also cuff or snare someone by forming geometry around their wrists.

 

Complications:

 

Attention defi...what is that sound?: He has a tendency to lose focus on a task at hand.

I CAN-HAHAHAHAHA: Prone to strange laughing fits about the most asinine things.

You require more water to construct that!: Requires water to fuel his powers.

Relationships: Maria is currently attending a school in Freedom City. He sees her on occasion, mostly to annoy her on a mission from their mother. His mother is also alive and well back in Austin, planning on retiring soon to the nearby Wimberly.





 

Abilities: 4 + 2 + 4 + 10 + -2 + 2 = 20PP

Strength: 14 (+2)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 8 (-1)

Charisma: 12 (+1)


 

Combat: 12+10 = 22PP

Initiative: +5

Attack: +6, +10 With the Water Hammer and The water Javelins

Defense: +15 (+5 Base, +3 Dodge Focus, +7 Shield), +3 Flat-Footed

Grapple: +8

Knockback: -2


 

Saving Throws: 5 + 8 + 13 = 26PP

Toughness: +5 (+2 Con, +2 Armor, +1 Defensive Roll)

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

Reflex: +10 (+2 Dex, +8)

Will: +12 (-1 Wis, +13)


 

Skills: 124R = 31PP

Bluff 12(13)

Investigation 12(17)

Knowledge(current events) 12(17)

Knowledge(Cyberculture) 12(17)

Knowledge(Physical Sciences) 12(17)

Knowledge(pop culture) 12(17)
Knowledge(tactics) 12(17)

Knowledge(technology) 12(17)

Notice 12 (17)

Profession(Game Designer) 8(7)

Drive 8 (9)
 

Feats: 15PP

Combat Awareness

Defensive Roll 1

Distract (Bluff)

Dodge Focus 3

Fearless

Improved Initiative

Interpose

Master Plan 2

Taunt

Equipment 3

 

 

 

Equipment: 3PP = 11EP

  • Cellphone (basic communication) [1ep]

  • Antique Hero Car

    • Large

    • 30 Strength

    • Speed 50

    • Costume Changer

    • Computer

    • Disguise 1

    • Navigation System 1


 

Powers: 29 + 7 = 36pp

 

 

Water Shield (Shield 7) {7pp} (water Kinetic)

 

HydroGeometric Kinesis Array 12 (24pp array; Feats: Alternate powers 5) [29]

  • Base Power: Create Object 10 (Water Geometry) {20/24}
  • Alternate PowerBlast 10 (Water Javelin: Feats; Accurate 2, Ricochet 2) {24/24}
  • Alternate Power: Strike 10 (Water Hammer; Feats: Accurate 2) {12/24}
  • Alternate Power: Stun 10 (Geometric Slap) {20/24}
  • Alternate Power: Snare 10 (Geometric Cuffs) {20/24}
  • Alternate Power: Trip 10 (Geometric Hazard) {20/24}



 

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



 

DC Block

ATTACK                   RANGE                  SAVE                                  EFFECT

Unarmed                  Touch                     DC 17 Toughness                Damage

Water Javelin            100ft                      DC 25 Toughness                Damage

Water Hammer         Touch                     DC 25 Toughness                Damage

Geometric Slap         Touch                     DC 20 Fortitude                   Daze / Stunned / Unconcious

Geometric Snare       100ft                      DC 20 Reflex                       Entangle

Geometric Hazard     100ft                      Opposed Rolls                     Trip

 

Totals: Abilities (20) + Combat (22) + Saving Throws (26) + Skills (31) + Feats (15) + Powers (36) - Drawbacks (0) = 150/150 Power Points

 

Edited by Mafia Whale
Sixth Fix, looked at fortitude, turns out I had the worng number in number of pp spent
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Abilities: 10 + 3 + 8 + 18 + 0 + 2 = 41PP

Strength: 20 (+5)

Dexterity: 13 (+1)

Constitution: 18 (+4)

Intelligence: 28 (+9)

Wisdom: 10 (+0)

Charisma: 12 (+1)

 

It's not really worth it having odd numbers in your abilities - you're better off putting that PP on Dexterity elsewhere. 

 

 

Combat: 10+10 = 20PP

Initiative: +6

Attack: +5 Melee, +5 Ranged

Defense: +13 (+5 Base, +3 Dodge Focus, +5 Shield), +3 Flat-Footed

Grapple: +9

Knockback: -2

The math here holds up - but look out for my comments about your Defense below 

 



Saving Throws: 5 + 8 + 15 = 28PP
Toughness: +7 (+4 Con, +2 Armor, +1 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +10 (+2 Dex, +8)
Will: +16 (-0 Wis, +16)


 

Will save numbers are off - note that a PL 10 character can't have saves more than +15. 

 



Skills: 60R = 15PP
Bluff +13(3pp)
Knowledge(pop culture) +21(3pp)
Knowledge(tactics) +21(3pp)
Knowledge(technology) +21(3pp)
Notice +12 (3pp)

 

 

Not sure what happened here! Skills should be written (skill rank) (skill rank+modifier) - so a character with WIS 14 (+2) and 8 ranks of Notice would write his Notice 8 (+10). 

 

 



Hydrogeometirckinesis (Element control 24; Extras: Move action Flaws: Needs water, Unreliable, Noticeable Alternate Powers:Water Javelin, Water Club, Water Geometry, Water Wall)[30] (Water, Kinetic)
Base Power: Create Object 1 (Water geometry; Flaws: Needs Water) {1/r} (Water, Kinetic)
Alternate Power: Blast 10 (Water Javelin; Extras: Accurate, Ricochet; Flaws: Needs Water) {10} (Water, Kinetic, Ballistic)
Alternate Power: Strike 6 ( Water Club; Flaws: Needs water) {6} (Water, Kinetic)
Alternate Power: Shield 5 (Water Wall; Flaws: Needs water) {5/r} (Water, Kinetic)

 

 

OK, this is probably the big problematic area. 

 

Needs Water is not a good flaw - your character will be powerless in half his threads and that's not something you'd enjoy. Keep that as a Complication and a good source of HPs. 


You should move Shield out of the array and buy it separately - you should never put your Defense in your array. 

 

You'll need to write out the math for the array powers once you get them squared away - take a look at our sample sheets here. 

 

http://www.freedomplaybypost.com/start/sample-characters/

 

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You don't need to pay for Cellphones and mundane equipment by our house rules. 


The big thing is that you need to get your character up to offensive caps too - remember, you should be at ATK+DMG /2 = 10 for a PL 10 character. 

 

You should honestly have fewer flaws and drawbacks on your sheet - a lot of these are either better left as Complications or should be changed up in other ways. 

 

You should write your powers more like this: 

 

Shield 7 [7PP]
 
HydroGeometric Kinesis 12 (24PP Array, PF: Alternate Powers 3) [27PP]
BP: Move Object X

AP: Blast X
AP: Create Object X
AP: Damage X
 

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Abilities

This character is markedly superhumanly intelligent - was that intentional? For comparison, an ability score around 20 is generally considered "peak human" - with highly specialized human characters maybe peaking barely over that (our own Common Benchmarks thread notes that Tony Stark, perhaps the best mortal inventive mind of his age, is probably sitting around 22-24 INT - and his whole thing is being super-smart, with everything else thematically descending directly from that). Characters with Intelligence closer to 30 typically have some kind of explicitly superhuman brain (or similar effect) to justify it as a major thematic piece of their character.

 

Combat

You're short-selling yourself on Grapple - with a melee attack bonus of +6 and a strength bonus of +5, this character can't do worse than a +11 bonus.

 

Saves

Double-check the math on your exotic saves (fort, reflex, will) - looks like they're using ability bonuses from an older version of the sheet.

 

Powers

For ease of bookkeeping, please provide the pp tally at the top of the powers section, per the template. It really comes in handy when doing edits or later reviews or the like - for you as well!

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2 hours ago, Fox said:

Abilities

This character is markedly superhumanly intelligent - was that intentional? For comparison, an ability score around 20 is generally considered "peak human" - with highly specialized human characters maybe peaking barely over that (our own Common Benchmarks thread notes that Tony Stark, perhaps the best mortal inventive mind of his age, is probably sitting around 22-24 INT - and his whole thing is being super-smart, with everything else thematically descending directly from that). Characters with Intelligence closer to 30 typically have some kind of explicitly superhuman brain (or similar effect) to justify it as a major thematic piece of their character.

 

Combat

You're short-selling yourself on Grapple - with a melee attack bonus of +6 and a strength bonus of +5, this character can't do worse than a +11 bonus.

 

Saves

Double-check the math on your exotic saves (fort, reflex, will) - looks like they're using ability bonuses from an older version of the sheet.

 

Powers

For ease of bookkeeping, please provide the pp tally at the top of the powers section, per the template. It really comes in handy when doing edits or later reviews or the like - for you as well!

I took a look at some of the stuff you mentioned, and did some fixes. I made the abilities more in line with the fluff of the character, and the new change to grapple is lower due to lower strength. Also yeah I overlooked Saves when editing this.
Also put total pp spent on Powers into math format for ease of use.

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