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Daniel Becker

Power Level: 7 (105/105PP)

Unspent Power Points

Trade-Offs:

 

In Brief: The son of a retired Hero couple, Daniel grew up idolizing his parent’s achievement and training to one day emulate them in making the world a better place. Although Psychic, Daniel’s powers only recently manifested recently and so he’s grown accustomed to living as well as fighting like a regular person.

 

Catchphrase:

 

Theme:

 

Alternate Identity: Secret

Birthplace: Emerald City

Residence: South Freedom, Boardwalk

Base of Operations

Occupation: Student

Affiliations: None

Family: Cyrus Becker (Father and Retired Hero/ Reformed Villain),  Alondra Ortega (Mother/ Retired Hero)

 

Description:

Age: 16

Apparent Age: 16

Gender: Male

Ethnicity: Latino

Height: 5’10’’

Weight: 153 lbs

Eyes: Dark Brown

Hair: Black

 

image.png.773835cb11b0b0c384ed65fbd4ce9aa0.png

 

 

History:

 

 

 

Daniel was born to a loving and energetic mother and a quiet but supporting father. As a child, Daniel's Mother would regale him with stories about good, evil, heroes, villains and the daring conflicts and struggles that regularly took place in the defense of Liberty, Peace, and Order. HIs mother particularly liked telling stories about the Amercian Elite Government Intervention Service, specifically Ortega and Sidestep a duo of heroes who back to back would swing wildly into the jaws of hell, fight cruelest of villains and risk life and limb to save lives.

 

It didn't take Daniel long to figure out his mother was Ortega, Really it wasn't hard, she knew classified information about those events, She hadn't actually changed much from her pictures from years ago, Her name is literally Ortega and if that wasn't enough Daniel searched the web and most of her Hero information including her real name and birth date was registered on a public record. He also deduced that sidestep was likely his father although he had his doubts as the hero was registered dead more than ten years before he was born.

 

And so Daniel at the tender age of twelve would commit himself to making the world a better place as his parents did before him. Since Daniel was a regular human he knew that there was no way he could easily out match a super and so he trained. At first he tried to join a Dojo in Emerald city but found fighting to not be his strong suit and so he signed up for gymnastics instead, He devoted his free time tinkering with electronics while learning physics as well as climbing on the rooftops of the nearby buildings (Which got him into a lot of trouble).

 

A few weeks after his sixteenth birthday, Daniel’s parents decided to move to freedom city as they were both offered jobs with lucrative salaries there. Daniel was excited to move to a wonderful city filled with heroes and villains but a month after arriving and transferring to his new school his powers began to manifest. The aspiring Hero was walking through the hallways to his class when he saw a confrontation starting between a group of delinquents and a younger boy. A punch was suddenly thrown with Daniel's first instinct being to rush in to save the boy and so he gladly threw himself between the bully to take any other hits and defend the kid. He succeeded, of course, and the young student was able to flee quickly but before he knew it Daniel was on the floor getting wailed on and curb stomped. He had the daylights kicked out of him and by the time he did get to class he was red, black and blue.

 

After a week of laying low because of the fight, Daniel spotted the same group of bullies trying to pick a fight in a go mart parking lot with a blind elderly man. Glutton for punishment as he was Daniel tried to reason with them until one of the students pulled out a knife and in fear, for the old man’s life, Daniel screamed for him to stop. Strangely enough, The bully’s face went deadpan and froze in place, Daniel asked the other two in a stern but polite voice to leave. They gave identical wooden expressions and left peacefully.

 

Daniel tried commanding a nearby bird and then a squirrel and when they all listened to his orders he concluded he had powers. He pondered this new and life-changing discovery but all he felt was “I have powers now… Neat. I'm sure this is a sign for me to go patrol the streets for crime? I really should, I'm probably ready now right?” So Daniel decided it was time to roam the streets as a proper hero. He Googled how to make DiY Gadgets from the internet, Donned a loose collection of random clothing and tied on a bunch of belts and satchels to himself just to look cool then took off into the night to help the streets.

 

 

 

 

Personality & Motivation: Daniel was Inspired to become a hero after hearing the exploits of his mother and father. Although he tries his best to be analytic and cunning his utopian view of crime fighting, as well as his lack of hands on knowledge, make him somewhat foolish when fighting crime.

 

Powers & Tactics:

Uses Stealth, Speed and Ranged Attacks supplemented by a very limited amount of psychic abilities to disable his opponents.

 

Power Descriptions:  [Psychic, Technology, Electricity]

 

Complications:

Name: Description

The Bright side: Daniel will always try to forgive anybody who's done him wrong and help anybody even enemies who honestly ask for help.

 

Rose Glasses: Whenever possible he tries to talk down any criminals even when it would be beneficial to attack while hidden. His attempts don't end there are whenever possible he likes to help criminals as he does feel bad about most of them. Note, he only really does this if he's the only one in danger and will gladly rush into a fight if somebody is in immediate danger.

 

Family First, First Second: Daniel's loyalty when earned is ironclad and he's quick to help and protect anybody that he cares about no matter how daunting the task.

 

 

Abilities: -2  + 6 + 4 + 4 + 6 + 4 = 22PP

Strength: 8 (-2)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

 

Combat: 6 + 6 = 12PP

Initiative: +3

Attack: +3 Melee (Base Attack), +5 (Base Ranged),

Defense: +9 (+3 Base, +2 Dodge Focus, Enhanced Feat), +2 Flat-Footed

Grapple: +6

Knockback: -2

 

 

Saving Throws: +1 +1 +1 = 3PP

Toughness: +5 (+2 Con, +3)

Fortitude: +3 (+2 Con, +1)

Reflex: +4 (+3 Dex, +1)

Will: +4 (+3 Wis, +1)

 

 

Skills: 80R = 20PP

Acrobatics 4 (+7)

Bluff 6 (+9)

Climb 7 (+6)

Computers 4 (+7)

Concentration 9 (+12)

Diplomacy 9 (+12)

Disable Device 5 (+8)

Drive 1 (+4)

Gather Information 6 (+9)

Investigate 4 (+7)

Medicine 1 (+4)

Notice 4 (+7)

Search 6 (+9)

Sense Motive 4 (+7)

Stealth 9 (+12)

Language 1 (+1) --- English, Spanish

 

Feats: 7PP

Ranged Specialization 2

Dodge Focus 2

Benefit (Wealthy)

Grappling Finesse

Improvised Tools

 

Equipment: 0PP = 0EP

 

 

Powers: 26 + 9 + 4 +2 = 41PP

Psionics 12 (23PP Array, Feats: Alternate Power 3) 26 PP

  • BP: Stun 7 (Sleep; Extras: Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation , Subtle 2, Variable Descriptor [sleep])  24/24
  • AP: Emotion Control 7 (Suggestion; Extras: Area(Burst); Feats: Subtle 2, Insidious) 24/24 PP
  • AP: Mind Control 7 (Compulsion; Extra: Conscious; Feats: Mental Link, Subtle 2) 24/24 PP
  • AP: Mind Control 7 (Domination; Extra: Instant Command, Duration; Flaw: Action; Feats: Mental Link, Subtle 2) 24/24 PP

 

Device 3 (Gadgets, 15PP Container, Flaw: Easy to Lose) 9PP

 

Utillity Belt (13PP Array, Feats; Alternate Power 2) 15PP

  • BP: Blast 6 (Shock Darts; Extras:; Feats: Accurate 1) 13/13 PP
  • AP: Obscure 3 (Smoke Bombs; Visual; Feats: Progression(Area), Progression (Range); Range: 60ft;  Area 25-50ft) 8/13PP
  • AP: Dazzle 4 (Blind Grenade; Visual; Extras: Area (Burst); Feats: Improved Area (20-40ft ) ) 13/13PP

 

Device 1 (3/5PP) 4PP

  • BP: Protection 3 (Costume)

 

Enhanced Feat 2 (Dodge Focus; Flaws: Duration (Sustained)) 2PP

 

 

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

 

DC Block

 

ATTACK                         RANGE                      SAVE                                      EFFECT
Blast 6                           Range (60ft. Incr)    DC 21 Toughness                Damage (Energy)

Dazzle 3                        Ranged                      DC 14 Reflex                         Damage (Energy)

Stun 7                            Perception                DC 17 Will                             Daze(Fail)/ Stun(Fail-5)/ Unconscious (Fail-10)

Emotion Control          Perception                 DC 17 Will                             

Mind Control                Perception                 DC 17 Toughness                Controlled 

 

Totals: Abilities (22) + Combat (12) + Saving Throws (3) + Skills (20) + Feats (7) + Powers (41) - Drawbacks (0) = 105/105 Power Points

Edited by MossHeart
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Neat!

 

Let's see, mostly minor stuff here....

 

General

Characters should always hit their combat caps - for a PL7, your attack and damage should average to 7 and your defense and toughness should average to 7. At their finest, this character has a PL7 non-damaging attack (the perception-ranged stun), a PL6.5 damaging attack (the darts), and the defenses of a PL4.5.

 

That last part's going to be a problem, I'm afraid. I'm okay with the very-slightly-undercapped offense because the Stun and non-damaging psionic effects will carry you fine, but with 2 Toughness your character's going to get knocked over and KO'd as soon as a villain so much as looks at you. New characters need to meet their defensive caps - characters that don't are uniformly disappointing to play as soon as combat starts, trust me.

 

Combat

With Grappling Finesse, you get to apply your Dex to your grapple score - so with a +3 melee bonus at a +3 Dex bonus, you'd have a Grapple bonus of +6. Huzzah, wrasslin'!

 

Feats

Attack Specialization gives you a +2 bonus to a specific attack or weapon; given the math on your sheet, I'm guessing you meant to buy Attack Focus (Ranged) 2, not Ranged Specialization 2.

 

Powers

You don't need the Variable Descriptor on the Stun - it's already 'putting them to sleep'. We aren't going to charge you a power point for the basic description of the power you want to use; we're not that cruel. This frees the point up to buy something else, or you can just leave it unspent for now (as slots in arrays are not required to use up their whole budget).

 

 

I'm not sure I follow the Obscure power on the utility belt. If I restructure it a bit without changing the mechanical parts, it'd look like this:

 

Obscure 3 (Smoke Bombs, Visual; Feats: Progression (Area) [30ft radius], Progression (Range) [25 10' increments] [) [11/13PP]

So, you could create a 25' or 50' radius obscure effect, and you could center it anywhere between you and a spot 250' away (though you're getting pretty inaccurate after so many range increments, if the GM makes you roll to place it for some reason).

 

But this only costs 8 points, not 11. I'm afraid I'm not sure what you meant with Lingers, though - I recommend looking at the Independent extra (a +0 extra for sustained effects that you don't control after they're out), and the Slow Fades power feat (to make Independent effects last longer, fading away more slowly than normal).

 

 

 

 

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General

 

Quote

Characters should always hit their combat caps - for a PL7, your attack and damage should average to 7 and your defense and toughness should average to 7. At their finest, this character has a PL7 non-damaging attack (the perception-ranged stun), a PL6.5 damaging attack (the darts), and the defenses of a PL4.5.

 

That last part's going to be a problem, I'm afraid. I'm okay with the very-slightly-undercapped offense because the Stun and non-damaging psionic effects will carry you fine, but with 2 Toughness your character's going to get knocked over and KO'd as soon as a villain so much as looks at you. New characters need to meet their defensive caps - characters that don't are uniformly disappointing to play as soon as combat starts, trust me.

1

 

I'm so very torn. I wanted to make a mostly human character. I know I could probably make him incredibly powerful if I just gave him Force Field and Concealment but I always liked the stories of people getting beat down but learning and growing. So I was planning on only taking concealment after a while. I didn't want to rely on psionics too much but I fully understand. I'll just take some points off and use the half prized enhanced dodge powers which I hear was slightly weaker than going toughness but it wouldn't fit the style I was going for

Combat

Quote

With Grappling Finesse, you get to apply your Dex to your grapple score - so with a +3 melee bonus at a +3 Dex bonus, you'd have a Grapple bonus of +6. Huzzah, wrasslin'!

 

Thanks

 

Feats

Quote

Attack Specialization gives you a +2 bonus to a specific attack or weapon; given the math on your sheet, I'm guessing you meant to buy Attack Focus (Ranged) 2, not Ranged Specialization 2.

 

Yep It was Attack Focus, I had a few edits so I got some specifics wrong

Powers

Quote

You don't need the Variable Descriptor on the Stun - it's already 'putting them to sleep'. We aren't going to charge you a power point for the basic description of the power you want to use; we're not that cruel. This frees the point up to buy something else, or you can just leave it unspent for now (as slots in arrays are not required to use up their whole budget).

 

Yeah I made the stun really early on so I didn't fully understand the mechanics. I'm pretty sure it didn't actually cost a point though. Stun 7 = 7*3 (Rank * Action cost and Perception Cost) + 3 (Subtle 2 + Sedation. Although now that I think about it I don't really need sedation so I could remove that for an extra point. It was just something I read on the sample character

 

Quote

 

I'm not sure I follow the Obscure power on the utility belt. If I restructure it a bit without changing the mechanical parts, it'd look like this:

 

Obscure 3 (Smoke Bombs, Visual; Feats: Progression (Area) [30ft radius], Progression (Range) [25 10' increments] [) [11/13PP]

So, you could create a 25' or 50' radius obscure effect, and you could center it anywhere between you and a spot 250' away (though you're getting pretty inaccurate after so many range increments, if the GM makes you roll to place it for some reason).

 

But this only costs 8 points, not 11. I'm afraid I'm not sure what you meant with Lingers, though - I recommend looking at the Independent extra (a +0 extra for sustained effects that you don't control after they're out), and the Slow Fades power feat (to make Independent effects last longer, fading away more slowly than normal).

 

 

The Area is actually because I used Area Cloud which I'm pretty sure has 5ft/rank that lingers one round after it's dispelled. I mostly just used hero labs to build it but I think It's written wrong anyway.

 

Quote

Cloud: The effect fills a circular area with 5-foot diameter (not radius) per rank and lingers in that area for one round after its duration expires (affecting any targets in the area normally during the additional round).

1

 

I might actually lower the Duration because I don't feel right about a smoke grenade you can concentrate on.

Edited by MossHeart
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Ah - Obscure is inherently an area attack (lower-case 'a'), so the normal Area (that is, the extra) types and choices don't apply. It's just built into the effect already, no need to pay for it more!

 

If you want your character to be mostly within human range but a pretty good fighter, I recommend going heavy on dodge and shoring your defense up with some light protection - either through some minor psychic reinforcement, or a lightly-armored costume (which would just be Protection in a device). You can also buy Protection via Equipment, if it's low-ranked enough - see the Modern Armor section of the core rule book, page 141, for ideas. Equipment's a little dangerous to play with (it's super cheap, but your GM can just take it away from you because they said so), but on a budget it's a decent option until your character can make, empower, or acquire better.

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