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pesukarhu

pesukarhu

I think I'm ready for review. I might ask about minor changes (add a skill, something like that), but I'd be good to go with this. I have 9 points unspent, but I figured I might as well let you get started reviewing.

The basic idea is that he's "quietly super" without turning on his turn-to-metal density increase, but turning on DI gives him additional life support and protection, and that he can go even further by focusing his "metal" powers on it.

STR is typically 55, optionally increase to 70 (which hits the DC cap, so I didn't go any higher). Technically, he could use his multipower HAs in addition to the multipower DI to get 17 DC, which is past it, but I'm thinking of them as mutually exclusive. Depends a bit on how firm those limits are; I'd be happy to add a -0 limit to the "Ultratungsten body" power "mutually exclusive w/ HA".

I don't have much in the way of details for his contacts. I'd be happy to swap them in for established in-world figures. In brief, it's a contact with the homeless shelter system (who he could ask if people have been going missing, any unusual rumors from that community, etc), a contact with the unions (mostly-decent, but maybe getting some pressure to look the other way here or there, etc.), and a contact with city council (local rep, stops by parents' diner for photo ops, again mostly-decent, which is limiting his advancement). Those are all easily altered to fit the world.

I'm not 100% sure about the "disintegrate metal" power, but close enough.

In any case, here it is:

Character Name: Ironworks
Alternate Identities: Jake Faber
Player Name: pesukarhu
 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
40 STR 10 30 40/70 17- / 23- HTH Damage 8d6/14d6 END [4/6]
13 DEX 10 6 13 12-  
28 CON 10 18 28 15-  
15 BODY 10 5 15    
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 3 13 12-  
25 PRE 10 15 25 14- PRE Attack: 5d6
             
             
4 PD 2 2 4/25   4/25 PD (0/18 rPD)
4 ED 2 2 4/25   4/25 ED (0/18 rED)
4 SPD 2.0 20 4   Phases: 3, 6, 9, 12
20 REC 4 16 20    
50 END 20 6 50    
50 STUN 20 15 50    
12" Running 12 0 12m    
4" Swimming 4 0 4m    
4" Leaping 4 0 34m 181 Total Characteristics Points
CHARACTER IMAGE
 
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 400
Disad Points: 75
Total Points: 391
MOVEMENT
Type Total
Run (12) 12m [24m NC]
Swim (4) 4m [8m NC]
H. Leap (4m) 34m
V. Leap (2m) 17m
DEFENSES
Type Amount
Physical Defense 4/25
Res. Phys. Defense 0/18
Energy Defense 4/25
Res. Energy Defense 0/18
Mental Defense 5
Power Defense 5
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with a small group of attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

 

   
SKILLS
Cost  Name
0 Acting 8-
3 Charm 14-
0 Climbing 8-
0 Concealment 8-
3 Conversation 14-
0 Deduction 8-
0 AK: Freedom City 8-
2 AK: Midtown 11-
2 AK: Waterfront 11-
0 Language: English (idiomatic; literate) (5 Active Points)
1 Language: Spanish (basic conversation)
3 Mechanics 12-
3 Persuasion 14-
3 Paramedics 12-
0 PS: Metalworker 11-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 14-
9 +3 with a small group of attacks
Notes: Strike, Grab, I-Beam Strike
32 Total Skills Cost
PERKS
Cost  Name
1 Contact: Diana Dupree, director of local homeless shelter system (Contact limited by identity) 11-
1 Contact: Steve Phelps, metalworkers union rep (Contact limited by identity) 11-
1 Contact: Brian McKinsey, city council member (Contact has useful Skills or resources, Contact limited by identity) 8-
3 Total Perks Cost
 
POWERS
Cost  Power END
45 Tough skin: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points) 0
1 Life Support (Sleeping: Character only has to sleep 8 hours per week) 0
5 Power Defense (5 points) 0
5 Sight Group Flash Defense (5 points) 0
5 Mental Defense (5 points total) 0
15 Iron Body: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -6m KB), Costs Endurance Only To Activate (+1/4) (15 Active Points) 1
18 Iron skin: Resistant Protection (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Linked (Iron Body; -1/4) 0
6 Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); Linked (Iron Body; Lesser Power can only be used when character uses greater Power at full value; -3/4) 0
50 Metal control: Multipower, 50-point reserve  
5f
1) Iron binds: Entangle 5d6, 5 PD/5 ED (50 Active Points)
5
5f
2) Iron wall: Barrier 7 PD/7 ED, 8 BODY (up to 6m long, 4m tall, and 1/2m thick), Opaque Sight Group (50 Active Points)
5
3f
3) Reshape / transmute metal: Major Transform 4d6 (metal), Improved Results Group (Any shape, any metal; +1/4) (50 Active Points); Limited Target ([Limited]; Only metal; -1/2)
5
2f
4) Disintegrate metal: Killing Attack - Ranged 3d6-1, Armor Piercing (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only vs metal; -1)
5
1f
5) I-beam strike: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 14d w/ Iron Body, 11d w/o.
1
2f
6) I-beam swing: Hand-To-Hand Attack +4d6, Area Of Effect (4m Cone; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 13d w/ Iron Body, 10d without.
2
2f
7) I-beam spin: Hand-To-Hand Attack +3d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (22 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 10d w/ Iron Body, 8d w/o.
2
2f
😎 Batter up!: Hand-To-Hand Attack +3d6, Double Knockback (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/4)
Notes: 10d w/ Iron Body, 8d w/o.
2
1f
9) Ultratungsten body: Density Increase (800 kg mass, +15 STR, -6m KB), Costs Endurance Only To Activate (+1/4) (15 Active Points); No Defense Increase does not provide PD or ED (-1/4)
1
2f
10) Autoferrokinesis: Leaping +30m (34m forward, 17m upward) (Accurate, x4 Noncombat) (25 Active Points)
2
175 Total Powers Cost

 

   
DISADVANTAGES
Cost  Disadvantage
15 Psychological Complication: Code against killing (Common; Strong)
10 Psychological Complication: Help those who need it (Common; Moderate)
15 Social Complication: Secret identity Frequently, Major
15 Social Complication: Renegade Vigilante Frequently, Major
20 Dependent NPC: Extended family Infrequently (Normal; Group DNPC: x4 DNPCs)
75 Total Disadvantages Cost
 
 

Character created with Hero Designer (version 20221216)

pesukarhu

pesukarhu

I think I'm ready for review. I might ask about minor changes (add a skill, something like that), but I'd be good to go with this. I have 4 points unspent, but I figured I might as well let you get started reviewing.

The basic idea is that he's "quietly super" without turning on his turn-to-metal density increase, but turning on DI gives him additional life support and protection, and that he can go even further by focusing his "metal" powers on it.

STR is typically 55, optionally increase to 70 (which hits the DC cap, so I didn't go any higher). Technically, he could use his multipower HAs in addition to the multipower DI to get 17 DC, which is past it, but I'm thinking of them as mutually exclusive. Depends a bit on how firm those limits are; I'd be happy to add a -0 limit to the "Ultratungsten body" power "mutually exclusive w/ HA".

I don't have much in the way of details for his contacts. I'd be happy to swap them in for established in-world figures. In brief, it's a contact with the homeless shelter system (who he could ask if people have been going missing, any unusual rumors from that community, etc), a contact with the unions (mostly-decent, but maybe getting some pressure to look the other way here or there, etc.), and a contact with city council (local rep, stops by parents' diner for photo ops, again mostly-decent, which is limiting his advancement). Those are all easily altered to fit the world.

I'm not 100% sure about the "disintegrate metal" power, but close enough.

In any case, here it is:

Character Name: Ironworks
Alternate Identities: Jake Faber
Player Name: pesukarhu
 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
40 STR 10 30 40/70 17- / 23- HTH Damage 8d6/14d6 END [4/6]
13 DEX 10 6 13 12-  
28 CON 10 18 28 15-  
15 BODY 10 5 15    
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 3 13 12-  
25 PRE 10 15 25 14- PRE Attack: 5d6
             
             
4 PD 2 2 4/25   4/25 PD (0/18 rPD)
4 ED 2 2 4/25   4/25 ED (0/18 rED)
4 SPD 2.0 20 4   Phases: 3, 6, 9, 12
20 REC 4 16 20    
50 END 20 6 50    
50 STUN 20 15 50    
12" Running 12 0 12m    
4" Swimming 4 0 4m    
4" Leaping 4 0 34m 181 Total Characteristics Points
CHARACTER IMAGE
 
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 400
Disad Points: 75
Total Points: 391
MOVEMENT
Type Total
Run (12) 12m [24m NC]
Swim (4) 4m [8m NC]
H. Leap (4m) 34m
V. Leap (2m) 17m
DEFENSES
Type Amount
Physical Defense 4/25
Res. Phys. Defense 0/18
Energy Defense 4/25
Res. Energy Defense 0/18
Mental Defense 5
Power Defense 5
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with a small group of attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

 

   
SKILLS
Cost  Name
0 Acting 8-
3 Charm 14-
0 Climbing 8-
0 Concealment 8-
3 Conversation 14-
0 Deduction 8-
0 AK: Freedom City 8-
2 AK: Midtown 11-
2 AK: Waterfront 11-
0 Language: English (idiomatic; literate) (5 Active Points)
1 Language: Spanish (basic conversation)
3 Mechanics 12-
3 Persuasion 14-
3 Paramedics 12-
0 PS: Metalworker 11-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 14-
9 +3 with a small group of attacks
Notes: Strike, Grab, I-Beam Strike
32 Total Skills Cost
PERKS
Cost  Name
1 Contact: Diana Dupree, director of local homeless shelter system (Contact limited by identity) 11-
1 Contact: Steve Phelps, metalworkers union rep (Contact limited by identity) 11-
1 Contact: Brian McKinsey, city council member (Contact has useful Skills or resources, Contact limited by identity) 8-
3 Total Perks Cost
 
POWERS
Cost  Power END
45 Tough skin: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points) 0
1 Life Support (Sleeping: Character only has to sleep 8 hours per week) 0
5 Power Defense (5 points) 0
5 Sight Group Flash Defense (5 points) 0
5 Mental Defense (5 points total) 0
15 Iron Body: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -6m KB), Costs Endurance Only To Activate (+1/4) (15 Active Points) 1
18 Iron skin: Resistant Protection (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Linked (Iron Body; -1/4) 0
6 Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); Linked (Iron Body; Lesser Power can only be used when character uses greater Power at full value; -3/4) 0
50 Metal control: Multipower, 50-point reserve  
5f
1) Iron binds: Entangle 5d6, 5 PD/5 ED (50 Active Points)
5
5f
2) Iron wall: Barrier 7 PD/7 ED, 8 BODY (up to 6m long, 4m tall, and 1/2m thick), Opaque Sight Group (50 Active Points)
5
3f
3) Reshape / transmute metal: Major Transform 4d6 (metal), Improved Results Group (Any shape, any metal; +1/4) (50 Active Points); Limited Target ([Limited]; Only metal; -1/2)
5
2f
4) Disintegrate metal: Killing Attack - Ranged 3d6-1, Armor Piercing (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only vs metal; -1)
5
1f
5) I-beam strike: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 14d w/ Iron Body, 11d w/o.
1
2f
6) I-beam swing: Hand-To-Hand Attack +4d6, Area Of Effect (4m Cone; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 13d w/ Iron Body, 10d without.
2
2f
7) I-beam spin: Hand-To-Hand Attack +3d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (22 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Total 10d w/ Iron Body, 8d w/o.
2
2f
😎 Batter up!: Hand-To-Hand Attack +3d6, Double Knockback (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/4)
Notes: 10d w/ Iron Body, 8d w/o.
2
1f
9) Ultratungsten body: Density Increase (800 kg mass, +15 STR, -6m KB), Costs Endurance Only To Activate (+1/4) (15 Active Points); No Defense Increase does not provide PD or ED (-1/4)
1
2f
10) Autoferrokinesis: Leaping +30m (34m forward, 17m upward) (Accurate, x4 Noncombat) (25 Active Points)
2
175 Total Powers Cost

 

   
DISADVANTAGES
Cost  Disadvantage
15 Psychological Complication: Code against killing (Common; Strong)
10 Psychological Complication: Help those who need it (Common; Moderate)
15 Social Complication: Secret identity Frequently, Major
15 Social Complication: Renegade Vigilante Frequently, Major
20 Dependent NPC: Extended family Infrequently (Normal; Group DNPC: x4 DNPCs)
75 Total Disadvantages Cost
 
 

Character created with Hero Designer (version 20221216)

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