|
|
|
|
|
|
|
|
|
Posted: Fri Aug 07, 2009 9:23 am
Name: Alex Smith
Hero/Villain Name: Grease, the Monkey King
Age: 27
Height: 5' 10"
Weight: 145lbs
Appearance: Alex has an average build, with some muscles from working with hovercars. Alex is lightly tanned, and has a mop of messy brown hair. Outside of his suit, he usually wears a pair of ripped jeans and a white sleeveless shirt. The Wukong powersuit he wears is composed of three units, the torso, arms, and legs. The Tosro unit covers his shoulders, chest, and head. The Arm units cover just his hands to his elbows. The Leg units cover from his feet to his knees. When the parts are activated, they make a light, skintight undersuit to prevent snagging on any loose clothing. The suit is primarily red, with some blue on joints and other areas.
Power Source: Technology/Spiritual
History: Alex was born in a family of mechanics, and as such, when his father passed away, inherited the family business, a hovercar garage called Grease Monkey's. Unlike his father's before him, Alex embraced the power of new technology, especially with the overlooming force of HuvCare, the monopolistic hovercar insurance and repair company. From this embrace, Alex decided it would be in the company's best interest to invest in a top-of-the-line industrial powersuit. After a few extra modifications, the suit was perfect for the job, and the list of customers grew exponentially. Any costs from the suit were paid quickly, and the profit was great.
Of course, this did get some unwanted attention. One day, Alex was visited by a man in a black suit, claiming to be a representative of HuvCare. Interested in his company's business, they made him an offer to sell the garage and to reformat it to a HuvCare installment. Naturally, there was no option, he refused to give up his family's business for any amount of cash, especially when the business was going so well. After hearing that there was no possible way that Alex would accept the contract, the man revealed himself for what he truly was, an android. His mission, as it seemed was to either leave with a signed contract or a smoldering building. The HuvCare android went berserk. Alex dived for cover, and watched as his garage was torn to shreads by the android. He got to his powersuit, and confronted the robot, but by time he was able to subdue the robot, the garage was in ruins, and his friends, family, and employees lie incinerated on the ground. Just when all seemed lost, paramedics and law enforcement showed up, along with an A.S.E.A vehicle and a news crew shortly after. The A.S.E.A officer was the first to question Alex, and found the story about the rogue HuvCare robot ludicris, and reported to the news that Alex was mistaken, that it was surely some sort of computer virus affecting the robot, and that an investigation would be soon underway.
There was no investigation, the robot's body sat there for days. Alex watched it himself while wallowing in a deep depression. Other robot chassis followed suit as more messengers where sent after an infuriated and depressed Alex Smith. Alex finally snapped over those days, his view of what real justice was changed dramatically. He adjusted some of the functions of the suit, making it battle-worthy, and emerged from the wreck as a new person, a dark justice-seeker, bent on avenging his murdered family.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 10, 2009 8:19 pm
PL: 4 PP: 11/91 Super Group:
Attributes -Stat Name: Total (without enhanced) / modifier- Strength: 14 (14) / +2 Dexterity: 10 (10) / +0 Constitution: 12 (12) / +1 Intelligence: 12 (12) / +1 Wisdom: 10 (10) / +0 Charisma: 10 ( 10 ) / +0 (Trade Offs: None)
Saving Throws -Save Name: (Base + Ability + Misc) = Total- Toughness: (0+1+0) = +1 Fortitude: (2+1+0) = +2 Reflex: (2+0+0) = +2 Will: (2+0+0) = +2
Combat -Name: Total (defense bonus + misc + size) / Flat Footed- Defense: 10 (0+0+0) / 10 -Name: Total (Dex mod + Power + misc) / Flat Footed- Initiative: 4 (0+4+0) / 0 -Name: Melee/Ranged (Specific if feat)- Attack: 3/3
Luck Points: 2
Feats: Improved Initiative (+4 on Initiative) Attack Focus: Melee (x3) (+3 to melee attack rolls) Attack Focus: Ranged (x3) (+3 to Ranged attack rolls) Elusive Target (Opponents get -8 to ranged attack rolls when firing into melee) Instant Up (Getting up from Prone is a Free Action) Luck +1 Luck Point Move by Action (A Move Action can be seperated into two halves around both sides of a Standard Action) Attractive (x2) (+4 Bluff and Diplomacy per rank) Ultimate Effort : Save (Toughness) (Use a Luck Point to take 20 on a Toughness Save ) Diehard (Stabilize from Dying on the next turn. No Constitution Roll Required) Hide In Plain Sight (Hide without cover or concealment) Fearless Immune to Fear
Skills: -Name: Total = Skill Rank + Ability Mod + Misc- Acrobatics (Dex): 4 = 4 + 0 + 0 Bluff (Cha): - = 0 + 0 + 0 Climb (Str): 6 = 4 + +2 + 0 Computers (Int): 1 = 0 + 1 + 0 Concentration (Wis): 0 = 0 + 0 + 0 Craft (Repair) (Int): 5 = 4 + 1 + 0 Diplomacy (Cha): 8 = 0 + 0 + 8 Disable Device (Int): - = 0 + 1 + 0 Disguise (Cha): -1 = 0 + -1 + 0 Drive (Dex): - = 0 + 0 + 0 Escape Artist (Dex): 0 = 0 + 0 + 0 Gather Information (Cha): -1 = 0 + -1 + 0 Handle Animal (Cha): -1 = 0 + -1 + 0 Intimidate (Cha): -1 = 0 + -1 + 0 Investigate (Int): - 0 = 0 + 1 + 0 Knowledge (Int): - = 0 + 1 + 0 Language (-): - = 0 + 0 + 0 Medicine (Wis): 0 = 0 + 0 + 0 Notice (Wis): 0 = 0 + 0 + 0 Perform (Cha): - = 0 + -1 + 0 Pilot (Dex): - = 0 + 0 + 0 Profession (Wis): - = 0 + 0 + 0 Ride (Dex): - = 0 + 0 + 0 Search (Int): 1 = 0 + 1 + 0 Sense Motive (Wis): 0 = 0 + 0 + 0 Slight of Hand (Dex): - = 0 + 0 + 0 Stealth (Dex): 0 = 0 + 0 + 0 Survival (Wis): 0 = 0 + 0 + 0 Swim (Str): 2 = 0 + 2 + 0
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 10, 2009 8:50 pm
POWERS ’Industrialist’ Exoskeleton Projector - Rank: 3 - Cost: 6pp per rank + 3pp (21pp) - Build: Shapeshifting – Actionx2 - Limited (Only Power-suits) + Innate(PF) + Progression(PF)(x2) - Action: Full (active) - Range: Personal - Saving Throw:None - Duration: Sustained - Description: In his adventures, Alex stole an experimental machine from the Eastern Industries Company known as the Industrialist. There are two pieces to this device, one is a tight fitting backpack that is locked onto his body, and the other is a wrist piece When activated, cyan lines project from the spheres on the back pieces and outline the form he had chosen to use. The suit materializes around Alex. When the light dims, Alex is decked out in a new powersuit. (As a full round action, Alex may choose a form to gain the powers, abilities, and skills of one of his forms. All forms must use a Powersuit-style Device.) ------------------------------------------------------------------------------------ Twisted Incarnate:Rebirth - Rank: 9 - Cost: 1pp per rank + 2pp (11pp) - Build: Regeneration (Bruised: 1, Injured: 4, Disabled: 3, Resurrect: 1) + Reincarnation (PF) + Regrowth (PF) - Action: None (passive) - Range: Personal - Saving Throw: Fortitude (Harmless) - Duration: Permanent - Description: Commanded by the eternal monkey king, Son Wukong, Alex had clones of himself made. These clones are naturally soulless, so they make good shells to reincarnate into. There are side effects though. Due to the warping of his soul, his new body may change physically to match his new spiritual state. Additionally, Alex will often use the period to grow accustomed to the new body to change and make improvements on his power suits. Additionally, as a messenger of Wukong, Alex has gained a sort of 'demigod' status, giving him the ability to heal at amazing rates. ---Link--- Twisted Incarnate: Unbirth - Rank: 9 - Cost: 1pp per rank + 1pp (10pp) - Build: Immunity (Life Support) + Innate - Action: None (Passive) - Range: Personal - Saving Throw: None - Duration: Permanent - Description: After reincarnation, Alex found that since he no longer belongs to the living world naturally, he is no longer affected by many of life’s plagues. No poison or disease can kill him. No blistering heat or bitter cold will slow him. (Immunity to disease, poison, all environmental conditions, and suffocation) ------------------------------------------------------------------------------------ Cloudwalker Custom - Rank: 2 - Cost: 2pp per rank (4pp) - Build: Device (Easy) - Limited (Unusable in Water) Golden Surf [Cloudwalker] - Rank: 6 - Cost: 1:2pp (6pp) - Build: Flight - Action: Movement (Active) - Range: Personal - Saving Throw: None - Duration: Sustained - Description: Formerly part of the Wukong Suit, Alex altered the design of the Cloudwalker into a longer board shape, and added gear to make it go much faster. The board uses a high pressure fuel source for power. The result is extreme power, and a characteristic cloud of goldenrod fuel vapors. The board has magnetic pads for holding the rider on board, even at top speeds, and is controlled by shifting the users weight and by moving the feet. The movement of the new Cloudwalker is a mix of snowboarding and surfing. (Flight at 500mph or 5000 feet per round) Super Radar [Cloudwalker] - Rank: 6 - Cost: 1:2pp per rank (4pp) - Build: Super Senses (Mutant/Technology/Spiritual/Magical Awareness (Radar), Extended +4) - Distracting - Action: None (Passive) - Range: Personal - Saving Throw: None - Duration: Continous - Description: Attached to the front of the Cloudwalker Custom is a radar system capable of picking up several forms of supers over a huge range. Because of the vastness of its range, at times it can be frustrating to use, making it unacceptable for battle. (Outside of battle, any mutant, technology, spiritual, or magical presence shows up on radar up to x10000 normal distance) ------------------------------------------------------------------------------------ Quote: Potion of the Gods! x2 Your character comes across a small vial of liquid, upon research(or any other method you can think up) you find that the chemicals are somehow magically enhanced to greatly strengthen anyone that drinks it for a short period of time. Drinking this potion grants you +3 ranks to ALL of your powers and +3 PL's (for PL limits). This is one use only and lasts for 5 rounds (30 seconds in combat). These do not stack.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Dec 26, 2009 2:30 pm
Form 1 Wukong PP: 0/15 Quote: This form Removes: Attack Focus: Melee (x3), Elusive Target, Diehard, Hide in Plain Sight, Fearless, and Instant Up This totals a 8pp Bonus to this Form Attributes -Stat Name: Total (without enhanced) / modifier- Strength: 14 (14) / +2 Dexterity: 10 (10) / +0 Constitution: 12 (12) / +1 Intelligence: 12 (12) / +2 Wisdom: 10 (10) / +0 Charisma: 10 ( 10 ) / +0
Saving Throws -Save Name: (Base + Ability + Misc) = Total- Toughness: (0+1+0) = +1 Fortitude: (2+1+0) = +3 Reflex: (2+0+0) = +2 Will: (2+0+0) = +2
Combat -Name: Total (defense bonus + misc + size) / Flat Footed- Defense: 10 (0+0+0) / 10 -Name: Total (Dex mod + Power + misc) / Flat Footed- Initiative: 4 (0+4+0) / 0 -Name: Melee/Ranged (Specific if feat)- Attack: 0/3
Feats: Improved Initiative (+4 on Initiative) Attack Focus: Ranged (x3) (+3 to Ranged attack rolls) Move by Action (A Move Action can be seperated into two halves around both sides of a Standard Action) Improvised Tools (Ignore the penalty on working without the proper tools) Attractive (x2) (+4 Bluff and Diplomacy per rank) Ultimate Effort : Save (Toughness) (Use a Luck Point to take 20 on a Toughness Save )
Skills: Acrobatics (Dex): 4 = 4 + 0 + 0 Bluff (Cha): - = 0 + -1 + 0 Climb (Str): 6 = 4 + +2 + 0 Computers (Int): 1 = 0 + 1 + 0 Concentration (Wis): 0 = 0 + 0 + 0 Craft (Repair) (Int): 9 = 8 + 1 + 0 Diplomacy (Cha): -1 = 0 + -1 + 0 Disable Device (Int): - = 0 + 1 + 0 Disguise (Cha): -1 = 0 + -1 + 0 Drive (Dex): - = 0 + 0 + 0 Escape Artist (Dex): 0 = 0 + 0 + 0 Gather Information (Cha): -1 = 0 + -1 + 0 Handle Animal (Cha): -1 = 0 + -1 + 0 Intimidate (Cha): -1 = 0 + -1 + 0 Investigate (Int): - 0 = 0 + 1 + 0 Knowledge (Int): - = 0 + 1 + 0 Language (-): - = 0 + 0 + 0 Medicine (Wis): 0 = 0 + 0 + 0 Notice (Wis): 0 = 0 + 0 + 0 Perform (Cha): - = 0 + -1 + 0 Pilot (Dex): - = 0 + 0 + 0 Profession (Wis): - = 0 + 0 + 0 Ride (Dex): - = 0 + 0 + 0 Search (Int): 1 = 0 + 1 + 0 Sense Motive (Wis): 0 = 0 + 0 + 0 Slight of Hand (Dex): - = 0 + 0 + 0 Stealth (Dex): 0 = 0 + 0 + 0 Survival (Wis): 0 = 0 + 0 + 0 Swim (Str): 2 = 0 + 2 + 0 ------------------------------- Powers:
Wukong Type 2 Custom -Rank: 7 -Cost: 3pp per rank (18pp) -Build: Device (Hard) - (Unusable in Extreme Temperatures) (0/35 dpp pool) -Description:
------------------------------------------------------------------------------------
Work Hazard Protection [Wukong] -Rank: 3 -Cost: 2pp per rank (6pp) -Build: Protection + Impervious -Action: Passive -Range: Personal -Saving Throw: None -Duration: Permanent -Description: The Wukong suit came with a decent energy shielding system, made for protection from a variety of workplace hazards as simple as falling tools to things as powerful as a mining laser. When a hazard is protected, a honeycomb pattern made of protective energy takes the blow, and protects the user from harm.
(Adds +3 to toughness saves. If the rank of Damage + rank of Penetrating is less than 3, then no damage is taken at all.)
------------------------------------------------------------------------------------
Made for Work [Wukong] -Rank: 2 -Cost: 1:2pp per rank (1pp) -Build: Quickness - Limited (Physical Only) -Action: Free (Passive) -Range: Personal -Saving Throw: None -Duration: Continous -Description: A large variety of tools is at the users disposal, so many tasks that the wearer may do are cut down in time dramatically.
(Physical tasks where 10 or 20 can be taken are done at 5x speed)
------------------------------------------------------------------------------------
Scanning HUD [Wukong] -Rank: 6 -Cost: 1pp per rank (6pp) -Build: Super Senses (Visual: Analyticalx2, Rapidx2, Direction, Distance) -Action: None (Passive) -Range: Personal -Saving Throw: None -Duration: Continous -Description: The Type 2 comes equipped with a powerful heads up display. It gives a three-dimensional holographic readout. It can determine chemical composition, size, weight, distance, and direction, all at 100x normal human speed.
------------------------------------------------------------------------------------
Who needs Stock Parts? [Wukong] -Rank: 18 -Cost: 18pp + 2 (20pp) -Build: Array + Alternate Power (x2) (PF)
-----Setting 1-----
Modified Welding Laser -Rank: 4 -Cost: 4pp per rank (16pp) -Build: Damage + Penetrating + Range(x2) -Action: Standard (Active) -Range: Perception -Saving Throw: Toughness -Duration: Instant -Description: The newest form of the Wukong Construction Suit gives the user a powerful green laser on their index fingers. Usually, the beam's max range is about a foot, but after changing a few components and adjusting the lens, Alex managed to create a very accurate laser weapon.
(Opponent makes a toughness save DC 18. This Power has 3 ranks of Penetrating.)
-----Setting 2-----
Rotary Stun Blaster -Rank: 4 -Cost: 4pp per rank (16pp) -Build: Stun + Range + Autofire -Action: Standard(Action) -Range: Ranged -Saving Throw: Fortitude (Staged) -Duration: Instant (Lasting) -Description: Origionally, the Wukong Type 2 came with a drill attachment on its wrist. It sat in a lightly imbedded groove along the side of the left arm, and was supposed to be used to attach to large drill bits used in huge designs. Alex simply found no use for the drill and tossed about half of its components. The other half he used to upgrade his old stun blaster from the Type 1.
(Make a Ranged Attack Roll. If it succeeds, the opponent rolls a Fortitude save, DC 13.
-----Setting 3-----
Power Cord: Instant Power Draw -Rank: 6 -Cost: 1pp per rank (6pp) -Build: Drain (Level 1: Constitution) + Range - Limited (Viable Source (Device, Elemental, etc.) -Action: Standard (Active) -Range: Ranged -Saving Throw: Fortitude (Staged) -Duration: Instant -Description: Origionally, the Type 2 had an instant recharging system. The system was installed for those rare but possible events where the radioactive core inside the suit stopped working, leaving the user completely useless. Initially, it used a cord to plug into just about anywhere, but after a bit of tweaking, it really can go anywhere. Alex changed the hardware of the system, and made is so the cord was launched out like a grappling hook. The end of the line, rather than being a normal plug, is more akin to a television cable. When fired, it fires in a straight line, and pierces an enemy. A wave of electricity pulses out, then it draws in that electricity, and ambient energy in the opponent. A motor retracts the spike, and leaves the opponent weak for a while.
(Make a ranged attack roll against an enemy with a viable source of power. If successful, the opponent makes a fortitude roll DC 16. If failed, the opponent loses 1 CON for each point the save failed. Constitution restores at 1 point per round.)
---Link---
Power Cord: Instant Power Surge -Rank: 12 -Cost: 1:2pp per rank + 1pp (11pp) -Build: Boost(Level 1: Power Creation) + Create - Personal - Limited(Only if Drain is Successful) + Slow Fade (PF) -Action: Standard -Range: Personal -Saving Throw: Fortitude (harmless) -Duration: Instant -Description: When connection is made with the Power Cord, energy surges into the Type 2. With this extra energy, new abilities emerge on the Wukong. They new powers last for a while, but they do eventually go away.
(When Instant Power Draw is successful, choose a power from the Boost-Create list that costs 12pp or less. This Power Allows 5 Powers to be made in the Boost-Create section. These PP fades at 1pp per 10 rounds. If the Boost is used again, a new power can replace the old, or the old created power can be reset.)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Dec 26, 2009 2:31 pm
Form 2 Beringei PP: 1/15
Quote: This form Removes: 2 ranks Charisma, Attractive (x2), Attack Focus: Ranged (x3), 4 ranks of repair (1pp), 2 ranks of Acrobatics, 2 ranks of Climb, and Cloudwalker Custom. This totals a 13pp Bonus to this Form Attributes -Stat Name: Total (without enhanced) / modifier- Strength: 20 (14) / +5 Dexterity: 10 (10) / +0 Constitution: 12 (12) / +1 Intelligence: 12 (12) / +2 Wisdom: 10 (10) / +0 Charisma: 8 ( 8 ) / -1
Saving Throws -Save Name: (Base + Ability + Misc) = Total- Toughness: (0+1+1) = +2 Fortitude: (2+1+0) = +3 Reflex: (2+0+0) = +2 Will: (2+0+0) = +2
Combat -Name: Total (defense bonus + misc + size) / Flat Footed- Defense: 10 (0+0+0) / 10 -Name: Total (Dex mod + Power + misc) / Flat Footed- Initiative: 4 (0+4+0) / 0 -Name: Melee/Ranged (Specific if feat)- Attack: 3/0
Feats: Improved Initiative (+4 on Initiative) Attack Focus: Melee (x3) (+3 to melee attack rolls) Elusive Target (Opponents get -8 to ranged attack rolls when firing into melee) Instant Up (Getting up from Prone is a Free Action) Move by Action (A Move Action can be seperated into two halves around both sides of a Standard Action) Diehard (Stabilize from Dying on the next turn. No Constitution Roll Required) Hide In Plain Sight (Hide without cover or concealment) Fearless Immune to Fear
Skills: Acrobatics (Dex): 4 = 2 + 0 + 0 Bluff (Cha): - = 0 + -1 + 0 Climb (Str): 6 = 2 + +2 + 0 Computers (Int): 1 = 0 + 1 + 0 Concentration (Wis): 0 = 0 + 0 + 0 Craft (Repair) (Int): 1 = 0 + 1 + 0 Diplomacy (Cha): -1 = 0 + -1 + 0 Disable Device (Int): - = 0 + 1 + 0 Disguise (Cha): -1 = 0 + -1 + 0 Drive (Dex): - = 0 + 0 + 0 Escape Artist (Dex): 0 = 0 + 0 + 0 Gather Information (Cha): -1 = 0 + -1 + 0 Handle Animal (Cha): -1 = 0 + -1 + 0 Intimidate (Cha): -1 = 0 + -1 + 0 Investigate (Int): - 0 = 0 + 1 + 0 Knowledge (Int): - = 0 + 1 + 0 Language (-): - = 0 + 0 + 0 Medicine (Wis): 0 = 0 + 0 + 0 Notice (Wis): 0 = 0 + 0 + 0 Perform (Cha): - = 0 + -1 + 0 Pilot (Dex): - = 0 + 0 + 0 Profession (Wis): - = 0 + 0 + 0 Ride (Dex): - = 0 + 0 + 0 Search (Int): 1 = 0 + 1 + 0 Sense Motive (Wis): 0 = 0 + 0 + 0 Slight of Hand (Dex): - = 0 + 0 + 0 Stealth (Dex): 0 = 0 + 0 + 0 Survival (Wis): 0 = 0 + 0 + 0 Swim (Str): 2 = 0 + 2 + 0
-------------------------------
Powers:
Beringei -Rank: 9 -Cost: 3pp per rank (24pp) -Build: Device (Hard) - (Unusable Underwater) (10/45dpp pool) -Description:
------------------------------------------------------------------------------------
Speed Mode: Transformation [Beringei] -Rank: 1 -Cost: 2pp per rank (2pp) -Build: Super Movement (Slithering) -Action: Move (Active) -Range: Personal -Saving Throw: None -Duration: Sustained -Description: This powersuit has the ability to turn into a sort of vehicle mode. By falling backwards, wheels emerge from the legs, arms, and back of the Beringei. The suit rides on the ground like a luge sled, but rockets and motors in the suit make it non-reliant on gravity, and make it very versatile.
(No penalties from Prone. Prone now only has +4 Defense towards ranged attacks)
---Link---
Speed Mode: Extreme Velocity [Beringei] -Rank: 5 -Cost: 1pp per rank (5pp) -Build: Speed -Action: Move -Range: Personal -Saving Throw: None -Duration: Sustained -Description: Attached to each wheel is a powerful motor, and on the back are a pair of rockets. With them, the speed of the Beringei is vastly increased.
(Move at 250mph or 2500 feet per round)
------------------------------------------------------------------------------------ Guns in Excess [Beringei] -Rank: 13 -Cost: 1pp per rank + 1pp (11pp) -Build: Array + Alternate Power(PF)
-----Setting1-----
Explosive Touch [Beringei] -Rank: 4 -Cost: 3pp per rank + 1 (13pp) -Build: Damage + Penetration + Secondary + Split Attack (PF) -Action: Standard (Active) -Range: Touch -Saving Throw: Toughness -Duration: Instant -Description: Beneath each of the Beringei's hands is a high calibur gun with a revolving barrel. The bullets act like grenades, but explode as soon as they exit the barrel. The enemy is immediately harmed by the heat of the explosion, and then is hurt by the shrapnel imbedded in them soon after.
(Roll a melee attack roll. If successful, opponent makes a toughness save, DC 18. This Power has 3 ranks of Penetrating. This attack can split between up to 3 enemies. This splits the DC modifier as well.)
-----Setting2-----
Speed Turrets [Beringei] -Rank: 4 -Cost: 3pp per rank +1 (13pp) -Build: Damage + Range (x2) + Penetration - Limited (Only useable in Prone) + Split Attack (PF) -Action: Standard (Active) -Range: Perception -Saving Throw: Toughness -Duration: Instant -Description: On each shoulder is a powerful turret. They have excellent range and accuracy, but due to their complexity, they can only be used when the Beringei is in Speed Mode.
(When in Speed Mode, Opponent makes a toughness save DC 18. This Power has 3 ranks of Penetrating. This attack can split between up to 3 enemies. This splits the DC modifier as well.)
------------------------------------------------------------------------------------
Heavy Metal Coating [Beringei] -Rank: 3 -Cost: 2pp per rank (6pp) -Build: Density - Permanent -Action: Free (Active) -Range: Personal -Saving Throw: None -Duration: Sustained -Description: The Beringei is made out of heavy steel-alloy machinery and an equally heavy alloy chassis. As such, its machinery is made to be particularly powerful, and very durable.
(Grants the bonuses of +6 str (a +3 Str Bonus), 1 rank of Toughness with Impervious, 1 rank Immovable, and 1 rank Super Strength. Impervious prevents damage when Damage+Penetration < 1. Immovable gives +4 against all attempts to push, rush, trip, or throw you, and reduces the distance of knockback. Additionally, 1 point of the damage bonus from an enemy Slam Attack is shifted to the attacker (up to half of the damage bonus). Super Strength adds +5 to the Strength Score when figuring carrying capacity, +1 on sustained Strength checks (like grappling or breaking objects))
------------------------------------------------------------------------------------
High Pollutant Area [Beringei] -Rank: 1 -Cost: 5pp per rank +3 (8pp) -Build: Nauseate + Duration (x2) + Area (Attached, Cloud) + Aura - Sense Dependant (Smell) + Progression (x3) -Action: Free (Active) -Range: Touch -Saving Throw: Fortitude (Staged) -Duration: Sustained -Description: Each of this powersuit's arms have a powerful internal combustion engine. Although the Engine is considered very archiac, it is more than good enough for powering the wheels of the Beringei's Speed Mode. These engines are normally running, and as a result, they create exhaust. Alex simply didn't include a filter, so these engines produce tons of noxious fumes that will easily disorient an opponent in close range.
(An enemy with a sense of smell in a 25 foot diameter (12.5 feet on all sides) cloud makes a Fortitude Save, DC 11. If they fail, they are Sickened (-2 to all attack rolls and effects). If they fail by 5 or more, or are affected by another round of the effect, they are nauseated (unable to do anything other than take a single move action each round). If they fail by 10 or more, or are hit by a third round of the effect, they are helpless. If the user is stunned or rendered unconscious, or the effect is canceled, the effect lingers for one more round.)
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|