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The Battle-Suit

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Dark Bunny Lord
Captain

PostPosted: Thu Oct 22, 2009 8:31 am


The Battle-Suit
The battle suit is a arc-type like Iron man, a normal human that uses technology to combat super powered opponents. The battle suit has cheaper powers since everything they have can be taken away, they generally have a lot of wealth to keep their suits running as well as points in crafting so they can make the repairs on their suit after coming back from a scrap.

Strengths:
The Battle suits is able to afford more powers do to them using the device power on the majority of them. They are also able to produce a wide variety of powers like infra vision, com links, and other such abilities do to the many capabilities of what technology can achieve.

Weaknesses:
While their powers are cheaper there's a reason that they get this discount. The Battle-suits battle suit can be destroyed or even taken away by a clever thief. Not only that, when out of their suit the user looses all of their normal powers on the battle suit since they're not wearing it and thus must always be wary of hiding their true identity less ambushed while away from their precious battle-suit.
PostPosted: Thu Oct 22, 2009 10:36 am


PL: 1
PP: 0/20
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 8 (8 ) / -1
Dexterity: 10 (10) / +0
Constitution: 10 (10) / +0
Intelligence: 14 (14) / +2
Wisdom: 8 (8 ) / -1
Charisma: 10 (10) / +0

(Trade Offs: None)

Weaknesses:
Normal Identity (+5pp):
(The user of a battle suit has a normal identity they try to maintain. It's not necessarily a secret but rather they don't always have access to their abilities meaning when out of the power suit and away on their daily business chances are they wont have they're suit available. Putting on the suit takes 10 minutes minimum and requires assistance human or mechanical (such as a devices that helps place parts on, rp wise in your home for example). This provided the creation of this character with an additional 5pp. Note said pp doesn't count towards PL as shown is still 0/20 since it's more of a trade-off.

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+0+1) = +1
Fortitude: (1+0+0) = +1
Reflex: (1+0+0) = +1
Will: (0-1+0) = -1

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 11 (1+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:
Well Informed
Wealthx4

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 0 + 0
Computers (Int): 2 = 0 + 2 + 0
Concentration (Wis): -1 = 0 - 1 + 0
Craft (Int): - = 0 + 2 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 20 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): 2 = 0 + 2 + 0
Knowledge (Int): - = 0 + 2 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): -1 = 0 - 1 + 0
Notice (Wis): -1 = 0 - 1 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 - 1 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 2 = 0 + 2 + 0
Sense Motive (Wis): -1 = 0 - 1 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): -1 = 0 - 1 + 0
Swim (Str): 0 = 0 + 0 + 0


Copy/Paste Code:
[align=center][b]PL:[/b] 1
[b]PP:[/b] 0/20
[b]Super Group:[/b]

[b]Attributes[/b]
[size=11]-[i]Stat Name: Total (without enhanced) / modifier[/i]-[/size]
[u][i]Strength:[/i][/u] 8 (8 ) / -1
[u][i]Dexterity:[/i][/u] 10 (10) / +0
[u][i]Constitution:[/i][/u] 10 (10) / +0
[u][i]Intelligence:[/i][/u] 14 (14) / +2
[u][i]Wisdom:[/i][/u] 8 (8 ) / -1
[u][i]Charisma:[/i][/u] 10 (10) / +0

[b][i](Trade Offs: None)[/i][/b]

[b][i]Weaknesses:[/i][/b]
Normal Identity (+5pp):
(The user of a battle suit has a normal identity they try to maintain. It's not necessarily a secret but rather they don't always have access to their abilities meaning when out of the power suit and away on their daily business chances are they wont have they're suit available. Putting on the suit takes 10 minutes minimum and requires assistance human or mechanical (such as a devices that helps place parts on, rp wise in your home for example). This provided the creation of this character with an additional 5pp. Note said pp doesn't count towards PL as shown is still 0/20 since it's more of a trade-off.

[b]Saving Throws[/b]
[size=11]-[i]Save Name: (Base + Ability + Misc) = Total[/i]-[/size]
[u][i]Toughness:[/i][/u] (0+0+1) = +1
[u][i]Fortitude:[/i][/u] (1+0+0) = +1
[u][i]Reflex:[/i][/u] (1+0+0) = +1
[u][i]Will:[/i][/u] (0-1+0) = -1

[b]Combat[/b]
[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 11 (1+0+0) / 10
[size=11]-[i]Name: Total (Dex mod + Power + misc) / Flat Footed[/i]-[/size]
[u][i]Initiative:[/i][/u] 0 (0+0+0) / 0
[size=11]-[i]Name: Melee/Ranged (Specific if feat)[/i]-[/size]
[u][i]Attack:[/i][/u] 0/0

[b]Luck Points:[/b] 1

[b]Feats:[/b]
Well Informed
Wealthx4

[b]Skills:[/b]
[i]-Name: Total = Skill Rank + Ability Mod + Misc-[/i]
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 0 + 0
Computers (Int): 2 = 0 + 2 + 0
Concentration (Wis): -1 = 0 - 1 + 0
Craft (Int): - = 0 + 2 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 20 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): 2 = 0 + 2 + 0
Knowledge (Int): - = 0 + 2 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): -1 = 0 - 1 + 0
Notice (Wis): -1 = 0 - 1 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 - 1 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 2 = 0 + 2 + 0
Sense Motive (Wis): -1 = 0 - 1 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): -1 = 0 - 1 + 0
Swim (Str): 0 = 0 + 0 + 0
[/align]

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Sat Oct 24, 2009 3:20 pm


POWERS


Name Power Suit
-Rank: 4
-Cost: 4pp per rank (16pp)(1 device pp unspent)
-Build: Device(Hard to Loose)
-Description:
A fancy mechanical suit covered in armor plating beneath which circuitry runs to power jet boosters, neuro wiring that increase the users strength several times more than normal and a plethora of other surprises.
Do to the nature of the suit however "some" of the effects may be lost if submerged into water.
------------------------------------------------------------------------------------

Armored Plating (Power Suit)
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Protection + Impervious
-Action: None(Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description:
(Add your own description and perhaps even name for this power)
Hard steel plates cover the outside of the users power suit with advanced cushioning inside to protect them from most harm.
------------------------------------------------------------------------------------

Propulsion boots (Power Suit)
-Rank: 4
-Cost: 2pp per rank -3 (5pp)
-Build: Flight - Power Loss(Water)(DB-3)
-Action: Move(Active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description:
(Add your own description and perhaps even name for this power)
The feet of the power suit have small canisters below the sole of the foot and along the angles providing a powerful and precise enough propulsion to allow it's bearer to fly.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the engines become flooded and fail to function until dry or they pass the check.
------------------------------------------------------------------------------------

H.U.D. (Power Suit)
-Rank: 6
-Cost: 1pp per rank -3(3pp)
-Build: Super Senses(Radar4, Infravision1, Radio1) - Power Loss(Water)(DB-3)
-Action: None(Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description:
(Add your own description and perhaps even name for this power)
A heads up display is projected across the helmet visor of the power suit for it's wearer to see.
The bearer of the power suit can send out radio waves to pick up enemy targets, as long as they can bounce these waves off them they can effectively pinpoint their exact location.
The power suit grants the user the ability to see heat signatures and thus ignore cover provided by darkness against things that have a different heat signature from there surroundings and also allows the user to be able to track others from the heat they left behind if no more than a few minutes old. The bearer can pick up am/fm radio signals as well as tv signals, police bands, and so forth.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the H.U.D. short circuits and fails to function until dry or they pass the check.
------------------------------------------------------------------------------------

Chain Gun (Power Suit)
-Rank: 1
-Cost: 3pp per rank (3pp)
-Build: Damage + Range + Penetrating + Auto-fire - Action
-Action: Full
-Range: Ranged
-Saving Throw: Toughness(DC:16-21)
-Duration: Instant
-Description:
(Add your own description and perhaps even name for this power)
A chain gun swings around the side and onto the top of the users wrist, firing high powered penetration rounds at a quick rate of fire. This however takes time to power up as the barrels must start spinning at suffecient speed before unleashing their hail of death making this a full round action rather than a standard action.
For every 2 rolled on the hit roll that exceed the targets defense +1 is added to the DC to a maximum of +5.
------------------------------------------------------------------------------------

Flickering Flare (Power Suit)
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Dazzle(Visual) + Area
-Action: Standard
-Range: Ranged
-Saving Throw: Reflex/Fortitude(DC:11/DC:11)
-Duration: Instant(Lasting)
-Description:
(Add your own description and perhaps even name for this power)
A brilliant white flare fires out from a small shoulder slot on the users right shoulder. The flare once in the air flickers madly blinding any within 5feet from it's location. As the suit is worked on and this powers rank increased the flare can become more powerful, for now they're cheap flares.
------------------------------------------------------------------------------------

Enhanced NanoFibers (Power Suit)
-Rank: 2
-Cost: 2pp per rank (4pp)
-Build: Super Strength
-Action: None(passive)
-Range: Personal
-Saving Throw: None
-Duration: Continuous
-Description:
(Add your own description and perhaps even name for this power)
Small nano fibers read the users physical signals from the brain and enhance they're normal traits by relaying those signals to the suit so that it is not entirely powered off the user having to push or pull within it to make it move but rather flows more naturally.
This efftively increases the users strength for carrying capacity +10 and provides a +2 bonus to all Strength checks involving sustained application of strength or pressure including grapple and breaking objects but not strength based skills or melee damage.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the suit malfunctions slightly and can't read the signals effectively shutting down the enhanced nano fibers until dry or they pass the check.
------------------------------------------------------------------------------------

Copy/Paste Code:
[align=center][size=11][u][b]POWERS[/b][/u][/align]

[b]Name[/b] Power Suit
[b]-Rank:[/b] 4
[b]-Cost:[/b] 4pp per rank (16pp)(1 device pp unspent)
[b]-Build:[/b] Device(Hard to Loose)
[b]-Description:[/b]
A fancy mechanical suit covered in armor plating beneath which circuitry runs to power jet boosters, neuro wiring that increase the users strength several times more than normal and a plethora of other surprises.
Do to the nature of the suit however "some" of the effects may be lost if submerged into water.
------------------------------------------------------------------------------------

[b]Armored Plating (Power Suit)[/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 2pp per rank (2pp)
-[u]Build:[/u] Protection + Impervious
-[u]Action:[/u] None(Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Permanent
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
Hard steel plates cover the outside of the users power suit with advanced cushioning inside to protect them from most harm.
------------------------------------------------------------------------------------

[b]Propulsion boots (Power Suit)[/b]
-[u]Rank:[/u] 4
-[u]Cost:[/u] 2pp per rank -3 (5pp)
-[u]Build:[/u] Flight - Power Loss(Water)(DB-3)
-[u]Action:[/u] Move(Active)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Sustained
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
The feet of the power suit have small canisters below the sole of the foot and along the angles providing a powerful and precise enough propulsion to allow it's bearer to fly.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the engines become flooded and fail to function until dry or they pass the check.
------------------------------------------------------------------------------------

[b]H.U.D. (Power Suit)[/b]
-[u]Rank:[/u] 6
-[u]Cost:[/u] 1pp per rank -3(3pp)
-[u]Build:[/u] Super Senses(Radar4, Infravision1, Radio1) - Power Loss(Water)(DB-3)
-[u]Action:[/u] None(Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Permanent
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
A heads up display is projected across the helmet visor of the power suit for it's wearer to see.
The bearer of the power suit can send out radio waves to pick up enemy targets, as long as they can bounce these waves off them they can effectively pinpoint their exact location.
The power suit grants the user the ability to see heat signatures and thus ignore cover provided by darkness against things that have a different heat signature from there surroundings and also allows the user to be able to track others from the heat they left behind if no more than a few minutes old. The bearer can pick up am/fm radio signals as well as tv signals, police bands, and so forth.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the H.U.D. short circuits and fails to function until dry or they pass the check.
------------------------------------------------------------------------------------

[b]Chain Gun (Power Suit)[/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 3pp per rank (3pp)
-[u]Build:[/u] Damage + Range + Penetrating + Auto-fire - Action
-[u]Action:[/u] Full
-[u]Range:[/u] Ranged
-[u]Saving Throw:[/u] Toughness(DC:16-21)
-[u]Duration:[/u] Instant
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
A chain gun swings around the side and onto the top of the users wrist, firing high powered penetration rounds at a quick rate of fire. This however takes time to power up as the barrels must start spinning at suffecient speed before unleashing their hail of death making this a full round action rather than a standard action.
For every 2 rolled on the hit roll that exceed the targets defense +1 is added to the DC to a maximum of +5.
------------------------------------------------------------------------------------

[b]Flickering Flare (Power Suit)[/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 2pp per rank (2pp)
-[u]Build:[/u] Dazzle(Visual) + Area
-[u]Action:[/u] Standard
-[u]Range:[/u] Ranged
-[u]Saving Throw:[/u] Reflex/Fortitude(DC:11/DC:11)
-[u]Duration:[/u] Instant(Lasting)
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
A brilliant white flare fires out from a small shoulder slot on the users right shoulder. The flare once in the air flickers madly blinding any within 5feet from it's location. As the suit is worked on and this powers rank increased the flare can become more powerful, for now they're cheap flares.
------------------------------------------------------------------------------------

[b]Enhanced NanoFibers (Power Suit)[/b]
-[u]Rank:[/u] 2
-[u]Cost:[/u] 2pp per rank (4pp)
-[u]Build:[/u] Super Strength
-[u]Action:[/u] None(passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Continuous
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
Small nano fibers read the users physical signals from the brain and enhance they're normal traits by relaying those signals to the suit so that it is not entirely powered off the user having to push or pull within it to make it move but rather flows more naturally.
This efftively increases the users strength for carrying capacity +10 and provides a +2 bonus to all Strength checks involving sustained application of strength or pressure including grapple and breaking objects but not strength based skills or melee damage.
If the user gets sufficiently wet (drenched or submerged) water however the user must make a DC:5 check (no bonuses) or else the suit malfunctions slightly and can't read the signals effectively shutting down the enhanced nano fibers until dry or they pass the check.
------------------------------------------------------------------------------------
[/size]
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