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Lance Diesel - The Big Man

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InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Mon Jun 28, 2010 7:36 am


Name: Lance Diesel

Hero/Villain Name: The Big Man

Age: Real Age is 54, but he appears 22

Height: 5'10"

Weight: 140

User Image

Power Source: Technology

History: A loud knock came from the door. Lance, a tired, gray haired, 54 year old veteran of the Second World War, got up slowly from his creaking recliner, and approached his apartment door. He looked outside through the peephole, and saw two uniformed gentlemen standing outside. Although he felt extremely underdressed in his early morning getup, he opened the door. He nodded his head to the gentlemen and said, "Greetings Gentlemen, what can I do for you?"

The two gentlemen pulled off their hats and said, "Good morning, Mr. Diesel. We're from the government. May we come in?" Lance showed them in to his humble kitchen. He could tell from their looks that they weren't at all impressed by the crummy spartan apartment. They also looked confused, why would such spy such as Lance Diesel not have the money to afford at least a small home in the suburbs? Before Lance sat down, he offered the two a cup of coffee, but neither accepted the offer. Instead, he poured himself a mug of it and took a seat with the two men. "Well," he said, "What do you want?" The gentlemen gave him a stern look, and the younger of the two said, "We need your help again."

* * *

Only hours later, Lance found himself in his old army uniform, riding a military jeep into a tunnel leading to an unnamed military facility. Behind the jeep was a truck towing a huge flatbed carrying something huge.

Lance hadn't been fully briefed yet. All the two men told him was that it was a threat to national security. They gave a few subtle details: The communists were involved, mecha were involved, and Lance was the only person for the job. He knew exactly what that meant...

Lance looked at the two well dressed men in the jeep with him. One sat next to him, in the back passenger seat. The second sat in the front passenger seat. A normal soldier sat in the driver seat. They hadn't said a word to him since they got in the jeep, and barely said a thing to him after they left the apartment.

Suddenly, they drove out of the tunnel, and there was considerable light. Now, they were somewhere deep underground, like some sort of huge bomb shelter. The area was open and bare. The walls, floor, and ceiling were made of concrete and steel pylons, and only a few scientists and military men were huddled around a metal box a few hundred feet ahead. The jeep stopped short, and the flatbed moved on.

The well dressed officer in the front turned around, and said, "Looks like you're walking from here, sir. Good luck with your mission." Lance saluted the two men, and got out of the car. As he approached the group of men nearly a football field away, Lance reminisced about the old days. It had been about thirty years since he'd last been sent on his last mission, and it was a mission he would have loved to forget.

Back at the end of World War One, there was a boom in Military technology in the States and a few other select companies. Using the biggest and most powerful motors available, a new type of monster was born. They called it the mecha. In terms of destructive power, they put tanks, planes, artillery, and even missiles to shame. In terms of flexibility, they did it again. Mecha were humanoid machines, controlled on the inside by a pilot. When World War Two broke out, Mecha were the deciding force on the battlefield. If one army had one and the other went without, it was almost law that the one with a Mech either wiped out the other, or sent them running. When two Mecha fought, the destruction on the area and on the armies was incredible. I would know. I was a pilot.

I was chosen because I could connect with the interface in a way no other pilot could. My speed and reaction times while I was inside a mech were unmatched. Initially, I rode a fairly stock mecha. Nothing special compared to the Nazi 'Eisenmann' Model. Then the military gave me a present. They affectionately called it the 'Big Man', due to its immense size (compared to most mecha), and its incredible power on the battlefield. It's chassis was made almost completely with Black Cast Iron, and it held some of the military's best weaponry at that point. It had the weapons to take down infantry, light vehicles, and even tanks! As it was deployed into battle, it got upgrades too. Every time I successfully defeated and scavenged a mecha, the mechanics back at the base could find some of the key features of the enemy and integrate it into the Big Man's design. That machine was truly a spectacle...


There had been many good victories for Lance, but his final mission had been his worst. He single-handedly took out two entire cities of civilians. The sheer cruelty of the attack caused Japan to give in just after. Forever, he'd be remembered as the Black Demon. He'd be represented as the final destination by their people for years to come. Lance had done what he could to forget it, but that task was nearly impossible.

* * *

(I'll do the rest later. Long story short: Lance goes into a portal that decreases his age and transports him to Grace. While there, he is approached by the A.S.E.A, and is made an official officer of the A.S.E.A)
PostPosted: Wed Jun 30, 2010 6:32 pm


PL: 4
PP: 2/81
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 20 (10) / +0
Dexterity: 10 (10) / +0
Constitution: 10 (10) / +0
Intelligence: 10 (10) / +0
Wisdom: 10 (10) / +0
Charisma: 10 (10) / +0

(Trade Offs: None)

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

Combat

-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10

-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0

-Name: Melee/Ranged (Specific if feat)-
Attack: 3/3

Luck Points: 2

Feats:

-Chokehold-
If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.

-Fearsome Presence (x5)-
You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (feat rank × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. Your Fearsome Presence rank cannot exceed your Intimidate skill bonus.

-Improved Grapple-
You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions.

-Improved Pin-
Your grappling attacks are particularly difficult to escape. Opponents suffer a –4 penalty on grappling checks against you to escape a grapple or pin.

-Luck-
+1 Luck Points

-Skill Master-
Take 10 when making a Bluff, Diplomacy, Intimidation, and Survival checks.

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): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 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): 8 = 8 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 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): 0 = 0 + 0 + 0

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Wed Jun 30, 2010 6:42 pm


[align=center][b]PL:[/b] 4
[b]PP:[/b] 3/81
[b]Super Group:[/b]

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

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

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

[b]Combat[/b]

[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 10 (0+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] 3/3

[b]Luck Points:[/b] 2

[b]Feats:[/b]

-Chokehold-
[size=9]If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.[/size]

-Fearsome Presence (x5)-
[size=9]You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (feat rank × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. Your Fearsome Presence rank cannot exceed your Intimidate skill bonus.[/size]

-Improved Grapple-
[size=9]You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions. [/size]

-Improved Pin-
[size=9]Your grappling attacks are particularly difficult to escape. Opponents suffer a –4 penalty on grappling checks against you to escape a grapple or pin.[/size]

-Luck-
[size=9]+1 Luck Points[/size]

-Skill Master-
[size=9]Take 10 when making a Bluff, Diplomacy, Intimidation, and Survival checks.[/size]

[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): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 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): 8 = 8 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 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): 0 = 0 + 0 + 0
[/align]
PostPosted: Thu Jul 01, 2010 7:13 pm


POWERS


Mark 2 "Big Man" Atomic Powersuit
-Rank: 16
-Cost: 4pp per rank - 3 (61pp) (0/80 Device PP)
-Build: Device (Hard) - Power Loss (Water)(DB-3)
-Description: The Big Man was once a valiant war machine in the Second World War (in another Dimension). It's fairly large, being twenty four feet in height, and is armed with an array of weapons. It's covered in cast iron, making it rather heavy, and it's riveted and built on the inside like a tank. It's truly a marvel of dieselpunk engineering, and is the weapon of choice for Lance Diesel.

------------------------------------------------------------------------------------

Cast Iron Frame: Epic Size (Big Man)
-Rank: 10
-Cost: 2pp per rank (20pp)
-Build: Growth - Permanent
-Action: None (Passive)
-Range: Personal
-Saving Throw: None (Passive)
-Duration: Permanent
-Description: The Big Man is quite large (hence it's name). Precisely, it's twenty-four feet tall top to bottom.

(Permanent Huge Size Status. The user gets -2 Combat bonus, +8 Grapple Modifier, -8 Stealth, and +4 Intimidation. The user takes up 15 feet of space, and has a reach of 10 feet. The user also gets +10 Strength when carrying objects.)

---Linked---

Cast Iron Frame: Armored Hull (Big Man)
-Rank: 3
-Cost: 2pp per rank - 1 (5pp)
-Build: Protection + Impervious - Noticeable (DB)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None (Passive)
-Duration: Permanent
-Description: The Big Man's Chassis is made out of thick Cast Iron. Although Cast Iron isn't the strongest metal that the suit could be made out of, it does it's job and it's rather easy to patch up after a battle.

(Grants +3 Toughness. If the enemy's damage bonus is less than the rank of Protection, it inflicts no damage. Penetrating damage ignores the modifier.)

---Linked---

Cast Iron Frame: Hadion Core (Big Man)
-Rank: 10
-Cost: 1pp per rank (10pp)
-Build: Enhanced (Strength)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None (Passive)
-Duration: Continuous
-Description: Due to the excessive size and weight of the Big Man, the suit needed a powerful power-source to keep itself moving. At its core is a miniature nuclear reactor that uses a particular radioactive isotope known as Hadion. This reactor powers most of the general needs for the Big Man, such as it's movement and Strength.

(Adds +10 Strength to the user of the Big Man)

------------------------------------------------------------------------------------

High Emission Diesel Engine (Big Man)
-Rank: 1
-Cost: 5pp per rank + 3 (8pp)
-Build: Nauseate + Duration (x2) + Area (Attached, Stationary) + Aura - Sense Dependant (Smell) + Progression (x3)
-Action: Free (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged) DC 11
-Duration: Sustained
-Description: Remember how the Hadion Core only covers the basic functions of the Big Man? Well, These two massive motors on the arms power some of the extra features, such as the weapons hidden in the arms. These motors expel an incredible amount of gas, which will easily sicken and nauseate friend and foe in the immediate area.

(Anyone 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.)
------------------------------------------------------------------------------------

Internal Weapon Cache (Big Man)
-Rank: 12
-Cost: 1pp per rank + 2 (14pp)
-Build: Array + Alternate Power(x2)(PF)

---Setting 1---

Left Arm Compartment: Dual M1919 Browning Machine Guns (Big Man)
-Rank: 4
-Cost: 3pp per rank (12pp)
-Build: Damage + Range + Penetrating + Autofire - Limited (Requires High Emission Diesel Engine to be sustained)
-Action: Standard (Active)
-Range: Ranged
-Saving Throw: Toughness
-Duration: Instant
-Description: The M1919 Browning is a .30 caliber medium machine gun that was widely used during the 20th century. It was used as a light infantry, coaxial, mounted, aircraft, and anti-aircraft machine gun by the U.S. and many other countries, especially during World War II (Which the Big Man Comes from.) These back-to-back guns come out of a compartment in the Big Man's Left Arm.

(DC 18 Toughness at Ranged Range. Penetrates up to Rank 3 Impervious. Autofire grants a few bonuses found under Extras and Flaws. This cannot be used unless High Emission Diesel Engine is sustained.)

---Setting 2---

Right Arm Compartment: 37mm Anti-Tank Gun (Big Man)
-Rank: 4
-Cost: 2pp per rank + 2 (10pp)
-Build: Damage + Range + Explosion (Targeted) + Accurate (PF) + Power Attack (PF) - Limited (Requires High Emission Diesel Engine to be sustained)
-Action: Standard (Active)
-Range: Ranged
-Saving Throw: Toughness
-Duration: Instant
-Description: The 37mm Gun M3 was the first dedicated anti-tank gun fielded by United States forces. Introduced in 1940, it became the standard anti-tank gun of the U.S. infantry with its size enabling it to be pulled by a jeep. However, the continuing improvement of tanks quickly rendered the 37 mm ineffective, development went into making a more powerful gun. Meanwhile, the 37mm was redesigned and put into the Big Man as additional firepower against older tanks and light vehicles.

(DC 18 Toughness at Ranged Range with an additional +2 to its attack roll. This power radiates out 10 feet per rank from the target. It loses one rank of effectiveness per 10 feet after the first. The user is affected by the effect if they are within it’s area. Solid Barriers interfere with this attack, but non-solid concealment does not. This cannot be used unless High Emission Diesel Engine is sustained. The attack bonus can be traded for damage bonus (up to +5 damage for -5 attack roll), regardless of PL.)

---Setting 3---

Collar Compartment: Dual Chicago Typewriter (Big Man)
-Rank: 4
-Cost: 3pp per rank (12pp)
-Build: Damage + Range + Autofire
-Action:Standard (Active)
-Range: Ranged
-Saving Throw: Toughness
-Duration: Instant
-Description: The Thompson is an American submachine gun, invented by John T. Thompson in 1919 that became infamous during the Prohibition era. It was a common sight of the time, being used by both law enforcement officers and criminals. The Thompson was also known informally as: the "TSMG", the "Tommy Gun", the "Trench Broom", the "Trench Sweeper", the "Chicago Piano", the "Chicago Typewriter", and the "Chopper". The Thompson was favored by soldiers, criminals and police alike for its ergonomics, compactness, large .45 ACP cartridge, and high volume of automatic fire. It's usefulness against infantry made it a shoe in as a 'sidearm' for the Big Man. The pair of Tommy Guns are built in to the collar of the Big Man. To use them, a single button press releases the compartment. Unlike the other two weapons in the Big Man's Armory, the Chicago Typewriters don't require the extra engines.

(DC 18 Toughness at Ranged Range. Autofire grants a few bonuses found under Extras and Flaws.)
------------------------------------------------------------------------------------

Fully Enclosed (Big Man)
-Rank: 11
-Cost: 1pp per rank (11pp)
-Build: Immunity (Life Support and Critical Hits)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description: The Cockpit of the Big Man is rather compact. It's circular, and has a diameter of about five and a half feet. For some, it can seem cramped, but it fits perfectly for Lance. While inside this sphere, Lance is safe from most dangerous environmental conditions.

(Immune to disease, poison, all environmental conditions, suffocation, and Critical Hits)
------------------------------------------------------------------------------------
Core Suit Jettison (Big Man)
-Rank: 1
-Cost: 7pp per rank (7pp)
-Build: Shape Shifting - Limited ('Core' Power Suits)
-Action: Move (Active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description: One of the many secret functions of the Big Man is the Core Suit. Initially designed as a way to extract and run with the Hadion Core, it was later redesigned as a seperate fighting powersuit. When Lance uses this, the Big Man makes a quick transformation. The chest opens up, and the cockpit enlarges in size. Pieces of armor attach themselves to the user, in this case Lance, and the powerful Hadion Core attaches to the back. The Front of the Big Man opens up farther, and the Core Suit carrying the Hadion Core ejects from the suit, making the user ready for battle, or a great escape.

(Transform into a new form as a Move Action. Currently, a new form gets an additional 5pp when made, and only one is available. The user of this is only allowed to Shape Shift into a 'Core' Power Suit, or a power suit of Medium Size.)

---Linked---

Core Suit Jettison: Dynamic Entry (Big Man)
-Rank: 5
-Cost: 1pp per rank (5pp)
-Build: Speed
-Action: Move
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description: When the user transfers into the Core Suit, the user is shot out of the Big Man like it was shot from a cannon. This boost can create distance between the user and a close range opponent, or decrease the distance from a long range opponent. Alternatively, it makes a great way to begin one's escape.

(Allows the user to move up to 250mph or 2500 feet when they transform.)

------------------------------------------------------------------------------------

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Thu Jul 01, 2010 7:17 pm


[align=center][size=11][u][b]POWERS[/b][/u][/align]

[b]Mark 2 "Big Man" Atomic Powersuit[/b]
[b]-Rank:[/b] 16
[b]-Cost:[/b] 4pp per rank - 3 (61pp) (0/80 Device PP)
[b]-Build:[/b] Device (Hard) - Power Loss (Water)(DB-3)
[b]-Description:[/b] The Big Man was once a valiant war machine in the Second World War (in another Dimension). It's fairly large, being twenty four feet in height, and is armed with an array of weapons. It's covered in cast iron, making it rather heavy, and it's riveted and built on the inside like a tank. It's truly a marvel of dieselpunk engineering, and is the weapon of choice for Lance Diesel.

------------------------------------------------------------------------------------

[b]Cast Iron Frame: Epic Size[/b] (Big Man)
-[u]Rank:[/u] 10
-[u]Cost:[/u] 2pp per rank (20pp)
-[u]Build:[/u] Growth - Permanent
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None (Passive)
-[u]Duration:[/u] Permanent
-[u]Description:[/u] The Big Man is quite large (hence it's name). Precisely, it's twenty-four feet tall top to bottom.

(Permanent Huge Size Status. The user gets -2 Combat bonus, +8 Grapple Modifier, -8 Stealth, and +4 Intimidation. The user takes up 15 feet of space, and has a reach of 10 feet. The user also gets +10 Strength when carrying objects.)

---Linked---

[b]Cast Iron Frame: Armored Hull[/b] (Big Man)
-[u]Rank:[/u] 3
-[u]Cost:[/u] 2pp per rank - 1 (5pp)
-[u]Build:[/u] Protection + Impervious - Noticeable (DB)
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None (Passive)
-[u]Duration:[/u] Permanent
-[u]Description:[/u] The Big Man's Chassis is made out of thick Cast Iron. Although Cast Iron isn't the strongest metal that the suit could be made out of, it does it's job and it's rather easy to patch up after a battle.

(Grants +3 Toughness. If the enemy's damage bonus is less than the rank of Protection, it inflicts no damage. Penetrating damage ignores the modifier.)

---Linked---

[b]Cast Iron Frame: Hadion Core[/b] (Big Man)
-[u]Rank:[/u] 10
-[u]Cost:[/u] 1pp per rank (10pp)
-[u]Build:[/u] Enhanced (Strength)
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None (Passive)
-[u]Duration:[/u] Continuous
-[u]Description:[/u] Due to the excessive size and weight of the Big Man, the suit needed a powerful power-source to keep itself moving. At its core is a miniature nuclear reactor that uses a particular radioactive isotope known as Hadion. This reactor powers most of the general needs for the Big Man, such as it's movement and Strength.

(Adds +10 Strength to the user of the Big Man)

------------------------------------------------------------------------------------

[b]High Emission Diesel Engine[/b] (Big Man)
-[u]Rank:[/u] 1
-[u]Cost:[/u] 5pp per rank + 3 (8pp)
-[u]Build:[/u] Nauseate + Duration (x2) + Area (Attached, Stationary) + Aura - Sense Dependant (Smell) + Progression (x3)
-[u]Action:[/u] Free (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged) DC 11
-[u]Duration:[/u] Sustained
-[u]Description:[/u] Remember how the Hadion Core only covers the basic functions of the Big Man? Well, These two massive motors on the arms power some of the extra features, such as the weapons hidden in the arms. These motors expel an incredible amount of gas, which will easily sicken and nauseate friend and foe in the immediate area.

(Anyone 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.)
------------------------------------------------------------------------------------

[b]Internal Weapon Cache[/b] (Big Man)
[b]-Rank:[/b] 12
[b]-Cost:[/b] 1pp per rank + 2 (14pp)
[b]-Build:[/b] Array + Alternate Power(x2)(PF)

---Setting 1---

[b]Left Arm Compartment: Dual M1919 Browning Machine Guns[/b] (Big Man)
-[u]Rank:[/u] 4
-[u]Cost:[/u] 3pp per rank (12pp)
-[u]Build:[/u] Damage + Range + Penetrating + Autofire - Limited (Requires High Emission Diesel Engine to be sustained)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Ranged
-[u]Saving Throw:[/u] Toughness
-[u]Duration:[/u] Instant
-[u]Description:[/u] The M1919 Browning is a .30 caliber medium machine gun that was widely used during the 20th century. It was used as a light infantry, coaxial, mounted, aircraft, and anti-aircraft machine gun by the U.S. and many other countries, especially during World War II (Which the Big Man Comes from.) These back-to-back guns come out of a compartment in the Big Man's Left Arm.

(DC 18 Toughness at Ranged Range. Penetrates up to Rank 3 Impervious. Autofire grants a few bonuses found under Extras and Flaws. This cannot be used unless High Emission Diesel Engine is sustained.)

---Setting 2---

[b]Right Arm Compartment: 37mm Anti-Tank Gun[/b] (Big Man)
-[u]Rank:[/u] 4
-[u]Cost:[/u] 2pp per rank + 2 (10pp)
-[u]Build:[/u] Damage + Range + Explosion (Targeted) + Accurate (PF) + Power Attack (PF) - Limited (Requires High Emission Diesel Engine to be sustained)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Ranged
-[u]Saving Throw:[/u] Toughness
-[u]Duration:[/u] Instant
-[u]Description:[/u] The 37mm Gun M3 was the first dedicated anti-tank gun fielded by United States forces. Introduced in 1940, it became the standard anti-tank gun of the U.S. infantry with its size enabling it to be pulled by a jeep. However, the continuing improvement of tanks quickly rendered the 37 mm ineffective, development went into making a more powerful gun. Meanwhile, the 37mm was redesigned and put into the Big Man as additional firepower against older tanks and light vehicles.

(DC 18 Toughness at Ranged Range with an additional +2 to its attack roll. This power radiates out 10 feet per rank from the target. It loses one rank of effectiveness per 10 feet after the first. The user is affected by the effect if they are within it’s area. Solid Barriers interfere with this attack, but non-solid concealment does not. This cannot be used unless High Emission Diesel Engine is sustained. The attack bonus can be traded for damage bonus (up to +5 damage for -5 attack roll), regardless of PL.)

---Setting 3---

[b]Collar Compartment: Dual Chicago Typewriter[/b] (Big Man)
-[u]Rank:[/u] 4
-[u]Cost:[/u] 3pp per rank (12pp)
-[u]Build:[/u] Damage + Range + Autofire
-[u]Action:[/u]Standard (Active)
-[u]Range:[/u] Ranged
-[u]Saving Throw:[/u] Toughness
-[u]Duration:[/u] Instant
-[u]Description:[/u] The Thompson is an American submachine gun, invented by John T. Thompson in 1919 that became infamous during the Prohibition era. It was a common sight of the time, being used by both law enforcement officers and criminals. The Thompson was also known informally as: the "TSMG", the "Tommy Gun", the "Trench Broom", the "Trench Sweeper", the "Chicago Piano", the "Chicago Typewriter", and the "Chopper". The Thompson was favored by soldiers, criminals and police alike for its ergonomics, compactness, large .45 ACP cartridge, and high volume of automatic fire. It's usefulness against infantry made it a shoe in as a 'sidearm' for the Big Man. The pair of Tommy Guns are built in to the collar of the Big Man. To use them, a single button press releases the compartment. Unlike the other two weapons in the Big Man's Armory, the Chicago Typewriters don't require the extra engines.

(DC 18 Toughness at Ranged Range. Autofire grants a few bonuses found under Extras and Flaws.)
------------------------------------------------------------------------------------

[b]Fully Enclosed[/b] (Big Man)
-[u]Rank:[/u] 11
-[u]Cost:[/u] 1pp per rank (11pp)
-[u]Build:[/u] Immunity (Life Support and Critical Hits)
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Permanent
-[u]Description:[/u] The Cockpit of the Big Man is rather compact. It's circular, and has a diameter of about five and a half feet. For some, it can seem cramped, but it fits perfectly for Lance. While inside this sphere, Lance is safe from most dangerous environmental conditions.

(Immune to disease, poison, all environmental conditions, suffocation, and Critical Hits)
------------------------------------------------------------------------------------
[b]Core Suit Jettison [/b] (Big Man)
-[u]Rank:[/u] 1
-[u]Cost:[/u] 7pp per rank (7pp)
-[u]Build:[/u] Shape Shifting - Limited ('Core' Power Suits)
-[u]Action:[/u] Move (Active)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Sustained
-[u]Description:[/u] One of the many secret functions of the Big Man is the Core Suit. Initially designed as a way to extract and run with the Hadion Core, it was later redesigned as a seperate fighting powersuit. When Lance uses this, the Big Man makes a quick transformation. The chest opens up, and the cockpit enlarges in size. Pieces of armor attach themselves to the user, in this case Lance, and the powerful Hadion Core attaches to the back. The Front of the Big Man opens up farther, and the Core Suit carrying the Hadion Core ejects from the suit, making the user ready for battle, or a great escape.

(Transform into a new form as a Move Action. Currently, a new form gets an additional 5pp when made, and only one is available. The user of this is only allowed to Shape Shift into a 'Core' Power Suit, or a power suit of Medium Size.)

---Linked---

[b]Core Suit Jettison: Dynamic Entry[/b] (Big Man)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 1pp per rank (5pp)
-[u]Build:[/u] Speed
-[u]Action:[/u] Move
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Sustained
-[u]Description:[/u] When the user transfers into the Core Suit, the user is shot out of the Big Man like it was shot from a cannon. This boost can create distance between the user and a close range opponent, or decrease the distance from a long range opponent. Alternatively, it makes a great way to begin one's escape.

(Allows the user to move up to 250mph or 2500 feet when they transform.)

------------------------------------------------------------------------------------
[/size]
PostPosted: Wed Jul 07, 2010 8:25 am


Quote:
This Form removes Mark 2 "Big Man" Atomic Powersuit for 60pp


Form 1
Hadion Core Suit
PP: 5/5


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

(Trade Offs: None)

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

Combat

-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10

-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0

-Name: Melee/Ranged (Specific if feat)-
Attack: 3/3

Luck Points: 2

Feats:

-Chokehold-
If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.

-Fearsome Presence (x5)-
You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (feat rank × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. Your Fearsome Presence rank cannot exceed your Intimidate skill bonus.

-Improved Grapple-
You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions.

-Improved Pin-
Your grappling attacks are particularly difficult to escape. Opponents suffer a –4 penalty on grappling checks against you to escape a grapple or pin.

-Luck-
+1 Luck Points

-Skill Master-
Take 10 when making a Bluff, Diplomacy, Intimidation, and Survival checks.

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): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 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): 8 = 8 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 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): 0 = 0 + 0 + 0

-------------------------------


Powers:


Hadion Core Suit
-Rank: 15
-Cost: 4pp per rank (60pp) (4/75 device power point pool)
-Build: Device (Hard)
-Description:

------------------------------------------------------------------------------------

Hadion Overflow Ventilation (Core Suit)
-Rank: 5
-Cost: 4pp per rank - 1 (19pp)
-Build: Drain (Fortitude) + Duration (x2) + Aura + Area (Burst, Stationary) - Limited (Unusable when submerged in liquids or flowing solids) - Noticeable (DB)
-Action: Free (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged)
-Duration: Sustained
-Description: The huge Hadion Core on the Core Suit's back needs ventilation to keep from becoming unstable. When the vents are open, toxic radiation is expelled, causing weakness in people around the vents.

(If an enemy enters a field of 25 feet from the user, they must make a Fortitude Save. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Fortitude for each point the save missed the DC, up to the rank of this power. This power is stationary around the user. If anyone enters the area, the effect is used on them. If they leave the area, the effect stops. This power is unusable underwater, or when submerged in any other liquid or flowing substance.)
------------------------------------------------------------------------------------

Half-Life Fists (Core Suit)
-Rank: 7
-Cost: 1pp per rank + 2 (9pp)
-Build: Array + Alternate Power (PF)(x2)

---Setting 1---

Sievert Sucker Punch (Core Suit)
-Rank: 5
-Cost: 1pp per rank + 2 (7pp)
-Build: Drain (STR) + Slow Fade (PF) + Extended Reach (PF)
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged) DC 14
-Duration: Instant
-Description: Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Sievert Sucker Punch is made to weaken the muscular system to potentially paralyze the enemy.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Strength for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Strength.)

---Setting 2---

Unstable Uppercut (Core Suit)
-Rank: 5
-Cost: 1pp per rank + 2 (7pp)
-Build: Drain (DEX) + Slow Fade (PF) + Extended Reach (PF)
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged) DC 14
-Duration: Instant
-Description: Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Unstable Uppercut is made to weaken the muscular system to potentially paralyze the enemy.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Dexterity for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Dexterity.)

---Setting 3---

Beta Burn Bolo Punch (Core Suit)
-Rank: 5
-Cost: 1pp per rank + 2 (7pp)
-Build: Drain (CON) + Slow Fade (PF) + Extended Reach (PF)
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged) DC 14
-Duration: Instant
-Description: Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Beta Burn Bolo Punch has the ability to weaken the enemy's constitution, therefore making them weaker to damaging attacks.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Constitution for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Constitution.)

------------------------------------------------------------------------------------

Fully Enclosed (Core Suit)
-Rank: 11
-Cost: 1pp per rank (11pp)
-Build: Immunity (Life Support and Critical Hits)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description: The Hadion Core Suit is fully enclosed from the outside to protect the wearer from radiation from the core. Coincidently, it also protects against disease, poison, and many other things.

(Immune to disease, poison, all environmental conditions, suffocation, and Critical Hits)

------------------------------------------------------------------------------------

Curie Cross (Core Suit)
-Rank: 4
-Cost: 3pp per rank + 1 (13pp)
-Build: Damage + Penetrating + Area (Line, Targeted) + Progression (PF)
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Toughness DC 19
-Duration: Instant
-Description: During basic training, Lance learned alot about standard boxing moves. While in the Core Suit, these punches come with the advantage of a radiation blast. The Curie Cross is a standard straight-forward punch that's packed with radioative energy. This energy can cause radiation burns on top of the immediate physical damage.

(The area this attack affects is a line, 5 feet around, 50 feet long. Make a melee attack roll against everyone in the affected area's defense. If successful, the target must make a Toughness Save (DC 19). This attack Penetrates up to 4 ranks of Impervious)

---Linked---

Curie Cross: Radiation Blast (Core Suit)
-Rank: 5
-Cost: 2pp per rank + 2 (12pp)
-Build: Drain (Toughness) + Area (Line, Targeted) + Slow Fade (PF) Progression (PF)
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged) DC 14
-Duration: Instant
-Description: On top of hitting the opponent with a powerful, burning attack, the Curie Cross also lowers their defense against future attacks.

(The area this attack affects is a line, 5 feet around, 50 feet long. Make a melee attack roll against everyone in the affected area's defense. If successful, the target(s) must roll a Fortitude Save. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Toughness for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Toughness.)
------------------------------------------------------------------------------------
New Weapon Drop! (Core Suit)
-Rank: 1
-Cost: 7pp per rank (7pp)
-Build: Shape Shifting - Limited (Power Suits)
-Action: Move (Active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description: The Core Suit can turn into another power suit by calling A.S.E.A HQ. Instantly the suit appears around the Core suit as a hologram, and then fully appears seconds later.

(Transform into a new form as a Move Action. Currently, a new form gets an additional 5pp when made, and only one is available.)

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Thu Jul 08, 2010 6:37 am


[quote][align=center]This Form removes [b]Mark 2 "Big Man" Atomic Powersuit[/b] for 60pp[/align][/quote][align=center][size=11]

[b]Form 1[/b]
[b]Hadion Core Suit[/b]
[b]PP:[/b] 5/5 [/size]

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

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

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

[b]Combat[/b]

[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 10 (0+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] 3/3

[b]Luck Points:[/b] 2

[b]Feats:[/b]

-Chokehold-
[size=9]If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.[/size]

-Fearsome Presence (x5)-
[size=9]You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (feat rank × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. Your Fearsome Presence rank cannot exceed your Intimidate skill bonus.[/size]

-Improved Grapple-
[size=9]You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions. [/size]

-Improved Pin-
[size=9]Your grappling attacks are particularly difficult to escape. Opponents suffer a –4 penalty on grappling checks against you to escape a grapple or pin.[/size]

-Luck-
[size=9]+1 Luck Points[/size]

-Skill Master-
[size=9]Take 10 when making a Bluff, Diplomacy, Intimidation, and Survival checks.[/size]

[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): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 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): 8 = 8 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 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): 0 = 0 + 0 + 0

-------------------------------


[b]Powers:[/b][/align]

[b]Hadion Core Suit[/b]
[b]-Rank:[/b] 15
[b]-Cost:[/b] 4pp per rank (60pp) (4/75 device power point pool)
[b]-Build:[/b] Device (Hard)
[b]-Description:[/b]

------------------------------------------------------------------------------------

[b]Hadion Overflow Ventilation[/b] (Core Suit)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 4pp per rank - 1 (19pp)
-[u]Build:[/u] Drain (Fortitude) + Duration (x2) + Aura + Area (Burst, Stationary) - Limited (Unusable when submerged in liquids or flowing solids) - Noticeable (DB)
-[u]Action:[/u] Free (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged)
-[u]Duration:[/u] Sustained
-[u]Description:[/u] The huge Hadion Core on the Core Suit's back needs ventilation to keep from becoming unstable. When the vents are open, toxic radiation is expelled, causing weakness in people around the vents.

(If an enemy enters a field of 25 feet from the user, they must make a Fortitude Save. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Fortitude for each point the save missed the DC, up to the rank of this power. This power is stationary around the user. If anyone enters the area, the effect is used on them. If they leave the area, the effect stops. This power is unusable underwater, or when submerged in any other liquid or flowing substance.)
------------------------------------------------------------------------------------

[b]Half-Life Fists[/b] (Core Suit)
-[u]Rank:[/u] 7
-[u]Cost:[/u] 1pp per rank + 2 (9pp)
-[u]Build:[/u] Array + Alternate Power (PF)(x2)

---Setting 1---

[b]Sievert Sucker Punch[/b] (Core Suit)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 1pp per rank + 2 (7pp)
-[u]Build:[/u] Drain (STR) + Slow Fade (PF) + Extended Reach (PF)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged) DC 14
-[u]Duration:[/u] Instant
-[u]Description:[/u] Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Sievert Sucker Punch is made to weaken the muscular system to potentially paralyze the enemy.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Strength for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Strength.)

---Setting 2---

[b]Unstable Uppercut[/b] (Core Suit)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 1pp per rank + 2 (7pp)
-[u]Build:[/u] Drain (DEX) + Slow Fade (PF) + Extended Reach (PF)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged) DC 14
-[u]Duration:[/u] Instant
-[u]Description:[/u] Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Unstable Uppercut is made to weaken the muscular system to potentially paralyze the enemy.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Dexterity for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Dexterity.)

---Setting 3---

[b]Beta Burn Bolo Punch[/b] (Core Suit)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 1pp per rank + 2 (7pp)
-[u]Build:[/u] Drain (CON) + Slow Fade (PF) + Extended Reach (PF)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged) DC 14
-[u]Duration:[/u] Instant
-[u]Description:[/u] Using his knowledge of hand-to-hand combat, Lance can pull off a variety of radiation-powered punches that weaken the opponent. The Beta Burn Bolo Punch has the ability to weaken the enemy's constitution, therefore making them weaker to damaging attacks.

(This melee attack can hit up to 10 feet away. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Constitution for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Constitution.)

------------------------------------------------------------------------------------

[b]Fully Enclosed[/b] (Core Suit)
-[u]Rank:[/u] 11
-[u]Cost:[/u] 1pp per rank (11pp)
-[u]Build:[/u] Immunity (Life Support and Critical Hits)
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Permanent
-[u]Description:[/u] The Hadion Core Suit is fully enclosed from the outside to protect the wearer from radiation from the core. Coincidently, it also protects against disease, poison, and many other things.

(Immune to disease, poison, all environmental conditions, suffocation, and Critical Hits)

------------------------------------------------------------------------------------

[b]Curie Cross[/b] (Core Suit)
-[u]Rank:[/u] 4
-[u]Cost:[/u] 3pp per rank + 1 (13pp)
-[u]Build:[/u] Damage + Penetrating + Area (Line, Targeted) + Progression (PF)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Toughness DC 19
-[u]Duration:[/u] Instant
-[u]Description:[/u] During basic training, Lance learned alot about standard boxing moves. While in the Core Suit, these punches come with the advantage of a radiation blast. The Curie Cross is a standard straight-forward punch that's packed with radioative energy. This energy can cause radiation burns on top of the immediate physical damage.

(The area this attack affects is a line, 5 feet around, 50 feet long. Make a melee attack roll against everyone in the affected area's defense. If successful, the target must make a Toughness Save (DC 19). This attack Penetrates up to 4 ranks of Impervious)

---Linked---

[b]Curie Cross: Radiation Blast[/b] (Core Suit)
-[u]Rank:[/u] 5
-[u]Cost:[/u] 2pp per rank + 2 (12pp)
-[u]Build:[/u] Drain (Toughness) + Area (Line, Targeted) + Slow Fade (PF) Progression (PF)
-[u]Action:[/u] Standard (Active)
-[u]Range:[/u] Touch
-[u]Saving Throw:[/u] Fortitude (Staged) DC 14
-[u]Duration:[/u] Instant
-[u]Description:[/u] On top of hitting the opponent with a powerful, burning attack, the Curie Cross also lowers their defense against future attacks.

(The area this attack affects is a line, 5 feet around, 50 feet long. Make a melee attack roll against everyone in the affected area's defense. If successful, the target(s) must roll a Fortitude Save. If the target fails the Fortitude Save (DC 14), then they lose 1 power point of Toughness for each point the save missed the DC, up to the rank of this power. Every 5 rounds, the target regains 1 point of Toughness.)
------------------------------------------------------------------------------------
[b]New Weapon Drop![/b] (Core Suit)
-[u]Rank:[/u] 1
-[u]Cost:[/u] 7pp per rank (7pp)
-[u]Build:[/u] Shape Shifting - Limited (Power Suits)
-[u]Action:[/u] Move (Active)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Sustained
-[u]Description:[/u] The Core Suit can turn into another power suit by calling A.S.E.A HQ. Instantly the suit appears around the Core suit as a hologram, and then fully appears seconds later.

(Transform into a new form as a Move Action. Currently, a new form gets an additional 5pp when made, and only one is available.)
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