Ready To Play Build: Difficulty Rating [Easy]
Warbird:
PL: 10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 3
Awareness 3
Presence 2
Skills: Acrobatics 0 (+6), Expertise [Science] 10 (+13), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+6), Technology 12 (+15)
Advantages: Close Attack 6, Equipment 3, Improved Initiative, Inventor, Skill Mastery [Expertise (Science)], Skill Mastery [Technology]
Powers: Warbird Battle Armor: (Removable –18 pts [72 pp]
Armored Shell: Protection 8 (Extra: Impervious)
Combat Computer:
Enhanced Skills 2 [Acrobatics +4] (Flaw: Limited [Only When Flying])
Enhanced Advantages 2 [Accurate Attack, All-Out Attack]
Enhanced Dodge 4
Enhanced Parry 4
Environmental Seals:
Enhanced Fortitude 4
Immunity 10 [Life Support]
Mental Screen: Enhanced Will 4
Plasma Driven Wings: Flight 7 (Feat: Move-By Action)
Communication Systems: Communication 2 [Radio]
Sensors: Senses 3 [Infravision (Tracking 2)]
Plasma Weapon Array: (Removable - points) [ pp]
Plasma Blaster: Ranged Heat Damage 10 (Feat: Accurate 4)
-Plasma Disrupter: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge and Overcome by Fortitude] (Feat: Accurate 4)
-Plasma Rockets: Ranged Heat Damage 8 (Extra: Area [Burst]); (Feat: Accurate 4); (Flaw: Reduced Range)
-Plasma Barrage: Ranged Damage 10 (Extra: Multiattack); (Feat: Accurate 4); (Flaw: Reduced Range)
-Plasma Burst: Damage 10 (Extra: Area [Cone])
Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Plasma Weapon Array Attack +10
Defense: Dodge +10*/+4 [*Warbird Battle Armor]
Parry +10*/+2 [*Warbird Battle Armor]
Toughness +10*/+2 [*Warbird Battle Armor (Impervious 8)]
Fortitude +8/+4 [*Warbird Battle Armor]
Will +8*/+4 [*Warbird Battle Armor]
Equipment: Headquarters (15 ep): Size: Large;
Toughness: 10;
Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Power System, Security System 2 [DC +10], Workshop
Costs: Attributes 36+ Skills 17+ Advantages 13+ Powers 72+ Defenses 9= 150 pts.
Complications:
Motivation ~Responsibility: Warbird feels that he has a responsibility to use the battlesuit to help others.
Relationships: Warbird has several friends, most of who, that are not aware of his heroic alter ego.
Secret Identity: The fact that Warbird is xxxxx, is a secret he keeps to protect his family and friends.
Weakness: The Warbird battlesuit is a prototype that suffers additional damage (+100%) from magnetic attacks.
Notes & Comments:
This time around I’m taking a stab at a Battlesuit character, and again I’m using the Archetype Quickstart Tables from the Deluxe Hero’s Handbook.
Dice Rolls:
Abilities: 1D20+0 = [19]+0 = 19 = Accidental.
Here is part of where I like to play around with things a bit, the stats aren’t that bad but I personally don’t care for a Stamina 1, so I’ll trade off a rank of Agility to raise Stamina to 2.
Advantages: 1D20+0 = [16]+0 = 16 = Scientist.
Advantages 2: 1D20+0 = [4]+0 = 4 = Combatant. Interesting combination, but definitely something that works although I feel like I’m going to do some minor tweaks.
~Edit: Yep, did a few small tweaks. I took all the combat related Advantages and made them part of the Battle Armor, then traded Interpose for Inventor. I felt that fit the character better.
Skills: 1D20+0 = [18]+0 = 18 = Student.
Skills 2: 1D20+0 = [9]+0 = 9 = Sciences. Again, an interesting combination. Now with those 2 skill sets there is a bit of overlap and I’m of the mind that that is ok, just combine the ranks, but I also would allow trading out ranks in one skill for ranks in a different skill – in this case the Expertise [Science] and Technology skills combine while I’ll trad out the 4 ranks of Perception in the Student skill set for 4 ranks of Insight.
Offensive Powers 1: 1D20+0 = [4]+0 = 4 = Electro-Stunner, but we’re gonna call it a Plasma Disrupter.
Offensive Powers 2: 1D20+0 = [11]+0 = 11 = Micro-Rockets. Now this attack power doesn’t have any ranks of Accurate so what I’ll do is add the Flaw Reduced Range to get back some points to add Accurate. Also, I like attack array to have something of a theme to them & this one is going to be Plasma so this will get renamed (Plasma Rockets) and will have the heat descriptor.
Offensive Powers 3: 1D20+0 = [14]+0 = 14 = Omni-Blaster, a minor tweak of the name (Plasma Burst) and this is fine.
Offensive Powers 4: 1D20+0 = [5]+0 = 5 = Plasma Bolts, again a slight name change (Plasma Barrage) but the power is the same as in the book.
Now with the Utility Powers I’m going to switch around the Senses so that the armor has Infrared with Tracking.
Movement Powers: 1D20+0 = [15]+0 = 15 = Rocket Turbines. One more time a slight change of name (Plasma Driven Wings) and instead of having a Swimming alternate power I’ll spend that pp to expand the Tracking on the Infravision.
I did not have as much “left over” pp by the time I was done figuring out all of the tables as I did with the Gemini build. However, I didn’t feel like that was a problem. I always try to keep in mind that a newly made character is basically having their debut issue and there is room for them to grow as things progress. Warbird is more of a ranged fighter than anything else and sports a good selection of skills and advantages that let him handle most technical problems a hero might run afoul of. So basically, he’s the kind of hero that plays the hit & run style of fighting with some serious science skills (especially with some of the Advantages he has), which to me, would make him a solid addition to any starting group.
Which is why I rated Warbird with an Easy Difficulty Rating – fighting wise he should stick to ranged attacks make good use of his movement speed to zip around a combat area taking shots at opponents. His science and technology skills are straightforward enough that he can easily handle most DCs a GM can throw out during an adventure.