awesome, I agree Final Version...
"Let's all see if we can't have a little fun."
"Let's all see if we can't have a little fun."
Jemal said:Allright, lets try this again...
I had to retool several things, but I think I've got it now..
BTW, was it specificallly the Hamper Movement you had a problem with 'coming from the ground'? I dropped it completely, but still have Earthquake limited to the same thing, as I figure that IS a drawback, since it means it can't harm flying characters (ANd I can't use it while RUMBLE himself is flying either).
I dropped the Limit on Reflective, and just left it at Melee.
Also, in his Vibration control Array, I wanted to make the 'vibratory attunement' effect his Always-On effect, b/c it's the only passive one, but the vibration control 'base' effect is a blast... Can I change it so that I 'default' to the passive stuff instead, since they have the same cost and it's basically a container structure that's an alternate effect of Vibration Control?
[sblock=Rumble Revised]
STR: 30(+10)*18 Before Density* (Effective 60 for lifting)
DEX: 10(+0)
CON: 30(+10)
INT: 10(+0)
WIS: 10(+0)
CHA: 10(+0)
Defense: 16(+4 base + 2 Dodge)
Attack: +6 base (+10 Melee, +10 Shockwave)
Grapple: +22 (6 base +10 STR + 6 SuperStrength)
Saves :
Tough: +14 (Impervious: 10 vs energy, 14 vs physical) (Reflective: Physical)
Fort +10(10con) Ref +5(5) Will +5(5)
Init : +0
Speed: 100'/round, 10 MpH (Flight), 100'/round, 10 Mph(Burrowing)
Knockback: 16
Skills:
Feats: Attack specialization: Shockwave 2, Attack Focus:Melee 4, Dodge Focus 2
Powers:
*Density 6 [Continuous/Permanent, Innate(1)] (19pp)
*+12 Str, +3 Impervious Toughness, +2 Immovable, +2 Super-Strength, 6' Tall, 1000 Lbs]
Enhanced Super-Strength 4 [on top of density's 2 = 6] (8pp)
Feature: Partial Levitation [subconscoiusly uses his flight to dampen his weight when walking, so he doesn't damage floors/sidewalks. (Continuous)] (1pp)
Protection 1 [Impervious+11, Limitedhysical(4); Reflective+14, Physical] (24pp)
Flight 1 [10 Mph; Limited - Not in Vacuum or Water(-1)] (1pp)
Vibration Control 10 (22 pp + 5 Alt Powers = 27 pp)
MAIN : Earthquake [Vibration Control 10, Area:Burst, Duration: Concentration, Touch Range, Progress Area (10'/rank), Indirect (From Ground)] *Limited: contact with solid surface. (ground, building, etc).
AP: Shockwave [Vibration Control 10, normal blast]
AP: Crumble [Corrossion 10, Limited: Objects]
AP: Stun 10
AP: Trip 10
AP: Vibratory Attunement [Super-Movement(Sure-Footed 4, Water-Walking 1, Affects Others); Super-Senses (Tremorsense, Echolocation); Burrowing 4 (Ranged)]
Trade-offs: -4 Def, +4 Toughness
28 Abilities + 10 Saves + 8 Feats + 20 Combat + 80 Powers = 146/150pp
4pp left
His true past and Origin are a mystery - Even to himself. He can't remember anything earlier than about 10 years ago, during his teens. He remembers waking up one morning in a ditch, not remembering anything, and seeing blown up vehicles all around. There was some sort of monster lurching down the high way, throwing cars left and right. Someone had to stop it, and at that moment, the earth started shaking, and Rumble knew that he was that Someone.
[sblock=background possibilities]
#1 : He's an Alien from a high-gravity, high-density world. His species are all very big, dense, strong, and can fly. THe vibration power was something strange in him.. like a mutation for a human.
#2 : Second Generation Super-Hero. He has some aspects of both of his parents (Flight/Strength), as well as powers of his own.(The Vibrations)
Either way, Rumble wouldn't know any of this, of course, since he woke up dazed and fighting a monster one day. When I decide on one of the backgrounds I'll flesh it out a bit more [/sblock]
[/sblock]
I have a couple things left I have to check, but I think that's pretty much it.
Also, in his Vibration control Array, I wanted to make the 'vibratory attunement' effect his Always-On effect, b/c it's the only passive one, but the vibration control 'base' effect is a blast... Can I change it so that I 'default' to the passive stuff instead, since they have the same cost and it's basically a container structure that's an alternate effect of Vibration Control?
Shayuri said:Given that he didn't know that would happen, it'd be a bit jerky, yeah.![]()
Density is +2 str/rank. 6 X 2 = 12. 12 + 18 = 30.Only a couple of minor things.
Having a 18 base strength and a 6 density makes it a 32 str total. I assume you want a 16 base strength instead?
OKThis AP
Vibratory Attunement [Super-Movement(Sure-Footed 4, Water-Walking 1, Affects Others); Super-Senses (Tremorsense, Echolocation); Burrowing 4 (Ranged)]
All the permanent effects would be considered bought from permanent to sustained.
You have the affects others extra this ONLY affects others. To affect yourself and others it has to be a +1 extra and would make it too many points for the AP.
To buy burrowing to ranged from personal would be a +2 extra.
Without either of those it is 20 pp altogether in the slot. Add those extras it would be 33pp.
Yeah, Life can sure get in the way of fun sometimes, eh?Yeah..I wish I had known earlier that there would be a week-long absence, but I don't wish to punish someone for real life.
So then Best Case scenario would be starting the 18th-19th? (Providing we get the character done friday night)
Jemal said:Density is +2 str/rank. 6 X 2 = 12. 12 + 18 = 30.
Actually, I DID count affects others as +1.
Sure footed 4, water-walking 1 is 5pp normall. Affects Others +1 on them = 10 pp.
Tremorsense and Echolocation each cost 3 ranks = 6pp.
Burrowing is 1pp/rank = 4pp. I screwed up on the Ranged though, so I'll just leave burrowing at normal. that's a total of 20pp.
Also,
Yeah, Life can sure get in the way of fun sometimes, eh?
18th-19th works for me... Or Shayuri's suggestion.
hero4hire said:Super-Movement costs 2pp per rank to start so 5 ranks costs 10pp, affects others brings it to 15pp.