Metrocity in Peril - D20 Super Hero
A student of history, trying to keep it from repeating.
Archenemy, Secret Identity, Weakness (Psychological: Severe Storms)
Mental, Mighty, Swift, Mental, Swift, Alert
Str 20/12 (With/without powers – 4 points)
Dex 24/12 (With/without powers – 4 points)
Con 16 (10 points)
Wisdom 16 (Increased from 15 at level 4 – 8 points) )
Int 16 (10 points)
Cha 10 (Reduced by 2 due to Ability Decay – 4 points)
HP: 60 (with the green belt)
Ref: 10/3 (with/without powers)
Massive Damage Threshold: 16
Character 1 – Super Dexterity 2 (Nullification – Strong Magnetic Field)
Mental 1 – Teleportation 2 (Distracting)
Mighty 1 – Super Strength 2 (Nullification – Strong Magnetic Field)
Character 3 – Super Senses 1
Swift 1 – Super Dexterity 3 (Nullification – Strong Magnetic Field)
Alert 1 – Hold 2 (Concentration)
Character 6 – Super Senses 2
Drawback Feat 1: Light Armor Proficiency
Drawback Feat 2: Endurance
Drawback Feat 3: Diehard
Starter Feat: Simple Weapons Proficiency
Starter Feat: Personal Firearms Proficiency
Starter Feat: Heroic Surge
Character 3: Combat Martial Arts
Swift 2: Point-Blank Shot
Mental 2: Surgery
Character 6: Precise Shot
Super Dex 1 – Acrobatic
Super Dex 2 – Athletic
Super Dex 3 – Quick Draw
Climb (Str) – 1
Swim (Str) – 1
Jump (Str) – 1
Move Silently (Dex) – 6
Hide (Dex) – 6
Tumble (Dex) – 2
Pilot – (Dex) – 1
Drive (Dex) – 1
Concentration (Con) – 7
Knowledge (History) (Int) – 6
Knowledge (Tactics) (Int) – 6
Profession (Historian) (Wis) – 9
Repair (Int) – 6
Research (Int) – 3
Computer Use (Int) – 3
Spot (Wis) – 2
Knowledge (Technology) (Int) – 3
Knowledge (Business) (Int) – 3
Read/Write Language – 3 (French, Chinese, Spanish)
Speak Language – 3 (French, Chinese, Spanish)
Decipher Script (Int) – 3
Disable Device (Int) – 4
Search (Int) – 3
Treat Injury (Wis) – 6
Investigate (Int) – 2
Wealth Progression (assuming average on all dice rolls):
Start: 6 (5 from 2d4 + 1 from profession)
End: Roll 10 (die) + 3 (wis) + 4 (ranks) = 17 vs 6
Start: 9 (+3 from last roll)
End: Roll 10 (die) + 3 (wis) + 5 (ranks) = 18 vs 9
Start: 11 (+2 from last roll)
End: Roll 10 (die) + 3 (wis) + 6 (ranks) = 19 vs 11
Start: 13 (+2 from last roll)
End: Roll 10 (die) + 3 (wis) + 7 (ranks) = 20 vs 13
Start: 15 (+2 from last roll)
End: Roll 10 (die) + 3 (wis) + 8 (ranks) = 21 vs 15
Start: 17 (+2 from last roll)
Combat Fear (-4)
Lost Arm (-3)
Ability Decay – CHA (-4)
Special Rules Per Discussion: Vulnerable to EMP. Cybernetics can self repair very slowly thanks to Jonas’ nano-tech.
Effective Wealth for purchasing Cybernetics: 28
Restricted License (DC 15) – Needed for Rage Implant
Rage Implant (DC 24)
The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.
The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.
At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
The increased Constitution triggered by the rage implant in now way obviates the negative levels bestowed for having too many cybernetic attachments.
Advanced Prosthetic Arm (DC 22) – Replaces missing arm. Looks normal. Does not count towards cybernetics limit.
Prosthetic Enhancer – +2 (DC 22)
If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage. A prosthetic enhancer does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels.
Medium Subcutaneous Body Armor – (DC 20) – +5 natural armor
Nightvision Optics (DC 19) – Provide Darkvision 60
Anti-Shock Implant (DC 15) – Removes cybernetic vulnerability to electricity
Effective Wealth remaining: 23
Rail Gun (DC 24, 3d12 damage, 100 foot range increments)
Display Contacts/HUD (DC 16)
One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.
Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer’s optical nerve and tampers with the signals sent to the brain.
The standard HUD can be used to highlight the outline of a person or object on voice command, granting a +2 bonus on Spot checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time.
Advanced Medkit (DC7) – Combined first aid, medical, and surgery kit. +2 to all Treat Injury checks.
Morphic Disguise Kit (DC 12) – Provides +6 to disguise checks, can alter disguise on command.
Minaturized Fusion Torch (DC10) – Tiny, 3d10 damage/round to stationary objects, 1d10 as an improvised weapon.
Effective wealth remaining: 21
Actual wealth remaining: 17
Sonic Pulse Pistol (DC 21) (-2 to wealth)
Bulletproof Shirt (DC13)
Laser Pistol (DC22) (-2 to wealth – en route)
Wealth remaining: 13