Character Development: Impulse.   Posted by Guardian.Group: 0
Guardian
 GM, 14 posts
Tue 21 Jul 2020
at 19:26
Character Development: Impulse
PL 10

A thread for character discussion and development.

Once the character is finalized, this thread will be made private.

All characters get the following gear free:
Protective CostumeProtection +2, Immunity (Fire), RemovableCost 1
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Impulse
 player, 1 post
Wed 22 Jul 2020
at 05:00
Character Development: Impulse
Here is my 1st draft with playing around with the PP on Hero Lab.  I tried to go for the array of speed powers reflecting what he has done in the past when faced with problems that he needed to deal with.  I also left 10 PP in reserve for developing of new powers in the array as he comes up with new ideas.  Most of his powers are not at full potential compared to his PL right now to further show his still developing nature here.

The supersonic punch is the notable exception here as that one requires his full power to pull off.  Right now that power would require him to take a full round to run away to the distance of 2 miles, and then a second round to run back in to deliver the blow--though the hit should be substantially a devastating to a target due to the penetrating nature of it.

His affliction attack is creative use of his natural vibration when he uses his speed.  he actually found this power by accident when saving a group of girls from some nefarious meta humans as he managed to stun one of them with a touch--though it was not until later he realized how he did it.

The Deflect ability is much like what Quicksilver was doing in the X-men: Days of Future Past. Impulse discovered because he is moving so fast and his thoughts were so sped up he could see the world around him as if it was moving in super slow motion.  He could also alter things to save people from say flying bullets or melee attacks.  Sadly he cannot (yet) do anything about energy based attacks, but anything physical happening he can manipulate so as it will not harm others.

Skills and languages are all set up to reflect his learning up to this point.  He might not have taken to medicine, but he retains a basic treatment skill learned from a first aid course.  Elective classes that he liked included a basic boxing class and both Spanish and Japanese languages.  He retains these skills due to his eidetic memory.

Some of his more social skills reflect his having to deal with his pushy parents and older siblings growing up.  Not a great liar, but he is a decent persuader.  His passion for computers and gaming is where his technology skill comes from.  He is not a great driver though and does not own a car.

Here is the build:

Impulse - PL 10

Strength 4,
Stamina 3,
Agility 8,
Dexterity 5,
Fighting 2,
Intellect 5,
Awareness 0,
Presence 0

Advantages
Eidetic Memory,
Improved Disarm,
Improved Initiative,
Improved Trip,
Instant Up,
Languages 2,
Move-by Action,
Uncanny Dodge

Skills
Acrobatics 2 (+10),
Athletics 2 (+6),
Close Combat: Super Sonic Punch!: Damage 10 8 (+10),
Close Combat: Vibrational Distruption: Affliction 8 4 (+6),
Deception 2 (+2),
Insight 3 (+3),
Perception 5 (+5),
Persuasion 5 (+5),
Sleight of Hand 2 (+7),
Technology 5 (+10),
Treatment 2 (+7)

Powers
Extraordinary Speedy Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited: Must keep moving to maintain these effects)

Super Fast Healing: Regeneration 2 (Every 5 rounds; Persistent)


Super Speed Feat Array:
---Super Sonic Punch!: Damage 10 (kinetic, vibration, DC 25; Penetrating 10, Precise; Limited: Requires Run up of at least 10,000 feet (about 2 miles) before the strike)
---Turn Away the Attacks: Burst Area Deflect 8 (kinetic; Burst Area: 30 feet radius sphere, DC 18, Selective; Limited: Can only deflect physical attacks, Reduced Range: close)
---Vibrational Distruption: Affliction 8 (kinetic, vibration, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)


Super-speed (Advantages: Improved Initiative)
   Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
   Speed: Speed 9 (Speed: 1000 miles/hour, 2 miles/round)


Super Suit (Free device, Removable)
   Flexible Armor Padding: Protection 2 (+2 Toughness)
   Guardian Comlink (Free device, Removable)
      Guardian Comlink: Radio Communication 2 (Subtle: encrypted)
   Super Suit Fire Immunity: Immunity 5 (Damage Effect: Fire)


Offense
Initiative +12
Grab, +2 (DC Spec 14)
Super Sonic Punch!: Damage 10, +10 (DC 25)
Throw, +5 (DC 19)
Unarmed, +2 (DC 19)
Vibrational Distruption: Affliction 8, +6 (DC Fort 18)

Complications
Identity: He is keeping his identity a secret, however not for the reasons most would assume.  He is trying to keep his family from finding out he is still alive as he lost contact with them during the chaos after the Flash incident and out of vindictive decision born from the pain from their attitude towards him from his college experiences, he has decided to keep his being alive from them.  To the public he is simply Impulse.  To his teammates he has conceded in giving the nickname Mattie to them should they wish to call him something other than his professional name: Impulse.

Quirk: Being inherently a lazy but intelligent person, Mattie has an need to try to find the easiest way out for any situation.  Ironically he may end up spending a lot more time and energy on this than just doing a task and getting it over with without even realizing it.

Languages
English, Japanese, Spanish

Defense
Dodge 10, Parry 5, Fortitude 8, Toughness 5, Will 8

Power Points
Abilities 54 + Powers 40 + Advantages 8 + Skills 20 (40 ranks) + Defenses 18 = 140
Guardian
 GM, 55 posts
Wed 22 Jul 2020
at 05:36
Character Development: Impulse
Okay I see a small issue.

You upped the rank on the Immunity Fire on the free suit to 5. That means you could get hit by a flamethrower and not get burned. You have to spend the points to increase it. The initial suit is meant to help agents survive in house fires and such for rescue operations. They're better than regular clothes, but they couldn't hold up to that.

Basically the standard suit at rank 1 means no saving throw to work in a fire environment, not real immunity to fire. It is okay to get that, but it will add cost.
Impulse
 player, 4 posts
Wed 22 Jul 2020
at 05:54
Character Development: Impulse
Oops.  I thought the immunity to fire was to damage effect not environmental condition so it was my confusion.  I will correct this.
Impulse
 player, 5 posts
Wed 22 Jul 2020
at 06:01
Character Development: Impulse
Changed the suit to just this:
Super Suit (Free device, Removable)
   Flexible Armor Padding: Protection 2 (+2 Toughness)
   Guardian Comlink (Free device, Removable)
      Guardian Comlink: Radio Communication 2 (Subtle: encrypted)
   Super Suit Fire Immunity: Immunity 1 (Environmental Condition: Heat/fire)
Guardian
 GM, 65 posts
Wed 22 Jul 2020
at 07:44
Character Development: Impulse
You have a major defense in with your attacks. You sure about that?

 Also a INT check roll might be good on the reflection. Impulse is not a martial artist snatching something out of the air and tossing it back at the thrower by their own skill, taking into consideration the opponent's movements, their experience, etc. Impulse would just be redirecting it back the way it came. So you would not be able to adjust to hit them if they were moving themselves for instance. It would work great if they were just standing there plugging away, but no one does that. It would be something to buy off later with more experience basically. Also a natural 1 might mean you miss judged and someone else got hit.
Impulse
 player, 6 posts
Wed 22 Jul 2020
at 15:52
Character Development: Impulse
my intention with the deflect power is not to hit the attackers but to protect...

oh wow I just realized my mistake on that.  Hold on I have an idea...


Super Speed Feats
---Enter the Matrix: Shapeable Area Protection 5 (kinetic, +5 Toughness; Shapeable Area: 30 cft., DC 15; Limited: can only defend against physical attacks)

---Super Sonic Punch!: Damage 10 (kinetic, vibration, DC 25; Penetrating 10, Precise; Limited: Requires Run up of at least 10,000 feet (about 2 miles) before the strike)

---Vibrational Distruption: Affliction 8 (kinetic, vibration, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)


This I think better reflects what I intended.  So it offers an AOE protection so he could run around and move bullets or nudge punches or kicks so they miss the targets essentially giving others inside the shapeable area a better defense against physical attacks only.  This would not change the PP used total as it is part of the array.  It also reflect the fact he cannot use other powers in his array while performing this defense.
Guardian
 GM, 72 posts
Wed 22 Jul 2020
at 23:42
Character Development: Impulse
This actually makes more sense to me then the deflect. You're just helping out for a split nano second and might mess up. Hence they fail their DC anyway. I would add an extra (Limited: Only effects attacks he can see) worth zero points then I approve, and you're ready to roll.
Impulse
 player, 7 posts
Thu 23 Jul 2020
at 14:52
Character Development: Impulse
As per the changes discussed, here it is all at once!

Impulse - PL 10

Strength 4,
Stamina 3,
Agility 8,
Dexterity 5,
Fighting 2,
Intellect 5,
Awareness 0,
Presence 0

Advantages
Eidetic Memory,
Improved Disarm,
Improved Initiative,
Improved Trip,
Instant Up,
Languages 2,
Move-by Action,
Uncanny Dodge

Skills
Acrobatics 2 (+10),
Athletics 2 (+6),
Close Combat: Super Sonic Punch!: Damage 10 8 (+10),
Close Combat: Vibrational Distruption: Affliction 8 4 (+6),
Deception 2 (+2),
Insight 3 (+3),
Perception 5 (+5),
Persuasion 5 (+5),
Sleight of Hand 2 (+7),
Technology 5 (+10),
Treatment 2 (+7)

Powers
Extraordinary Speedy Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited: Must keep moving to maintain these effects)


Super Fast Healing: Regeneration 2 (Every 5 rounds; Persistent)


Super Speed Feat Array:
---Enter the Matrix: Shapeable Area Protection 5 (kinetic, +5 Toughness; Shapeable Area: 30 cft., DC 15; Limited: can only defend against physical attacks that he can see)
---Super Sonic Punch!: Damage 10 (kinetic, vibration, DC 25; Penetrating 10, Precise; Limited: Requires Run up of at least 10,000 feet (about 2 miles) before the strike)
---Vibrational Distruption: Affliction 8 (kinetic, vibration, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)


Super Suit (Free device, Removable)
   Flexible Armor Padding: Protection 2 (+2 Toughness)
   Guardian Comlink (Free device, Removable)
      Guardian Comlink: Radio Communication 2 (Subtle: encrypted)
   Super Suit Fire Immunity: Immunity 1 (Environmental Condition: Heat/fire)


Super-speed (Advantages: Improved Initiative)
   Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
   Speed: Speed 9 (Speed: 1000 miles/hour, 2 miles/round)


Offense
Initiative +12
Grab, +2 (DC Spec 14)
Super Sonic Punch!: Damage 10, +10 (DC 25)
Throw, +5 (DC 19)
Unarmed, +2 (DC 19)
Vibrational Distruption: Affliction 8, +6 (DC Fort 18)

Complications
Identity: He is keeping his identity a secret, however not for the reasons most would assume.  He is trying to keep his family from finding out he is still alive as he lost contact with them during the chaos after the Flash incident and out of vindictive decision born from the pain from their attitude towards him from his college experiences, he has decided to keep his being alive from them.  To the public he is simply Impulse.  To his teammates he has conceded in giving the nickname Mattie to them should they wish to call him something other than his professional name: Impulse.

Quirk: Being inherently a lazy but intelligent person, Mattie has an need to try to find the easiest way out for any situation.  Ironically he may end up spending a lot more time and energy on this than just doing a task and getting it over with without even realizing it.

Languages
English, Japanese, Spanish

Defense
Dodge 10,
Parry 5,
Fortitude 8,
Toughness 5,
Will 8

Power Points
Abilities 54 + Powers 40 + Advantages 8 + Skills 20 (40 ranks) + Defenses 18 = 140
Guardian
 GM, 90 posts
Fri 24 Jul 2020
at 00:01
Character Development: Impulse
quote:
Impulse - PL 10

Strength 4, Stamina 3, Agility 8, Dexterity 5, Fighting 2, Intellect 5, Awareness 0, Presence 0

Advantages
Eidetic Memory, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Languages 2, Move-by Action, Uncanny Dodge

Skills
Acrobatics 2 (+10), Athletics 2 (+6), Close Combat: Affliction: Affliction 8 4 (+6), Close Combat: Damage: Damage 10 8 (+10), Deception 2 (+2), Insight 3 (+3), Perception 5 (+5), Persuasion 5 (+5), Sleight of Hand 2 (+7), Technology 5 (+10), Treatment 2 (+7)

Powers
Array 1
   Affliction: Affliction 8 (vibration, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)
   Damage: Damage 10 (vibration, DC 25; Penetrating 10, Precise; Limited)
   Protection: Shapeable Area Protection 5 (+5 Toughness; Shapeable Area: 30 cft., DC 15; Limited)
Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited)
Immunity: Immunity 1 (Environmental Condition: Choose Condition)
Protection: Protection 2 (Removable, +2 Toughness)
Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
Regeneration: Regeneration 2 (Every 5 rounds; Persistent)
Speed: Speed 9 (Speed: 1000 miles/hour, 2 miles/round)

Equipment
New Constructed Device [No Cost] [No Cost] [Immunity: Immunity 1, Environmental Condition: Choose Condition; Protection: Protection 2, Removable, +2 Toughness]

Offense
Initiative +12
Affliction: Affliction 8, +6 (DC Fort 18)
Damage: Damage 10, +10 (DC 25)
Grab, +2 (DC Spec 14)
Throw, +5 (DC 19)
Unarmed, +2 (DC 19)

Complications
- Custom Complication -
- Custom Complication -

Languages
Japanese, Native Language, Spanish

Defense
Dodge 10, Parry 5, Fortitude 8, Toughness 5, Will 8

Power Points
Abilities 54 + Powers 39 + Advantages 9 + Skills 20 (40 ranks) + Defenses 18 = 140

Validation: Movement: Movement 3 - Limited: Domain must be specified; Damage: Damage 10 - Limited: Domain must be specified; Protection: Shapeable Area Protection 5 - Limited: Domain must be specified


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Looks like you're all set.
Impulse
 player, 15 posts
Sun 26 Jul 2020
at 19:46
Character Development: Impulse
Is it possible to create a new addition to my power array on the fly using extra effort or something?  I am not sure how I can do that.
Prodigy
 player, 60 posts
 I'm smarter then you,deal
Sun 26 Jul 2020
at 19:49
Character Development: Impulse
In reply to Impulse (msg # 11):

That would be a Power Stunt: https://www.d20herosrd.com/#POWER_STUNT
Impulse
 player, 17 posts
Mon 27 Jul 2020
at 23:53
Character Development: Impulse
I think I did that right from what I read about how to power stunt.  As I was preparing to do this I realized I have never even tried a power stunt before so I hope I didn't screw it up.

I was using this part of my array as the stepping off point:

Array 1
  Vibrational Disruption: Affliction: Affliction 8 (vibration, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)


I essentially made it into this alternate power:

  Viobrational Static Discharge: Damage:  Damage 8 (electricity toughness DC23)


I assumed that the roll to hit was based on the base power I was stunting so I rolled that.  I couldn't find anything saying otherwise.  However, if not, then please let me know.  :)
Prodigy
 player, 66 posts
 I'm smarter then you,deal
Wed 29 Jul 2020
at 00:19
Character Development: Impulse
It looks right to me. You'd have to verify from Guardian though.

You are still doing an Extra Effort, so still suffer the fatigue.

Since it's an alternate power as far as I know the roll to hit is based off the new power, but I do remember reading somewhere that a GM can if they choose say an array all use the same roll.

Of course this is just a power stunt, so using the same roll may fit anyway? No idea. Guardian's call again. lol
Guardian
 GM, 124 posts
Wed 29 Jul 2020
at 00:55
Character Development: Impulse
Yep this would be a Power Stunt. You would suffer from fatigue, but since the combat is pretty much over it is irrelevant.

Good job thinking this up.
Prodigy
 player, 67 posts
 I'm smarter then you,deal
Wed 29 Jul 2020
at 01:04
Character Development: Impulse
In reply to Guardian (msg # 15):

Yeah, the combat being over might be Prodigy's fault. :) She hates being shot. lol
Impulse
 player, 18 posts
Wed 29 Jul 2020
at 01:21
Character Development: Impulse
Oh jeeze I just realized that.  You probably nullified the whole sim.  LOL


Yeah thinking up things on the fly is his way.  Hence the name Impulse.  :)