PL: 10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)
Str 12 (+1) Dex 22 (+5) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)Skills:
Acrobatics 4 (+13), Climb 4 (+9), Diplomacy 4 (+6/+10), Drive 4 (+9), Escape Artist 4 (+13), Notice 4 (+5), Pilot 4 (+9), Sense Motive 4 (+5), Stealth 4 (+13)Feats:
Equipment 2, Set-Up, Teamwork Powers: Genetically Engineered:
Enhanced Feat 1 [Attractive]
Enhanced Reflex Save 5
Enhanced Skills 3 [Acrobatics +4; Escape Artist +4; Stealth +4]Wild Luck:
Enhanced Feats 43 [Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Thrown Item) 4, Defensive Roll 4, Dodge Focus 8, Elusive Target, Evasion 2, Improved Defense 2, Improved Initiative, Improved Ranged Disarm, Luck 4, Precise Shot, Ranged Pin, Throwing Mastery 7, Uncanny Dodge 2 (audio, visual)]
Probability Control 10 (Flaw: Side Effect [turn Jinx on him if his motives are selfish, or evil]); (Drawback: Noticeable [Glowing Eye])Saves:
Toughness +8*/+3**/+2 [*Leather Jacket & Defensive Roll/**Leather Jacket]
Attack +4/+8 (Melee)/+12 (Thrown Items)
Defense +12 (+2 flat-footed)
Leather Jacket [+1 Toughness; Subtle]
Throwing Blades [+1 Damage; Critical 19-20]Costs: Attributes 28+ Skills 9+ Feats 4+ Powers 83+ Saves 10+ Combat 16= 150 pts.Complications: Not From Around Here:
Longshot’s lack of understanding of general knowledge of the world (such as working for a paycheck, how to spend money, asking why people eat slaughtered baby chickens with slices of burnt pig sides and many, many other things) combined with his only having three fingers per hand, mark him as someone not normal and tends to make him stand out.Luck Is Fickle:
If Longshot overuses the Probability Control of his Wild Luck power it can backfire against him, creating an equal and opposite "bad luck" effect on him or his teammates.
So since CD asked for him I figured I’d give a try on building Longshot.
Pretty much the standard Fortunate Hero overall, loads of Probability Control to use to improve any one skill rolled per turn (which is one reason most of his skills are so low in rank). But Longshot really isn’t a skill monkey type of character, in a team dynamic he‘s more about being able to stall a foe until the big hitter is ready to deal with them. Then he’s working to help the big hitter to connect with said bad guy.
Player’s need to be careful of being too reliant on Probability Control to make sure Longshot’s skill checks don’t suck, with his flaw (Luck is Fickle) it will come back to bight you on the hind end pretty quick if it’s used almost every time (something the GM needs to keep a mental tally of in the back of his head during game play).
The player also needs to be sure to keep Longshot out of melee, he’s way too fragile a build for that kind of stuff. He’s meant to be moving around, throwing whatever is at hand (normally his throwing blades but he can use anything lying around) to keep a foe’s focus on him and not what’s going on around them. Make use of Longshot’s Improved Defense 2 to stay safe, that will make him extremely hard to hit by most standards and will go a long way to keeping him in the fight.