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Witch Doctor
May 15th, '04, 03:53 PM
Character Name: Guardian Spirit

"You may go in now, Mr. Mhouwie," the secretary said, smiling at him. Mbe
looked at the door, it seemed to grow to prodigious size in front of him
just as the knot in his throat was growing. "He's waiting for you," the
secretary prompted, kindly. "Uh..oh yes, sure, thank you," he replied.
It was as if his entire life had guided him to this one moment, though
he'd never realized it before. He knew this was the right thing for him,
though he didn't know why. ZOS was looking for superheroes. What did he
bring to the table?
Unbidden, the memory of his grandmother came to mind. It was something
she'd said when he was seven. Her rice paper hands rested comfortingly
against each of his cheeks. She'd told him that the spirits had selected him
for something special in life, some greater purpose. He'd thought it was
the kind of thing any grandmother would tell her grandson. Of course, his
grandmother had been known in the community as a powerful medicine woman.
He'd never shown any super powers, though. He couldn't fly, or shoot energy
beams.
He was about to turn away from the door and head back to his regular life,
hopefully this embarrassment would be forgotten.
Officer Ife had been so proud of him as a soldier in the security forces
of ZOS. Mbe had joined those forces a few years back, after he'd left South
Africa. He'd left that country with nothing but the clothes on his back and
those were more holes than clothes. But ZOS had been good to him and
Officer Ife, his commanding officer, had been like a second father to him.
He'd needed that. His own father, his whole family, had died shortly after
the conversation he'd had with his grandmother.
His grandmother had been a strong believer that the real powers of the
indigenous people lay in their spiritual roots. It was there, she believed,
that they'd gain the power to reclaim their freedom. His father, however,
had been more of a realist. He believed in the power of guns and
ammunition, the more guns and ammunition, the more power he had. It was
that that got his family killed.
It was what they called "the second youth day rebellion". None remembered
it any more. It ended within twenty-four hours after when it started, with
soldiers breaking into the homes of everyone involved and killing everyone
in sight. Why had he survived? He remembered the soldier looking at him
down the barrel of a rifle, he had been only seven at the time, and Mbe had
waited for the resounding bang of gunpowder and his life to come to an end.
Instead, the soldier had moved on. Mbe had spent several nights dreaming of
that soldier's eyes.
He spent more than a decade after that moving from place to place in South
Africa, making what money he could, staying alive anyway he could. There
wasn't much hope for a black orphan in South Africa, but somehow he'd
managed to survive.
It was shortly after turning 23 that he heard about the new deal with the
ZOS security forces. Crossing the border hadn't been easy, but he'd made
it. He'd dragged himself into a recruiting station, famished and filthy.
It was the first place he'd gone as soon as he got to freedom. They
accepted him.
They were willing to give him the food and medical care that he needed and
he joined the security forces as soon as he was able. That was when their
generosity paid off. He excelled in training. In fact, it was as if, the
harder the task, the better he was at it.
He went on to advanced training and that was when he met Officer Ife who'd
taken an instant liking to him. It had been Officer Ife who had sent him to
this very spot, facing the door heading to the head of ZOS.
His sweaty hands wrapped around the cold metal doorknob and he slowly
turned it.
Taking a big gulp, as if to swallow the knot in his throat, he headed
inside.

Powers:
Mbe has been chosen by the Spirit of Africa to act as a Guardian of the
people. He can draw on the collective knowledge of all the Spirits of Africa
to function in that position.


Characteristics
Cost/Characteristic/Value
17 Str 23
12 Dex 24
26 Con 23
6 Body 13
3 Int 13
16 Ego 18
17 Pre 27
2 Com 14
0 PD 5
0 ED 5
10 Spd 5
0 Rec 10
0 End 46
0 Stun 36

Combat and Roll Information:
OCV 8
DCV 8
ECV 6
Combat Phases
Str Roll 14
Dex Roll 14
Con Roll 14
Int Roll 11
Per Roll 11
Ego Roll 13
rDef 0/0
Run 6”

Powers
16 MP Celerity
10 MP Pool
1u Superleap +10 (10 Active Points) End Cost 1
1u Run +5 (10 Active Points) End Cost 1
1u Swim +5 (10 Active Points) End Cost 1
1u Speed +1 (10 Active Points) End Cost 1
1u Ground Gliding 12” (12 Active Points) -1/4 End Cost 1
1u Teleport 8” (16 Active Points) RSR: Stealth (-1/2) End Cost 2

104 EC Warrior Spirit’s Guidance
15 Damage Reduction Physical 50% resistant
15 Energy 50% resistant
12 6-5 point CSLs (HtH) costs End (-1/4) End Cost 3
15 Dex + 10
15 Find Weakness on Ferocity 15- End Cost 0
17 Missile Reflection RSR Tactics (-1/2) End Cost 0

Balls to the Wall
3 +20 Str Costs 10x End (-4) Requires an Ego roll (-3/4) End Cost 20
2 +10 to Celerity Multipower 10x End (-4) Requires an Ego roll (-3/4) End Cost 10

17 Ferocity +1/2 Variable Advantage on 23 Str (+3/4)
17/15 Ferocity 3d6 HTH +1/2 Variable Advantage (+3/4) HtH Required Lim (-1/2)

Skills
9 Z-Optima Package
AK: Southern Africa
Credential: Z-Optima Membership
Credential: South African Regional Police Powers
Criminology
Deduction
KS: The History of the Southern African Region
KS: Known Superhuman Criminals 11 or less
KS: Purity Int + 1
KS: Mythology of the World 11 or less
Money: $150,000
Science: Anthropology 11 or less
Science: Archaeology 11 or less
Z-Optima Base
Z-Optima Communicator
Hunted by Purity 8 or less
Monitored by Z-Optima Syndicate 14 or less
Social Limitation: Publicly Known in South African Region 8 or less

26 Military Package
Breakfall
Bureaucratics 11 or less
Climbing
CSLs: +1 w Small Arms
Demolitions
Interrogation 11 or less
KS: Customs and History of the ZOS 11 or less
KS: Drill and Ceremony 11 or less
KS: The Military Lifestyle
KS: Military Related Knowledge
KS: Military Related Knowledge
Martial Arts Commando Training 15 points
Navigation (Orienteering)
Paramedic 11 or less
PS: Instructor 11 or less
PS: Military Serviceman (ZOS Spec Ops)
Stealth
Survival (Savannah)
Tactics 11 or less
Tracking
TF: Parachute
TF: Small Boats
WF: Knives
WF: Grenades
WF: Small Arms
Dist Features: Military Bearing
Psych Lim: Doesn’t Scare Easily
Psych Lim: Elite Attitude
Psych Lim: Looks Down on Members of the Other Services as “Soft”
Psych Lim: Patriotic Regarding South African Region
Soc Lim: Civilians Just Don’t Get It
Soc Lim: Sees any Stranger as a Potential Enemy

4 Street Detective
Interrogation
KS: The Criminal World 11 or less
Criminology 11 or less
Shadowing
Skill Level: +1 with Criminology, Deduction, and Forensic Med
Streetwise
Lockpicking
Psych Lim: Driven to Solve the Mystery
3 Analyze
3 Acrobatics
3 Conversation
10 Defense Manuever
5 Rapid Attack
1 Tactics
3 Teamwork

Talents
12 Combat Luck rDef 6/6

Disadvantages
List by type of disadvantage then alphabetically

Point Totals
Char 109
Powers 159
Skills 67
Martial Arts
Talents 12
Perqs 0
Overall Cost 347

Southern Cross
May 15th, '04, 08:46 PM
Ok,where do I begin?
First of all,the Celerity multipower,as bought,has to have a minimum reserve of 16 Active Points,the same Active Points as the Teleportation ultra slot.
Secondly,the EC is technically illegal under 5th Edition rules as only one power (the combat levels) costs END.
And now to the third flaw I spotted -the fact that,in order to purchase +1/2 Variable Advantage as a a +3/4 Advantage,the character is limited to a set number of mimickiable Advantages (usually four or less).However,you have not listed the set of advantages required.

Vorsch
May 15th, '04, 11:19 PM
Character Name: Guardian Spirit

Characteristics
Val / cost
23 Str 13
12 Dex 12 ( 24 with EC )
23 Con 26
13 Body 6
13 Int 3
18 Ego 16
27 Pre 17
14 Com 2
5 PD 0
5 ED 0
3 Spd 6
10 Rec 0
46 End 0
36 Stun 0

Char 131

Combat and Roll Information:
OCV 8
DCV 8
ECV 6
Combat Phases
Str Roll 14
Dex Roll 14
Con Roll 14
Int Roll 12
Per Roll 12
Ego Roll 13
rDef 0/0
Run 6”

Powers
10 MP Celerity
1u Superleap +10, End Cost 1
1u Run +5, End Cost 1
1u Swim +5, End Cost 1
1u Speed +1, End Cost 1
1u Ground Gliding 10”
1u Teleport 5”, End Cost 1

15 EC Warrior Spirit’s Guidance
15 Physical Dam Red 50% resistant
15 Energy Dam Red 50% resistant
10 HTH levels 6, costs End (-1/2) End Cost 3
15 Dex + 10
15 Find Weakness on Ferocity 15-
17 Missile Reflection all, RSR tactics -1/2

Balls to the Wall
3 +20 Str Costs 10x End (-4) RSR ego roll -/12 End Cost 20
2 +10 to Celerity Multipower 10x End (-4) End Cost 10

23 Ferocity +1/2 Variable Advantage on 23 Str (+1)
20 Ferocity 3d6 HTH +1/2 Variable Advantage (+1) HtH Required Lim (-1/2)

Skills
9 Z-Optima Package
AK: Southern Africa
Credential: Z-Optima Membership
Credential: South African Regional Police Powers
Criminology
Deduction
KS: The History of the Southern African Region
KS: Known Superhuman Criminals 11 or less
KS: Purity Int + 1
KS: Mythology of the World 11 or less
Money: $150,000
Science: Anthropology 11 or less
Science: Archaeology 11 or less
Z-Optima Base
Z-Optima Communicator
Hunted by Purity 8 or less
Monitored by Z-Optima Syndicate 14 or less
Social Limitation: Publicly Known in South African Region 8 or less

26 Military Package
Breakfall
Bureaucratics 11 or less
Climbing
CSLs: +1 w Small Arms
Demolitions
Interrogation 11 or less
KS: Customs and History of the ZOS 11 or less
KS: Drill and Ceremony 11 or less
KS: The Military Lifestyle
KS: Military Related Knowledge
KS: Military Related Knowledge
Martial Arts Commando Training 15 points
Navigation (Orienteering)
Paramedic 11 or less
PS: Instructor 11 or less
PS: Military Serviceman (ZOS Spec Ops)
Stealth
Survival (Savannah)
Tactics 11 or less
Tracking
TF: Parachute
TF: Small Boats
WF: Knives
WF: Grenades
WF: Small Arms
Dist Features: Military Bearing
Psych Lim: Doesn’t Scare Easily
Psych Lim: Elite Attitude
Psych Lim: Looks Down on Members of the Other Services as “Soft”
Psych Lim: Patriotic Regarding South African Region
Soc Lim: Civilians Just Don’t Get It
Soc Lim: Sees any Stranger as a Potential Enemy

4 Street Detective
Interrogation
KS: The Criminal World 11 or less
Criminology 11 or less
Shadowing
Skill Level: +1 with Criminology, Deduction, and Forensic Med
Streetwise
Lockpicking
Psych Lim: Driven to Solve the Mystery
3 Analyze
3 Acrobatics
3 Conversation
10 Defense Manuever
5 Rapid Attack
1 Tactics
3 Teamwork

Talents
12 Combat Luck rDef 6/6

Disadvantages
List by type of disadvantage then alphabetically

Point Totals
Char 101
Powers 166
Skills 67
Martial Arts
Talents 12
Perqs 0
Overall Cost 346

Firstly why does str cost 17pts for +13, your spd is four not five your +1 spd is a MP so hence not avaliable all the time. ( also calculated incorectly )

Second i doubt any GM would allow this you have so many illegal powers in your EC , your MP is just a wish list of movement powers you would like. I notice your costs end on the skills is at -1/4 only to activate perchance? the full -1/2 maybe.

Also its pretty confusing to read, your tabs dont show up. Skills should have cost and level easily visible. All your disads are spread all over the place.

and your find weakness on ferocity is a back door way of saying you want find weakness with all str based attacks, you bought it for 1 manuver thats it. no haymakers move thrus etc.

While im not against 0 end powers in a EC ( eg stone body gives armour, life support, Damage red, density always on ,for example ) i find stats in EC completely unacceptable UNLESS they take a default -0lim costs end ( Speedsters could have spd +6 in a EC for example ).

appoligies if i sound harsh, but there really is alot wrong here.

AngryBug
May 15th, '04, 11:59 PM
Also, Vorsch, the DEX in the EC doesn't add to figured characteristics (5E p.92), so SPD would only be 3 (for the 6pts.your "fix" shows) not 4, but would be bumped up to SPD 4 when the MP is used.

Vorsch
May 16th, '04, 12:29 AM
Goes to show we all make mistakes.

Just had experience of EC stats adding to seconderys, got stuck in my mind is all.