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Worldmaker
Jun 4th, '04, 02:17 PM
This is a character I will be playing in the Golden Gate Guardians campaign, set in the GGU. Comments welcome.

EDIT: Please note that any deviation you find from the standard Hero 5th rules are because of Guardians Universe House Rules.



<font size=+1><b>Lawgiver</b></font>

Player: Jack Butler

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val**</b></font></td><td><font size=2><b>Char***</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>23**</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>13</font></td></tr><tr><td align="right"><font size=2>23**</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>23**</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>26</font></td></tr><tr><td align="right"><font size=2>15**</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>18**</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>15**</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>18**</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>10**</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8/16**</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>8/16**</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>5**</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>17</font></td></tr><tr><td align="right"><font size=2>10**</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>50**</font></td><td><font size=2><b>END</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>40**</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>1</font></td></tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"**</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"**</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4 1/2"**</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 140

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost**</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">45**</td><td><b><i>He's Been Doing This For A Long, Long Time And Has Become Damned Good At It: </i></b>Multipower, 45-point reserve*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u**</td><td>1) <b><i>Creature of the Rooftops: </i></b>Clinging (normal STR) (10 Active Points); Only to Perch (-1/2), Cannot Resist Knockback (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u**</td><td>2) <b><i>Deductive Reasoning: </i></b>Retrocognitive Clairsentience (Sight Group) (40 Active Points); Precognition/Retrocognition Only (-1), Time Modifiers (-1/2), Must Have Evidence to Work From (-1/2), Only to Reconstruct Events (-1/2)*</td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u**</td><td>3) <b><i>Expert Climber: </i></b>Clinging (normal STR) (10 Active Points); Cannot Cling to Ceilings (-1/4), Cannot Resist Knockback (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u**</td><td>4) <b><i>Expert Lockpick: </i></b>Desolidification (40 Active Points); Can Only Pass Through Walls Guarded By A Lock (-2), Does Not Protect Against Damage (-1)*</td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u**</td><td>5) <b><i>Knows the Streets Like He Knows The Back of His Hand: </i></b>Mind Scan 8d6 (40 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Can Only Be Used to Locate Criminals (-1/4), Does Not Allow Lawgiver to Use Any Other Mental Powers (-1/4), Does Not Grant Mental Awareness (-1/4)*</td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u**</td><td>6) <b><i>Swinging from Building to Building: </i></b>Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Swingline Gun; -1), Only On Appropriate Terrain (Only Among Buildings Tall Enough From Which to Swing) (-1), Only In Straight Lines (-1/2), No Noncombat Flight (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u**</td><td>7) <b><i>Master of Disguise: </i></b>Shape Shift (Sight Group, limited group of shapes), Imitation, Reduced Endurance (0 END; +1/2) (45 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 3/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3u**</td><td>8) <b><i>Stealthy: </i></b>Invisibility to Sight Group and Normal Hearing , Reduced Endurance (0 END; +1/2) (34 Active Points); Sight Invisibility Only Works In Shadows Or With Cover (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u**</td><td>9) <b><i>Vanishing: </i></b>Teleportation 10" (20 Active Points); Only to Vanish When No One is Looking (-1/2), Only to Locations the Character Could Walk (-1/2), No Noncombat Teleportation (-1/4)*</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">**</td><td> *</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11**</td><td><b><i>Body Armor: </i></b>Armor (8 PD/8 ED) (24 Active Points); OIF (Kevlar Armor; -1/2), Gives No Protection From Knives or Damage Taken From Falling (-1/2), Real Armor (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4**</td><td><b><i>Eyes of the Moon: </i></b>Nightvision (5 Active Points); IIF (Light-Amplifying Lenses; -1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2**</td><td><b><i>Immortal Hunter of the Night: </i></b>Life Support (Longevity 400 Years)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7**</td><td><b><i>Swingline: </i></b>Swinging 16" (16 Active Points); OAF (Swingline Gun; -1), No Noncombat Swinging (-1/4)*</td><td valign="top" align="right">2</td></tr></table><b>Powers Cost:</b> 81

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost**</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">**</td><td>Justice of Marduk Package*</td></tr><tr><td valign="top" align="right">4**</td><td>1) Dance of the Clouds: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*</td></tr><tr><td valign="top" align="right">4**</td><td>2) Fist of Marduk: 1/2 Phase, +0 OCV, +2 DCV, 8 1/2d6 Strike*</td></tr><tr><td valign="top" align="right">5**</td><td>3) Marduk's Fury: 1/2 Phase, -2 OCV, +1 DCV, 10 1/2d6 Strike*</td></tr><tr><td valign="top" align="right">4**</td><td>4) Marduk's Shield: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*</td></tr><tr><td valign="top" align="right">8**</td><td>5) +2 HTH Damage Class(es)*</td></tr></table><b>Martial Arts Cost:</b> 25

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost**</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3**</td><td>-35) AK: San Francisco 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>Computer Programming 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>Concealment 13-*</td></tr><tr><td valign="top" align="right">10**</td><td>Defense Maneuver I-IV *</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">**</td><td>Every Man Skills (Cost: 0 Points)*</td></tr><tr><td valign="top" align="right">0**</td><td>1) Acting 8-*</td></tr><tr><td valign="top" align="right">1**</td><td>2) AK: San Francisco 11 or less *</td></tr><tr><td valign="top" align="right">0**</td><td>3) Climbing 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>4) Computer Programming 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>5) Concealment 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>6) Conversation 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>7) Deduction 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>8) Language: English (idiomatic) (4 Active Points)*</td></tr><tr><td valign="top" align="right">0**</td><td>9) Paramedics 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>10) Persuasion 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>11) PS: Profession 11-*</td></tr><tr><td valign="top" align="right">0**</td><td>12) Shadowing 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>13) Stealth 8-*</td></tr><tr><td valign="top" align="right">0**</td><td>14) TF: Custom Adder, Small Motorized Ground Vehicles*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">5**</td><td>Language: Cantonese (Idiomatic) (4 Active Points)*</td></tr><tr><td valign="top" align="right">4**</td><td>Language: Gang Slang (Idiomatic)*</td></tr><tr><td valign="top" align="right">4**</td><td>Language: Spanish (Idiomatic)*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">**</td><td>Millionaire/Playboy Package (Cost: 3 Points)*</td></tr><tr><td valign="top" align="right">1**</td><td>1) Bribery 8-*</td></tr><tr><td valign="top" align="right">3**</td><td>2) Conversation 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>3) High Society 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>4) KS: The Lifestyle of the Extremely Rich 13-*</td></tr><tr><td valign="top" align="right">15**</td><td>5) Money: Filthy Rich *</td></tr><tr><td valign="top" align="right">-20**</td><td>6) Monitored by the Media 14 or less *</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">3**</td><td>Paramedics 13-*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">3**</td><td>Scholar*</td></tr><tr><td valign="top" align="right">2**</td><td>1) KS: Criminal Law (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">2**</td><td>2) KS: Espionage World (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">2**</td><td>3) KS: History (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">1**</td><td>4) KS: Known Supervillains (2 Active Points) 11-*</td></tr><tr><td valign="top" align="right">2**</td><td>5) KS: Law Enforcement World (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">1**</td><td>6) KS: Military/Mercenary/Terrorist World (2 Active Points) 11-*</td></tr><tr><td valign="top" align="right">2**</td><td>7) KS: San Francisco's Organized Crime Groups (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">2**</td><td>8) KS: World Criminals (3 Active Points) 13-*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">3**</td><td>Sleight Of Hand 14-*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">3**</td><td>Scientist*</td></tr><tr><td valign="top" align="right">2**</td><td>1) SS: Bloodstain Pattern Interpretation 13- (3 Active Points)*</td></tr><tr><td valign="top" align="right">2**</td><td>2) SS: Fingerprint Analysis 13- (3 Active Points)*</td></tr><tr><td valign="top" align="right">2**</td><td>3) SS: Hair and Fiber Analysis 13- (3 Active Points)*</td></tr><tr><td valign="top" align="right">1**</td><td>4) SS: Serology 11- (2 Active Points)*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">**</td><td>Street Detective Package (Cost: 3 Points)*</td></tr><tr><td valign="top" align="right">3**</td><td>1) Bugging 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>2) Criminology 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>3) Deduction 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>4) Disguise 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>5) Forensic Medicine 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>6) Interrogation 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>7) Knowledge Skill: San Francisco's Criminal Underground 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>8) Lockpicking 14-*</td></tr><tr><td valign="top" align="right">3**</td><td>9) Security Systems 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>10) Shadowing 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>11) Stealth 14-*</td></tr><tr><td valign="top" align="right">3**</td><td>12) Streetwise 13-*</td></tr><tr><td valign="top" align="right">-15**</td><td>13) Monitored by Local Law Enforcement 14 or less *</td></tr><tr><td valign="top" align="right">-15**</td><td>14) Social Limitation: Not Completely Trusted by the Public or the Police *</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">2**</td><td>Survival (Urban) 13-*</td></tr><tr><td valign="top" align="right">3**</td><td>Tactics 13-*</td></tr><tr><td valign="top" align="right">**</td><td> *</td></tr><tr><td valign="top" align="right">**</td><td>Justice of Marduk Skills*</td></tr><tr><td valign="top" align="right">3**</td><td>1) Acrobatics 14-*</td></tr><tr><td valign="top" align="right">3**</td><td>2) Breakfall 14-*</td></tr><tr><td valign="top" align="right">-6**</td><td>3) Martial Arts Package Bonus *</td></tr></table><b>Skills Cost: </b>82


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost**</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">15**</td><td>Combat Sense 13-*</td></tr><tr><td valign="top" align="right">5**</td><td>Eidetic Memory*</td></tr><tr><td valign="top" align="right">2**</td><td>Environmental Movement (No Penalties on Narrow Surfaces)*</td></tr></table><b>Talents Cost:</b> 22


<table cellpadding="0" border="0"><tr><td align="right"><b>Val**</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15**</td><td>Dependent NPC: Girlfriend of the Week 8- (Normal; Unaware of character's adventuring career/Secret ID)*</td></tr><tr><td valign="top" align="right">10**</td><td>Hunted: Abbatoir 8- (As Pow, Harshly Punish)*</td></tr><tr><td valign="top" align="right">10**</td><td>Hunted: Tom Foolery 8- (As Pow, Harshly Punish)*</td></tr><tr><td valign="top" align="right">10**</td><td>Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing)*</td></tr><tr><td valign="top" align="right">15**</td><td>Psychological Limitation: Avoids Long-Term Relationships (Common, Strong)*</td></tr><tr><td valign="top" align="right">20**</td><td>Psychological Limitation: Code vs. Killing (Common, Total)*</td></tr><tr><td valign="top" align="right">20**</td><td>Psychological Limitation: Driven By His Family History to Become a Hero (Common, Total)*</td></tr><tr><td valign="top" align="right">1**</td><td>Quirk: Collects Ancient Sumarian Art, When Its Available*</td></tr><tr><td valign="top" align="right">1**</td><td>Quirk: Enjoys Being Seen as the “Brooding Mysterious Stranger” Type of Hero*</td></tr><tr><td valign="top" align="right">1**</td><td>Quirk: Enjoys Promoting the “Immortal Hunter of Evil” Rumor*</td></tr><tr><td valign="top" align="right">1**</td><td>Quirk: Epicurean Gourmet*</td></tr><tr><td valign="top" align="right">1**</td><td>Quirk: Never Drinks Alcohol*</td></tr><tr><td valign="top" align="right">15**</td><td>Reputation: Enigmatic and Scary, 14-*</td></tr><tr><td valign="top" align="right">15**</td><td>Reputation: He's an Immortal Hunter of Evil Who Cannot Be Killed, 14- (Extreme; Known Only To A Small Group)*</td></tr><tr><td valign="top" align="right">15**</td><td>Social Limitation: Social Limitation (Alexander Jerome Cross III) (Frequently, Major)*</td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.97 m</td><td><b>Hair:&nbsp;</b>Blonde</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>103.00 kg</td><td><b>Eyes:&nbsp;</b>Green</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>Alex stands 6’2" tall, and weighs about 225 pounds. Thanks to the magic of his grandfather’s armbands, he is constantly in near-perfect physical condition. He has blonde hair and green eyes. Despite being nearly 90 years old, Alex is fit and trim, looking like a man in his late 30's.<br><br>As Lawgiver, Alex wears a charcoal gray bodysuit with matching boots and gloves. A cowled hood, full face mask, and billowy cape of the same color complete the ensemble. His swingline is stored in a retractocase worn on a belt.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>While out of costume, Alex Cross is personable, friendly, helpful… basically an all-around nice guy. The type of person you can trust to watch your house while you’re on vacation.<br><br>In costume, Alex cultivates an air of mystery about himself. He rarely speaks while wearing the mask, and when he does he speaks in a low, commanding tone of voice that immediately catches the attention of those around him. This technique was learned on purpose.<br><br>Alex believes he has a destiny to follow in his father and grandfather’s footsteps as a crimefighter. He tries to live up to their example at all times. As an added edge in his war against evil, he has leaked the truth to the criminal underworld: the same Lawgiver has been active since 1939. While most people believe that the Lawgiver who is active in 2004 is the son and grandson of previous Lawgivers, the criminals speak a darker story, about immortal hunters of the night.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"Did you think you’d get away with it? Did you? Did you think you could do this in my city and get away with it? Justice will be served!"</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>It went about as he had figured it would. His father’s funeral had attracted cousins and aunts and uncles that he personally hadn’t seen or heard from in years… in some cases decades. Some were just being concerned, if distant, relatives doing their familial duties. Others, he knew, had come to see if they would get a portion of the Cross family fortune.<br><br>Most went home disappointed. Not all… he smiled at the thought of the trust fund his Dad’s will had created for the children of some of his cousins. But most went home empty handed. What with his mother gone these past eleven years, Alex had naturally come away with the bulk of the estate.<br><br>The house, the cars, the vineyard, the office buildings… all of these were expected. The padlocked teak box, accompanied by a note saying "Open Only When You Are Alone. Make me proud, son" in his father’s handwriting wasn’t. The attorney did not know what was inside… he just shrugged and handed Alex the key to the lock.<br><br>Alex now sat in his father’s chair, at his father’s desk, looking at the box. He reread the note. What the heck was all this about? Finally, Alex couldn’t stand it any longer. He took out the key, opened the lock, and lifted the lid on the box.<br>A pair of ancient, tarnished wristbands… made of some dark metal, and impressed with the figures of falcons and lions… sat on a bed of black velvet. The sight of them confused Alex. They only brought more questions… no answers as to why his father would be so mysterious about these things, or why the dramatic "only open when alone" nonsense.<br><br>What was the big deal about a couple of pieces of antique jewelry? Alex picked one of them up, to get a better look. Maybe they’d be worth something on eBay…<br><br>When he came to, he was lying in front of his father’s desk. The bracers were on his wrists, and he had a headache. His clothes were too tight, and fit wrong… and his sense of balance was screaming at him to do a couple of backflips, or walk a highwire.<br><br>But at least he knew what it was all about. His father had gone through this… had gained the power, and fought evil as a Lawgiver. So had his grandfather. So had countless men over the centuries. And so would Alex…</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>The gifts granted by the Lawgiver bands include increased strength, health, stamina, reaction time, and life span. In addition, the person wearing the bands is granted knowledge of an ancient barehanded fighting technique. In addition to the enhancements granted by the Lawgiver magic, Alex has studied and trained himself to be a skilled detective, and uses a small number of technological devices to give him added capabilities.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b>Lawgiver is a player character in the Golden Gate Guardians campaign.</td></tr></table>

Vorsch
Jun 4th, '04, 10:38 PM
Nice, couple of points/questions, may just my lack of current knowledge.

In his MP if he is in disguise he cant use any of his other powers, ie Shapeshift fails if he shifts slots.

No climbing skill, your other "superskills" have a normal counterpart except this.

His expert lockpick cannot open doors, the idea of using desolid to affect the real world i would not allow. Other non limited desolid cant do so i dont see why a limited desolid could. Replace with transform lock to open lock, cosmetic.

Knows streets like.... runs into problems with ECV why should high ego criminals be harder to find also MDef and being a non human criminal ( say an android ), basically your trying to find someone so i think some kind of clairvoyancy would work better.

Also strikes me as someone with a Com above 10 by his description.

Hawksmoor
Jun 5th, '04, 06:03 AM
Interesting build. Kind of like a Batman one off + The Phantom.

Points to mention:

One like Vorsch said you lack a mundane Climbing skill. Likely just and oversight.
Two I like the Desolid thing. Goes where he shouldn't and gets where he couldn't right?

I noticed that the build seems pretty much complete. Is that intentional? I mean by that he seems to have all his bases pretty well covered and lacks a place to go. 23s in major stats, lots of skills already etc. What are the character advancement aspects of the build? Where does he go from here?

Lastly, if he were not a GGU character and instead a PC being put up for a slot in one of my personal games I would ask what is the rationale for the MP again?

"Been doing this for a long long time and is good at it!" What does that mean? For instance essentially we have alot of "superskills" in one MP. Nice idea but I would require you to separate them out into at least two MPs. One for tricks with items like the Swinging, and another for the super climb and disappearance tricks and the Super inpenetrable disquise.

I would also state that the crime reconstruction superskill (CSI or The Profiler scenes as SFX) belongs out of the MPs altogether unless you get a couple of other Superskills like "Plans like Hannial" 2 Overall Levels UBO At Range Usable by up to 6 people or the like. That would make it three separate MP of various levels to represent the following:

Super Skills with Items
Super Atheltic Skills or Physical Tricks
Mental Talents and Tricks

Hawksmoor

Worldmaker
Jun 5th, '04, 06:39 AM
I noticed that the build seems pretty much complete. Is that intentional? I mean by that he seems to have all his bases pretty well covered and lacks a place to go. 23s in major stats, lots of skills already etc. What are the character advancement aspects of the build? Where does he go from here?


He eventually becomes Grant Morrison's Batman.

I built him as competent as possible to reflect the fact that he's been doing this crimefighting thing since the 30's. Unfortunately, a side effect is that I'm having a hard time with adjustments since everything is pretty much integral to the character.

Fireg0lem
Jun 5th, '04, 06:47 AM
Nice character. I only have a few comments.

1. Why are the two Swingline powers seperate? It might make more sense to just build one MP slot for the whole Swingline, and decrease the "Only in Straight Lines" to "Only Where A Swingline Could Take Him."

2. The main problem I see with Desolidification to go through locked doors is - suppose he wanted to open the door and let someone else pass too? I'd really recommend just buying it as a Transform.

3. Just as a general note: I don't agree with the others about the MP; I think it fits together nicely. As far as growth potential, I don't see a problem with unlocking more memories from the gauntlets/getting better adapted to using the ones he has as long-term options.

4. It's just me, but I'd consider Gang Slang a dialect, not a language unto itself.

5. While I can see how the Reputation would be limiting, it would be an advantage in enough situations that I'd suggest a Perk too (similar to the Harbinger of Justice example in FREd).

Vorsch
Jun 5th, '04, 07:10 AM
I also think its fair to point out that hes a 406pt character, 56pt of lims are hidden in the packages as it were.

Packages are part of your game world, fair enough.

fbdaury
Jun 5th, '04, 07:40 AM
Just a background question really- Has Alex himself been fighting crime since the 30s or does he just have his father/grandfather's memories? Reason I ask is because you mention EBay in the background and I don't think that they've been around for 70+ years, did you just mean normal auction/antique sale perhaps?

freakboy6117
Jun 5th, '04, 08:46 AM
hmmm its only 1 point but it seems that creature of the rooftops is already covered by expert climber.