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View Full Version : An interesting power for a dark champions Vigilante



JmOz
Sep 27th, '04, 11:19 AM
In another thread there is some talk about appropriate speeds/dex, and such. Also as these things do someone brought up Bats/Cap, which someone responded that they are bad examples as they tend to change depending on the setting. Got me thinking, so here is a power package for all those characters that are suppose to be street level but who hang with champs

All slots have -1/4 only while working with super team

24 +10 Dex
08 +1 Speed
14 25% Damage REsistance: Physical & Energy (Combat luck based -3/4)
04 +1 DCV
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50 Points

JmOz
Sep 28th, '04, 06:12 AM
Any thoughts?

OddHat
Sep 28th, '04, 06:26 AM
Good goofy fun. :)

At a player's request I once built a character with a 60 point MP, "Only when the plot requires it" (-1). All of the slots would only activate when the plot required the player to have Ability X; once the slot was up, the player could use it at will until the end of the scene.

In a more serious campaign, I wouldn't use these kinds of builds. ;)

Steve Long
Sep 28th, '04, 09:40 AM
That reminds me of a similarly oddball Champions campaign where my character (inspired by the "Calvin & Hobbes" comic strip) had the Perk Artistic License, which allowed me to change (mostly) trivial details about the story and setting to suit my personal preferences. ;)