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OddHat
Jul 2nd, '06, 08:03 AM
A sample villain built using the new Speed Zone rules. I'll also post an example using a more traditional build. Also posted in the Pulp Hero section.


THE ACCELERATED MAN
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6; [1]
14 DEX 12 12- OCV 5 DCV 5
13 CON 6 12-
10 BODY 0
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
10 COM 0

3 PD 0 Total: 3 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
4 SPD 16 Phases: 3, 6, 9, 12
6 REC 0
26 END 0
25 STUN 0 Total Characteristic Cost: 52

Movement: Running: 6" / 12"
Swimming: 2" / 4"
Leaping: 3" / 6"

Cost Powers END
Martial Arts:
Maneuver OCV DCV Notes
4 1) Jab +2 +0 5d6 Strike
5 2) Cross/Uppercut -2 +1 7d6 Strike
4 3) Block +2 +2 Block, Abort
Manly Fisticuffs

The Gibberne Accelerator Fomula
137 1) Enter the Speed Zone Five Minutes Microspeed Level: Custom Power, Reduced Endurance (0 END; +½) (171 Active Points); Requires A Chronopsychometrics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 0
20 2) Speed Zone Senses: Sight and Touch: Custom Power (20 Active Points) 0
7 3) Speed Zone Touch: Custom Power (7 Active Points) 1
30 4) Speed Perception: Rapid ( x1,000,000) with Sight Group 0
20 5) Reflexive Acceleration: Lightning Reflexes: +20 DEX to act first with Enter the Speed Zone
5 6) Outside of Time: Life Support (Longevity: Immortal) 0

Skills
3 Lockpicking 12-
3 Mechanics 13-
3 Streetwise 12-
3 PS: Doctor 13-
3 PS: Mercenary 13-
3 Paramedics 13-
0 Language: English (idiomatic; literate) (5 Active Points)
1 Language: French (basic conversation)
27 Chronopsychometrics: Power 25-
3 Scholar
1 1) KS: Intelligence World (2 Active Points) 11-
1 2) KS: Mad Science World (2 Active Points) 11-
1 3) KS: Secret History (2 Active Points) 11-
3 Scientist
2 1) SS: Chemistry 13- (3 Active Points)
1 2) SS: Dimensional Engineering 11- (2 Active Points)
2 3) SS: Mad Science 13- (3 Active Points)
2 4) SS: Medicine 13- (3 Active Points)
2 5) SS: Pharmacology 13- (3 Active Points)
1 6) SS: Physics 11- (2 Active Points)
1 7) SS: Physiology 11- (2 Active Points)

Total Powers & Skill Cost: 298
Total Cost: 350

200 Disadvantages
20 Hunted: Law Enforcement Agencies 8- (Mo Pow, NCI, Capture)
15 Social Limitation: Wanted Criminal: Thadius Gibberne (Occasionally, Severe) Note: Gibberne's identity is known to the intelligence and law enforcement communities, making everyday living far more difficult.
5 Reputation: WWI Science Hero turned Science Criminal, 11- (Known Only To Intelligence Agencies and the Adventuring World)
5 Distinctive Features: Metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
10 Psychological Limitation: Pedantic, endlesly lectures (Common, Moderate)
10 Psychological Limitation: Greedy, Lecherous, Selfish and Self Indulgent (Common, Moderate)
10 Psychological Limitation: Scientific Curiosity (Common, Moderate)
10 Psychological Limitation: Cynical and Sarcastic (Common, Moderate)
5 Psychological Limitation: Not half the man or scientist his father was, and resents it (Uncommon, Moderate)
5 Rivalry: Professional (Other Scientists, especialy Mad Scientists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Physical Limitation: Accelerated Metabolism, needs frequent food and sleep (Infrequently, Slightly Impairing)
50 Experience Points

Total Disadvantage Points: 350

Background/History: 1898 - Prof. Alfred Gibberne develops his New Accelerator. His human test subjects display amazing, near impossible speed, but almost invariably die from complications.
1898 - Mlle. Sara Nugent, noted adventuress, marries Prof. Gibberne.
1899 - Prof.Gibberne dies from complications caused by his New Accelerator shortly before the birth of his son, Thaddeus.
1916 - Taken with patriotic fervor and hoping to prove himself, Thaddeus Gibberne lies about his age and joins the army.
1917 - An injury in the trenches leads to a blood transfer from American Hugo Danner.
1917 - While still in hospital, Thaddeus attempts to re-construct his father's New Accelerator. He tests the Accelerator on himself, gaining near impossible superhuman speed. His attempts to interest the Ministry of War in his discovery bring him to he attention of those coordinating His Majesty's Extraordinary Operatives. Volunteers taking the New Accelerator are invariably killed by its side effects.
1918-1922 - Thaddeus serves his nation as an Extraordinary Operative.
1923 - Rebelling against his government handlers, Thaddeus Gibberne goes rogue, setting out to build a new life as a Science Criminal.


Personality/Motivation: Once an idealistic young adventurer, his time serving His Majesty's government hardened Thaddeus Gibberne, leaving him utterly cynical. He now seeks only his own pleasure, and cares nothing for the law or the hypocritical morality of common men. He knows that his scientific achievements are trivial in comparison to those of his father, and attempts to prove himself by challenging Science Adventurers. He does retain some faint traces of genuine scientific curiosity.

Thaddeus is not a traditional mad scientist, though he may work with them.

On a personal level, Thaddeus is pedantic, cynical, sarcastic, selfish, and remarkably unlikable.

Quote: Wonderful, more *******ery. Don't you people have jobs?

Powers/Tactics: Long use of the New Accelerator has allowed the Accelerated Man to virtually stop time for up to five minutes from his subjective point of view. During this period in the Speed Zone (Ultimate Speedster, p.257-261), he is able to do more or less as he wills with people and objects trapped in "slow time". He rarely uses this ability to kill, but thinks nothing of humiliating or seriously injuring a persistent foe.

Dr.Gibberne is a reasonably skilled medical doctor and scientist, with a particular interest in wild fringe theories and technologies. These skills are often every bit as in demand as his ability to stop time. He is also quite a skilled boxer and not incompetent at basic spy craft.

Gibberne will remain focused on his mission goal; he has no interest in tussling with heroes for its own sake. He will generally accelerate and depart when in danger.

Campaign Use: In a Pulp Hero or Champions game, Gibberne may be used as an unstoppable thief, a rival to the heroes, or a source of information. He may also serve as the chief scientist to a Super Criminal, with a surprising ability to defend himself.

Gibberne is a hero who went bad, a cautionary tale. Players might wonder just which government sponsored heroes today may become villains tomorrow.

In Champions, upgrading Gibberne with a gadget pool, speedster powers, better stats, etc may be appropriate, but he is not meant to be a master villain, and he's not interested in punch outs. He may build a time machine allowing the Super Criminal to gather an army of Dinosaurs, but he himself is not out to conquer the world.

Appearance: Tall, slim, fit, bald Caucasian man, often dressed in lab coats or unfashionable suits.

Character by Robert Dorf, 2006. Alfred Gibberne by H.G. Wells.

Enforcer84
Jul 2nd, '06, 12:52 PM
Looks cool my old rival, but I believe you bought the sense of touch twice, one I suspect was supposed to be hearing group.

An awesome adaptation of source material (as always).

OddHat
Jul 2nd, '06, 01:03 PM
Looks cool my old rival, but I believe you bought the sense of touch twice, one I suspect was supposed to be hearing group.


Actually that's Speed Zone strangeness.

In order to percieve the normal world from the Speed Zone, you need Speed Zone Senses. 10 points gets you sight, and the GM has the option of either charging only those 10 points or charging 10 per sense group. I decided on 10 per sense group. He can See or Touch objects in the normal world from the speed zone.

Speed Zone Touch on the other hand is the Transdimensional advantage for his Strength.

Thanks as always for the kind words. :)

ghost-angel
Jul 2nd, '06, 01:38 PM
Nice and as soon as my copy of UPS arrives I'll know what the Speed Zone can actually do (though I've got a pretty good idea from discussions).

Suggestion on Speed Zone Tough instead of a Custom Power utilize the Naked Advantage Power in HD - it does that math for you and (I think) looks cleaner. Or use the STR Stat listed under Powers and add the Advantage there.
(these are simply Hero Designer tricks and have nothing to do with the actual build.)

I like "Manly Fisticuffs" BTW, always looks cool written on a character sheet!

specks
Jul 2nd, '06, 02:04 PM
Nice writeup, though I haven't had a chance to read the UPS (started a new job) so I'll dig into the rules later, particularly the speed zone rules.

I have a feeling the speed zone is going to be controversial for quite some time. Some will say it will be the greatest thing since slice bread and resolve alot of problems while others will say WTF!!!!!!!!! :jawdrop: (most likely the GM's) and wonder what sick person came up with this idea. :D

That sounds like a certain villian from a Wild Wild West episode, you didn't "borrow" from that did you? :D

Log-Man
Jul 2nd, '06, 03:00 PM
I've flirted with the idea of doing something with the H. G. Wells story myself. Glad to see this, I really like it. :thumbup:

And I really need to get the Ultimate Speedster... :(

Agent 13
Jul 2nd, '06, 03:11 PM
For those who haven't read the story in question, it can be found several places on-line, including here (http://www.classicreader.com/read.php/sid.6/bookid.172/).

specks
Jul 2nd, '06, 03:17 PM
I read where the Wild Wild West television show writer's based the episode "Night of the Burning Diamond" off an H.G. Well's story. It's an interesting read. :thumbup:

OddHat
Jul 2nd, '06, 05:19 PM
That sounds like a certain villian from a Wild Wild West episode, you didn't "borrow" from that did you? :D

Nope, but only because I haven't seen the episode. ;)

As cited, Alfred Gibberne is from the HG Wells story. Sara Nugent is from the Madam Sara stories. Hugo Danner is from Philip Wylie's Gladiator. Linking him to various heroes and villains is an old Wold Newton game, practiced by Dennis Powers and Al Schroeder, as cited in my campaign history time line. (http://bobtokyo.robertdorf.com/Timeline%20II.htm)

I tend to make most of my characters in a blender. :)

OddHat
Jul 2nd, '06, 05:42 PM
Nice and as soon as my copy of UPS arrives I'll know what the Speed Zone can actually do (though I've got a pretty good idea from discussions).

Well, the quick run down for this character, within the bounds of what I think can be discussed on this board without IP problems:
When he Enters the Speed Zone, this character gets a subjective five minutes worth of phases at speed four to do with as he wills. During that time, all targets have a base DCV of 0, and are unable to take any actions whatsoever. He can not be percieved during this time. At the end of that subjective five minutes, he pops back at the same Dex (Dex 34) in the same Phase when he left.

That comes to 99 phases (he loses one), including 25 post phase 12 recoveries. Plenty of time to remove any OAFs and many OIFs, break machines, pick people up and drop them off buildings, take placed shots, run for a subjective five minutes at non-combat speed, etc. To paraphrase Steve, it's a "You win the game" power. The only effective check is another character with Enter the Speed Zone.

And that's on 350 points.

I didn't make him a killer, because there'd be no realistic option for most PCs.

I'll post the no speed zone build at some point.

Killer Shrike
Jul 3rd, '06, 01:37 PM
You should do a Speed Zone version of Always.

Hyper-Man
Jul 3rd, '06, 01:49 PM
You should do a Speed Zone version of Always.

Seconded.

Enforcer84
Jul 3rd, '06, 01:50 PM
You should do a Speed Zone version of Always.
Gods Man! Don't give him any ideas!
Oh wait...that'd be cool.
Carry on.

OddHat
Jul 3rd, '06, 01:55 PM
You should do a Speed Zone version of Always.

As you know, that's actually an easier build. As a combat oriented character he only needs one turn in the Speed Zone, which could be placed in his VPP. The expensive part is the Speed Perception. I'll put a version together.

OddHat
Jul 3rd, '06, 03:01 PM
I'll expand him later, but here is the basic build.


ALWAYS
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6; [2]
35 DEX 75 16- OCV 12 DCV 12
23 CON 26 14-
10 BODY 0
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 0 13- PRE Attack: 4d6
10 COM 0

4/5 PD 0 Total: 4/9 PD (0/4 rPD)
5/6 ED 0 Total: 5/10 ED (0/4 rED)
6 SPD 15 Phases: 2, 4, 6, 8, 10, 12
9 REC 0
46 END 0
32 STUN 0 Total Characteristic Cost: 126

Movement: Running: 30" / 60"
Swimming: 2" / 4"
Leaping: 4" / 8"

Cost Powers END
Martial Arts: Speedster Martial Arts
Maneuver OCV DCV Notes
5 1) Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
5 2) Passing Strike +1 +0 4d6 +v/5; FMove
5 3) Flying Grab -2 -1 Grab Two Limbs, 30 STR for holding on; FMove


8 Time Shattered Mind: Mental Defense (10 points total) 0
5 Time Shattered Mind II: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend from PRE attacks; -1)
3 Speed Toughened Body: Armor (1 PD/1 ED) 0
6 Fast Enough to Move with the Punches: Combat Luck (3 PD/3 ED)
3 Doesn't Get Lost: Bump Of Direction
45 Speed Perception: Rapid ( x1,000,000,000) with Sight Group 0
105 Variable Power Pool, 70 base + 35 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (140 Active Points); Limited Class Of Powers Available Limited (Speedster Powers; -½); all slots Requires A Speedster Tricks Roll (-½)
0 1) Enter the Speed Zone I: Custom Power, Quick Entrance (Entering the Speed Zone is a Zero Phase Action; +½) (33 Active Points); Requires A Speedster Tricks Roll (-½) Real Cost: 22 Note: Nanospeed Level. This may at first seem like an almost useless jump into the Speed Zone, but the advantages are considerable. All foes drop to 0 DCV, Always gets two phases to play with instead of one, and a large portion of his VPP remains available to be alocated into other areas. 3
0 2) Enter the Speed Zone II: Custom Power, Reduced Endurance (1/2 END; +¼) (65 Active Points); Requires A Speedster Tricks Roll (-½) Real Cost: 43 Note: Nanospeed Level. This trick gets Always five phases of actions while all foes remain at 0 DCV, at a cost of 12 END plus END spent on individual attacks. 2
0 3) Speed Zone Touch: Transdimensional (Single Dimension; +½) for up to 20 Active Points of STR (10 Active Points); Requires A Speedster Tricks Roll (-½) Real Cost: 7 1
0 4) Speed Zone Sight: Transdimensional (Single Dimension; +½) for up to 20 Active Points of Sight Group (10 Active Points); Requires A Speedster Tricks Roll (-½) Real Cost: 7 1
0 5) Fastest Man Alive I: Running +24" (30" total), Reduced Endurance (1/2 END; +¼) (63 Active Points); Requires A Speedster Tricks Roll (-½) Real Cost: 38 Note: Note that this can be used with Enter the Speed Zone I, allowing for 10d6 passing strikes at 0 DCV targets. 2
0 6) Rapid Strike I: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), Requires A Speedster Tricks Roll (-½) Real Cost: 10 Note: Note that used with Enter the Speed Zone I and Fastest Man Alive I, this allows for 14d6 strikes at 0 DCV targets. 2

Skills
3 Acrobatics 16-
15 Power: Speedster Tricks 22-
3 Breakfall 16-
3 Traveler
1 1) AK: American Highways (2 Active Points) 11-
1 2) AK: Major American Cities (2 Active Points) 11-
1 3) AK: North America (2 Active Points) 11-
3 Scholar
1 1) KS: Alternate Time Lines (2 Active Points) 11-
1 2) KS: Divination Magic (2 Active Points) 11-
1 3) KS: Personal Future Histories (2 Active Points) 11-
1 4) KS: The Mystic World (2 Active Points) 11-

Total Powers & Skill Cost: 224
Total Cost: 350

200 Disadvantages
5 Distinctive Features: Odd Chronal and Magical Auras (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Distinctive Features: Alternately Twitchy and Unresponsive, odd jaw and hand movements, voice control problems (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Note: It is difficult for Alan to synchronize his perception of time with that of those around him
5 Reputation: The man who has seen the Futures, 11- (Known Only To the Mystic World)
5 Physical Limitation: Memory problems (Infrequently, Slightly Impairing)
5 Physical Limitation: Always hungry and thirsty (Infrequently, Slightly Impairing)
10 Dependent NPC: Future friends and lovers 8- (Normal)
20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Devil's Advocates 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Captain Chronos 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: The Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Will Not Kill (Common, Strong)
15 Psychological Limitation: Protective of Innocents, Soft Hearted (Very Common, Moderate)
15 Psychological Limitation: Must try to hold off the End Times (Common, Strong)

Total Disadvantage Points: 350

Background/History: I am dying now, at 7:15:27pm on February the 29th, 2012. The Morbane is cutting out my heart. The Kings are coming, and I have failed, and my friends are dead. I do not want to die. I pull back.
I am dying now, at 6:53:41pm on September the 23rd, 2010. The club is taking me in the stomach and I feel myself breaking. He is my friend, and I care for him, and I can’t believe he is killing me. I pull myself back.
I am dying now, at 4:32:11am January 5th, 2033, on a world I can not remember. There is no air. I should not have come. I try to pull myself back, but the pain is too much, and this I think is why I will not be able to remember. I must have pulled back, because I am here, and I always will be.
I am always here.
I am being born again now, and again, and again. I am in a dirty room, surrounded by all I have, which is almost nothing. I am kneeling in a circle of my blood, candles burning, and I am chanting, and I know the future, all of the futures, and all of the futures are happening now, and I am dying in a thousand ways, and knives are cutting me, and I am burning, and I am freezing, and I am laughing, and I am weeping, and people are crying out to me, and she smiles, and she hates me, and I can not remember who I am.
I am always here.

The Master stood with the Legend, and looked to the shattered man. The shattered man was sleeping.

“Can we help him, Master?”

The elderly Japanese man shrugged his shoulders. “In small ways.”

The young man with sapphire eyes looked down. “I’ve repaired his body, but I can’t restore his aura. The damage to his spirit is beyond me.”

The old man nodded. “You have done all that can be done. His mind is spread thin.”

I am seated across from the girl and she is happy, and I am happy. I am not watching her dying. Here she is drinking a hot cocoa and making plans, and asking me if we have children, and I say I am not looking, but I am looking, and I can not see, I can not let myself see, and I am pulling back into myself, and I am not looking in myself, and I feel better.
I am opening my eyes, and I see my friend and my teacher, and I remember that this is the first time for them, and I will not let myself look, and that feels better. In 2012 I am dying. In 1999 I smile.
I am always here.

The Master spoke, both to the shattered man who had awakened and to the young man by his side. “Welcome back. Do not try to speak. We felt the magic you tried to work. Some sort of divination, yes? It was of great power. You are lucky to be alive. What is your name?”

I am smiling, and I am glad my friends are here for me. I am also passing out. “I am always here” I say, just before sleep. I always wanted to be here.

Personality/Motivation: Alan Haas suffers from a form of Post Traumatic Stress Disorder. For Alan, it is entirely functional. Alan experienced his entire life as a single moment, from the too successful attempt at a divination spell that showed him every possible future to the last moment of his life in each of those futures. Every single moment. Alan’s mind has coped with this by locking off vast stretches of his “future memory”, burying those memories deep in his subconscious, though they still intrude. As he copes constantly with intrusive memories of the joys and horrors to come, he often finds it difficult to focus on events in the here and now. However, his powers may grant him moments of extraordinary focus.

Before his rebirth, Alan was a socially inept yet driven young man, obsessed with divination, magic, and probability, the perfect recruit for an organization like Demon. Since his rebirth, Alan has lived in worlds ruled by the Devil’s Advocates, Takafones, the Crowns, and every petty tyrant with a hope for success in Alan’s lifetime. He is unable to hide from the ramifications of every wrong choice, every cruelty or misstep. Alan is driven to heroism not through philosophical commitment, but through direct experience of what happens when Good men do nothing.

Quote: “Think carefully about this. Actions have consequences.” “I am always here.”

Powers/Tactics: Alan can speed or slow time from his own point of view, and can move forwards or backwards within his own personal time line. In most way Alan is a classic speedster, and a very effective one. His Speedster Martial Arts allow him to pull off a range of extraordinary power stunts.

Campaign Use: Always is a walking plot seed. If he has “seen” an event involving the players, and he thinks he can help, he is sure to seek them out. His memories of alternate futures can be used to guide heroes, or to guide them incorrectly if the memories are of the wrong future.

Appearance: Alan is a wiry, muscular man of medium height with brown hair and brown exes. His face is weathered, and he looks both distracted and worried most of the time. As Always, he prefers to wear a simple blue track suit

He needs tweaking, but you can now get very close to the Flash on 350 points. His main limitation is the need to keep rolling against his Speedster Tricks skill every phase.

casualplayer
Jul 3rd, '06, 05:30 PM
He needs tweaking, but you can now get very close to the Flash on 350 points. His main limitation is the need to keep rolling against his Speedster Tricks skill every phase.

Great character and concept, but the Flash on 350 pts!? What havoc has been wrought on the HEROverse with Ultimate Speedster? I think I may cry.

OddHat
Jul 3rd, '06, 05:46 PM
Great character and concept, but the Flash on 350 pts!? What havoc has been wrought on the HEROverse with Ultimate Speedster? I think I may cry.

Always was already fairly Flash-like before Ultimate Speedster. We tend to underestimate what we can do for 350 points. With Enter the Speed Zone, he's even closer. I think we can now do a reasonable Silver Age Flash for 700 or so.

As I've said in other threads, allowing Enter the Speed Zone requires rethinking almost every combat in a campaign.

Log-Man
Jul 3rd, '06, 05:52 PM
Always was already fairly Flash-like before Ultimate Speedster. We tend to underestimate what we can do for 350 points. With Enter the Speed Zone, he's even closer. I think we can now do a reasonable Silver Age Flash for 700 or so.

As I've said in other threads, allowing Enter the Speed Zone requires rethinking almost every combat in a campaign.
You know, the Flash was always much faster in his solo books than in the team books. Perhaps it would be appropriate to provide the limitation Only when Solo for the Speed Zone stuff :)

OddHat
Jul 3rd, '06, 07:25 PM
You know, the Flash was always much faster in his solo books than in the team books. Perhaps it would be appropriate to provide the limitation Only when Solo for the Speed Zone stuff :)

I was recently thinking about that when reading through a few JSA TPBs. As individuals, these characters were cosmically powerful. As a team, second rate cultists were kicking the blank out of them. It might be genre appropriate to make every player maintain two character sheets, one for solo play and one for use when working with a team. ;)