View Full Version : Operation OVERDRIVE
JmOz
Oct 25th, '07, 02:47 AM
I deleiver papers in the morning to various buisnesses, the route takes me about 3 hours each morning, middle of the night, quiet, lets me think, relax, it is actualy quite pleasent, except for the annoyance of never getting a break.
ANYWAYS, the last few nights I have been thinking about a new character, something of an exercise/game to entertain myself with, the novelty was the idea of "walking him" up the different levels of Hero, so the first pass of the character would be to create a heroic character, with the second swipe being a low power hero, and finaly the third pass would bring him to normal super level, so here is what I have come up with, tell me what you think, the actualy write up's will be coming
OVERDRIVE
Background: Jack Dale has always loved vehicles, espesialy cars, he would help his father, a mechanic fix up cars sense before he could walk. He found that he had a natural affinity towards cars as he got older, in college he studied engineering & computer Programing, he excelled beyond what anyone would ever have expected, his skills attracted the military/until who convinced him to help build new warmachines for them. After a while he left the military and went to work for "The Foundation" where he used the skills he had learned to build the OVERDRIVE unit
Personality: Jack Dale seems almost like 2 people at times, both of them loving cars, but for very different reasons. The first loves speed, daredevil, almost recklace, the other, some call the lab rat, loves to tinker, loves designing, building and working on projects, this personality is meticulous, exact, and cautious
Powers/Tactics: Jack has developed the OVERDRIVE, a special vehicle that can transform into a Mecha, to operate the OVERDRIVE unit he has a special "HArdsuit" of power armor. Jack is also a fair HtH combatand
Appearence: The hardsuit is a grey/blue suit of powerarmor, with a tinted face shield, Jack is a 6'1" Caucasion Male of light to medium build with Green eyes and sandy blond hair. He favors bluejeans and pocketed t-shirts
Narratio
Oct 25th, '07, 10:07 PM
...his skills attracted the military/UNTIL who convinced him to help build new warmachines for them. After a while he left the military...You've sandwiched a heck of a lot if history into that sentence. "Convincing" somebody to build weapons? "After a while he left"? No, that doesn't fly. Those are jobs that, once in, take a lot of work to get out of and still leave you with people checking your mail. And development time on a weapon is multiple years, no matter what it is.
So to round this out, define "a while". Also, check his skill sets and knowledege. Basic engineering covers so many areas. For a Mecha there's metals technology of forming it, joining pieces, stress and hardness levels etc. With electrics & electronics there's so much in power distribution, element control, sensor systems etc. Then you get into the black arts of computer control feedback systems and AI technology. Unless he had a lot of support, a Mecha is not a one man project unless you've got a lot of time.
Might be better if was the unofficial leader of a group of wizzkids with great funding and material resources?
CrosshairCollie
Oct 25th, '07, 10:28 PM
Dude ... I thought this was gonna be about Power Rangers.
I feel ripped off. :)
CraterMaker
Oct 29th, '07, 09:27 AM
How big is the Mecha?
sorry for the short post, gotta pick up the kids -
CraterMaker
Dr Archeville
Oct 29th, '07, 10:40 AM
Dude ... I thought this was gonna be about Power Rangers.
I feel ripped off. :)
I thought this was gonna be about the guy on pp.106-107 of Villains, Vandals and Vermin ;)
(Possible PRE of 70 and COM of 130 -- yikes!)
JmOz
Oct 29th, '07, 02:37 PM
How big is the Mecha?
sorry for the short post, gotta pick up the kids -
CraterMaker
Not sure yet, still working on this but ral life has got in the way...
anyways I figure between 15-25 feet, but enough to be big, but not big enough to be useless normaly
CraterMaker
Oct 30th, '07, 11:14 AM
I like the idea. Mecha in Champions has allways intrigued me, from Robot Hero's and Red Doom till the present. They are easy to .. overbuild .. so they present their own unique design challenges - Can't wait to see the build!
-CraterMaker
P.S. - I'd keep him 15 feet tall, which would allow transport in the trailer of a big rig. Plus, it sounds as if Jack is a charismatic bloke.. Buying the mech as a vehicle should save enough points to buy a fistful of followers who serve as the pit crew for the hero.
JmOz
Oct 30th, '07, 03:59 PM
Anyone remember where rules on mecha using Martial Arts can be found?
JmOz
Oct 30th, '07, 04:32 PM
Here is pass one on the character, this character is basicaly a Heroic level pilot type, more to come later
Overdrive
Player:
Val Char Cost
15 STR 5
18 DEX 24
14 CON 8
12 BODY 4
18 INT 8
13 EGO 6
13 PRE 3
14 COM 2
7 PD 1
7 ED 1
4 SPD 12
6 REC 0
30 END 1
27 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 75
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
1 Weapon Element: Staffs
Martial Arts Cost: 13
Cost Skill
3 Breakfall 13-
3 Combat Driving 13-
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Inventor 13-
1 KS: Jeet Kune Do 8-
3 Mechanics 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
5 SS: Vehicle Engineering (INT-based) 15-
3 Stealth 13-
3 Streetwise 12-
3 Systems Operation 13-
3 TF: Common Motorized Ground Vehicles, Hybrid/Shapeshifting Mecha, Two-Wheeled Motorized Ground Vehicles
3 WF: Small Arms, Blades
2 Weaponsmith (Energy Weapons) 13-
Skills Cost: 50
Cost Perk
6 Fringe Benefit: Federal/National Police Powers, Membership: Foundation Agent
Perks Cost: 6
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Total Character Cost: 150
Pts. Disadvantage
10 DNPC: Mechanic Friend 11- (Normal; Useful Noncombat Position or Skills)
20 Hunted: Foundation 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Phys. Lim.: Far Sighted, corrected by glasses (Infrequently, Slightly Impairing)
15 Psych. Lim.: Heroic (Common, Strong)
10 Psych. Lim.: Loves Speed (Common, Moderate)
15 Soc. Lim.: Subject to Orders (Frequently, Major)
Disadvantage Points: 75
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
JmOz
Oct 30th, '07, 06:06 PM
Low powered super hero version, I did mess with the heroic template some, so consider this to also be version 2 of that one, next up will be version 3 that includes the disads and a single line for the perks, once the perks are done it will balance...
Overdrive
Player:
Val Char Cost
15/25 STR 5
19/29 DEX 27
15/25 CON 10
11 BODY 2
18 INT 8
11 EGO 2
13 PRE 3
14 COM 2
10/20 PD 1
10/20 ED 1
4/6 SPD 11
6/10 REC 0
30/50 END 0
27/37 STUN 0
5" RUN -2
1" SWIM -1
3"/5" LEAP 0
Characteristics Cost: 69
Cost Power
Armored Suit, all slots OIF (-1/2)
20 1) Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points)
7 2) +10 STR (10 Active Points)
20 3) +10 DEX (30 Active Points)
13 4) +10 CON (20 Active Points)
7 5) +1 SPD (10 Active Points)
7 6) HRRP (Radio Group) (12 Active Points); Sense Affected As radio & Hearing (-1/4)
3 7) IR Perception (Sight Group) (5 Active Points)
5 8) Mind Link , One Specific Mind, Number of Minds (x4) (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As radio & Hearing (-1/4)
15 Blaster Staff: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Staff: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); HA (-1/2)
1u 2) Energy Staff: HKA 1d6+1 (2d6 / 2d6+1 w/STR) (vs. ED), 4 clips of 12 Charges (+0), Shared charges with Blaster (+0), Penetrating (+1/2) (30 Active Points)
1u 3) Blaster: EB 6d6 (vs. ED), 4 clips of 12 Charges (+0), Shared Charges with Energy Staff (+0) (30 Active Points)
Powers Cost: 100
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
1 Weapon Element: Staffs
Martial Arts Cost: 13
Cost Skill
3 Breakfall 13- (15-)
3 Combat Driving 13- (15-)
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Inventor 13-
1 KS: Jeet Kune Do 8-
3 Mechanics 13-
2 Navigation (Land) 13-
3 Paramedics 13-
5 SS: Vehicle Engineering (INT-based) 15-
3 Stealth 13- (15-)
3 Streetwise 12-
3 Systems Operation 13-
3 TF: Common Motorized Ground Vehicles, Hybrid/Shapeshifting Mecha, Two-Wheeled Motorized Ground Vehicles
4 WF: Small Arms, Blades, Staffs
2 Weaponsmith (Energy Weapons) 13-
Skills Cost: 50
Cost Perk
6 Fringe Benefit: Federal/National Police Powers, Membership: Foundation Agent
Perks Cost: 6
Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12
Total Character Cost: 250
Pts. Disadvantage
10 DNPC: Father 8- (Normal)
20 Hunted: Foundation 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Phys. Lim.: Duel Class of Minds while in Power Armor (Machine & Human) (Infrequently, Greatly Impairing)
5 Phys. Lim.: Far Sighted, corrected by glasses (Infrequently, Slightly Impairing)
15 Psych. Lim.: Heroic (Common, Strong)
10 Psych. Lim.: Loves Speed (Common, Moderate)
15 Soc. Lim.: Secret ID (Frequently, Major)
15 Soc. Lim.: Subject to Orders (Frequently, Major)
Disadvantage Points: 100
JmOz
Nov 7th, '07, 04:20 AM
Here is the current version, not quite happy with disads, then I am going to wait a week or two to do the followers/Vehicles
Overdrive
Player:
Val Char Cost
15/25 STR 5
19/29 DEX 27
15/25 CON 10
12 BODY 4
18 INT 8
11 EGO 2
13 PRE 3
12 COM 1
9/20 PD 3
9/20 ED 3
3/6 SPD 1
6 REC 0
30 END 0
30 STUN 2
6" RUN 0
1" SWIM -1
3"/10" LEAP 0
Characteristics Cost: 68
Cost Power
8 Improved Combat Luck: Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); Combat Luck (-3/4)
Armored Suit, all slots OIF (-1/2)
14 1) Armor (7 PD/7 ED) (21 Active Points)
2 2) +3 PD (3 Active Points)
2 3) +3 ED (3 Active Points)
7 4) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
20 5) +10 DEX (30 Active Points)
10 6) +10 CON (20 Active Points); No Figured Characteristics (-1/2)
13 7) +2 SPD (20 Active Points)
6 8) Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing & Radio (-1/4)
3 9) IR Perception (Sight Group) (5 Active Points)
5 10) Leaping +5" (3"/10" forward, 1 1/2"/5" upward), Reduced Endurance (0 END; +1/2) (7 Active Points)
5 11) Mind Link , One Specific Mind, Number of Minds (x4) (15 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Radio, Sight, Hearing (-1/2), Does Not Provide Mental Awareness (-1/4)
4 12) +2 with Combat Driving, System Operations, Navigation (6 Active Points)
15 Blaster Staff: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Staff: (Total: 29 Active Cost, 11 Real Cost) HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); HA (-1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Weapon Length Based Limitations (-1 1/4) (Real Cost: 2)
1u 2) Energy Staff: (Total: 29 Active Cost, 13 Real Cost) HKA 1d6 (1 1/2d6 / 2d6 w/STR) (vs. ED), 4 clips of 12 Charges (+0), Shared charges with Blaster (+0), Penetrating (+1/2) (22 Active Points) (Real Cost: 11) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Weapon Length Based Limitations (-1 1/4) (Real Cost: 2)
1u 3) Blaster: EB 6d6 (vs. ED), 4 clips of 12 Charges (+0), Shared Charges with Energy Staff (+0) (30 Active Points)
Powers Cost: 117
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
2 Weapon Element: Mecha, Staffs
Martial Arts Cost: 14
Cost Skill
3 Breakfall 13- (15-)
3 Conversation 12-
3 Combat Driving 13- (15-)
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Inventor 13-
2 KS: Jeet Kune Do 11-
3 Mechanics 13-
2 Navigation (Land) 13-
3 Paramedics 13-
5 SS: Vehicle Engineering (INT-based) 15-
3 Stealth 13- (15-)
3 Streetwise 12-
3 Systems Operation 13-
3 TF: Common Motorized Ground Vehicles, Hybrid/Shapeshifting Mecha, Two-Wheeled Motorized Ground Vehicles
5 WF: Small Arms, Blades, Staffs, Vehicle Weapons: Mecha weapons
2 Weaponsmith (Energy Weapons) 13-
Skills Cost: 55
Cost Perk
6 Fringe Benefit: Federal/National Police Powers, Membership: Foundation Agent
65 Vehicles & Bases
25 Follower
Perks Cost: 96
Total Character Cost: 350
Pts. Disadvantage
Overdrive
15 1) Soc. Lim.: Secret ID (Frequently, Major)
10 2) Phys. Lim.: Duel Class of Minds while in Power Armor (Machine & Human) (Infrequently, Greatly Impairing)
Agent of the Foundation
20 1) Hunted: Foundation 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 2) Soc. Lim.: Subject to Orders (Frequently, Major)
15 3) DNPC: Pit Crew 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)
Jack Dale
10 1) DNPC: Father 8- (Normal)
15 2) DNPC: Girl of the week 11- (Normal)
5 3) Phys. Lim.: Far Sighted, corrected by glasses (Infrequently, Slightly Impairing)
15 4) Psych. Lim.: Heroic (Common, Strong)
10 5) Psych. Lim.: Loves Speed (Common, Moderate)
10 6) Hunted: U.S. Goverment 8- (Mo Pow, NCI, Watching)
5 7) DF: Tatoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 8) Rivalry: Professional (Other Speed freeks; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
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