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DJ Blackrock
Nov 26th, '08, 10:20 AM
I think I figured out how to export characters to post here on the boards, if it's scrambled, my apologies, if not, let me know what you think of the character.


Bonecrusher

Player: NPC

Val Char Cost
95/120 STR 35
15 DEX 15
15 CON 10
23/26 BODY 26
10 INT 0
12 EGO 4
15 PRE 5
0 COM -5

19/41 PD 0
11/33 ED 8
4 SPD 15
22 REC 0
30 END 0
79/82 STUN 0

6" RUN 0
0" SWIM -2
17"/22" LEAP -2
Characteristics Cost: 109

Cost Power
13 Density Increase (1,600 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); OIF (-1/2)
20 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2)
12 Power Boost: +50 STR (50 Active Points); Activation Roll 9-, Burnout (-1 1/4), Increased Endurance Cost (x3 END; -1), 4 Continuing Charges lasting 1 Turn each (-1/2), Costs Endurance (-1/2)
39 Hellfire Missiles: Energy Blast 14d6, Explosion (+1/2), Nonselective Target (-1/4) (87 Active Points); 6 Charges (-3/4), OIF (-1/2)
30 Stretching 6"
3 Lack Of Weakness (-3) for Normal Defense
20 Armored Hull: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
12 Stasis Field: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points); Ablative BODY or STUN (-1), OIF (-1/2)
14 Backup Batteries: Endurance Reserve (60 END, 8 REC) (14 Active Points)
Powers Cost: 163


Cost Skill
10 +2 with HTH Combat
5 +1 with Ranged Combat
3 Mechanics 11-
2 KS 11-
Skills Cost: 20


Cost Talent
16 Crippling Blow
10 Follow-Through Attack
18 Danger Sense (self only, in combat) 14-
6 Combat Luck (3 PD/3 ED)
3 Ambidexterity (-2 Off Hand penalty)
5 Eidetic Memory
Talents Cost: 58

Total Character Cost: 350

Pts. Disadvantage
30 Dependence: Purified Air Takes 2d6 Damage (Very Common, 1 Turn)
25 Distinctive Features: 20ft. Tall Cyborg (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)
15 Physical Limitation: Crippled Outside Suit (Infrequently, Fully Impairing)
10 Vulnerability: 2 x STUN Sonics (Uncommon)
10 Vulnerability: 2 x BODY Sonics (Uncommon)
10 Vulnerability: 2 x STUN EMP (Uncommon)
10 Vulnerability: 2 x BODY EMP (Uncommon)
15 Reputation: Violent Criminal, 11- (Extreme)
25 Psychological Limitation: Slavishly Loyal to Phobia (Very Common, Total)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Thia Halmades
Nov 26th, '08, 10:50 AM
There are a LOT of nitpicks on this build, not the least of which is why your DI Brick has Hellfire missiles, but that's a question for another time. Some general guidelines:

1) Most folks don't allow more than X points in a single group; usually it's Psych Lims (cause it makes you all ... CRAAAAZY) but it can apply to anything, so check with the GM (unless you ARE the GM in which case, you know... just sort of be advised).

But let's talk about the Hellfires, since weapon design is something I'm familiar with. You slapped on Non-Selective, which means that you'd need to make a to-hit roll against EVERYTHING in the Area of Effect radius. In other words, your missile isn't guaranteed to damage anything, which may not be what you want.

Selective is an Intelligent weapon; for example, a fracturing round that intelligently seeks hostiles may rain down in an AOE and be Selective; that would let the weapon IGNORE friendly targets. A normal AOE hits everything in the zone, and Explosion is an AOE variant. So a Selective Explosion does diminishing damage over a radius and only hits specific targets; an AOE Non-Selective is best described as "shrapnel." You could get lucky, and get missed, or get unlucky, and get nailed.

Why does it have 6" Stretching? What's the special effect? You'll hear us say this a lot; when we (collectively) go to validate a character, we look into the mechanics and then view them as they would "appear." For example: My PC, Karas, has a mystic chain on his arm. The chain is a Multipower that gives him:

Stretching, 10"
Entangle 5d6 (or so)
Swinging 20" (2x the chain length of 10")
And... something else I've forgotten.

Point being: They all share a limitation, "Lockout." The chain can only do one thing at a time, and I've got the points that I could do multiple effects, but by design, it doesn't allow for it. Am I making sense? The question isn't "How much cool stuff can I pour on before the points break," it's "What am I going for, and how do I design that?"

So I'd begin at the beginning (and you wouldn't be the first poster to do this). Tell us what you want to do, and see what all builds pop up, and roll from there.

Reason From Effect. It's how you build Holy Ice Cream Cones. With which to SMITE YOUR ENEMIES.

Psylint
Nov 26th, '08, 11:44 AM
Thia is right on target, as he/she usually is.

Low level evaluation:

You've got kinda massive damage capability: 24d6 potentially with strength, which is often way out of proportion to 350 level heroes. Same, though to a lesser extent, for the 41 rpd.

You've only got 30 end, even with your high recovery that's only 1 full strength STR (7 for the 70 normal strength and 15 for the bonus 50 in the power boost. = 22) based attacks before you're burning Stun for End.

The End Reserve doesn't seem to be tied to anything.

Skills/Concept: How does this character feed himself? He's got one marketable skill, Mechanics. If he/she is a gun for hire that's fine, but personally I'd add more professional mercenary skills.

OCV: this character has a natural 5 OCV in Hand to Hand and a max of 7. Whether this is a problem is all a matter of campaign context. In many campaigns you're looking at a minimum of .5% chance to hit and a max around 62.5%. It may even be balanced given the near certain death if the character connects, but it's something to consider. On Average this character is doing at least 84 stun and 24 Body and full strength before defenses. That would put many of my 350 characters out cold and bleeding to death.

As far as the Stretching, I figure DJ just wanted to replicate the additional reach of such a large character.

Please accept the criticisms here as constructive DJ. I've had tons of my builds greatly improved by listening to folks here.

Peace

DJ Blackrock
Nov 26th, '08, 12:00 PM
I am the GM, and Bonecrusher is intended as a villain. One that's hard to take down, but not particularly bright. Like a more articulate Grond.

I'll have to scan a pic when I can. The Hellfire Missiles are from missile pods mounted on the cyborg's shoulders, and I chose non selective, since the SFX is a swarm of dumbfire missiles. They may hit, they may not. They're more of a "You stay right where you are" attack. Bonecrusher is about as subtle as, well, as a 20 foot tall super-strong cyborg can be.

The 24d6 on his STR is a power boost, with a 9- activation roll. He can't always pull it off, being that the systems are kind of unreliable.

The stretching SFX is that he can fire his hands out on long metal cables to grab things at a distance. My take on it, if you've seen Haloid, is what Samus does when she grabs Master Chief with the energy beam and slings him through a few buildings.

The END Reserve is a backup battery that lets him keep fighting for maybe 2-3 turns. It's not about overpowering Bonecrusher, it's about outlasting him, and staying out of his reach.

I should have indicated that he's not intended as a PC kind of character.

Thia Halmades
Nov 28th, '08, 04:13 AM
Oh, and your Vulnerabilities should be, canonically, "2x Effect." It'll clean it up and give you the appropriate cost for EMP & Sonics.

JmOz
Nov 28th, '08, 05:02 AM
I think I figured out how to export characters to post here on the boards, if it's scrambled, my apologies, if not, let me know what you think of the character.


Bonecrusher

Player: NPC

Val Char Cost
95/120 STR 35
15 DEX 15
15 CON 10
23/26 BODY 26
10 INT 0
12 EGO 4
15 PRE 5
0 COM -5

19/41 PD 0
11/33 ED 8
4 SPD 15
22 REC 0
30 END 0
79/82 STUN 0

6" RUN 0
0" SWIM -2
17"/22" LEAP -2
Characteristics Cost: 109

Cost Power
13 Density Increase (1,600 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); OIF (-1/2)
20 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2)
12 Power Boost: +50 STR (50 Active Points); Activation Roll 9-, Burnout (-1 1/4), Increased Endurance Cost (x3 END; -1), 4 Continuing Charges lasting 1 Turn each (-1/2), Costs Endurance (-1/2)
39 Hellfire Missiles: Energy Blast 14d6, Explosion (+1/2), Nonselective Target (-1/4) (87 Active Points); 6 Charges (-3/4), OIF (-1/2)
30 Stretching 6"
3 Lack Of Weakness (-3) for Normal Defense
20 Armored Hull: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
12 Stasis Field: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points); Ablative BODY or STUN (-1), OIF (-1/2)
14 Backup Batteries: Endurance Reserve (60 END, 8 REC) (14 Active Points)
Powers Cost: 163


Cost Skill
10 +2 with HTH Combat
5 +1 with Ranged Combat
3 Mechanics 11-
2 KS 11-
Skills Cost: 20


Cost Talent
16 Crippling Blow
10 Follow-Through Attack
18 Danger Sense (self only, in combat) 14-
6 Combat Luck (3 PD/3 ED)
3 Ambidexterity (-2 Off Hand penalty)
5 Eidetic Memory
Talents Cost: 58

Total Character Cost: 350

Pts. Disadvantage
30 Dependence: Purified Air Takes 2d6 Damage (Very Common, 1 Turn)
25 Distinctive Features: 20ft. Tall Cyborg (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)
15 Physical Limitation: Crippled Outside Suit (Infrequently, Fully Impairing)
10 Vulnerability: 2 x STUN Sonics (Uncommon)
10 Vulnerability: 2 x BODY Sonics (Uncommon)
10 Vulnerability: 2 x STUN EMP (Uncommon)
10 Vulnerability: 2 x BODY EMP (Uncommon)
15 Reputation: Violent Criminal, 11- (Extreme)
25 Psychological Limitation: Slavishly Loyal to Phobia (Very Common, Total)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


OK so mega-brick villain mecha guy right?

First off, and let me tell you when Steve first changed this I was reuluctant to it, but I have come around, normaly for a character who is permantly big or heavy you build it as a physical limitation and buy the powers individualy that Growth or DI gives you (For instance in your case it would be +25 STR, -5 KB resistantance, +2 ED, +3 Body, and a heavily limited stretching of about 1" IIRC ~~45 points instead of 55+).

I think you need to reread End Reserve, it sounds like you want to use it for all of your abilities after he runs out of END, the ability does not work that way

I personaly prefer for big tough guys the damage reduction power over high defences (Makes them tough but allows everyone to effect them)

Having said ALL of this...have you considered making him as a vehicle/Driver where the driver has spent most opf his points in his mecha?

McCoy
Nov 28th, '08, 05:07 AM
Why does it have 6" Stretching? What's the special effect? You'll hear us say this a lot; when we (collectively) go to validate a character, we look into the mechanics and then view them as they would "appear." For example: My PC, Karas, has a mystic chain on his arm. The chain is a Multipower that gives him:

Stretching, 10"
Entangle 5d6 (or so)
Swinging 20" (2x the chain length of 10")
And... something else I've forgotten.
Missle deflection?

Indirect physical EB?

Damage shield?

Thia Halmades
Nov 28th, '08, 06:14 AM
Missle deflection?

Indirect physical EB?

Damage shield?

Limited range EB. That was it. Knew it was in there somewhere. Thanks, McCoy. Brain still clogged with Tryptophan. I generally don't use it (Karas carries an auto-pistol) but in fact it is a Limited Range (10", -1/4) Energy Blast.