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Thread: Jon Wrath, Agent of PRIMUS

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    Jon Wrath, Agent of PRIMUS

    One of my players wants to play Jon Wrath, Agent of PRIMUS in our upcoming Champions campaign.

    He's got a good concept (parody Nick Fury, essentially, give or take a few differences), but the problem is after we statted hime up, even cutting corners he's at least 100 points over 350 (and thats without the de rigeur Hovercar which turned out to be just out of the question).

    The Perks alone totalled up at over 30 points (including of course, Liscence to Kill, more for the ability to say "I'm an internationally renowned secret agent, and I've got a liscence to kill!" in a gravelly voice than anything else).

    Also, he wanted the characters superhuman capacity to be based on a 'super-soldier serum'. Of course, PRIMUS's super-soldier serum is Cyberline. So, I made him a 'Silver Avenger' as thats what somebody on Cyberline who is not the Golden Avenger is classified as generally, from what I could determine in the source material, but being an (internationally famous) top-secret operative who made his name in the Jungles of 'Nam leading his unit the Growling Recondos on media-covered 'top secret' missions to daring victory after daring victory (as a mere Sgt, no less, because thats how the military works in comic-land apparantly) before leaving military service to enter the Intelligence community, he goes by his own name rather than his official rank of 'Silver Avenger'.

    After numerous skills including Vietnamese and French {nobody speaks English in the Bush} from his 5 Nam tours {he was in country before, during, and after of course}, Martial Arts (more than 500 logged hours of Close Combat Training, skippy), a Cyberline Enhancement set of powers (+15 STR +10 DEX +1 SPD +5 BOD +5 CON, some Combat Luck and a few CSVs {hyped up reflexes}, IIRC), and of course the PRIMUS Agent Test Equipment Inventory VPP (No control over when and how powers change {the lab just gives him new stuff and collects the old}, limited circumstance change, Act 14- Burnout or Equivalent all slots, OIF or equivalent all slots) for all those neat Operatives-only spy toys he comes out a little point heavy.

    The problem is, at 450 points he really isnt any more effective than the 350 point characters in the group. 100 or so of those points are buried in background flavor, miscellaneous skills, and pure schtick. All told, he labors under far more significant disadvantages than other PCs (if he pisses off PRIMUS then no more Cyberline treatments, no more Gadget Pool, no more Perks--he's left a competent normal).

    I've run into this problem before on other characters, but it seems like in a supers campaign, the skill guy or any character with a significant number of background and flavor oriented abilities seem to come up lacking against focused power based characters. Power Suits help to defray this because of the points return, but outside of that it can be difficult to achieve a same-pointed character that isnt the weak sister of the group once the fists start flying.

    I "solved" the "problem" by floating the player the extra hundred on the understanding that 1) his XP will be deficited until if/when the other PCs catch up (not likely to happen anytime soon, thats for sure), 2) I had him take an extra 50 points of Disadvantages beyond the limit to help defray the cost, 3) I will use and abuse him for plot hooks and story elements above and beyond whats nornal for a single PC, 4) there will be circumstances where his Cyberline treatments (I put them on a weekly dependence, lose access to Cyberline powers without) and/or Gadgets will be unavailable due to circumstances beyond his control, and 5) if the character proves to be too much, he'll either suffer a 'radiation accident' of some sort to repoint him, or be retired as a PC.

    Just as an aside, I dont have a problem with PCs being at different power levels, although I do prefer to have everyone at least at a certain effectiveness in the context of the campaign; Id rather see a player have a character thats TOO powerful and then as the GM put restraints in place or kybosh the character than to see a character that is too weak and leaves its player feeling left out of the fun because his character is too frail.

    Ill post stats for the guy later tonight when I am at home, but Im curious how other people would have handled it.

    Also, could some helpful soul point me at relevant PRIMUS info, particularly as it pertains to Cyberline? I have all of the new material and have read the PRIMUS section in Champions Universe. I also have a fair amount of old Champions material, and I looked up the Silver Avenger in ALLIES (who didnt impress me), but since I never ran the old Champions Universe, prefering home-brews and other genres, Im not familiar with the full back story of PRIMUS.

    Thanx
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    Re: Jon Wrath, Agent of PRIMUS

    Originally posted by Killer Shrike
    One of my players wants to play Jon Wrath, Agent of PRIMUS in our upcoming Champions campaign.

    Also, could some helpful soul point me at relevant PRIMUS info, particularly as it pertains to Cyberline? I have all of the new material and have read the PRIMUS section in Champions Universe. I also have a fair amount of old Champions material, and I looked up the Silver Avenger in ALLIES (who didnt impress me), but since I never ran the old Champions Universe, prefering home-brews and other genres, Im not familiar with the full back story of PRIMUS.

    Thanx
    I guess I'm your gal.

    First off, I'll refer you to the website, which has a lot of material that can be mined. (That's www.mactyre.net/scm/primus ). Look in the personnel section for sample Avengers. Some have character sheets, some don't.

    Secondly, there's PRIMUS the e-book, which I frankly think everyone ought to own. The book has many more characters and a lot of equipment. And there are two PRIMUS articles that appeared in DH, too.

    My main question is how is he ineffective? I'm struggling to understand that. In PRIMUS I wrote 200 point agents (granted, that's without equipment) that nearly started a riot when they came out because they were *too* effective. A few 200 point agents with gadgets can be a very scary thing -- as can an Avenger built well.

    Also, a guy who has PRIMUS as an ally has a really poweful weapon. "Maybe I can't handle X alone, but if I call up a few of my buddies..."

    -Shelley
    Shelley Chrystal Mactyre
    mactyre.typepad.com/menagerie

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    Not a little biased are you?

    I do have to say, I remember when you first brought up that site and always liked it, it didn't mesh with my Primus but it sure gave ideas.

    I went the other route, and had GA replaced due to his extreme view and corruption that they presented in later Hero Products, but I did replace him with your guy

    Killer Shrike, the best source of Primus Material beyond this site and the E-book (which I do not own, so cannot attest to) is Classic Organizations, which contains the Golden Avenger, Silver Avengers, Iron Guard and Primus Agents.
    Last edited by Starcorp Man; Apr 1st, '03 at 12:06 PM.
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    Originally posted by Starcorp Man
    Killer Shrike, the best source of Primus Material beyond this site and the E-book (which I do not own, so cannot attest to) is Champions Universe, which contains the Golden Avenger, Silver Avengers, Iron Guard and Primus Agents.
    The old Champions Universe I presume?

    Thanx!
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    That's Classic Organizations for the 4th edition write ups.

    D
    Nathan, after rolling his 6th consecutive 15+, crosses out the name on his character sheet, "I'm now Chris, the Gestalt of Incompetence."

    Chris, sitting next to him, "Grrr."

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    I can't say I agree with your decision or your reasoning. From my reading of your post, it sounds like someone came up with a character that will completely dominate all non-combat situations. He will have skills, perks and contacts vastly beyond those of any of the other characters. On top of that he will have access to virtually any power or ability he needs (through the VPP). Even though it won't be under his control, he will be the most versatile character on most teams. And in order that he won't feel left out, in the one thing the other characters may have a chance to shine in, you have allowed him to match them in combat ability as well.

    Your apparent solution to this situation is to give the guy extra points and disads to enable this. And then to make sure he gets more screen time as opposed to the other characters in the campaign (your solution #3). You might as well rename the campaign Jon Wrath and friends. I would be upset if I were one of your other players.

    I have played skill based characters before with no problems. And yes they have their own strengths and weaknesses. But no more so than any other character. If some of his skills or perks really are useless, then make them free. If all he wants to be able to say 'I have a license to kill' in a gravelly voice that is worth 0pts. If he has spent 10pts on it the character really does have a license to kill with no repercusions. And you should expect him to want to use it at some point in the campaign. In general all the players should be playing by the same rules. As it is, it sounds like for some reason you let this guy walk all over you.

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    Re: Re: Jon Wrath, Agent of PRIMUS

    Originally posted by ShelleyCM
    My main question is how is he ineffective? I'm struggling to understand that. In PRIMUS I wrote 200 point agents (granted, that's without equipment) that nearly started a riot when they came out because they were *too* effective. A few 200 point agents with gadgets can be a very scary thing -- as can an Avenger built well.

    Also, a guy who has PRIMUS as an ally has a really poweful weapon. "Maybe I can't handle X alone, but if I call up a few of my buddies..."

    -Shelley
    Thanx; I havent checked out your web site in a number of years (been awhile since I ran supers), but will do so presently.


    Sorry, I dont meant to indicate that this character is currently ineffective...at 450 points in a 350 point campaign. BUT when I stripped him down to 350 points he just didnt measure up well to the other 350 focused, 'younger' character because the points allocated to 'makes sense to support the characters background' abilities, mostly skills and perks, impacted his combat capacity.

    PRIMUS certainly is a powerful ally, and having a ton of perks related to membership in such an organization also certainly has its up side. Which is probably why buying those abilities eat points so quickly.

    So, I basically floated the PRIMUS points as 'storyline enablers' to the character rather than have him come in at 350 points and be much better than everyone else OUTSIDE of combat (due to his contacts, perks, and skills) but much worse than everyone else in combat.

    Also, thinking in metacampaign thought, this particular players is one of those guys with a strange sense of humor who consistently makes goof-ball gimmick characters that are definitely schticky but ultimately relatively useless aside from the 1 odd-ball thing they do, and end up just being comic relief. While I laude interesting characters, I also think interesting should be combined with 'somewhat effective as compared to the other PCs'. As the GM, Im trying to encourage the player to be more actively involved in all aspects of the in-game-play rather than constantly pushed to the sidelines due to the inherent ineptness of his characters.

    If all the players in the campaign wanted to explore the socio-political significance of thier characters having super powers, or play characters that basically just parody some of the goofier aspects of the genre then I could base a campaign around it and have fun. But since the other players want to explore the more outrageous aspects of superhero roleplaying -- most of them have never played supers before and view the opportunity as a chance to take a break from the grimmer, more lethal fare they have had of late. They want more of the BIFF and BAM than the deeper story building elements available in supers.

    Personally, I like the Wildcards/Astro City/Watchmen/Anything by Ross style of supers (I mean, I collected Valiant comics rather than Image back in the day) but the bulk of my players are a tad younger and see supers as being more mindless opportunities for massively destructive but mostly non-lethal violence.

    In that sort of environment, I can see this guys character at 350, with half of his points buried in background items and perks, not fitting in very well, getting sidelined again, and becoming the butt of copious jokes. To him, the concept IS the character, and all of the mechanix mean nothing to him. He wants to play Jon Wrath, AGENT OF PRIMUS with all the goofy kitsch of Nick Fury at his worst. I want him to play a character he can be happy with, tell a good story, and provide a setting that all the players will have fun in as a break from more serious campaigns.

    Its just a strange element of Supers games that Ive noticed before, which is well grounded characters get shafted by other players who design SUPERheroes as opposed to SuperHEROS, ie, who put the emphasis on the element that makes superhero games different than other genres -- the POWERS and was curious how other GMs who make superhero RPG thier primary genre address this, if at all.
    Last edited by Killer Shrike; Mar 28th, '03 at 01:33 PM.
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    This is a problem you can run into when you have a skill laidened character in a campaign.

    If your giving him a lot of backgroud skill, perks and such he is in effect a character with EP. So you could give him some EP.

    Also, if he is using PRIMUS equipment you could let him use it without paying points for it. You also would therefore be able to regulate what was givin to him.

    The other option would be to "water" down his background. You could also have his stats lower than that of a Silver Avenger. If he was one of the first to take them serum it may not be what is now use. So it could be a bit lower than what a Silver Avenger is.

    The only other thing would be to either allow him to run him as is. Or Run him as is and owe EP. Using either method could offend other players. Your have to balance working with this character and how it will effect the other players.

    Just more fun thing you get to deal with as a GM

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    Originally posted by Bartman
    I can't say I agree with your decision or your reasoning. From my reading of your post, it sounds like someone came up with a character that will completely dominate all non-combat situations. He will have skills, perks and contacts vastly beyond those of any of the other characters. On top of that he will have access to virtually any power or ability he needs (through the VPP). Even though it won't be under his control, he will be the most versatile character on most teams. And in order that he won't feel left out, in the one thing the other characters may have a chance to shine in, you have allowed him to match them in combat ability as well.
    That would be true if I expected the campaing to have much out-of-combat time. I dont. The pulse I get from the players is that right now, at this time, they are more interested in hitting things really hard, throwing around buildings, doing 30+" of knockback, going faster than speeding bullets, etc etc etc. This is an interlude campaign between other games, and is part of an ongoing effort to get full buy in to the HERO System with a group that is mostly new to the system (only myself and 1 other have played it for a long time). This is the 2nd campaign I've run in it since FREd came out, the 1st being a dark, brutal cyberpunk campaign. Im trying to show the systems flexibility off by contrasting it, AND the players have indicated that they want some relaxing episodic summer-fun rather than a serious long-term serialized campaign.

    Thus, the out of combat dominance (which you are correct, he has in spades) is unlikely to be an issue in the context of the game itself.


    Your apparent solution to this situation is to give the guy extra points and disads to enable this. And then to make sure he gets more screen time as opposed to the other characters in the campaign (your solution #3). You might as well rename the campaign Jon Wrath and friends. I would be upset if I were one of your other players.
    Actually, I dont intend to give him more screen time; I expect to have his obligations to PRIMUS be both and annoyance and a simplifier for injecting story hooks. If anything, it will be Jon Wrath and all the people that wish they didnt have him around as part of thier sactioning agreement.

    Plus, the metacampaign considerations of the players themselves wouldnt allow it. The player is not a leader among the other players. He is by nature a follower. If anything, he normally gets taken advantage of by the other players in-game because he is easy going.

    Not an issue in this case.


    I have played skill based characters before with no problems. And yes they have their own strengths and weaknesses. But no more so than any other character. If some of his skills or perks really are useless, then make them free. If all he wants to be able to say 'I have a license to kill' in a gravelly voice that is worth 0pts. If he has spent 10pts on it the character really does have a license to kill with no repercusions. And you should expect him to want to use it at some point in the campaign. In general all the players should be playing by the same rules. As it is, it sounds like for some reason you let this guy walk all over you.
    Hehe. I wish he would try to walk over me. That would require a more direct personality, which would make this entire issue non-existant. Possesing that level of will, he would instinctively design a character that would allow him to exert some modicum of control in-character. His characters would probably be more serious, or at least more directed and focused. Sadly, the opposite is true. He would probably be happy to play somebodies pet beagle if he became intrigued with the deep emotional satisfaction of playing such a multi-faceted expression of Man and Servant vice Man and Companion, or something along those lines.

    I would let him play it if he insisted, but at some point players become dead weight if all they do is introduce farsical elements to an activity that requires some level of suspension of disbelief. I want him to take more of an active role in the group, and if I have to let him play an overpowered character so that, in his non-proactive hands, the character plays out as roughly as effective as lower pointed characters played by people that proactively squeeze the last drop of functionality out of those characters then so be it. If nothing else its a worthwhile experiment to see how he handles it, and as GM I can always fix the problem later if it becomes an issue.
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    OK, given your further insights into your campaign, I certainly understand your choices. I'm still not sure I agree with them. But as long as everybody in your campaign is enjoying themselves, its all good baby.

    I still think you should be extra attentive to anyone haveing resentment to the fact that you spotted one of the characters 100 odd points.

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    Originally posted by Bartman
    OK, given your further insights into your campaign, I certainly understand your choices. I'm still not sure I agree with them. But as long as everybody in your campaign is enjoying themselves, its all good baby.

    I still think you should be extra attentive to anyone haveing resentment to the fact that you spotted one of the characters 100 odd points.
    Its beyond good, its Grrrrrrrrrrrreat!

    The mere fact that Im playing (er....running) HEROs again instead of d20 leaves me nearly orgasmic. Its a good thing that FREd is made of Questionite which resists accidental splashage....like spilled sodas and such......

    Ahem.....what I meant to say is, ya, I will keep an eye on the character. I personally dont have a problem with characters being at different power levels as long as it is story-driven. I dont typically run a competitve environment (except when the genre benefits from it), and favor a more story building approach generally, so its not about whos character has the biggest avg damage or best to-hit percentage....

    However, if the other players get irritated by the character, I will 'fix his little red wagon' to the extent necessary.
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    I have a PRIMUS agent as well, created for one of Shelley's games way back when.

    http://www.geocities.com/cyn_starwars/bio/Wraithe.htm

    When I first started in Champions our GM have us 250 for stats and stuff, then 10 bonus skills free. Pure skills like KS, PS, language, Mechanics, Combat Driving, all the 3 pt stuff or less pretty much.

    These helped tremendously to give us background skills and everyone had them. The 'younger' characters may have things like french in high school, or combat driving (video games), mechanics (shop class) and so on that help them even out to Agent John, and its kind of nice.

    The other thing I'd suggest is that the Cyberline didnt work perfectly on him, hes only half Silver Avenger. The powers only work part of the time or just not as effectively, and the leftover points trimmed go towards his mega skill list.

    Nick Fury is a great character and I love PRIMUS. Would love to hear how this character works out in your games.
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    With GM's permission (which should be easy in your case, Shrike), Skills can be treated as Powers, which includes Frameworks.

    Either give him a 1-point Elemental Control: International Man Of Mystery, and shave off 1 point from all his skills, or else put his Languages, KSes, rarely-used Perks, etc. into a 5-point Cosmic VPP: Cool Background, for 15 points.
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    Jon Wrath, Agent of PRIMUS

    OK, I got ruthless and cut John Wrath down to 375, which is much closer to the ballpark. I had to chop a lot of flavor as well as hamper his cyberline powers. Here he is in his diminshed state:


    <font size=+1><b>John Wrath, Agent of PRIMUS</b></font>

    Player: Jon Bristow

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/30&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15/25&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15/20&#160;&#160;</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&#160;&#160;</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&#160;&#160;</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>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>10&#160;&#160;</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>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>5/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>5/18&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>3/4&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>6/10&#160;&#160;</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>30/40&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>34/50&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>3</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"/12"&#160;&#160;</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"&#160;&#160;</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>1"/4"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-2</font></td></tr></table><b>Characteristics Cost:</b> 73

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Life Support (Longevity: 200 Years)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Regeneration: </i></b>Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Self Only (-1/2) [<b>Notes:</b> No Healing Max (see FREd p. 120).]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Cyberline Powers, all slots: Drained as an EC (Power loses about a fourth of its effectiveness; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td>1) +15 STR (15 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td>2) +10 DEX (30 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>3) +5 CON (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>4) +5 BODY (10 Active Points) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>5) Running +6" (12 Active Points); No Noncombat Movement (-1/4) (added to Secondary Value)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>6) +1 Overall (10 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>7) +2 with HTH Combat (10 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12&#160;&#160;</td><td>8) Combat Luck: 9 PD/9 ED (18 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">45&#160;&#160;</td><td><b><i>PRIMUS Special Agent Field-Test Equipment: </i></b>VPP, 41 base + 4 control cost (62 Active Points); Activation Roll 14-, Jammed (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available (Limited; -1/2), Character Has No Choice Regarding How Powers Change (-1/2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) <b><i>Cyber Eye: </i></b>(Total: 40 Active Cost, 15 Real Cost) Find Weakness 14- (Related Group of Attacks) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), Visible (-1/4) (Real Cost: 13) <b>plus</b> Nightvision (5 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), Visible (-1/4) (Real Cost: 2) Real Cost: 15&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) <b><i>Energy Pistol: </i></b>Energy Blast 4d6 (vs. ED), Variable Advantage (+1/2 Advantages Limited Group of Advantages (AP,Autofire x5, Penetrating, Explosion); +3/4) (35 Active Points); Activation Roll 14-, Jammed (-1), OIF (-1/2), 16 Clips of 8 Charges which Recover every 1 Week (-1/2), No Knockback (-1/4), Real Weapon (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4) Real Cost: 9&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) <b><i>Omni-Belt: </i></b>Force Field (7 PD / 7 ED / 7 Mental Defense / 7 Power Defense / 2 Flash Defense: Sight Group) (30 Active Points); Activation Roll 14-, Jammed (-1), 4 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), OIF (-1/2) (not added to totals) Real Cost: 8&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>4) <b><i>Haze Grenade: </i></b>Darkness to Sight Group 3" radius (Additional Sense: Radar, Additional Sense: Spatial Awareness) (40 Active Points); Activation Roll 11- (-1), 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Character May Take No Other Actions (-1/4), Can Be Missile Deflected (-1/4), Strength Based Range (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 9&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 128

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>+2 HTH Damage Class(es)&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Reversal: var Phase, -1 OCV, -2 DCV, +25 STR to Escape; Grab Two Limbs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Shove: 1/2 Phase, +0 OCV, +0 DCV, +25 STR to Shove&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 42

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>+1 Overall&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 12- (14-)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Bureaucratics 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 12- (14-)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Piloting 12- (14-)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Concealment 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Cryptography 8-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Demolitions 8-&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Language: French: Completely Fluent, w/Accent (Literacy) &#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Language: Vietnamese: Idiomatic, native accent (Literacy) &#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Lockpicking 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Interrogation 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Shadowing 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Stealth 12- (14-)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Survival (Temperate/Subtropical, Tropical) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Tactics 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Tracking 8-&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>WF: Common Melee Weapons, Common Missile Weapons, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Small Arms, Vehicle Weapons&#160;</td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Everyman Skills&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>1) Persuasion 8-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>2) Climbing 8-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>3) Conversation 8-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>4) Deduction 8-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>5) Paramedics 8-&#160;</td></tr><tr><td valign="top" align="right">-1&#160;&#160;</td><td>6) TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill]&#160;</td></tr></table><b>Skills Cost: </b>68

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation, Law Enforcement, Federal Government (A large group, 11-) +1/+1d6&#160;</td></tr><tr><td valign="top" align="right">23&#160;&#160;</td><td>Fringe Benefit (Concealed Weapon Permit (where appropriate), Federal/National Police Powers, License to Kill, Membership: PRIMUS, Passport, Security Clearance)&#160;</td></tr><tr><td valign="top" align="right">28&#160;&#160;</td><td>PRIMUS Hovercar (140 Base, 60 Disad)&#160;</td></tr></table><b>Perks Cost:</b> 53

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck: 3 PD/3 ED&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Resistance: 2 points&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lightsleep&#160;</td></tr></table><b>Talents Cost:</b> 11


    <b>Total Character Cost:</b> 375

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Social Limitation: Subject to Orders, Frequently (11-), Severe&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Social Limitation: Public Identity, Occasionally (8-), Minor&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful, Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Reputation: Hardass, Frequently (11-)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Physical Limitation: -1 Sight PER, All the Time, Slightly Impairing&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Watched by Primus, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Driven to complete the mission, Uncommon, Strong&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Distinctive Features: Scarred over eye, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependence: Cyberline RNA Treatment, Difficult To Obtain, Powers Gain 0- Activation Roll, 1 Week, Looses all Cyberline Powers until he can get another treatment&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Enraged: When it looks like his mission will be botched, Uncommon, go 11-, recover 14-&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Shadowdragon (CKC pg 193-194), More Powerful, 8- (Occasionally), Harshly Punish&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 125

    <b>Base Points:</b> 250
    <b>Experience Required:</b> 0
    <b>Total Experience Available:</b> 0
    <b>Experience Unspent:</b> 0
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  15. #15
    Join Date
    Feb 2003
    Location
    San Diego
    Age
    37
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    Blog Entries
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    Rep Power
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    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

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