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Mister Magnum for review


MisterD

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Mister MagnumPlayer:

Val** Char*** Cost
15** STR 5
23** DEX 39
15** CON 10
10** BODY 0
13** INT 3
11** EGO 2
20/30** PRE 10
10** COM 0
*
6** PD 3
6** ED 3
4/6** SPD 7
8** REC 4
30** END 0
26** STUN 0
*8"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 86
Cost** Power END
45** Master of Guns: Multipower, 90-point reserve, (90 Active Points); OAF (Guns; -1)*
4u** 1) Single Shot Sunburst: Killing Attack - Ranged 1d6, Area Of Effect (4" Radius; +1 1/4), Selective (+1/4) (37 Active Points)* 4
6u** 2) Semi-Automatic Sunburst: Killing Attack - Ranged 2d6-1, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points)* 6
9u** 3) Full Auto Sunburst: Killing Attack - Ranged 3d6-1, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points)* 9
7u** 4) Breath of the Dragon: Killing Attack - Ranged 2d6, Area Of Effect (13" Cone; +1 1/4), Selective (+1/4) (75 Active Points)* 7
4u** 5) Sure shot: Killing Attack - Ranged 2d6, Penetrating (+1/2) (45 Active Points)* 4
** *
55** Never seems to run out of ammo: Endurance Reserve (50 END, 50 REC) (55 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.]* 0
25** Avoid the bullet's path: +5 with DCV*
13** Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2)*
7** Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2)*
8** Exceptional vision: +4 PER with Sight Group* 0
4** Athletic: Running +2" (8" total)* 1
Powers Cost: 187
Cost** Martial Arts Maneuver
** Gunjiutsu Melee*
3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike*
5** 2) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block*
4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm*
4** 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs*
3** 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls*
5** 7) Weapon Element: Blades, Empty Hand, Handguns, Staffs, Submachine Guns*
Martial Arts Cost: 28
Cost** Skill
** Everyman Skills*
0** 1) Acting 8-*
0** 2) AK: Native Country 8-*
0** 3) Climbing 8-*
0** 4) Concealment 8-*
0** 5) Conversation 8-*
0** 6) Deduction 8-*
0** 7) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]*
0** 8) Paramedics 8-*
0** 9) Persuasion 8-*
0** 10) PS: Online Billing 8-*
0** 11) Shadowing 8-*
0** 12) Stealth 8-*
0** 13) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]*
** *
3** Breakfall 14-*
10** +2 with Ranged Combat*
3** Streetwise 13- (15-)*
4** Weaponsmith (Firearms) 13-*
10** Two-Weapon Fighting (Ranged) *
Skills Cost: 30
Cost** Talent
3** Absolute Range Sense*
3** Ambidexterity (-2 Off Hand penalty)*
8** Lightning Reflexes: +5 DEX to act first with All Actions*
5** Resistance (5 points)*
Talents Cost: 19
Val** Disadvantages
150** TBA*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Ooops. I did a Seeker. (Forgot to get some resistant DEF. (Mr. M might make a good Dark Champions character
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Re: Mister Magnum for review

 

Umm... :think: umm....

(Forgot to get some resistant DEF. (Mr. M might make a good Dark Champions character

Umm... :bmk: yeah, *might* may a DC character... maybe try there?

 

I had to look over the character several times, all the "**"s kept running together and made no sense other than a distraction; however, the two areas I could concentrate on somewhat were the Multipower gun and the Skills area.

 

For the multipower, don't you think you did overkill on the RKAs? (No pun intended.) I mean, you have FIVE RKAs that are pretty much the same. Maybe you could save points if you just gave it a Variable Advantage (p.178 5E HERO System)? Also, you paid for one gun/weapon, but gave your character Two Weapon Fighting. You'd either need to buy another weapon just like the first, or save the TWF points for something else (unless 5E allows for that).

 

For the skills, other than everyman, you only have one noncombative skill, streetwise. Also, you took the Weapons Familiarty for your "gunjiutsu" (?)martial arts with Handguns and Submachine guns, but your MA looks like a HTH style. I would get rid of those to give you a couple of extra points. If you offered this character in *my* DC campaign, I would defintely make you change these aspects. You character seems designed soley for a quick kill and nothing else. (Of course, it's not my campaign.)

 

Also -and this is just my opinion- since you didn't create any disadvantages yet, to me it doesn't seem like you've put thought into any depth of the character, only that you wanted a killer.

 

Finally, you have next to no defenses! Despite your 13 DCV, you're going to get hit. One decent energy blast and you'll be stunned, one decent killing attack and you'll be dying.

 

My suggestions: 1) Get rid of all the asterisks; 2) rewrite your weapon; 3) spend points on noncombat skills (maybe contacts too), COM, and STUN, 4) get some armor (save points on OIF, Activation), and then 5) Resubmit your idea in the Dark Champions genre; they'll be able to help more than me.

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Re: Mister Magnum for review

 

I just saw a movie called Equalibrium.

 

One of the characters Shot in a crowd of armed soldiers/police and managed to hit all of them without getting hit himself.

 

(PS: THe actor in this film will also play BATMAN in the new movie)

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Re: Mister Magnum for review

 

Umm... :think: umm....

 

For the multipower, don't you think you did overkill on the RKAs? (No pun intended.) I mean, you have FIVE RKAs that are pretty much the same. Maybe you could save points if you just gave it a Variable Advantage (p.178 5E HERO System)? Also, you paid for one gun/weapon, but gave your character Two Weapon Fighting. You'd either need to buy another weapon just like the first, or save the TWF points for something else (unless 5E allows for that).

Actually TWF is specifically set up for the sweep maneuver, which allows you to use the same attack more than once in the phase, at disadvantages which this skill partially offsets. I think you're confusing the TWF for multiple power attacks, which has no penalties but would require more than one actual foci to use.

As fas as having five RKAs, they do different things, so left him buy them differently if he wants... Although he should try to incorporate shots so skillful they hurt alot but are non lethal (ie energy attacks with reduced penetration to reduce the body done to targets but leaving a whompful of stun).

 

For the skills, other than everyman, you only have one noncombative skill, streetwise. Also, you took the Weapons Familiarty for your "gunjiutsu" (?)martial arts with Handguns and Submachine guns, but your MA looks like a HTH style. I would get rid of those to give you a couple of extra points. If you offered this character in *my* DC campaign, I would defintely make you change these aspects. You character seems designed soley for a quick kill and nothing else. (Of course, it's not my campaign.)

Well, I took the MA to be hth but using the guns to pistol whip or butt-stock someone as clubs. although then you only need the clubs element insted of two elements. As for the lack of Noncom skills, look at the Punisher, not much there for Frank to do when not gunning people down, is there? Not condoning such a character, but he can grow inot his skills with experience.

Finally, you have next to no defenses! Despite your 13 DCV, you're going to get hit. One decent energy blast and you'll be stunned, one decent killing attack and you'll be dying.

 

My suggestions: 1) Get rid of all the asterisks; 2) rewrite your weapon; 3) spend points on noncombat skills (maybe contacts too), COM, and STUN, 4) get some armor (save points on OIF, Activation), and then 5) Resubmit your idea in the Dark Champions genre; they'll be able to help more than me.

Uh, how often is someone with a 13 DCV going to get hit? NOt too often I would say, add in the free dodge base amneuver and that's 16 DCV! I think he's pretty safe. 'Course, I woud give him a kevlar body suit just to be safe...

Oh, BTW, why should he need to buy up his Com? I can see it now...

"I'm sooo pretty that I just gotta bust a cap in someone..." :doi:

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Re: Mister Magnum for review

 

Uh' date=' how often is someone with a 13 DCV going to get hit? NOt too often I would say, add in the free dodge base amneuver and that's 16 DCV! I think he's pretty safe. 'Course, I woud give him a kevlar body suit just to be safe...[/quote']

 

Depends on your campaign. In my old campaign, he'd get hit easily 50% of the time.

 

Even in a standard power campaign... let's figure 10 OCV (24 Dex, +2 Levels) and a 12d6 EB. Unless you are dodging all the time, he has an 8 or less chance to hit. You can work out the percentage and that doesn't seem too bad. However, the attacker simply spreads his attack by 3d6 and now, assuming all average rolls, has an 11 or less chance to hit. This guy just took 3 Body and 25.5 Stun which is essentially a one shot knockout against this guy. :stupid:

 

This doesn't include multiple attacker bonuses (like a mob of agents), any sort of area of effect attacks (also popular with fodder bad guys like agents), or surprise attacks. Since his offense isn't nearly overpowering enough for him to need no defenses, he needs an overhaul or a very patient player (aka - someone who doesn't mind being KOed through half the game).

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Re: Mister Magnum for review

 

as a suggestion for nonncom skills as a world renown master of the gun how about

 

KS fire arms

ss ballistics

ss chemistry for explosives and propellents

ss material science for the construction of guns

PS forensic ballistics specialist

maybe wealthy to cover all that ammo

 

you might want to add WF with all modern small arms and if you want to have that equilibrium/the crow/every john woo movie, ability to move through fire getting defense maneuver IV would be good too would stop you getting shot from behind too.

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Re: Mister Magnum for review

 

Mister Magnum

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
20/30 PRE 10
10 COM 0
6/16 PD 3
6/11 ED 3
4/6 SPD 7
8 REC 4
30 END 0
26 STUN 0
8" RUN02" SWIM03" LEAP0Characteristics Cost: 86

 

Cost Power END
31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1); all slots STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4)
4u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 10
3u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 7
2u 3) Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6
1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2
150 Sample Katas: Variable Power Pool, 100 base + 50 control cost, (150 Active Points)
0 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1 1/4) (62 Active Points) Real Cost: 62 3
0 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2
0 3) Lethal Kata - Semi-Aito: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2
0 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2
0 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3
0 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2
0 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5
0 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2
0 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2
5 Second Weapon: (5 Active Points) 0
11 Protective armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0
4 Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0
56 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) (56 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 0
25 Avoid the bullet's path: +5 with DCV
13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2)
7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2)
8 Exceptional vision: +4 PER with Sight Group 0
4 Athletic: Running +2" (8" total) 1
Powers Cost: 324

 

 

Cost Skill
Everyman Skills
0 1) AK: Native Country 8-
0 2) Acting 8-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]
0 8) PS: Online Billing 8-
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
25 +5 with Ranged Combat
3 Breakfall 14-
2 Computer Programming (Personal Computers) 12-
10 Defense Maneuver I-IV
3 KS: On Line billing/Finances 12-
3 KS: Sci-Fi & Fantasy books, movies and TV 12-
3 SS: Balistics 12-
3 SS: Probabiity Analysis 12-
3 Streetwise 13- (15-)
10 Two-Weapon Fighting (Ranged)
4 Weaponsmith (Firearms) 13-
2 WF: Small Arms, Clubs, Fist-Loads
Skills Cost: 71

 

Cost Perk
2 Contact: Ari Jashua (Contact has useful Skills or resources) 8-
3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11-
Perks Cost: 5

 

Cost Talent
3 Absolute Range Sense
3 Ambidexterity (-2 Off Hand penalty)
8 Lightning Reflexes: +5 DEX to act first with All Actions
Talents Cost: 14

 

 

Total Character Cost: 500

 

Val Disadvantages
15 Dependent NPC: current victim of shootings 11- (Normal)
15 Distinctive Features: Black costume and head concealing mask (Concealable; Always Noticed; Detectable By Commonly-Used Senses)
10 Hunted: Associates of former targets 8- (As Pow, Harshly Punish)
5 Hunted: The Press 11- (Less Pow, NCI, Watching)
15 Psychological Limitation: Hunting the killer of his family (Common, Strong)
15 Psychological Limitation: Emotionless (Common, Strong) [Notes: This character feels emotions but suppresses them (as the Vulcans from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at apropriate times/situations

]

20 Psychological Limitation: Hunting thoes who have shot/gunned down inocent people (Very Common, Strong)
5 Physical Limitation: Frequent nightmares (Infrequently, Slightly Impairing)
5 Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing)
10 Reputation: Uses leathal force against thoes who use leathal force, 11-
5 Rivalry: Professional (Other 'DARK' avengers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity (Frequently, Major)
15 Vigilante Bonus

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 150

Total Experience Available: 0

Experience Unspent: 0

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Re: Mister Magnum for review

 

Ignore the points spent for the Sample Kata VPP for the previous post.

Roger that. Hey, MisterD, I think "Mr. Magnum" has come along way from your first posted draft. He looks really good now! Being able to see his disadvantages helps me actually get a feel for his personality. I'm glad to see him with some armor, too. I must say that my favorite aspect that you created for him was the Never seems to run out of ammo Endurance Reserve.

 

I think he's great now for a "starting out" character and my suggestion is to start spending some well-earned experience points on those everyman skills! Especially, climbing, concealment, paramedics, shadowing, and stealth. Little by little, and you'll get there. (At least, those are the skills my main DC character relied on the most out of those you listed.)

 

Let us know how he goes during his first run, if you don't mind. Good luck.

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Re: Mister Magnum for review

 

I like the never runs out reserve but I think it needs at least some form of limitation as it stands he could stnd naked as a jay bird with a deuling pistol in his hand and wipe out agents till the cows came home.

 

I would say gestures (i.e. going through the motions) or restrain able (must be able to actually reload) and OIF ammunition (so he must have a supply of ammo or fresh guns think neo in the lobby scene) that way if you strip of his ammo and give him an empty gun he wouldn’t be able to shoot but the moment he got his hands on another gun and ammo he'd be back to full form.

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