JmOz Posted September 27, 2004 Report Share Posted September 27, 2004 In another thread there is some talk about appropriate speeds/dex, and such. Also as these things do someone brought up Bats/Cap, which someone responded that they are bad examples as they tend to change depending on the setting. Got me thinking, so here is a power package for all those characters that are suppose to be street level but who hang with champs All slots have -1/4 only while working with super team 24 +10 Dex 08 +1 Speed 14 25% Damage REsistance: Physical & Energy (Combat luck based -3/4) 04 +1 DCV --- 50 Points Quote Link to comment Share on other sites More sharing options...
JmOz Posted September 28, 2004 Author Report Share Posted September 28, 2004 Re: An interesting power for a dark champions Vigilante Any thoughts? Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 28, 2004 Report Share Posted September 28, 2004 Re: An interesting power for a dark champions Vigilante Good goofy fun. At a player's request I once built a character with a 60 point MP, "Only when the plot requires it" (-1). All of the slots would only activate when the plot required the player to have Ability X; once the slot was up, the player could use it at will until the end of the scene. In a more serious campaign, I wouldn't use these kinds of builds. Quote Link to comment Share on other sites More sharing options...
Steve Long Posted September 28, 2004 Report Share Posted September 28, 2004 Re: An interesting power for a dark champions Vigilante That reminds me of a similarly oddball Champions campaign where my character (inspired by the "Calvin & Hobbes" comic strip) had the Perk Artistic License, which allowed me to change (mostly) trivial details about the story and setting to suit my personal preferences. Quote Link to comment Share on other sites More sharing options...
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