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Character to Critique - Savage!


shaunclinton

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Background and the like isn't finished yet, thought I'd see what criticisms if any where flying around first. Basically he's a sorta Kazar like figure who's an archaelogist... he finds a mystic amulet in a ruined temple and is imbued with the powers of the Beast-God, when he's in Hero ID he looks fundamentally like himself but his attitudes change somewhat and he grows larger, more muscular and his eyes glow with power.

 

Things that people might note... OIHID with Focus isn't technically very good, but as he always wears the amulet Focus isn't strictly speaking accurate either... as he does have a clear Hero and non-hero ID. So I went with this, because there are times he'll be caught without his powers.

 

The OAF, and then the huge TK STR to keep it seems a bit like cheese. But I wanted a kind of Crimson Ruby of Cytorrak/Onslaught style effect where he has the amulet which to most people is essentially unmoveable, but someone with sufficient strength can rip it free. I was initially tempted by OIF, but went with the OAF and TK as the latter power eats up most (not all) of the points saved in the move from OIF to OAF... so I guess it's sort of a special variant of OIF. Maybe!!!

 

Anyway, let me know what you think. Incidentally, this is the first character I've designed since getting HeroDesigner!!!!

 

Savage

 

Val Char Cost
15/25 STR 5
12/24 DEX 6
12/25 CON 4
12/18 BODY 4
15 INT 5
18/24 EGO 16
20/30 PRE 10
18 COM 4
4/20 PD 1
3/20 ED 1
3/6 SPD 8
5/30 REC 0
26/68 END 1
26/54 STUN 0
8"/14" RUN45"/10" SWIM33"/9" LEAP0Characteristics Cost: 72

 

Cost Power END
4 Avatar of the Beast-God: Life Support (Immunity: Zootoxins; Longevity: Immortal) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0
11 Rapid Healing and Tough Skin: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0
15 Blessed In Life: Luck 3d6 0
27 Regeneration: Healing 6d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (130 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Self Only (-1/2), Does Not Work On Some Damage Two or More Types of Damage (Drains, Transforms and Mental; -1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Silver; -1/4) 0
21 Taming the Beasts: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); OAF (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Only In Heroic Identity (-1/4) 6
6 Talks to the Animals: Mind Link , Animal class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); Feedback STUN Only (-1), OAF (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Only In Heroic Identity (-1/4) 0
43 Amulet's Mystic Bond: Telekinesis (100 STR), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (300 Active Points); Limited Power Power loses almost all of its effectiveness (Only to hold Amulet; -2), Independent (-2), OAF Unbreakable (-1), No Range (-1/2), Affects Whole Object (-1/4), Only In Heroic Identity (-1/4) 0
4 Call Upon The Power of the Beast-God!!!: Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); OAF (-1), Limited Target Limited (-1/2), Incantations (Roar of the Beast; -1/4) 1
4 Protection of the Beast-God: Power Defense (10 points) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0
4 Protection of the Beast-God: Mental Defense (14/15 points total) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0
44 Powers of the Wild: Multipower, 120-point reserve, (120 Active Points); Limited PowerOnly Activate One Power per Phase (Not when Enraged); Power loses about a fourth of its effectiveness (-1/4), Costs 1 END per 30 Active Points per Turn; Power loses about a fourth of its effectiveness (-1/4); all slots OAF (-1), Only In Heroic Identity (-1/4)
1u 1) Strength of the Bear: +15 STR (15 Active Points); No Figured Characteristics (-1/2) 1
1u 2) Roar of the Lion: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for Presence Attacks; -1)
1u 3) Jump like a Frog: Leaping 15" (15 Active Points) 1
1u 4) Vanish like the Chameleon: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Not When Moving Rapidly or > 4"/Turn; -1), Extra Time (Extra Phase, Only to Activate, -1/2) 0
1u 5) Swoop like an Owl: Gliding 15" (15 Active Points) 0
1u 6) Breathes like the Fish: (Total: 15 Active Cost, 6 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) (8 Active Points) (Real Cost: 3) plus Swimming 7" (Real Cost: 7) 1
1u 7) Eyes of the Hawk: (Total: 15 Active Cost, 7 Real Cost) +3 PER with Sight Group (6 Active Points) (Real Cost: 3) plus +6 versus Range Modifier for Sight Group (9 Active Points) (Real Cost: 4) 0
1u 8) Climbs like a Spider: Clinging (30/40 STR) (15 Active Points) 0
1u 9) Squeal of the Bat: Active Sonar (Hearing Group) (15 Active Points) 0
2u 10) Skin of the Rhino: (Total: 39 Active Cost, 18 Real Cost) Armor (8 PD/8 ED) (24 Active Points) (Real Cost: 11) plus Physical Damage Reduction, Resistant, 25% (15 Active Points) (Real Cost: 7) 0
2u 11) Senses of the Wolf: (Total: 40 Active Cost, 16 Real Cost) Tracking with Smell/Taste Group (10 Active Points) (Real Cost: 4) plus Discriminatory with Normal Smell (5 Active Points) (Real Cost: 2) plus Nightvision (5 Active Points) (Real Cost: 2) plus Ultraviolet Perception (Sight Group) (5 Active Points) (Real Cost: 2) plus Ultrasonic Perception (Hearing Group) (3 Active Points) (Real Cost: 1) plus +4 PER with all Sense Groups (12 Active Points) (Real Cost: 5) 0
3m 12) Constitution of an Ox: (Total: 40 Active Cost, 15 Real Cost) +10 CON (20 Active Points); No Figured Characteristics (-1/2) (Real Cost: 13) plus +5 REC (Real Cost: 10) plus +20 END (Real Cost: 10) 0
4m 13) Size of the Mouse: Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB) (40 Active Points) 4
4m 14) Speed of the Cheetah: Running + 20" (40 Active Points) 4
4m 15) Claws of the Tiger: Killing Attack - Hand-To-Hand 4d6 (5d6 / 5 1/2d6 w/STR) (60 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4) 6
4m 16) Weight of the Elephant: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB) (40 Active Points) 4
5m 17) Size of the Blue Whale: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 409,600 kg, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide) (60 Active Points) 6
5m 18) Fly like the Eagle: Flight 30" (60 Active Points) 6
5m 19) Electricity of the Eel: Energy Blast 4d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4), No Normal Defense (Being Insulated; +1) (60 Active Points) 2
92 Avatar of the Beast-God: (Total: 213 Active Cost, 92 Real Cost) +10 STR (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus +12 DEX (36 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 16) plus +13 CON (26 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 11) plus +6 BODY (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus +6 EGO (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus +10 PRE (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus +6 PD (6 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +6 ED (6 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +2 SPD (Custom Adder) (16 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 7) plus +20 REC (40 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 18) plus +16 END (8 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +10 STUN (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus Running +6" (10"/16" total) (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus Swimming +5" (8"/13" total) (5 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 2) plus Leaping +4" (3"/9" forward, 1 1/2"/4 1/2" upward) (4 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 2) 4
Powers Cost: 322

 

Cost Martial Arts Maneuver
4 Bear Hug: 1/2 Phase, +0 OCV, +0 DCV, 7d6 / 9d6 Crush, Must Follow Grab
4 Charge of the Ram: 1/2 Phase, +0 OCV, -2 DCV, 5d6 / 7d6 +v/5 Strike, FMove
4 Viper Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 7d6 Strike
5 Animal Fury: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 9d6 Strike
Martial Arts Cost: 17

 

Cost Skill
3 Acrobatics 11- (14-)
16 Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors) 16- (18-)
3 Breakfall 11- (14-)
3 Bureaucratics 13- (15-)
3 Climbing 11- (14-)
10 +2 with HTH Combat
3 Cryptography 12-
3 KS 12-
2 Language (fluent conversation)
2 Navigation (Land) 12-
4 SS: Archaeology 13-
3 SS: Zoology 12-
10 +2 with all DEX Skills
3 Tracking 12-
Skills Cost: 68

 

Cost Perk
10 Money: Wealthy
2 Reputation: Daring Archaeologist Hero (A small to medium sized group) 11-, +2/+2d6
Perks Cost: 12

 

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
6 Danger Sense (self only, in combat, Function as a Sense, Intuitional) (14 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 14-
Talents Cost: 9

 

 

Total Character Cost: 500

 

Val Disadvantages
5 Distinctive Features: Powers granted by ghostly animals (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Accidental Change to Normal Form: When Recovering from Enraged/Berserk 11- (Uncommon)
5 Distinctive Features: Mystic Avatar of the Beast God (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group)
25 Enraged: Berserk BODY Damage or restraint whilst Enraged (Uncommon), go 11-, recover 11-
15 Enraged: BODY Damage over 3 or Silver (Common), go 8-, recover 11-
15 Enraged: Touched by the Blood of an Animal (Uncommon), go 11-, recover 11-
20 Hunted: The Hunter 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)
10 Physical Limitation: Also affected as Animal Class of Minds (Infrequently, Greatly Impairing)
15 Psychological Limitation: Gives Prey A 'Sporting Chance' (Common, Strong)
15 Psychological Limitation: Overconfidence (Common, Strong)
10 Psychological Limitation: Protective of Animals (Uncommon, Strong)
10 Psychological Limitation: Protective of 'Mortals' (Common, Moderate)
15 Psychological Limitation: Thinks & Acts Like an Animal (Common, Strong)
10 Reputation: Savage Beast-Hero, 11-
15 Social Limitation: Public Identity - Wealthy Archaelogist Superhero, Frequently (11-), Major
5 Rivalry: Professional, Jaques Merdsat, French Archaelogist, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Susceptibility: Enviromental Pollution, Toxic Areas, 2d6 damage per Turn (Common)
10 Things Never Go As Planned: 2d6 Unluck
10 Vulnerability: 1 1/2 x STUN From Ultrasonic Attacks (Common)
10 Vulnerability: 2 x BODY From Silver Weapons (Uncommon)

Disadvantage Points: 250

 

Base Points: 250

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character to Critique - Savage!

 

One more point... the TK has Independent, the reason for this is that the other powers are actually inherent to the character, although he needs the focus to activate them - which may well be bought off with experience eventually, but the TK is part of the amulet which is unique and can be taken away.

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Re: Character to Critique - Savage!

 

Interesting that he's got Luck and Unluck, I guess he could see that as "Survival of the Fittest," and well, sometimes he's just not the fittest.

 

To my very uneducated eye, he looks a tad unbalanced, at least in terms of power, but it is a very nifty concept and I think well done.

 

Maybe I missed it, but is there anything in there about the chances of him ever becoming feral? (forgetting his human self, as it were)

 

Michelle

aka

Samuraiko

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Re: Character to Critique - Savage!

 

I like the concept, and I look forward to reading more of its backstory. This looks like a very interesting character.

 

However, if I was submitted this character sheet for my own campaign I'd probably require a few modifications.

 

1) "Only in Hero ID" and "Focus" should not be both applied to the same Power. The fact that the character might be occasionally caught without his powers is already subsumed by the Focus limitation. Adding OIHID on top of that doesn't limit the character in any way and shoudn't be worth any points.

 

2) Focus accessibility. This depends on campaign parameters, but unless your character is going to routinely face opponents with STR in eccess of 100, I woudn't let the Focus being defined as Accessible, since it's held in place by the TK. Actually, unless the character reverts back to normal ID when knocked-out, this power makes the amulet harder to remove than most Inaccessible foci. Yes, he's paying points for that, but he's also nullifying the effects of several Limitations. And generally speaking, most GMs frown on buying Lims and then powers to offset those Lims.

 

3) Indipendent on the Amulet's TK. This is probably inappropriate for a Superheroic campaign and not really limiting. I'd also remove the "No Range" and "Affects Whole Object" as they're subsumed under "Only to hold Amulet".

 

4) Longevity OIHID is a bit weird, but then again I can see it working as a defense against aging powers and the like.

 

5) The Multipower is bought with "Costs 1 END per 30 Active Points per Turn". I woudn't think that qualifies for a -1/4 Lim. "Costs Endurance" and "Increased Endurance Cost x2" are both pegged as -1/2: an additional 1 END per 30 AP per Turn would increase the END cost of a Power by roughly 5%, not even close to "Power loses about a fourth of its effectiveness". For a -1/4 Lim I'd require something like 1 additional END per 20 AP per Phase.

 

6) You're also applying END Power Modifiers of opposite effects to the same Powers: increased END on the Reserve and Reduced End on the slots. I woudn't allow that.

 

7) Characteristic Powers bought inside a Multipower do not provide Figured Characteristics. Thus one shoudn't add "No Figured Characteristics".

 

That may seem like a lot of criticism but remember, it's just how I would do things in my campaign, not necessarily how you should do in your. I hope to read more about your character soon.

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Re: Character to Critique - Savage!

 

1) Well, it's not like most foci, as in he can still wear the focus but be powerless, that's why he has OIHID.

 

2) As I said, the power of TK pretty much takes up the points saved between OAF and OIF... he will face 100 STR villains on a semi-regular basis so I feel that the power isn't too unbalancing.

 

3) Maybe, but I feel that the limitations are appropriate as the power is effectively of little or no use to the character and the real points cost should reflect that.

 

4) It merely means that he doesn't age in hero form, might mean when the character gets older he ends out living his entire life in hero mode!!!

 

5) The 1 END per 30 AP per Turn doesn't affect the powers in the slots, just the multipower itself. The only real reason for this disadvantage is the fact that the player with this character would get around the "activate 1 power per phase" by walking around with a bunch of permenantly active powers. The fact that the multi costs end per turn to keep active means that long term END comes into the equation is it's kept on indefinitely. A clear disad.

 

6) As stated, the END on the reserve is a reserve only modifier, it doesn't affect the cost of any of the slots.

 

7) Hero Designer includes this automatically and it thus seemed appropriate. I'd include it as they are at a disadvantage as opposed to the normal power.

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Re: Character to Critique - Savage!

 

Not much to add...I like the concept, don't like the build....what we call a OAF that has a 100 str tk is an Inacessable focus, just take OIF and the "super sticky" is just special effects....I also don't like the and focus...one or the other is my way of looking at it.....I think focus is better than OHID 'cause I can see NO reason for him to ever not be in hero id ...he's got a public id and he's immortal when in hero form....what kind of maniac would ever turn off his powers?...I may be missing something though...

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Re: Character to Critique - Savage!

 

I guess part of it is that his powered-form is different from who he really is. Much as I'd love to have super-powers I wouldn't keep them on constantly at the cost of not being entirely me. Thus several of his psych lims are meant to be more prominent when in hero-form.

 

I guess I can see the problems with the focus thing. Although I do anticipate him running into people fairly frequently who have the power to take it as I said, so I guess that will be limiting enough as it's obvious that is where the power emanates from.

 

I'll most likely remove Independent from the TK and reduce it's strength to keep the points total roughly similar... which takes him down to STR 70 TK, bizarrely enough what I first started him off with! I used the leftover point to whack into his Archaelogy skill.

 

No range is still appropriate for the TK as otherwise he could still 'hold' the amulet at range and manipulate it. The affects whole object is harder to justify, so I may yet reconsider that one!

 

I'll work on him a bit more tomorrow and put up the modified version!

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