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Character for Critique: MANIC-N


EternityShard

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Just made a new character for the Champions game Mr. Vimes runs, and I thought I see what the assembled Hero masses think.

 

The character is an Android with a few martial arts, but his real schtick is the Advanced Holographic Projection System installed in him. He's one a of a series of androids originally designed to fight metahuman crime. When they failed miserably, they were mothballed until some police science geek yanked them out and installed the holographic technology in them, and now they are used to recreate Metahuman crimes. An accident reintroduced the combat programming to this one's memory, and now he fights evil once again.

 

His name is M.A.N.I.C.-N (pronounced like Mannequin):

Metahuman Activity Nonlethal Investigation Construct - model N

 

One quick note. The GM suggested if I wanted to be totally android-esque, like Data on Star Trek, I should buy most or all of my character in IIFs, to represent that he can be taken apart piece by piece if incapacitated. That's why so much is bought as part of a focus.

 

Well, I'm interested to here what anyone has to say about him/it.

 

MANIC-N

 

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
18 BODY 16
13 INT 3
13 EGO 6
13 PRE 3
6 COM -2
15 PD 9
15 ED 9
6 SPD 20
20 REC 16
20 END -20
48 STUN 0
10" RUN82" SWIM06" LEAP0Characteristics Cost: 188

 

Cost Power END
116 Advanced Holographic Projection System: Variable Power Pool (Holographic), 90 base + 26 control cost (135 Active Points); Holographics Only (-1/2), IIF (AHPS Module; -1/4)
8 Combat Programming: +2 with HTH Combat (10 Active Points); IIF (MANIC Combat Control Module; -1/4)
Construct Traits, all slots: IIF (Android Body; -1/4)
36 1) Life Support , Character does not eat, Character does not sleep, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (45 Active Points)
15 2) Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points)
0 3) +0 PD, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic)
0 4) +0 ED, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic)
6 5) +0 STR, Reduced Endurance 0 END (+1/2) (15 Active Points) (Modifiers affect Base Characteristic)
-18 6) +0 DEX (0 Active Points) (Modifiers affect Base Characteristic)
-12 7) +0 CON (0 Active Points) (Modifiers affect Base Characteristic)
-7 8) +0 BODY (0 Active Points) (Modifiers affect Base Characteristic)
4 9) 0" Running (10" total), Reduced Endurance 0 END (+1/2) (10 Active Points)
1 10) Swimming 0" (2" total), Reduced Endurance 0 END (+1/2) (1 Active Points)
1 11) Leaping 0" (6" forward, 3" upward), Reduced Endurance 0 END (+1/2) (3 Active Points)
Artificial Life Form
7 1) +7 Mental Defense (10 points total)
5 2) Power Defense (5 points)
Sensory Diagnostic System, all slots: IIF (MANIC Diagnostic Module; -1/4)
3 1) Speed Reading (x10) (4 Active Points)
5 2) Enhanced Diagnostics: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points)
4 3) Visual Sensory Overload Inhibitor: Flash Defense (5 points) (Sight Group) (5 Active Points)
4 4) Auditory Sensory Overload Inhibitor: Flash Defense (5 points) (Hearing Group) (5 Active Points)
Positronic Network, all slots: IIF (MANIC Central Processing Module; -1/4)
-3 1) +0 INT (0 Active Points) (Modifiers affect Base Characteristic)
-5 2) +0 EGO (0 Active Points) (Modifiers affect Base Characteristic)
-3 3) +0 PRE (0 Active Points) (Modifiers affect Base Characteristic)
4 4) Fearless: +10 PRE (10 Active Points); Only to resist PRE attacks (-1)
4 5) Eidetic Memory (5 Active Points)
2 6) Lightning Calculator (3 Active Points)
2 7) Absolute Time Sense (3 Active Points)
Powers Cost: 179

 

Cost Martial Arts Maneuver
Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4)
4 1) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +40 STR to Throw
3 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on
3 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll
2 4) Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 4d6 NND
2 5) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; You Fall, Target Falls
13 6) +4 HTH Damage Classes (16 Active Points)
Martial Arts Cost: 27

 

Cost Skill
Everyman Skills
0 1) Climbing 8-
0 2) AK: Native Country 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Paramedics 8-
0 7) Language: English (Idiomatic, native accent; Native Language)
0 8) Persuasion 8-
0 9) PS: Player's Choice 8-
0 10) Stealth 8-
11 AHPS Configuration 15-
6 KS: Metahumans 15-
6 KS: U.S. Law 15-
7 Acting 14-
9 Tactics 15-
3 Teamwork 15-
3 Combat Driving 15-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 47

 

Cost Perk
23 Vehicle (116 Base, 5 Disad)
Perks Cost: 23

 

 

 

Total Character Cost: 464

 

Val Disadvantages
10 Distinctive Features: Android Body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 Vulnerability: 2 x STUN Electricity (Very Common)
30 Vulnerability: 2 x Effect Electricity (Very Common)
15 Hunted: Police Captain James Strickland 8- (As Pow; Harshly Punish (reacquire, reassimilate and wipe non-MANIC functionality); Extensive Non-Combat Influence)
15 Hunted: Unknown 8- (Mo Pow; Harshly Punish)
Directives
20 1) Psychological Limitation: Code vs. Killing (Common; Total)
20 2) Psychological Limitation: Protective of Innocents (Common; Total)
10 3) Psychological Limitation: Uphold the Law (Common; Moderate)

Disadvantage Points: 150

 

Base Points: 250

Experience Required: 64

Total Experience Available: 64

Experience Unspent: 0

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Your campaign may vary, but in most games Electricity is considered a "common" attack. Very common is reserved for things like "hand to hand attacks" or "energy blasts".

 

This would reduce the vulnerabilites values to 20.

 

Now lets get to the real issue.

 

You are buying all of your stats with FOCI? All of them? Is your GM on crack?

 

Sorry, I know it's only what you were told to do, but this sets off my cheeze alarm something fierce. If somebody steals my arm I'm not as strong? Duh. By that argument can I get a limit on my str that reflects that if I don't work out all the time I'm not as strong?

IMO this is better represented with a physical limit along the lines of "modular body can be disassembeled (Infreq, Total)".

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Originally posted by Jhamin

Your campaign may vary, but in most games Electricity is considered a "common" attack. Very common is reserved for things like "hand to hand attacks" or "energy blasts".

 

This would reduce the vulnerabilites values to 20.

 

Now lets get to the real issue.

 

You are buying all of your stats with FOCI? All of them? Is your GM on crack?

 

First, FREd lists Electricity as Very Common under vulnerability.

 

The idea isn't that if I lose my arm I'm weaker, the I idea is that the switch can be flipped and I have no strength, I can't move. A power-armor guy gets weaker if you take away his armor. I have no strength at all.

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I see lots of Red Stop Sings in this character, but as long as your GM is ok with them.

 

The overuse of the IIF is serious point grubbing, to me. A lot of the abilites may be part of your machine body, but, so is my brain to me, or my eyes. Yea, you blind me by popping my eyes out, do I get to save some points and buy my sight OIF?? Good lords.

 

What up with These???

-18 6) +0 DEX (0 Active Points) (Modifiers affect Base Characteristic)

-12 7) +0 CON (0 Active Points) (Modifiers affect Base Characteristic)

-7 8) +0 BODY (0 Active Points) (Modifiers affect Base Characteristic)

-3 1) +0 INT (0 Active Points) (Modifiers affect Base Characteristic)

-5 2) +0 EGO (0 Active Points) (Modifiers affect Base Characteristic)

-3 3) +0 PRE (0 Active Points) (Modifiers affect Base Characteristic)

 

What is the basis for getting points back you have listed as values on the characteristic section?? I'm at a loss for these.

 

4 4) Fearless: +10 PRE (10 Active Points); Only to resist PRE attacks (-1)

Buying a Stat effect like this as part of your 'stated' IIF is a big no-no, at least it always hes been in past editions, and Im sure it still is.

 

And Im not sure about your VPP- Holographic Projection Thingy..is there no skill roll, or other control mechanism? No time to change powers?? This is a Cosmic Power pool, and should have at least another +1 advantage on it. And if you claim to be wanting to use to to make you invisible, or grant you DCV, this, imo, goes beyond mere holograms. Real power effect, with an SFX of holograms is still a REAL power. So you -1/2 Holograms Only limitation is also bunk.

 

The concept is sound, but I dont know any GM who'd let this guys within a 1,000 Mega Scale hex limit of their campaign without some reworking. But, as long as your GM is happy. :(

 

By the way, the name is Cool Shit. I like that the best! :cool:

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Originally posted by RadeFox

What up with These???

-18 6) +0 DEX (0 Active Points) (Modifiers affect Base Characteristic)

-12 7) +0 CON (0 Active Points) (Modifiers affect Base Characteristic)

-7 8) +0 BODY (0 Active Points) (Modifiers affect Base Characteristic)

-3 1) +0 INT (0 Active Points) (Modifiers affect Base Characteristic)

-5 2) +0 EGO (0 Active Points) (Modifiers affect Base Characteristic)

-3 3) +0 PRE (0 Active Points) (Modifiers affect Base Characteristic)

 

What is the basis for getting points back you have listed as values on the characteristic section?? I'm at a loss for these.

 

The basis? Well, it'd be the same as buying the stats to zero, and then buying each as powers to their current levels, but adding IIF.

 

The basis was that, much like Data on Star Trek, given the opportunity as spelled out under IIF foci, an enemy who knew to could "hit a switch" and shut me down. (or unplug a cable, or rip out the right circuit).

 

Actually, what my GM said was something like, "If you really want to be an android, you could buy pretty much everything with a -1/4 limitation called Android Body." When I asked the basis and implications, he pretty much explained what I said above.

 

Would it make a difference if the limitation was something other than IIF, but still worth the -1/4? Is the issue you have because its a Focus, or because the limitation is there?

 

As for the VPP, yes there is a Skill Roll. I didn't list it in the power, but you can see it in my skill list. The power is not Cosmic by any means. I am going for Star Trek holodeck style holograms (magnetic fields can make them relatively solid) so I can adjust the settings to allow for invisibility, shapeshift (that's what the MANIC's were used for in reenactments) and images mostly, but I can solidify the fields a bit to account for Force Walls or Force Fields, and even to make a holographic blade (safeties disengaged, HKA).

 

Well, obviously everyone so far takes issue with the write-up. What would you suggest?

 

Oh, and I'm glad you like the name. The name and concept came months ago. It wasn't until last week that I even began to think about statting him up.

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Sorry if we are jumping all over you. Most of us GMs have had to train ourselves to spot abusive character writups before they make it into a game. I know this character is setting off my cheeze alarm something fierce. The whole "everything in my body is an IIF because you can diable it" would not fly in 95% of the campaigns I have ever heard of. But that is my problem, not yours. As with all things, if your GM is on board, then all is right with the world.

As your GM has expressly told you to do with IIFs then you are by definition in that other 5%.

 

I stated earlier that if a player came to me with an android PC then I would probably have him take a Physical limit to represent being shut down. A character from High Tech enemies is built in exactly this way.

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The reason most GM's wont allow FOCI to be used for things like stats, is that ANYone cant be shut down if they know how. Humans and androids will both lose strength if you rip out their spine, or neuro-conductivity RELFEX Conduit, etc...

 

I would agree a simple disad to cover the shut-down is a far more acceptable way to go for the shut down thing.

 

As for the Holo-Stuff, someone correct me if I'm wrong here, but with the Safety turned off on the holo-deck, which sounds like what this androids emitter does, would defineatley NOT be limited by the 'only holograms' limitation. I recall several episodes, where the saftey overrides were not working, and deadly force was very real. :P

 

But as is ALWAYS the most important rule, if your GM likes it, we're all just pissing in the positronic wind. :) Have fun with this one, he has some cool stuf going on, and would be fun to play in any case.

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Guest WhammeWhamme

I think Mr 'All Stats are IIF' is plenty limited.

 

1) By taking a -2 (not a up to -11 IIRC) someone who can do him BODY can disable his STR (or whatever) in one hit. Ouchie.

 

2) Someone who *can't* do BODY but can KO him (mentalist or the like) can take time and disassemble him.

 

3) As 2, but for villains with CVK and the like.

 

He does, however, gain the neat trick of 'guess where I left my hand...' :)

 

This is why I don't like building Foci based characters. Too easy to hose.

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MANIC-N edited

 

Alright, hee's an edit for MANIC-N that should go over much better. No stats in Focuses, though obviously other things suffered for the loss of points.

 

I think I was trying to hard to go in both directions, so this version puts more emphasis on the the VPP:

 

MANIC-N

 

Val Char Cost
25 STR 15
26 DEX 45
25 CON 30
15 BODY 10
13 INT 3
10 EGO 0
10/25 PRE 0
6 COM -2
10 PD 5
10 ED 5
6 SPD 25
20 REC 20
20 END -15
45 STUN 4
6" RUN02" SWIM05" LEAP0Characteristics Cost: 145

 

Cost Power END
122 Advanced Holographic Projection System: Variable Power Pool (Holographic), 95 base + 27 control cost (143 Active Points); Holographics Only (-1/2), IIF (AHPS Module; -1/4)
Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4)
2 1) +1 DEX (3 Active Points); No Figured Characteristics (-1/2)
4 2) +1 with HTH Combat (5 Active Points)
Construct Traits
45 1) Life Support , Character does not eat, Character does not sleep, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing
10 2) Mechanical Infrastructure: Damage Resistance (10 PD/10 ED)
7 3) Fearless: +15 PRE (15 Active Points); Only to Resist PRE attacks (-1)
Artificial Life Form
3 1) +3 Mental Defense (5 points total)
5 2) Power Defense (5 points)
Tireless
12 1) +0 STR, Reduced Endurance 0 END (+1/2) (12 Active Points) (Modifiers affect Base Characteristic)
6 2) 0" Running (6" total), Reduced Endurance 0 END (+1/2) (6 Active Points)
1 3) Swimming 0" (2" total), Reduced Endurance 0 END (+1/2) (1 Active Points)
2 4) Leaping 0" (5" forward, 2 1/2" upward), Reduced Endurance 0 END (+1/2) (2 Active Points)
Sensory Diagnostic System, all slots: IIF (MANIC Diagnostic Module; -1/4)
3 1) Rapid Diagnostic Sensors: Speed Reading (x10) (4 Active Points)
5 2) Enhanced Diagnostics: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points)
4 3) Visual Sensory Overload Inhibitor: Flash Defense (5 points) (Sight Group) (5 Active Points)
4 4) Auditory Sensory Overload Inhibitor: Flash Defense (5 points) (Hearing Group) (5 Active Points)
Positronic Network, all slots: IIF (MANIC Central Processing Module; -1/4)
4 1) Eidetic Memory (5 Active Points)
2 2) Lightning Calculator (3 Active Points)
2 3) Absolute Time Sense (3 Active Points)
Powers Cost: 243

 

Cost Martial Arts Maneuver
Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4)
4 1) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +20 STR to Throw
3 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
3 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
2 4) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; You Fall, Target Falls
Martial Arts Cost: 12

 

Cost Skill
Everyman Skills
0 1) Climbing 8-
0 2) AK: Native Country 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Paramedics 8-
0 7) Language: English (Idiomatic, native accent; Native Language)
0 8) Persuasion 8-
0 9) PS: Player's Choice 8-
0 10) Stealth 8-
11 AHPS Configuration 15-
5 KS: Metahumans 14-
5 KS: U.S. Law 14-
7 Acting 13- (16-)
7 Tactics 14-
3 Teamwork 14-
3 Combat Driving 14-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 43

 

Cost Perk
21 Vehicle (105 Base, 10 Disad)
Perks Cost: 21

 

 

 

Total Character Cost: 464

 

Val Disadvantages
10 Distinctive Features: Android Body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 Vulnerability: 2 x STUN Electricity (Very Common)
30 Vulnerability: 2 x Effect Electricity (Very Common)
15 Hunted: Police Captain James Strickland 8- (As Pow; Harshly Punish (reacquire, reassimilate and wipe non-MANIC functionality); Extensive Non-Combat Influence)
15 Hunted: Unknown 8- (Mo Pow; Harshly Punish)
Directives
20 1) Psychological Limitation: Code vs. Killing (Common; Total)
20 2) Psychological Limitation: Protective of Innocents (Common; Total)
10 3) Psychological Limitation: Uphold the Law (Common; Moderate)

Disadvantage Points: 150

 

Base Points: 250

Experience Required: 64

Total Experience Available: 64

Experience Unspent: 0

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