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[Character] Cougar (I) Revised


TheQuestionMan

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[b]Cougar (I) - Alexi McKenna[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
35    DEX     75   35      16-       OCV 12 DCV 12
30    CON     40   30      15-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
11    EGO     2   11      11-       ECV: 4
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
24    COM     7   24      14-
15    PD      9   15/21             15/21 PD (15/21 rPD)
15    ED      9   15/21             15/21 ED (15/21 rED)
7    SPD     25   7                 Phases:  2, 4, 6, 7, 9, 11, 12
12    REC     0   12
60    END     0   60
45    STUN    0   45
10    RUN      8   10"                END [2]
2    SWIM     0   2"                END [1]
20    LEAP     0   20"                20" forward, 10" upward

[b]CHA Cost: 221[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
20     [b][i]Natural Born Warrior[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots Activation Roll 14- (-1/2) - END=
1u     1)  [b][i]Accurate Strike[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Activation Roll 14- (-1/2) - END=3
2u     2)  [b][i]Lethal Strike[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Activation Roll 14- (-1/2) - END=3
2u     3)  [b][i]It's All in the Reflexes[/i][/b]: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
1u     4)  [b][i]Economical Strength[/i][/b]: +30 STR (30 Active Points); Conditional Power Only To Disarm, Escape, & Grab (-1/2), No Figured Characteristics (-1/2), Activation Roll 14- (-1/2) - END=3
      - END=
7     [b][i]Powerful Legs[/i][/b]: Leaping +14" (20" forward, 10" upward) (14 Active Points); Requires An Acrobatics Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=2
      - END=
10     [b][i]Biosteel Bodysuit[/i][/b]: Damage Resistance (15 PD/15 ED) (15 Active Points); OIF (-1/2) - END=0
      - END=
15     [b][i]Photon Manipulation Gem[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); OAF Unbreakable (-1) - END=
1u     1)  [b][i]Glowing Aura[/i][/b]: Sight Group Images Increased Size (2" radius; +1/4), +/-4 to PER Rolls (27 Active Points); Only To Create Light (-1) - END=3
3u     2)  [b][i]Dazzling Aura[/i][/b]: Darkness to Sight Group 3" radius (30 Active Points) - END=3
3u     3)  [b][i]Nova Aura[/i][/b]: Sight Group Flash 3d6, Area Of Effect Nonselective (4" Radius; +1) (30 Active Points) - END=3
3u     4)  [b][i]Displacement Image[/i][/b]: Force Field (6 PD/6 ED/6 Mental Defense/6 Power Defense/6 Flash Defense:  Sight Group) (30 Active Points) - END=3
3u     5)  [b][i]Chameleon Aura[/i][/b]: Invisibility to Sight Group , No Fringe (30 Active Points) - END=3
2u     6)  [b][i]Holographic Disguise[/i][/b]: Shape Shift  (Sight Group, limited group of shapes), Instant Change, Makeover (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) - END=3
1u     7)  [b][i]Lightspeed[/i][/b]: Teleportation 10", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); Restricted Path: Line of Sight (-1), Must Pass Through Intervening Space (-1/4) - END=3

[b]POWERS Cost: 73[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 16-
3      Acting 14-
0      AK: Vancouver, BC 8-
3      Breakfall 16-
3      Climbing 16-
3      Combat Piloting: Jump Jet 16-
0      Concealment 8-
0      Conversation 8-
1      Criminology 8-
0      Deduction 8-
10      Defense Maneuver I-IV 
0      High Society 8-
3      Jack of All Trades
1      1)  PS: Actor (2 Active Points) 11-
1      2)  PS: Circus Preformer (2 Active Points) 11-
1      3)  PS: Model (2 Active Points) 11-
1      4)  PS: Stuntman (2 Active Points) 11-
0      5)  PS: Superhero 8-
0      Language:  English (idiomatic; literate) (5 Active Points)
1      Language:  French (basic conversation)
3      Oratory 14-
0      Paramedics 8-
0      Persuasion 8-
3      Scholar
1      1)  KS: Canadian Criminal Law And Procedure (2 Active Points) 11-
1      2)  KS: The Acting World (2 Active Points) 11-
1      3)  KS: The Circus World (2 Active Points) 11-
1      4)  KS: The Criminal Underworld (2 Active Points) 11-
1      5)  KS: The Law Enforcement World (2 Active Points) 11-
1      6)  KS: The Modeling World (2 Active Points) 11-
1      7)  KS: The Stunt World (2 Active Points) 11-
1      8)  KS: The Superhuman World (2 Active Points) 11-
3      Shadowing 12-
3      Sleight Of Hand 16-
3      Stealth 16-
3      Streetwise 14-
1      Tactics 8-
1      Teamwork 8-
0      TF: Small Motorized Ground Vehicles 
0      WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 62[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Fringe Benefit:  Passport
4      Reputation:  Local Hero (A large group) 11-, +2/+2d6

[b]PERKS Cost: 5[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC:  The Reed Family (Mother, Father, & Sister) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20     Enraged:  When Innocents Injured (Uncommon), go 11-, recover 8-
10     Hunted:  RCMP 8- (Mo Pow, NCI, Watching)
20     Hunted:  VIPER 8- (Mo Pow, NCI, Harshly Punish)
10     Hunted:  Green Dragon 11- (As Pow, Mildly Punish)
10     Psychological Limitation:  Kill Only To Protect Innocents Common, Moderate
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
15     Psychological Limitation:  Thrillseeker (Common, Strong)
10     Reputation:  Violent Hero, 11-
5     Rivalry:  Professional (Close Combat Fighters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret Identity: Alexi McKenna Frequently (11-), Major

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 16
Total Exp Available: 16
Exp Unspent: 0
Total Character Cost: 366



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Re: [Character] Cougar (I) Revised

 

Background/History: Alexander "Alexi" McKenna was born in 1985 in Vancouver, British Columbia. His father is Sasha Kostya McKenna, a former Russian Olympic Gymnast and Spetsnaz Fitness Instructor who now teaches Martial Arts and Fitness Training. His mother is Murron Tara McKenna a Ballet Dancer, Actress, and Model who now teaches Ballet. Finally his big sister is the supermodel and actress Tamara McKenna.

 

He was literally raised in the family Arts & Athletics Center. Alex was an excellent student, but a gifted athlete. He excelled at anything he tried, but his passion was to join the Canadian Olympic Gymnastics Team. He eventually won a spot as an alternate, but his dreams of Olympic glory were smashed when Doctors discovered he was a mutant.

 

Life went on and a few weeks later a talent scout for Cirque du Soleil offered him a position as a Artist/Acrobat. Still a minor his parents agreed. He worked for them for 2 years and then his big sister called. She had been bugging him for years to join her in Paris and work as a Model and Actor. Now 19 he readily agreed. While there he discovered Parkour, the Art of Movement during a Stunt Work shop and quickly became an expert.

 

Then fate stepped in. During a fashion show in featuring Catherine Marie Beauchamp, is a French fashion designer and the head of one of the ten haute couture design houses in Paris. Eurostar attacked and took hostages.

 

Fortunately UNTIL received a tip and Defender Agents arrived along with the several French superheroes Siene (Left & Right Blank), the Chevalier, Autour (Goshawk), and a PRIMUS Silver Avenger arrived together.

 

Fiacho and the rest of Eurostar, caught off guard launched an immediate all out attack. Unfortunately Fiacho neglected to issue orders to his Terrorists. They panicked and then turn on the hostages.

 

Alexi's dressed in a tuxedo and wearing mountain lion mask felt his perceptions change. Everything and everyone seemed to move in slow motion. Seeing his sister threatened an animal scream burst from his throat, startled the Terrorists, who swung around to face this unknown threat firing as they brought their weapons to bear.

 

Moving with superhuman speed and agility he moved in on the Terrorists. He struck out instinctively and quickly took them out. Outside Eurostar had underestimated UNTIL and the Heroes. They fought a retreat and unfortunately Fiacho's arrived in time to find a male model standing over his Terrorists. Alex turned to see Fiacho and they maneuvered for position.

 

Fiacho's training, augmentations, and experience vs Alexi's youth, raw talent, and natural aptitude. Experience won, but before he could deliver the " coup de grâce" he was rescued by La Panthere. Between them they managed to drive him off. Unfortunately in the battle they had both lost their masks and they recognized each other.

 

La Panthere - "Well well Messier! It seems we both have secret to keep. Cesi n'est pas Alex?"

Cougar - "Oui Madame Beauchamp"

 

Smiling insanely at each other they ducked back into the dressing rooms without being seen and changed. Then walked out together arm in arm together as if nothing happened. Alex left Madam Beaucamp to find his sister and see that she was safe. She was more concerned about him doing something reckless. She took one look at him and knew that he was the one who knocked out the terrorists.

 

Tamara - "I think we had better talk"

Alex - [smiling crazily] "Ooooh yeah!"

 

A few days later Alex received a delivery from Catherine Marie Beauchamp with a note. Inside was a costume made of a BioSteel body stocking with Optical Camouflage, gloves, and helmet.

 

The note read "With great power comes great responsibility" :) "So use responsibly Cesi n'est pas Cougar"

 

Madame Beauchamp

xOxOxOx

 

Personality/Powers: Cougar's primary reason for donning a costume and fighting crime is protect those who can not protect themselves and and the thrill of it. Cougar's strength, agility, speed, durability, and endurance are all at superhuman levels. He also possesses a Healing factor and has mastered the art of Pakour.

 

 

Quote: "Not a good day to be a bad guy, eh?"

 

 

Appearance: Under his mask, Cougar is supermodel good looking in his early twenties (roughly 21 or 22 years old). He's in phenomenally good physical shape, with a strong, muscular build. As Cougar, Alex wears a dark gray BioSteel silk body stocking and full faced Feline stylized helmet.

 

 

Campaign Use/Plot Hooks: 1.) Dependent NPCs, 2.) Mutant prey of Minute Man Robots/I.H.A., 3.) VIPER wants to deal with this meddler, 4.) Green Dragon and Cougar have faced off numerous times. So far Cougar has managed to earn a draw. 5.) His PS's and KS's can get him into lots of trouble including his looks. 6.) Not to mention his Rivalry.

 

 

Cheers

 

 

QM

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  • 3 weeks later...

Re: [Character] Cougar (I) Revised

 

I always imagened his Costume to look like

 

Daredevil Armor

http://www.moviepoopshoot.com/comics101/images/2005/dec7/ddarmor.jpg

 

Thomas Jagger's Armor

http://www.comicvine.com/tommy-jagger/29-45328/12730-tommy-jagger/105-402499/

 

Checkmate's Helmet

http://upload.wikimedia.org/wikipedia/en/3/38/Knightone.png

 

Duc No Tranh, the Bengal's Stripes only in Black and Gray with White Highlights

http://www.superbuddies.net/forum/viewtopic.php?t=9452&postdays=0&postorder=asc&start=0

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Re: [Character] Cougar (I) Revised

 

Before I comment, I have to state that I have almost no experience running superheroic games. From what I gather, the character build looks good. No glaring holes, other than my own shock at a total of 30 DEF. Is that normal in Champions games?

 

The background is cool. I kind of like the circus angle, though I think clowns are evil so I normally stay away from that topic. Plenty of character hooks. Almost makes me want to try out the superhero genre. Almost.

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Re: [Character] Cougar (I) Revised

 

Before I comment' date=' I have to state that I have almost no experience running superheroic games. From what I gather, the character build looks good. No glaring holes, other than my own shock at a total of 30 DEF. Is that normal in Champions games?.[/quote']

The DEF is high. The Original Character was my first attenpt at Character Design back in 1990. He had 30rDEF Armor then. This version is updated and revised, but this time he has the Multipower. Where as before he only had a 6d6 AF5 HA.

 

The background is cool. I kind of like the circus angle' date=' though I think clowns are evil so I normally stay away from that topic. [/quote']

Circus Du Soleil is a Canadian thing. No Clowns or mimes among the acrobats.

 

Plenty of character hooks. Almost makes me want to try out the superhero genre. Almost.

Now that's a compliment :) Thanks.

 

City of Heroes Character Creator of Cougar (I)

It can be downloaded legally for free. The Korean version has the Possability stuff.

 

 

Thanks Guys

 

 

QM

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Re: [Character] Cougar (I) Revised

 

Revised Character

 

Added Skills:

1 Criminology 8-

1 1) KS: Canadian Criminal Law And Procedure (2 Active Points) 11-

1 4) KS: The Criminal Underworld (2 Active Points) 11-

1 5) KS: The Law Enforcement World (2 Active Points) 11-

 

Removed Weapon Framilliarity

2 Small Arms

 

Replaced Powers: Regeneration (7pts) for Talent: Rapid Healing (5pts)

 

 

Cheers

 

 

QM

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  • 3 months later...

Re: [Character] Cougar (I) Revised

 

My only concern is that you have an awful lot of defense. DCV 12, invisibility, forcefield including the exotics, full missile deflection and a normal rpd of 21? Assuming that you're in a campaign where 12 DC is the convention, this guy is really, really hard to bring down.

 

Area of Effect attacks are highly likely to bounce off the 21 DEF, single target ranged attacks are going to be very hard to land, get through the invisibility, missile deflection, and still isn't likely to stun the character. He's got tons of offense with the 7 speed and the 12 OCV (assuming that "normal" CV's are 6-10 and speeds 4-8).

 

In hand to hand, he's likely acting first, still really hard to hit, can hit like a Bolt from the Blue with the Killing Attack. With that much speed and dex he can afford to block or dodge quite often and still get a considerable amount of offense in.

 

From my perspective 21 rpd/red is brickish resistance (but given the way it works, 25rpd is, for me, clearly brick resistance as primary defense territory), and 12 CV is near the top of "Artful Dodger/Martial Artist/Dex as primary defense" land. Add all the other defenses, the high Con and the relatively high Stun totals and you have an absolute defensive beast. Combine that with an offensive juggernaut with multiple capped-out damage attacks with both high speed and high CV, and other useful combat and non-combat abilities: flash, darkness, invisibility, teleport (and its attendant immunity to most entangles), "detective skills" and I begin to wonder:

 

1. What kind of antagonist can I use as a challenge for this guy? Right now the only one I can think of is a mentalist, and most players absolutely hate them (I think folks really prefer being unconscious to being in the thrall of a supervillain or tripping out on a mental illusion).

 

2. Where's the space for other character's abilities to come to the fore? He can't lift jumbo jets, but he can pull cars off people, he's sneaky and stealthy, can do a passable dark detective/super spy gig, he probably scythes through mooks, and many villains aren't going to last much longer.

 

 

On the other hand if the damage convention is more around 18 DC's then the perspective changes. I still think it'd be a little on the overly defended side, but at least it wouldn't the combination of extreme defense and extreme offense in one character.

 

Cheers

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Re: [Character] Cougar (I) Revised

 

The Multipower was a later minute change from his previous write up. Looking at him objectively I can fully understand your points. As a GM I would likely ask that the character's Multipower be replaced with something else.

 

Offensively he is Limited to Close Combat and is Vulnerable to Area Effect Attacks. If I ever get to play him again I would be happy, but it looks like he will forever be a retired character.

 

With regards to his Resistant Defenses. Only 15rDEF is Constant the other 6rDEF comes from Force Field.

 

As for turning him into the Dark Knight, well, he has neither the Intelligence nor the Skills to become one.

 

As written, he is a Bestowed Powers Kinda Guy. A Mutant Martial Artist with some excellent Body Armor and a Gem (Limited Green Lantern Ring type).

 

I could lose the current Multipower and replace it with a Gadget Pool or transform him into a Detective.

 

I really appreciate your comments. It is always nice to work things out. Like a sounding board. you can not do that anywhere else.

 

He recently fought the Ripper, from Conquerers, Killers, and Crooks. The Ripper could not touch him and he could not do enough damage to make a dent. Spent most of my Phases "Diving for Cover"

 

 

Cheers

 

 

QM

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Re: [Character] Cougar (I) Revised

 

I'm kind of boggling at his Missle Deflection. It already has an activation roll on top of the deflection roll itself; then he has another DEX activation on top of that? All of this for a total point savings of... one?

 

High activation rolls, especially for powers that are central to your build and that you expect to use almost continuously, are kind of dumb. At best, you'll make the roll almost every time, which means you're adding another step to every action you take and that's a waste of everybody's time; but at worst, you'll flub it once in a while, which just makes you look like a chump for no reason. Adding another (extremely high) activation roll compounds the problem. Activation rolls are only worthwhile as a limitation when there's a meaningful chance of failure and when usage is infrequent enough that you aren't spending all of your time making extra rolls; otherwise it's 99% wheel-spinning and 1% a jarring departure from expectation.

 

It just feels like another pointlessly annoying attempt to shave points, which is kind of needless, given that you're otherwise egregiously effective for your total.

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Re: [Character] Cougar (I) Revised

 

I'm kind of boggling at his Missle Deflection. It already has an activation roll on top of the deflection roll itself; then he has another DEX activation on top of that? All of this for a total point savings of... one?

 

High activation rolls, especially for powers that are central to your build and that you expect to use almost continuously, are kind of dumb. At best, you'll make the roll almost every time, which means you're adding another step to every action you take and that's a waste of everybody's time; but at worst, you'll flub it once in a while, which just makes you look like a chump for no reason. Adding another (extremely high) activation roll compounds the problem. Activation rolls are only worthwhile as a limitation when there's a meaningful chance of failure and when usage is infrequent enough that you aren't spending all of your time making extra rolls; otherwise it's 99% wheel-spinning and 1% a jarring departure from expectation.

 

It just feels like another pointlessly annoying attempt to shave points, which is kind of needless, given that you're otherwise egregiously effective for your total.

 

Damn I did not see that on the Missile Deflection, I missed it. Corrected!

 

 

Sorry

 

 

QM

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Re: [Character] Cougar (I) Revised

 

[b]Cougar (I) - Alexi McKenna[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
35    DEX     75   35      16-       OCV 12 DCV 12
30    CON     40   30      15-
15    BODY    10   15      12-
23    INT     13   23      14-       PER Roll 14-
11    EGO     2   11      11-       ECV: 4
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
24    COM     7   24      14-
15    PD      9   15             15 PD (15 rPD)
15    ED      9   15             15 ED (15 rED)
7    SPD     25   7                 Phases:  2, 4, 6, 7, 9, 11, 12
12    REC     0   12
60    END     0   60
45    STUN    0   45
10    RUN      8   10"                END [2]
2    SWIM     0   2"                END [1]
20    LEAP     0   20"                20" forward, 10" upward

[b]CHA Cost: 231[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
20     [b][i]Natural Born Warrior[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots Activation Roll 14- (-1/2) - END=
1u     1)  [b][i]Accurate Strike[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Activation Roll 14- (-1/2) - END=3
2u     2)  [b][i]Lethal Strike[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Activation Roll 14- (-1/2) - END=3
1u     3)  [b][i]It's All in the Reflexes[/i][/b]: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Activation Roll 14- (-1/2), Requires A DEX Roll (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
1u     4)  [b][i]Economical Strength[/i][/b]: +30 STR (30 Active Points); Conditional Power Only To Disarm, Escape, & Grab (-1/2), No Figured Characteristics (-1/2), Activation Roll 14- (-1/2) - END=3
      - END=
6     [b][i]Powerful Legs[/i][/b]: Leaping +14" (20" forward, 10" upward) (14 Active Points); Increased Endurance Cost (x3 END; -1), Requires An Acrobatics Skill Roll (-1/2) - END=3
5     [b][i]Grace[/i][/b]: Knockback Resistance -5" (10 Active Points); Requires A DEX Roll  (Active Point penalty to Skill Roll is -1 per 5 Active Points; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=1
      - END=
4     [b][i]Climbing Claws[/i][/b]: Clinging (normal STR) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2), Requires A Climbing Skill Roll  (-1/2) - END=1
10     [b][i]Biosteel Bodysuit[/i][/b]: Damage Resistance (15 PD/15 ED) (15 Active Points); OIF (-1/2) - END=0
10     [b][i]Optical camouflage[/i][/b]: Sight Group Images 1" radius, +/-6 to PER Rolls (28 Active Points); Set Effect (Only to Camouflage Wearer; -1), No Range (-1/2), IIF (-1/4) - END=3

[b]POWERS Cost: 60[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 16-
3      Acting 14-
0      AK: Vancouver, BC 8-
3      Breakfall 16-
3      Climbing 16-
3      Combat Piloting (Jump Jet) 16-
0      Concealment 8-
0      Conversation 8-
3      Criminology 14-
0      Deduction 8-
10      Defense Maneuver I-IV 
0      High Society 8-
3      Interrogation 14-
3      Jack of All Trades
1      1)  PS: Actor (2 Active Points) 11-
1      2)  PS: Circus Preformer (2 Active Points) 11-
1      3)  PS: Model (2 Active Points) 11-
1      4)  PS: Stuntman (2 Active Points) 11-
0      5)  PS: Superhero 8-
0      Language:  English (idiomatic; literate) (5 Active Points)
1      Language:  French (basic conversation)
3      Oratory 14-
0      Paramedics 8-
3      Persuasion 14-
3      Scholar
1      1)  KS: Canadian Criminal Law And Procedure (2 Active Points) 11-
1      2)  KS: The Acting World (2 Active Points) 11-
1      3)  KS: The Circus World (2 Active Points) 11-
1      4)  KS: The Criminal Underworld (2 Active Points) 11-
1      5)  KS: The Law Enforcement World (2 Active Points) 11-
1      6)  KS: The Modeling World (2 Active Points) 11-
1      7)  KS: The Stunt World (2 Active Points) 11-
1      8)  KS: The Superhuman World (2 Active Points) 11-
3      Shadowing 14-
3      Stealth 16-
3      Streetwise 14-
1      Tactics 8-
1      Teamwork 8-
0      TF: Small Motorized Ground Vehicles 
0      WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 67[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Fringe Benefit:  Passport
2      Reputation:  Reckless Hero (A large group) 11-, +1/+1d6

[b]PERKS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC:  The Reed Family (Mother, Father, & Sister) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20     Enraged:  When Innocents Injured (Uncommon), go 11-, recover 8-
10     Hunted:  RCMP 8- (Mo Pow, NCI, Watching)
20     Hunted:  VIPER 8- (Mo Pow, NCI, Harshly Punish)
10     Hunted:  Green Dragon 11- (As Pow, Mildly Punish)
10     Psychological Limitation:  Kill Only To Protect Innocents Common, Moderate
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
15     Psychological Limitation:  Thrillseeker (Common, Strong)
10     Reputation:  Reckless Hero, 11-
5     Rivalry:  Professional (Close Combat Fighters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret Identity: Alexi McKenna Frequently (11-), Major

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 16
Total Exp Available: 16
Exp Unspent: 0
Total Character Cost: 366



So significant changes, but not altering the main concept.

 

Biosteel

http://en.wikipedia.org/wiki/BioSteel

 

Optical Camouflage

http://en.wikipedia.org/wiki/Optical_camouflage#Optical_Camouflage

 

 

Cheers

 

 

QM

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Re: [Character] Cougar (I) Revised

 

I'm with whoever about dropping many if not all the activation rolls.

 

As to the Grace KB resistance, you do realize that you have a Dex Roll at -15 (75 active points in Dexterity/5).

 

I don't have any objection to Missile Deflection per se, but putting it into a multipower is definitely "doing it on the cheap" as it is an action you can abort to, even if there aren't any points in it, it's not really limited by the ultra slot, or even the pool reserve, that is to say, a Missile Deflection in a multipower plays (least as far as I can see) absolutely no differently than one purchased outside, except it costs less. I'm not calling munchkin on it, but if it were my campaign, I'd make the pool allocations stick, so that if you wanted to be able to missile deflect you'd have to leave points in it in between phases.

 

I'm not really seeing the limited to close range and vulnerability to area of effect attacks. He's got 30 STR, so he can pickup and toss motorcycles and maybe Mini Coopers (unless you're campaign has a house rule that you can only throw things that you can lift with casual strength). I'm not sure about your campaign, but with 20" of lateral movement and speed 7, not many of my antagonist could stay at range for more than a phase or two without devoting all of their phases to running away. As to the area of effect, if 12 DC's is the convention for single target attacks, generally you're facing a max of 9 DC's in AOE. 9DC's would average about 30 Stun, of which you'd take 15, shrug it off with your Con of 30 and STUN of 45 and move on.

 

He is vulnerable to all of the things that traditionally foil High DCV characters, Darkness, Invisible opponents, Flash, AoE, Autofire Entangles, Change Environment/Curses with CV penalties, AoE telekinesis, mental powers generally.

 

 

In some ways, Cougar is clearly a brick. He's spent well over 2/3 of his points on characteristics (particularly if you discount the background stuff, contacts, KS, etc.). He hits like a brick, around 90% of the time, and has enough layered defenses, rpd, high DCV, high speed so more opportunities for extreme DCV, missile deflection and "invisibility."

 

Personally, I'd prefer Cougar with +6d6 Hand Attack straight out, rather than the multipower, but that's just me. Same thing with the KB resistance (either it's a nigh automatic 16- roll or an impossible 1-) but that's more an aversion to die rolling than anything else.

 

I'd also ask you to design 2 antagonist for Cougar, at least one of which has a significant chance of winning a "straight up" fight (i.e. if both characters were in melee range, acted intelligently with the exception of increasing the range). Right now the only antagonist I've got in the stable that might have a good chance, other than Psilint who's too vicious for words, is Winter. But she has Darkness and 2 aoe Entangles (granted the big one is melee ranged) and was otherwise specifically designed to deal with High Speed, High DCV targets. Actually, that'd be an interesting match up.

 

I'll think on it, maybe I can find a good antagonist for you.

 

Peace

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Re: [Character] Cougar (I) Revised

 

Yeah, I'd also consolidate the HA and Grapple/Disarm slots. It's neither economical in terms of points nor aesthetic in terms of simplicity. Just buy the +30 STR with No Figured Characteristics and Not For Lifting (-1/4; actually, you might want to go with +0, so it's not cheaper than HA).

 

 

 

... and good gracious, that faux-Invisibility power is also horrific. Why would you do such a thing?

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Re: [Character] Cougar (I) Revised

 

I like the second build much better; and a great background. :thumbup:

 

He's not so much a martial artist (especially as he lacks martial maneuvers) as a very fast brick. He'd be real tough for most MA's to take on; a true brick (as you discovered in your battle with Ripper) is another story.

 

I'm not certain that Reputation Perk "Reckless Hero" isn't more along the lines of the Reputation Disad. What's the upside for the hero being known as reckless? Why not drop that and spend the two points elsewhere?

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Re: [Character] Cougar (I) Revised

 

... and good gracious' date=' that faux-Invisibility power is also horrific. Why would you do such a thing?[/quote']

 

Then again, some might say that is how sense impairing powers like "Invisibility" should be done. Normal INTs would have a 5> PER Roll to spot him if right up close, modified downward for range, or suffer the effects of Surprise. Super-Concealment. :thumbup:

 

"Horrific" falls shy of constructive criticism, braincraft.

 

I do have to ask why you don't just go for Martial Arts for the effects of the Multipower, TQM. The only real benefit of buying "manuevers" as powers is if you construct it so that you can MPA, which you wouldn't be able to with a Multipower.

 

Cougar seems like he would fit in perfectly in a 350 pt game with a 75 AP/15d6 damage cap.

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Re: [Character] Cougar (I) Revised

 

Agreed with Casual.

 

He looks a lot better, and if he's not the hardest hitting thing since the A-bomb in the campaign even better.

 

He's an interesting character. I'm not sure if you call him an overly muscled under skilled martial artist, or a super fast brick that needs to hit the gym :).

 

On the "faux Invisibility" I'm not sure. In some ways, it's a lot more useful than a straight invisibility, but I wouldn't call it "horrific" by any stretch. I know some GMs just don't want to deal with certain powers like invisibility, danger sense, telepathy, mind control etc. And in their games, that's their call, but I don't think it's really that bad, in practice on a combat level it's rather similar to a bright fringed invisibility anyway.

 

I hope you don't take my criticisms too seriously, as they are idiosyncratic. I mean just because I couldn't think of a decent antagonist/set of tactics, etc. to challenge the character doesn't at all mean that no one could. I mean look at Zl'f, imagine trying to hit that? She's got tons of Speed, Velocity, CV, etc. but she doesn't hit like a brick more than once (that 30" velocity move through really might sting a little, but she's as like as not to knock herself out doing it).

 

I tend to balance "total offense in a turn" with "total defense in a turn." This tends to force me to make my high Dex, high Speed characters really fragile and cumulative plinkers rather than heavy hitters.

 

Like I said, I'd like to see Cougar and Winter in a ring.

 

Peace

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Re: [Character] Cougar (I) Revised

 

Green Dragon matches Cougar CV for CV and DEF for DEF. We just calculate it differently.

 

I choose the Multipower Hand to Hand over Martial Arts Maneuvers because I wanted to emulate the Natural Born Warrior rather than have to juggle numbers and stay within the CV Guidelines. I borrowed the Multipower Template from Telios/Malachite and Tiapan. I just prefer a different Special Effect. The Missile Deflection is stretching it, but not by much. - "The names Burton, Jack Burton"

 

The Activation 14- is part cost saving and part concept. He is still new to these Powers and is still learning to control them. I could replace it with Increased Endurance and go all Immortal Iron Fist. Good Idea

 

As for competition. Flyers and stays out of Close Combat eventually win. He is Vulnerable to Martial Artist and Speedster counter measures and not very good against Mentalists, Gases, etc...

 

The Optical Camouflage was a way to emulate powers he used without being too powerful and is much less effective. The has been changed to Increased Endurance as well. Not good for those long fights. He'll need lots of Recoveries.

 

I appreciate constructive criticism so please keep being constructive. I really need the input.

 

 

[b]Cougar - Alexi McKenna[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
35    DEX     75   35      16-       OCV 12 DCV 12
30    CON     40   30      15-
15    BODY    10   15      12-
23    INT     13   23      14-       PER Roll 14-
11    EGO     2   11      11-       ECV: 4
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
24    COM     7   24      14-
15    PD      9   15             15 PD (15 rPD)
15    ED      9   15             15 ED (15 rED)
7    SPD     25   7                 Phases:  2, 4, 6, 7, 9, 11, 12
12    REC     0   12
60    END     0   60
45    STUN    0   45
10    RUN      8   10"                END [2]
2    SWIM     0   2"                END [1]
20    LEAP     0   20"                20" forward, 10" upward

[b]CHA Cost: 231[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
20     [b][i]Natural Born Warrior[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots Increased Endurance Cost (x2 END; -1/2) - END=
1u     1)  [b][i]Accurate Strike[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=6
2u     2)  [b][i]Lethal Strike[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=6
1u     3)  [b][i]It's All in the Reflexes[/i][/b]: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Requires A DEX Roll (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=6
1u     4)  [b][i]Economical Strength[/i][/b]: +30 STR (30 Active Points); Conditional Power Only To Disarm, Escape, & Grab (-1/2), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=6
      - END=
6     [b][i]Powerful Legs[/i][/b]: Leaping +14" (20" forward, 10" upward) (14 Active Points); Increased Endurance Cost (x3 END; -1), Requires An Acrobatics Skill Roll (-1/2) - END=3
6     [b][i]Grace[/i][/b]: Knockback Resistance -5", Requires A DEX Roll  (Active Point penalty to Skill Roll is -1 per 20 Active Points; +0) (10 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=2
      - END=
4     [b][i]Climbing Claws[/i][/b]: Clinging (normal STR) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2), Requires A Climbing Skill Roll  (-1/2) - END=1
10     [b][i]Biosteel Bodysuit[/i][/b]: Damage Resistance (15 PD/15 ED) (15 Active Points); OIF (-1/2) - END=0
10     [b][i]Optical camouflage[/i][/b]: Sight Group Images 1" radius, +/-6 to PER Rolls (28 Active Points); Set Effect (Only to Camouflage Wearer; -1), No Range (-1/2), IIF (-1/4) - END=3

[b]POWERS Cost: 61[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 16-
3      Acting 14-
0      AK: Vancouver, BC 8-
3      Breakfall 16-
3      Climbing 16-
3      Combat Piloting (Jump Jet) 16-
0      Concealment 8-
0      Conversation 8-
3      Criminology 14-
0      Deduction 8-
10      Defense Maneuver I-IV 
0      High Society 8-
3      Interrogation 14-
3      Jack of All Trades
1      1)  PS: Actor (2 Active Points) 11-
1      2)  PS: Circus Preformer (2 Active Points) 11-
1      3)  PS: Model (2 Active Points) 11-
1      4)  PS: Stuntman (2 Active Points) 11-
0      5)  PS: Superhero 8-
0      Language:  English (idiomatic; literate) (5 Active Points)
1      Language:  French (basic conversation)
3      Oratory 14-
0      Paramedics 8-
3      Persuasion 14-
3      Scholar
1      1)  KS: Canadian Criminal Law And Procedure (2 Active Points) 11-
1      2)  KS: The Acting World (2 Active Points) 11-
1      3)  KS: The Circus World (2 Active Points) 11-
1      4)  KS: The Criminal Underworld (2 Active Points) 11-
1      5)  KS: The Law Enforcement World (2 Active Points) 11-
1      6)  KS: The Modeling World (2 Active Points) 11-
1      7)  KS: The Stunt World (2 Active Points) 11-
1      8)  KS: The Superhuman World (2 Active Points) 11-
3      Shadowing 14-
3      Stealth 16-
3      Streetwise 14-
1      Tactics 8-
1      Teamwork 8-
0      TF: Small Motorized Ground Vehicles 
0      WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 67[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Fringe Benefit Canadian:  Passport

[b]PERKS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC:  The Reed Family (Mother, Father, & Sister) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20     Enraged:  When Innocents Injured (Uncommon), go 11-, recover 8-
10     Hunted:  RCMP 8- (Mo Pow, NCI, Watching)
20     Hunted:  VIPER 8- (Mo Pow, NCI, Harshly Punish)
10     Hunted:  Green Dragon 11- (As Pow, Mildly Punish)
10     Psychological Limitation:  Kill Only To Protect Innocents Common, Moderate
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
15     Psychological Limitation:  Thrillseeker (Common, Strong)
10     Reputation:  Reckless Hero, 11-
5     Rivalry:  Professional (Close Combat Fighters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret Identity: Alexi McKenna Frequently (11-), Major

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 15
Total Exp Available: 16
Exp Unspent: 1
Total Character Cost: 367



Cheers

 

 

QM

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Re: [Character] Cougar (I) Revised

 

Good show QM.

 

I really think endurance is the way to go for the "new to the powers" bit. Besides, from my perspective you've got endurance to burn.

 

As far as the CV guidelines, I'm guess that 12 is the absolute cap? Hmmm.... So the multipower is essentially a replacement for martial strike, killing strike, martial dodge, martial escape and martial grab.

 

Hmmm... maybe a gravity based character? That might do it. Dunno, gotta lay off the caffeine.

 

Cheers

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Re: [Character] Cougar (I) Revised

 

Good show QM.

 

I really think endurance is the way to go for the "new to the powers" bit. Besides, from my perspective you've got endurance to burn.

I like it better too.

 

As far as the CV guidelines' date=' I'm guess that 12 is the absolute cap? Hmmm.... So the multipower is essentially a replacement for martial strike, killing strike, martial dodge, martial escape and martial grab. [/quote']

Let me see CV 12 plus Martial Dodge +5 = DCV 17... Ugh!

 

Hmmm... maybe a gravity based character? That might do it. Dunno' date=' gotta lay off the caffeine. [/quote']

Say what?

 

 

LOL

 

 

QM

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