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The Bat Volvo


Vestnik

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Re: The Bat Volvo

 

technically, couldn't you buy one vehicle, and then have IT buy the other vehicles? Effectively getting them for a 1/25 price discount with no paying for doubling.

 

Superabusive I know, but is it legal?

 

Nope. Similarly, if you want a Vehicle or Base with Followers (say an AI, a Butler or a Maintenance Crew), you pay 1/5 for both, rather than having the Vehicle or Base pay for them on their own.

 

Vehicles and Bases can legally have their own Contacts and DNPCs, I guess on the principle that the PC has much less control over them. I sometimes use that for a bases staff.

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Re: The Bat Volvo

 

I'm thinking about next time it comes up folding all three (followers' date=' vehicles, bases) into one perk that can be doubled for +5...Thinking, have not decided yet...[/quote']

 

Seems like a reasonable house rule; go back to an updated Mastermind Option. Throw a Stop Sign on it and note that it may be a bad idea to let players have their own full Super Teams as back up.

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Re: The Bat Volvo

 

One thing about doubling rule: Yes and no on being the same type. You can use it to double the number of vehicles, but each vehicle may be different, but the base will have to be bought seperate

 

As some have said, bats is not a 350 point character, and much will need to be upgraded with xp

 

I allow the doubling rule to include a base; that's why I listed it as a GMs option above. "One of my vehicles is an aircraft carrier' date=' the other is a plane" is legal; I don't see "One is a car, the other is a garage" as less balanced.[/quote']

 

agreed' date=' and copied, but from a "these are the rules" POV...[/quote']

 

Sure' date=' and understood. Just wanted to point out the reasoning.[/quote']

Buy a movement power for the base.

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Re: The Bat Volvo

 

Seems like a reasonable house rule; go back to an updated Mastermind Option. Throw a Stop Sign on it and note that it may be a bad idea to let players have their own full Super Teams as back up.
Not super team' date=' but super [i']sidekicks[/i], complete and ready to be captured at moment's notice. :eg:
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Re: The Bat Volvo

 

Batman-like

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

10 BODY 0

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

 

8/14 PD 5 (NOTE: Combat Luck makes 17rPD/8PD)

6/12 ED 2 (NOTE: Combat Luck makes total 15rED/6ED

5 SPD 20

7 REC 0

36 END 0

30 STUN 3

 

7" RUN 2

2" SWIM 0

3" LEAP 0

Characteristics Cost: 97

 

Cost Power END

12 Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0

5 Cape: Gliding 10" (10 Active Points); OAF (-1) 0

7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0

3 Batman Cowl: Multipower, 5-point reserve, (5 Active Points); all slots OIF (-1/2)

1u 1) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0

1u 2) Nightvision (5 Active Points); OIF (-1/2) 0

1u 3) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0

15 Utility Belt - Defensive: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

1u 1) Mini-Camera Recorder: Eidetic Memory (5 Active Points); OAF (-1)

1u 2) Calculator: Lightning Calculator (3 Active Points); OAF (-1)

1u 3) Rebreather: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); OAF (-1) [1 cc]

1u 4) Mini Radios: Mind Link , One Specific Mind, No LOS Needed, Number of Minds (x4) (25 Active Points); OAF (-1), Does Not Provide Mental Awareness (-1/4) 0

1u 5) Spy Glass Monocular: +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) 0

1u 6) Swing-Line: Swinging 10" (10 Active Points); OAF (-1) 1

1u 7) Flashlight: Change Environment 1" radius, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1) 0

15 Utility Belt - Offensive: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

1u 1) Smoke Pellets: Darkness to Sight Group 2" radius (20 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) [6 cc]

1u 2) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

1u 3) Termite Pellets: Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

1u 4) Sleeping Gas: Energy Blast 3d6, No Normal Defense ([standard]; LS: Self-contained breathing; not having to sleep; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

1u 5) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4) (12 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]

1u 6) Weakness darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Custom Modifier (Must Target Non-Armored Hit Locations; -1/4) [6]

Powers Cost: 73

 

Cost Martial Arts Maneuver

3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls

3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 5d6 +v/5 Strike; You Fall, Target Falls; FMove

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 5d6 Strike

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

8 +2 HTH Damage Class(es)

Martial Arts Cost: 39

 

Cost Skill

8 +1 with All Combat

5 +1 with HTH Combat

3 +1 with any three maneuvers or a tight group of attacks

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Computer Programming 12-

3 Criminology 12-

3 Deduction 12-

3 High Society 12-

3 Lockpicking 13-

3 Paramedics 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 12-

3 CK: Gotham 12-

3 KS: Gotham Underworld 12-

Skills Cost: 67

 

Cost Perk

11 Money: Filthy Rich

50 Vehicles & Bases (NOTE: This provides 4 vehicles at 40 points (200) each

Perks Cost: 61

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

3 Lightsleep

1 Resistance (1 point)

3 Simulate Death

Talents Cost: 13

 

Total Character Cost: 350

 

Base Points: 200

----------------------------------------

You now need 150 points worth of Disads, though for a Batman/Bruce Wayne type, that shouldn't be too hard.

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Re: The Bat Volvo

 

Hello y'all,

 

I've always been a fan of the whole superheromobile schtick -- the cars, copters etc. I've been trying to come up with a Batman-type character on 350 points, and the only way I can seem to afford anything approaching a cool supercar is to nerf the character himself to the point where an angry sparrow could whup him.

 

Do you guys/gals think the "neat-o supercar" idea is at all workable at 350 points, assuming one wants a viable character outside the vehicle? Or should I just give up and get him a Volvo?

 

Thanks!

 

Well, I'd suggest you ask yourself what's the most important ability/abilities you want the car to have, and scale back to there. For example, you could start with the Supercar in The Ultimate Vehicle, page 46-47, and cut back the weapons and armor, maybe the speed, and add a Disadvantage or two.

 

I'd also recommend giving the car abilities useful "off road" so that the points put into it are not so limited; that will take a little out of the "sting" for spending a lot of points on one thing.

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