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Madison Summers


Sketchpad

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Posting this for Bigbywolf ... he writes:

 

This is my first Champions Character. He's not quite complete, but I wanted to put him up for review before I went to work. I'll try to add a description and power explanation etcetera, later tonight.

 

All questions, suggestions, criticisms, and comments would be greatly appreciated.

 

[b] - Madison Summers[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
35    STR     25   35      16-       HTH Damage 7d6  END [3]
18    DEX     24   18      13-       OCV 6 DCV 6
20    CON     20   20      13-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 15-
30    EGO     10   30      15-       ECV: 10
30    PRE     5   30      15-       PRE Attack: 6d6
10    COM     0   10      11-
10    PD      3   10/15             10/15 PD (10/15 rPD)
8    ED      4   8/13             8/13 ED (8/13 rED)
5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
11    REC     0   11
40    END     0   40
41    STUN    0   41
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
15    LEAP     8   15"                15" forward, 7 1/2" upward

[b]CHA Cost: 130[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    "Super" Characteristics - END=
18     +15 EGO (30 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
9     +15 PRE (15 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
    Defense - END=
11     [b][i]Thick Skin[/i][/b]: Damage Resistance (10 PD/8 ED), Hardened (+1/4) (11 Active Points) - END=0
19     [b][i]Thick Skin[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points) - END=0
17     [b][i]Thick Skin[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]Thick Skin[/i][/b]: Energy Damage Reduction, 25% (10 Active Points); Requires A CON Roll  (-3/4) - END=0
3     [b][i]Even His Ears Are Thick Skinned[/i][/b]:  Group Flash Defense (6 points) (6 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]Even His Eyes Are Thick Skinned[/i][/b]: Sight Group Flash Defense (11 points) (11 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]He Doesn't Look That Heavy[/i][/b]: Knockback Resistance -3" - END=0
    "Super" Senses - END=
9     +3 PER with all Sense Groups - END=0
5     Nightvision - END=0
3     Ultrasonic Perception (Hearing Group) - END=0
      - END=
10     [b][i]FW HtH[/i][/b]: Find Weakness 11- with Related Group of Attacks (20 Active Points); Limited Power Power loses about half of its effectiveness (Only usable once per oponent/object, cannot be stacked (max of 1/2 DCV); -1) [Notes: Use with Boxing Maneuvers] - END=0
    Explosives, Gadgets, and Other Gimmicks - END=
21     [b][i]Concussion Grenade (Flash Bomb)[/i][/b]: (Total: 80 Active Cost, 21 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) [b]plus[/b] Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8) - END=[3]
25     [b][i]Electric Stun Dart[/i][/b]: (Total: 95 Active Cost, 25 Real Cost) Drain DEX 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 16) [b]plus[/b] Energy Blast 7d6 (35 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 9) - END=[2]
12     [b][i]"Padded" Shot-put[/i][/b]: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Costs Endurance (-1/2), Range Based On Strength (-1/4) - END=5

[b]POWERS Cost: 180[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
8      +2 HTH Damage Class(es)
3      Clinch: Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
4      Cross: Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
5      Hook: Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
3      Uppercut: Takedown:  1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls
4      Counter: Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
4      Block: Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      Bob and Weave: Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      Escape Clinch: Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

[b]MARTIAL ARTS Cost: 39[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      CK: Randolph Glen, NY 11-
2      AK: New York State 11-
2      CuK: Superheroes 11-
2      PS: Construction 11-
2      PS: Vehicle Modification 11-
2      KS: Boxing 11-
2      KS: Theater 11-
1      KS: Action Movies/Popular Media 8-
3      Demolitions 12-
3      Hoist 12-
3      Mechanics 12-
1      Electronics 8-
3      Acting 15-
3      Breakfall 13-
3      Trading 15-
3      Combat Driving 13-
3      TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles
3      WF:  Common Melee Weapons, Homemade Weapons, Thrown Rocks

[b]SKILLS Cost: 43[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Anonymity

[b]PERKS Cost: 3[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Psychological Limitation:  Code vs. Killing (Common, Strong)
15     Social Limitation:  Secret ID (Frequently, Major)
15     Hunted:  Angry Mob 8- (Mo Pow, Harshly Punish) [Notes: Madison is currently oblivious to the fact that one of his first actions in his new city of operations messed up an important and delicate negotiation between two organized crime families.  And one of them is not happy about it...]
10     Distinctive Features:  Big For My Size (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) [Notes: He sticks out like a sore thumb.  People seem to notice him, and frequently comment on his size, even though he's not THAT big!]
10     Physical Limitation:  Klutz (Frequently, Slightly Impairing) [Notes: The character is clumsy, either because of inattention or nervousness.  He tends to trip a lot, bang his head on low-hanging objects, drop things, etc.  He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake.  [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.]
10     Physical Limitation:  Crushing Grip (Infrequently, Greatly Impairing) [Notes: This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.
Under stressful situations the character unconsciously applies his casual strength to whatever he is doing.  Shaking hands with the President for a shy character might result in crushed bones.  Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges.  Trying to avoid a small girl in the road while driving might result in wrenching the wheel off.  Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste.  This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.
What is considered stressful to a character is up to that specific player and the GM.]
10     Psychological Limitation:  Shy Around Ladies (Common, Moderate) [Notes: Lacking much social experience with the opposite gender, this character will often become nervous to the point of distraction when confronted with any one-on-one interaction with a woman he does not know (or possibly with one he does, if attracted to her).  This will result to a -1 to all PRE or INT based social/interaction skills (except for Acting in front of an audience) when interacting with women he does not know and may lead to problems with his “Crushing Grip” if he becomes to nervous.]
10     Physical Limitation:  Old Fashioned Gentleman (Infrequently, Greatly Impairing) [Notes: Extremely reluctant to strike a lady, even a villain, unless directly assaulted or feels it is absolutely necessary to in order to save someone else.  Even then he will usually attempt to restrain, grab, or otherwise deal with the situation before actually hitting a woman.]
15     Enraged:  Old Fashioned Gentleman (Uncommon), go 11-, recover 11- [Notes: Sees abuse to women and children as wrong, without exception.  If he sees a man attack a woman or child he will become enraged and, while he won’t break his code vs. killing, he may severely injure the attacker if he does not “snap out of it”.]
15     Psychological Limitation:  Always Aware Of The Public's Perception Of Him (Common, Strong) [Notes: A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive.  He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply]
15     Physical Limitation:  His Word Is His Bond (Infrequently, Fully Impairing) [Notes: ''Description:'' The character is devoted to keeping his promises.  Once he has "given his word", the character will keep it, regardless of obstacles and distractions.  If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal.  Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly.  This Disadvantage is often part of a [[Code Of Conduct]]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)]
5     Money:  Poor

[b]DISADVANTAGES Points: 145[/b]

Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 395

 

I'm sure he'll be back on soon to add any more commentary and take questions :)

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Re: Madison Summers

 

Thanks again to Sketchpad for posting that for me, I lacked the proper format and did not have time to download it before work.

 

I actually have to do some work while I’m here, but I’ll attempt to have a description and such posted later tonight. Thanks in advance for any insights and feel free to ask questions. As this is my first Superheroic character I’m looking forward to seeing what people think.

 

Micah “Bigbywolfe”

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Re: Madison Summers

 

Well, I see a few oddities of Hero Designer right off the bat...

 

(Modifiers affect Base Characteristic)

This should only be used for Characteristics with Advantages, never for Limitations as it literally throws off the cost of the otherwise un-limited characteristics which I don't think was the intent here. 30 active with a -1/4 Limitation should = 24 real.

 

11 Thick Skin: Damage Resistance (10 PD/8 ED), Hardened (+1/4) (11 Active Points) - END=0

I'm pretty sure the rules state that adding the Hardened Advantage to Damage Resistance does nothing unless the base defenses Damage Resistance applies to are also Hardened separately.

 

Everything else looks good so far.

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Re: Madison Summers

 

Thanks for the imput. Couple questions:

 

How do you add Hardened to your base ED and PD? With HD I mean. Does not having my Damage Reduction Hardened do anything (other than not let it work against AP or Penatrating attacks, I mean)?

 

I thought Modifiers could be used on base characteristics bought as powers. Aren’t there examples of buying extra STR as a Power with limits like "only to determine amount liftable" or "does not add to DC" or something like that? Maybe not.

 

If not, I'll have to reallocate some points, buy them at full price, and change my Disadvantages around to put him at half EGO and PRE when not in Heroic Identity. Does that sound like a legitimate way to end up with the same effect?

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Re: Madison Summers

 

Do you really need those few points from putting an activation roll on your flash defense? Is it so necessary to your concept that you couldn't just scale 'em back a bit?

 

My experience with activation rolls is that you either a) succeed on the roll, which makes it just a useless extra roll that breaks the flow of play, or B) fail on the roll, which makes the whole power seem like a waste of points and makes your character seem like a doof. Furthermore, it seems both unrealistic and damaging to play for this sort of power to be so unreliable - and if it's not significantly unreliable, it's a non-disadvantage that generates time-wasting rolls.

 

Sorry, but this is my pet peeve.

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Re: Madison Summers

 

Thanks for the imput. Couple questions:

 

How do you add Hardened to your base ED and PD? With HD I mean. Does not having my Damage Reduction Hardened do anything (other than not let it work against AP or Penatrating attacks, I mean)?

 

I thought Modifiers could be used on base characteristics bought as powers. Aren’t there examples of buying extra STR as a Power with limits like "only to determine amount liftable" or "does not add to DC" or something like that? Maybe not.

 

If not, I'll have to reallocate some points, buy them at full price, and change my Disadvantages around to put him at half EGO and PRE when not in Heroic Identity. Does that sound like a legitimate way to end up with the same effect?

 

take a look at Plastic Man for an example of hardened on base characteristics. The HDC file for him is 2 posts down in the same thread.

 

The main point is that if you buy a characteristic as a power and then take a Limitation on it AND also check the 'affects base characteristic' option in HD you are actually applying the Limitation to the base characteristic. Think about that for a sec (what if the Lim was an Activation Roll on BODY? Miss the roll and your character is dead).

 

on a side note here is an old thread that has a different board friendly HD export format you might be interested in:

http://www.herogames.com/forums/showpost.php?p=1325224&postcount=14

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Re: Madison Summers

 

The characters description, as promised. I appologies for the length of the History. Anyway, thanks for everyone who's commented so far.

 

 

Appearance:

Madison sports short hair so dark brown that it looks black in most lighting and green flecked, hazel eyes. He is about 6’3” and 234lb. yet people seem to always comment on his size. He seems to have a very pronounced presence that he does not fully understand. Despite being above average, he is shorter than most basketball players, smaller than most power lifters, and not as defined as most body builders. He is fairly good looking, but has bad, crouching posture, largely due to his nervousness and self-consciousness.

 

Powers/Tactics:

A low level “brick” Knockout focuses mostly on strength and durability to survive. He is a skilled boxer, which he puts to great effect, particularly when using his ability to find opponents weaknesses. He has several gadgets, currently; a concussion grenade, and a hand thrown “tazer dart”. He also has the “Padded Shot-Put” which he can bean people with, doing for the cannon ball what rubber bullets did for the gun. He can leap fairly far, and can often be spotted jumping from rooftop to rooftop while scouting the city, (and he hardly ever falls anymore!).

 

 

Personality/Motivation:

Madison is a fairly reserved person. He is somewhat clumsy, particularly when nervous, and may sometimes absent mindedly break things if he is not paying attention. He also doesn’t interact well with women, becoming nervous to the point of distraction, when having to deal one-on-one with women in social settings. Strangely, he doesn’t seem to be afflicted with this problem when acting to an audience. He was raised with old fashioned values and grew up never quite knowing where he fit in. Now, as Knockout, he’s decided he can make a difference in the world. As Knockout he has an unfortunate habit of blurting out “heroisms”; “crime doesn’t pay,” “it’s all in a day’s work Miss,” etcetera. Despite this, he seems to be fairly well received, and his natural presence and his noticeable “size” add to his abilities. Madison is a person who is truly more comfortable when in costume, simply because he understands that it is a costume, and he is more relaxed when he gets to be someone else.

 

Background/History: Madison Summers was raised by his mother until he was eight, when she died and by his grandmother after that. He has no knowledge as to who his father is or if he is yet alive. At about age twelve people began commenting on Madison’s size. He was never the tallest in his class, yet was always the first to hear, “boy, I bet you’re going to be a basketball player” and other such comments. Not having the best social skills and being somewhat clumsy, these attention drawing comments embarrassed him and caused him to withdraw more from interacting with others. It was also around this time that he noticed he seemed to be stronger than most of the other children his age. He did not think that this was anything strange or unnatural, just that he happened to be pretty strong, a fact that he kept to himself, largely due to his shy personality. By the time he reached high school he was receiving comments about how he should play football, although there were bigger people in his class and he was only a freshman. Attending a Catholic high school, one of the coaches eventually convinced him to join the boxing “team”. Madison excelled at boxing, not just because he turned out to be stronger than most of his opponents, but because he seemed to innately be able to tell where to strike to drop the opponent. After a match that left an opponent concussed and in a semi-coma for a week, however, Madison quit boxing for the school and withdrew even further from interacting with others. Madison’s behavior began to border on antisocial, until, being forced to take several “elective” classes, somehow ended up in theater. To his amazement, he loved acting and performing on stage. He remained reserved, however, when not on stage, and never did become any more comfortable around the girls his age. By the time he graduated he was known to all the new students as “the big guy who almost killed a kid once”; while his acting and pretty much everything else about him, no one seemed to really remember.

After high school Madison worked several jobs including a salvage yard/bodywork/vehicle modification shop, a construction company, and the attached demolition company. It was at the construction company that he first started to realized the extent of his strange strength. During an accident involving a falling steel I-beam, he jumped about 30 feet to push someone out of the way of the hazard…which then fell on him. Miraculously, he walked away without a scratch and shortly there-after asked to be transferred to the company’s demolition team, as rumors were starting to circulate about him due to the strange events the day of the accident. It was working with the demolition team that he found he had a great interest in explosives, and with some tips from an old pro who used to jury-rig a lot of equipment and a downloaded copy of the anarchist’s cookbook, he started experimenting with some explosive devices of his own at home.

Madison’s first brush with “superheroics” was completely by accident. He was dressed in a Zorro costume and on the way to a company Halloween party being put on by one of the supervisors when he stumbled upon a robbery in progress. Foiling the robbery, mostly by accident, and getting himself shot in process, but with no ill effect, everyone involved automatically assumed he was some sort of superhero. To his amazement, he found that he was not his usual tongue-tied self. It was only after the fact that he realized, that he was merely filling the role the people present expected of him; he was acting. By the next morning the local paper told of the newest “paranormal” in town, “described by witnesses as ‘that big Zorro guy,’” a name that unfortunately stuck. Intrigued by the fact that he seemed less embarrassed and reserved while in costume, and loving the idea that his great strength, which once caused someone harm, could be used for good on a regular basis, he took to going out and looking for trouble. Wearing a modified version of the Zorro costume, he learned to use his great leaping to move from roof to roof, with minimal property damage, and while never officially declared a “hero” by the city, was also never rebuked for being a “vigilante”.

When his grandmother died, he sold the house they had lived in, took his meager inheritance, and with a new costume and a handful of homemade gadgets, moved to Randolph Glen, home of the late Champion (the world’s most famous Paranormal Hero) to try to truly make a name for himself as a hero. Thus entered: Knockout.

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Re: Madison Summers

 

I changed the options in the extra PRE and EGO bought as Powers to “Add to Secondary Value” instead of “Add to Primary Value” and got rid of the “Modifiers Affect Base Characteristics”. I think this makes it legal.

I also Hardened the base PD and ED so the Hardened Damage Resistance should now be correct.

 

Do you really need those few points from putting an activation roll on your flash defense? Is it so necessary to your concept that you couldn't just scale 'em back a bit?

 

My experience with activation rolls is that you either a) succeed on the roll, which makes it just a useless extra roll that breaks the flow of play, or B) fail on the roll, which makes the whole power seem like a waste of points and makes your character seem like a doof. Furthermore, it seems both unrealistic and damaging to play for this sort of power to be so unreliable - and if it's not significantly unreliable, it's a non-disadvantage that generates time-wasting rolls.

 

Sorry, but this is my pet peeve.

 

It is actually part of my concept of the character. My idea being that rather than simply having an arbitrary amount of defense against things that normal people don’t have defenses against, this character is simply tough and may be able to shrug off affects of those types of attacks faster than most people. I chose a CON roll instead of a Activation Roll, because if his CON is Drained, Suppressed, etcetera, it will reduce his chance of resisting those attacks. Your concern about interrupting game play would be a valid argument for dropping the CON roll anyway, however I will be playing this character on Hero Central, so I don’t think it will be much of an issue.

 

 

Hyper-Man: thanks for the review and advice. I can't seem to get the file you linked to work, however. Maybe I'm simply not using it correctly? Do you know of any other formats that work well with the forum? I'm going to try to use one of the ones I found on the Herogames site and see if that works.

 

Thanks for your imput everyone.

 

Micah "Bigbywolfe"

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Re: Madison Summers

 

Knockout - Madison Summers

 

VAL...CHA...Cost...Total...Roll......Notes

35....STR.....25...35......16-.......HTH Damage 7d6 END [3]

18....DEX.....24...18......13-.......OCV 6 DCV 6

20....CON.....20...20......13-

13....BODY....6...13......12-

13....INT.....3...13......12-.......PER Roll 14-

15....EGO.....10...15/30......12- / 15-.......ECV: 5/10

15....PRE.....5...15/30......12- / 15-.......PRE Attack: 3d6 / 6d6

10....COM.....0...10......11-

10....PD......3...10/15.............10/15 PD (10/15 rPD)

8....ED......4...8/13.............8/13 ED (8/13 rED)

5....SPD.....22...5.................Phases: 3, 5, 8, 10, 12

11....REC.....0...11

40....END.....0...40

41....STUN....0...41

6....RUN......0...6"................END [1]

2....SWIM.....0...2"................END [1]

15....LEAP.....8...15"................15" forward, 7 1/2" upward

 

CHA Cost: 130

 

Cost...POWERS

 

....."Super" Characteristics - END=

 

24.....+15 EGO (30 Active Points); Only In Heroic Identity (-1/4) - END=

 

12.....+15 PRE (15 Active Points); Only In Heroic Identity (-1/4) - END=

.....Defense - END=

 

2.....1) Thick Skin: Hardened (+1/4) (2 Active Points) applied to PD - END=

 

2.....2) Thick Skin: Hardened (+1/4) (2 Active Points) applied to ED - END=

 

11.....Thick Skin: Damage Resistance (10 PD/8 ED), Hardened (+1/4) (11 Active Points) - END=0

 

19.....Thick Skin: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points) - END=0

 

17.....Thick Skin: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-3/4) - END=0

 

6.....Thick Skin: Energy Damage Reduction, 25% (10 Active Points); Requires A CON Roll (-3/4) - END=0

 

3.....Even His Ears Are Thick Skinned: Group Flash Defense (6 points) (6 Active Points); Requires A CON Roll (-3/4) - END=0

 

6.....Even His Eyes Are Thick Skinned: Sight Group Flash Defense (11 points) (11 Active Points); Requires A CON Roll (-3/4) - END=0

 

6.....He Doesn't Look That Heavy: Knockback Resistance -3" - END=0

 

 

....."Super" Senses - END=

 

6.....+2 PER with all Sense Groups - END=0

 

3.....Ultrasonic Perception (Hearing Group) - END=0

 

..... - END=

 

 

10.....FW HtH: Find Weakness 11- with Related Group of Attacks (20 Active Points); Limited Power Power loses about half of its effectiveness (Only usable once per oponent/object, cannot be stacked (max of 1/2 DCV); -1) [Notes: Use with Boxing Maneuvers] - END=0

 

 

.....Explosives, Gadgets, and Other Gimmicks - END=

 

21.....Concussion Grenade (Flash Bomb): (Total: 80 Active Cost, 21 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) plus Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8) - END=[3]

 

25.....Electric Stun Dart: (Total: 95 Active Cost, 25 Real Cost) Drain DEX 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 16) plus Energy Blast 7d6 (35 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 9) - END=[2]

 

12....."Padded" Shot-put: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Costs Endurance (-1/2), Range Based On Strength (-1/4) - END=5

 

POWERS Cost: 185

 

Cost...MARTIAL ARTS

8......+2 HTH Damage Class(es)

3......Clinch: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on

4......Cross: Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike

5......Hook: Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike

3......Uppercut: Takedown: 1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls

4......Counter: Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block

4......Block: Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4......Bob and Weave: Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4......Escape Clinch: Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

 

MARTIAL ARTS Cost: 39

 

Cost...SKILLS

2......CK: Randolph Glen, NY 11-

2......AK: New York State 11-

2......CuK: Superheroes 11-

2......PS: Construction 11-

2......PS: Vehicle Modification 11-

2......KS: Boxing 11-

2......KS: Theater 11-

1......KS: Action Movies/Popular Media 8-

3......Demolitions 12-

3......Hoist 12-

3......Mechanics 12-

1......Electronics 8-

3......Acting 12- (15-)

3......Breakfall 13-

3......Trading 12- (15-)

3......Combat Driving 13-

3......TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles

3......WF: Common Melee Weapons, Homemade Weapons, Thrown Rocks

 

SKILLS Cost: 43

 

Cost...PERKS

3......Anonymity

 

PERKS Cost: 3

 

Value..DISADVANTAGES

 

15.....Psychological Limitation: Code vs. Killing (Common, Strong)

 

15.....Social Limitation: Secret ID (Frequently, Major)

 

15.....Hunted: Angry Mob (Organised Crime group of GM's choice) 8- (Mo Pow, Harshly Punish) [Notes: Madison is currently oblivious to the fact that one of his first actions in his new city of operations messed up an important and delicate negotiation between two organized crime families. And one of them is not happy about it...]

 

10.....Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) [Notes: Knockout does not know or understand the source of his powers.]

 

10.....Distinctive Features: Big For My Size (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) [Notes: He sticks out like a sore thumb. People seem to notice him, and frequently comment on his size, even though he's not THAT big!]

 

10.....Physical Limitation: Klutz (Frequently, Slightly Impairing) [Notes: The character is clumsy, either because of inattention or nervousness. He tends to trip a lot, bang his head on low-hanging objects, drop things, etc. He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake. [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.]

 

10.....Physical Limitation: Crushing Grip (Infrequently, Greatly Impairing) [Notes: This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.

Under stressful situations the character unconsciously applies his casual strength to whatever he is doing. Shaking hands with the President for a shy character might result in crushed bones. Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges. Trying to avoid a small girl in the road while driving might result in wrenching the wheel off. Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste. This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.

What is considered stressful to a character is up to that specific player and the GM.]

 

10.....Psychological Limitation: Shy Around Ladies (Common, Moderate) [Notes: Lacking much social experience with the opposite gender, this character will often become nervous to the point of distraction when confronted with any one-on-one interaction with a woman he does not know (or possibly with one he does, if attracted to her). This will result to a -1 to all PRE or INT based social/interaction skills (except for Acting in front of an audience) when interacting with women he does not know and may lead to problems with his “Crushing Grip” if he becomes to nervous.]

 

10.....Physical Limitation: Old Fashioned Gentleman (Infrequently, Greatly Impairing) [Notes: Extremely reluctant to strike a lady, even a villain, unless directly assaulted or feels it is absolutely necessary to in order to save someone else. Even then he will usually attempt to restrain, grab, or otherwise deal with the situation before actually hitting a woman.]

 

15.....Enraged: Old Fashioned Gentleman (Uncommon), go 11-, recover 11- [Notes: Sees abuse to women and children as wrong, without exception. If he sees a man attack a woman or child he will become enraged and, while he won’t break his code vs. killing, he may severely injure the attacker if he does not “snap out of it”.]

 

15.....Psychological Limitation: Always Aware Of The Public's Perception Of Him (Common, Strong) [Notes: A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive. He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply]

 

15.....Physical Limitation: His Word Is His Bond (Infrequently, Fully Impairing) [Notes: ''Description:'' The character is devoted to keeping his promises. Once he has "given his word", the character will keep it, regardless of obstacles and distractions. If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal. Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly. This Disadvantage is often part of a [

]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)]

 

DISADVANTAGES Points: 150

 

Base Pts: 250

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

 

 

[u]Background/History[/u]

 

Madison Summers was raised by his mother until he was eight, when she died and by his grandmother after that. He has no knowledge as to who his father is or if he is yet alive. At about age twelve people began commenting on Madison’s size. He was never the tallest in his class, yet was always the first to hear, “boy, I bet you’re going to be a basketball player” and other such comments. Not having the best social skills and being somewhat clumsy, these attention drawing comments embarrassed him and caused him to withdraw more from interacting with others. It was also around this time that he noticed he seemed to be stronger than most of the other children his age. He did not think that this was anything strange or unnatural, just that he happened to be pretty strong, a fact that he kept to himself, largely due to his shy personality.

 

By the time he reached high school he was receiving comments about how he should play football, although there were bigger people in his class and he was only a freshman. Attending a Catholic high school, one of the coaches eventually convinced him to join the boxing “team”. Madison excelled at boxing, not just because he turned out to be stronger than most of his opponents, but because he seemed to innately be able to tell where to strike to drop the opponent. After a match that left an opponent concussed and in a semi-coma for a week, however, Madison quit boxing for the school and withdrew even further from interacting with others. Madison’s behavior began to border on antisocial, until, being forced to take several “elective” classes, he somehow ended up in theater. To his amazement, he loved acting and performing on stage. He remained reserved, however, when not on stage, and never did become any more comfortable around the girls his age. By the time he graduated he was known to all the new students as “the big guy who almost killed a kid once”; while his acting and pretty much everything else about him, no one seemed to really remember.

After high school Madison worked several jobs including a salvage yard/bodywork/vehicle modification shop, a construction company, and the attached demolition company. It was at the construction company that he first started to realized the extent of his strange strength. During an accident involving a falling steel I-beam, he jumped about 30 feet to push someone out of the way of the hazard…which then fell on him. Miraculously, he walked away without a scratch and shortly there-after asked to be transferred to the company’s demolition team, as rumors were starting to circulate about him due to the strange events the day of the accident. It was working with the demolition team that he found he had a great interest in explosives, and with some tips from an old pro who used to jury-rig a lot of equipment and a downloaded copy of the anarchist’s cookbook, he started experimenting with some explosive devices of his own at home.

 

Madison’s first brush with “superheroics” was completely by accident. He was dressed in a Zorro costume and on the way to a company Halloween party being put on by one of the supervisors when he stumbled upon a robbery in progress. Foiling the robbery, mostly by accident, and getting himself shot in process, but with no ill effect, everyone involved automatically assumed he was some sort of superhero. To his amazement, he found that he was not his usual tongue-tied self. It was only after the fact that he realized, that he was merely filling the role the people present expected of him; he was acting. By the next morning the local paper told of the newest “paranormal” in town, “described by witnesses as ‘that big Zorro guy,’” a name that unfortunately stuck. Intrigued by the fact that he seemed less embarrassed and reserved while in costume, and loving the idea that his great strength, which once caused someone harm, could be used for good on a regular basis, he took to going out and looking for trouble. Wearing a modified version of the Zorro costume, he learned to use his great leaping to move from roof to roof, with minimal property damage, and while never officially declared a “hero” by the city, was also never rebuked for being a “vigilante”.

 

When his grandmother died, he sold the house they had lived in, and left the suburb near Youngstown, PA where he was raised. He took his meager inheritance, and with a new costume and a handful of homemade gadgets, moved to Randolph Glen, home of the late Champion (the world’s most famous Paranormal Hero) to try to truly make a name for himself as a hero. Thus entered: Knockout.

 

[u]Personality/Motivation[/u]

 

Madison is a fairly reserved person. He is somewhat clumsy, particularly when nervous, and may sometimes absent mindedly break things if he is not paying attention. He also doesn’t interact well with women, becoming nervous to the point of distraction, when having to deal one-on-one with women in social settings. Strangely, he doesn’t seem to be afflicted with this problem when acting to an audience. He was raised with old fashioned values and grew up never quite knowing where he fit in. Now, as Knockout, he’s decided he can make a difference in the world. As Knockout he has an unfortunate habit of blurting out “heroisms”; “crime doesn’t pay,” “it’s all in a day’s work Miss,” etcetera. Despite this, he seems to be fairly well received, and his natural presence and his noticeable “size” add to his abilities. Madison is a person who is truly more comfortable when in costume, simply because he understands that it is a costume, and he is more relaxed when he gets to be someone else.

 

[u]Quote[/u]

 

 

 

[u]Powers/Tactics[/u]

 

A low level “brick” Knockout focuses mostly on strength and durability to survive. He is a skilled boxer, which he puts to great effect, particularly when using his ability to find opponents weaknesses. He has several gadgets, currently; a concussion grenade, and a hand thrown “tazer dart”. He also has the “Padded Shot-Put” which he can bean people with, doing for the cannon ball what rubber bullets did for the gun. He can leap fairly far, and can often be spotted jumping from rooftop to rooftop while scouting the city, (and he hardly ever falls anymore!).

 

[u]Campaign Use[/u]

 

 

 

[u]Appearance[/u]

 

Madison sports short hair so dark brown that it looks black in most lighting and green flecked, hazel eyes. He is about 6’3” and 234lb. yet people seem to always comment on his size. He seems to have a very pronounced presence that he does not fully understand. Despite being slightly above average, he is shorter than most basketball players, smaller than most power lifters, and not as defined as most body builders. He is fairly good looking, but has bad, crouching posture, largely due to his nervousness and self-consciousness.

 

As Knockout he wears a black costume with red highlights including his belt, gloves, shoulder stripes, and a small letters KO, near his heart. He wears a black, Zorro style mask, which covers from the top of his head to half way down his nose, but does not connect to the rest of his costume. It has a red stripe on either side.

[/font]

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Re: Madison Summers

 

Well, I see a few oddities of Hero Designer right off the bat...

 

 

This should only be used for Characteristics with Advantages, never for Limitations as it literally throws off the cost of the otherwise un-limited characteristics which I don't think was the intent here. 30 active with a -1/4 Limitation should = 24 real.

 

The Real Points listed are correct - nothing is thrown off. The 30 Active is the cost for the 15 EGO Listed, the other 6 points in RP reduction is from applying that -1/4 to the 15 EGO bought under Characteristics. [HD does it this way: base Char Active Points (30) + Power AP (30), apply Limitations (-1/4) for a reduction from 60AP to 48 RP, subtract the 30 RP bought as a Characteristic, for a listed cost of 18.]

 

Of course, the Limitation applies to the base Characteristic - meaning outside of Hero ID this character has an EGO and PRE of 0. They spend their lives cowering in a corner?

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Re: Madison Summers

 

The Real Points listed are correct - nothing is thrown off. The 30 Active is the cost for the 15 EGO Listed' date=' the other 6 points in RP reduction is from applying that -1/4 to the 15 EGO bought under Characteristics. [HD does it this way: base Char Active Points (30) + Power AP (30), apply Limitations (-1/4) for a reduction from 60AP to 48 RP, subtract the 30 RP bought as a Characteristic, for a listed cost of 18.']

 

Of course, the Limitation applies to the base Characteristic - meaning outside of Hero ID this character has an EGO and PRE of 0. They spend their lives cowering in a corner?

 

Ok, my wording wasn't as precise as yours but that's the same idea I was trying to get across as well. :D

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Re: Madison Summers

 

Are you planning on making a lot of MPA's? If not, I'd put all the gadgets in a Multipower. It will probably save a few points, though not many considering how big those attacks are. Are those in acceptable campaign limits?

 

I get that's he's supposed to be more confident and what not in costume, but the extremely high EGO (on par with most CU Mentalists) seems a bit much. Might be cheaper to just buy some mental defense. But I don;t know what campaign rules are, so this might not be that high.

 

Defenses strike me as a bit low, since I believe the Damage Reduction only has a 50% chance of working once the AP penalty is figured in.

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Re: Madison Summers

 

I decided to go with an MP, added a few more gadgets, upped his defense slightly. Barring the need to modify it after GM review, this should be the final verson.

 

[b]Knockout - Madison Summers[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
35    STR     25   35      16-       HTH Damage 7d6  END [3]
18    DEX     24   18      13-       OCV 6 DCV 6
20    CON     20   20      13-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 14-
15    EGO     10   15/25      12- / 14-       ECV: 5/8
15    PRE     5   15/30      12- / 15-       PRE Attack: 3d6 / 6d6
10    COM     0   10      11-
14    PD      7   14/19             14/19 PD (14/19 rPD)
12    ED      8   12/17             12/17 ED (12/17 rED)
5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
11    REC     0   11
40    END     0   40
41    STUN    0   41
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
15    LEAP     8   15"                15" forward, 7 1/2" upward

[b]CHA Cost: 138[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    "Super" Characteristics - END=
16     +10 EGO (20 Active Points); Only In Heroic Identity (-1/4) - END=
12     +15 PRE (15 Active Points); Only In Heroic Identity (-1/4) - END=
    Defense - END=
3     1)  [b][i]Thick Skin[/i][/b]: Hardened (+1/4) (3 Active Points) applied to PD - END=
3     2)  [b][i]Thick Skin[/i][/b]: Hardened (+1/4) (3 Active Points) applied to ED - END=
16     [b][i]Thick Skin[/i][/b]: Damage Resistance (14 PD/12 ED), Hardened (+1/4) (16 Active Points) - END=0
19     [b][i]Thick Skin[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points) - END=0
17     [b][i]Thick Skin[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]Thick Skin[/i][/b]: Energy Damage Reduction, 25% (10 Active Points); Requires A CON Roll  (-3/4) - END=0
3     [b][i]Even His Ears Are Thick Skinned[/i][/b]:  Group Flash Defense (6 points) (6 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]Even His Eyes Are Thick Skinned[/i][/b]: Sight Group Flash Defense (11 points) (11 Active Points); Requires A CON Roll  (-3/4) - END=0
6     [b][i]He Doesn't Look That Heavy[/i][/b]: Knockback Resistance -3" - END=0
    "Super" Senses - END=
6     +2 PER with all Sense Groups - END=0
3     Ultrasonic Perception (Hearing Group) - END=0
      - END=
10     [b][i]FW HtH[/i][/b]: Find Weakness 11- with Related Group of Attacks (20 Active Points); Limited Power Power loses about half of its effectiveness (Only usable once per oponent/object, cannot be stacked (max of 1/2 DCV); -1) [Notes: Use with Boxing Maneuvers] - END=0
      - END=
45     [b][i]Explosives, Gadgets, and Gimmicks[/i][/b]: Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1) - END=
2u     1)  [b][i]Concussion Grenade (Flash Bomb)[/i][/b]: (Total: 80 Active Cost, 21 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) [b]plus[/b] Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8) - END=[3]
2u     2)  [b][i]Tazer Dart[/i][/b]: (Total: 90 Active Cost, 25 Real Cost) Drain CON 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 17) [b]plus[/b] Energy Blast 6d6 (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 8) - END=[3]
3u     3)  [b][i]Smoke Bomb[/i][/b]: Darkness to Sight Group 4" radius, Conforming (+1/2), Uncontrolled (+1/2) (80 Active Points); OAF (-1), 2 clips of 1 Continuing Charge lasting 1 Turn (Recovers Under Limited Circumstances; -3/4), Range Based On Strength (-1/4) - END=[1 cc]
2u     4)  [b][i]Incendiary Device[/i][/b]: Killing Attack - Hand-To-Hand 3d6, Range Based On STR (+1/4), Explosion (-1 DC/2"; +3/4) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2), OAF (-1), No STR Bonus (-1/2) - END=[1]
1u     5)  [b][i]Padded Shot-Put[/i][/b]: Energy Blast 10d6 (50 Active Points); OAF (-1), 2 Recoverable Charges (-1), Range Based On Strength (-1/4) - END=[2 rc]

[b]POWERS Cost: 181[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
8      +2 HTH Damage Class(es)
3      Clinch: Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
4      Cross: Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
5      Hook: Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
3      Uppercut: Takedown:  1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls
4      Counter: Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
4      Block: Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      Bob and Weave: Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      Escape Clinch: Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

[b]MARTIAL ARTS Cost: 39[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      CK: Randolph Glen, NY 11-
2      AK: New York State 11-
2      CuK: Superheroes 11-
2      PS: Construction 11-
2      KS: Boxing 11-
2      KS: Theater 11-
1      KS: Action Movies/Popular Media 8-
3      Demolitions 12-
3      Hoist 12-
1      Electronics 8-
3      Acting 12- (15-)
3      Breakfall 13-
3      Trading 12- (15-)
3      Combat Driving 13-
3      TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles
3      WF:  Common Melee Weapons, Homemade Weapons, Thrown Rocks

[b]SKILLS Cost: 38[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Anonymity

[b]PERKS Cost: 3[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Psychological Limitation:  Code vs. Killing (Common, Strong)
15     Social Limitation:  Secret ID (Frequently, Major)
15     Hunted:  Angry Mob (Organised Crime group of GM's choice) 8- (Mo Pow, Harshly Punish) [Notes: Madison is currently oblivious to the fact that one of his first actions in his new city of operations messed up an important and delicate negotiation between two organized crime families.  And one of them is not happy about it...]
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) [Notes: Knockout does not know or understand the source of his powers.]
10     Distinctive Features:  Big For My Size (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) [Notes: He sticks out like a sore thumb.  People seem to notice him, and frequently comment on his size, even though he's not THAT big!]
10     Physical Limitation:  Klutz (Frequently, Slightly Impairing) [Notes: The character is clumsy, either because of inattention or nervousness.  He tends to trip a lot, bang his head on low-hanging objects, drop things, etc.  He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake.  [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.]
10     Physical Limitation:  Crushing Grip (Infrequently, Greatly Impairing) [Notes: This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.
Under stressful situations the character unconsciously applies his casual strength to whatever he is doing.  Shaking hands with the President for a shy character might result in crushed bones.  Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges.  Trying to avoid a small girl in the road while driving might result in wrenching the wheel off.  Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste.  This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.
What is considered stressful to a character is up to that specific player and the GM.]
10     Psychological Limitation:  Shy Around Ladies (Common, Moderate) [Notes: Lacking much social experience with the opposite gender, this character will often become nervous to the point of distraction when confronted with any one-on-one interaction with a woman he does not know (or possibly with one he does, if attracted to her).  This will result to a -1 to all PRE or INT based social/interaction skills (except for Acting in front of an audience) when interacting with women he does not know and may lead to problems with his “Crushing Grip” if he becomes to nervous.]
10     Physical Limitation:  Old Fashioned Gentleman (Infrequently, Greatly Impairing) [Notes: Extremely reluctant to strike a lady, even a villain, unless directly assaulted or feels it is absolutely necessary to in order to save someone else.  Even then he will usually attempt to restrain, grab, or otherwise deal with the situation before actually hitting a woman.]
15     Enraged:  Old Fashioned Gentleman (Uncommon), go 11-, recover 11- [Notes: Sees abuse to women and children as wrong, without exception.  If he sees a man attack a woman or child he will become enraged and, while he won’t break his code vs. killing, he may severely injure the attacker if he does not “snap out of it”.]
15     Psychological Limitation:  Always Aware Of The Public's Perception Of Him (Common, Strong) [Notes: A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive.  He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply]
15     Physical Limitation:  His Word Is His Bond (Infrequently, Fully Impairing) [Notes: ''Description:'' The character is devoted to keeping his promises.  Once he has "given his word", the character will keep it, regardless of obstacles and distractions.  If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal.  Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly.  This Disadvantage is often part of a [[Code Of Conduct]]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)]

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 399



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Re: Madison Summers

 

I would also consider adding 1 or 2 CSL's that could be applied to Block.

 

This is primarily because of all the points the character already has invested in Martial Arts and the Counterstrike maneuver specifically. I would try to give the character 1 Overall Level* and 1 with Martial Arts (3 points). That would give him a 7 OCV with his multipower and a 10 OCV Block to setup a Counterstrike.

 

*Overall Levels are the only combat applicable skill levels that can also be applied to Dive For Cover (if that optional rule is in use) which is not a bonus to DCV but rather a special case of movement with a DEX roll.

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Re: Madison Summers

 

My idea being that rather than simply having an arbitrary amount of defense against things that normal people don’t have defenses against' date=' this character is simply tough and may be able to shrug off affects of those types of attacks faster than most people.[/quote']

 

I respect that it's a non-issue for you, but I should point out that this sentence does not make any kind of sense.

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Re: Madison Summers

 

....

 

Hyper-Man: thanks for the review and advice. I can't seem to get the file you linked to work, however. Maybe I'm simply not using it correctly? Do you know of any other formats that work well with the forum? I'm going to try to use one of the ones I found on the Herogames site and see if that works.

 

Thanks for your imput everyone.

 

Micah "Bigbywolfe"

 

Sorry I missed this earlier.

 

That file works fine as long as you copy the contents of the text file into a NEW post. Hoever, it will add extra asterix (***) if you attempt to edit an existing post. If you click on the post # at the top right of that earlier linked thread it will have example output of a good and bad example of this.

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