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Catalyst: A Champions campaign on Hero Central


Fedifensor

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Re: Catalyst: A Champions campaign on Hero Central

 

Ok, I finally have some real time to look over your character. Lets start at the disads and work our way to the meat/potatoes.

 

10 Enraged: Injustice (Common), go 8-, recover 14- [Notes: One of the more obvious psychological manifestations of Erik Kriegs complex is his profound anger at injustice - as though it were a personal affront to his power or identity. This complicates matters with trying to keep the identities of Erik and Blitzkrieg separate - more than once has Erik called in sick to work to go marauding as Blitzkrieg for the day. Too many such instances and someone might put two and two together.]

I went over this with another player, but what do you want to qualify as Injustice?

1 - Scalper at College Football game wants to charge double for a ticket. Enraged?

2 - You get in the game, go to the concession stand, give them a $10.00 for you food and frosty beverage, expect $2.00 in change and get nada. Enraged?

3 - While walking up the ramp onto the field you see a man slap a younger girl on the butt (hard). Enraged?

4 - Midway thru the 1st quarter a vendor is hocking some beer. You notice a man pass down $5.00 for a cold one and some teenager pockets it (petty theft). Enraged?

5 - Man goes to teen and throttles him for his beer money. Enraged?

6 - The ref makes a REALLY bad call near the end of the 2nd quarter. It is going to cost your team points and everyone and their mom is booing. The play stands. Enraged?

7 - You leave the game (your team won) and a group of college students is getting rowdy. Their team lost and EVERYONE knows the ref in the 2nd quarter cost them the game. The harrass people who are wearing opposition colors. Enraged?

8 - Its gets ugly. The few college teens have turned into a mob. They are trashing the place. Enraged?

9 - Police are called in. It gets worse. Cops are wailing on teens with riot baton, they are throwing tear gas to break up the crowd and you notice the big truck with the water cannon has arrived on the scene. A lot of people are getting what they deserve, but some are just caught in the melee. Cops are getting wailed on by teens. Teens are getting wailed on by cops. Opposition students are taking and receiving licks all over. Enraged?

 

I really like bringing Injustice in. I don't ever recall seeing it as a marker for enraged. However, what is injustice? Or more accurately, at what level do you think it would fire off.

 

20 Social Limitation: Secret Identity (Very Frequently, Major) [Notes: Erik Krieg has so far been successful in keeping Blitzkrieg's identity safe from even his family. A reporter thinks she may have a lead, and has been sniffing around Erik for the past several weeks.]

Secret ID is a 15 point social limitation. Having a reporter sniffing after you (which is a nice touch), does not make the secret ID worth more. You just get to add the watched (which you did).

 

15 Hunted: Thebes Police Department 11- (Mo Pow, NCI, Limited Geographical Area, Mildly Punish) [Notes: Looking to ticket/fine/try Blitzkrieg for his reckless damage to property in the apprehension of criminals.If they did so, his identity might become compromised.]

This is a campaign city game, you will not be leaving the area very often. You can drop the limited geographic area. As the first adventure starts there has been ZERO prime activity in the area for the past decade. Its like the prime karma well just dried up. Well, the dry spell has past and it is about to start raining Primes (to butcher a song title). If the cops approach you and say "You are under arrest" will you flee or go quietly? As soon as you flee the Mildly Punish is going to change. If you turn yourself in, and the Judge says he will put you on Probation and he expects some community service. You say ok. The Hunted becomes a watched and you get a social limitation Hero ID on Parole. You ok with that? This is all just what if talk... but I want you to really thinking about a law enforcement hunted as a Prime.

 

30 Dependent NPC: Parents, Siblings 11- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs) [Notes: Brother Lukas is a hedge fund manager, sister Sofie is a pianist, Father Jonas and Mother Anna are retired. All call upon Erik for help from time to time, thinking him to be 'connected' from his job as a court interpreter.]

You realize you will have a problem with one or two DPNC every adventure. 4 of them on an 11-, where and 11- is every other adventure. That is a LOT of DNPC action. I recommend picking one or two DNPCs (at 11- and maybe an 8-) and drop the rest into hunteds.

 

15 Reputation: Reckless, 14- [Notes: Blitzkrieg is seen as irresponsible and reckless in the popular media, he has very little sympathy from the everyman, as they see laying waste to entire city blocks of property to be more the purview of villains and bad guys.]

A 14- is going to be National level bad press. Everyone is going to know who you are and you are a menace. This is going to color the reaction of every Tom, Dick and Harry in the game. In a bank holdup people are going to side with the robbers over you. Does not seem very heroic.

 

10 Vulnerability: 2 x STUN To Be Decided (Uncommon) [Notes: [ooc] I want him to have a cryptoninte like weakness that he doesn't yet know about. I know that's kind of cliche, any other ideas for a weakness that he could run up against are welcome as well.]

Fair enough. I will have to look into this.

 

You have 40 points in Psych Limitations, I need 50. I recommend dropping the Reputation from 14- to 8- (10 points). You want to keep the bad boy image with the press, that's fine... but at least it will not be so horrible. Take a 10 point Psych Limitation in its place.

 

Skills and perks are great.

 

Now, lets get to the meat of the matter. 4 Speed Brick with no Ranged Attacks. 13 DC attacks and 30 Defenses. I will allow the lot to be resistant. I could see 5 Points of Power Defense tied to a force field. Drop the Mental Defense. I dont have a problem with having you life support but it seems kinda weird. Having an instinctive sheild at your level seems to keep out all harmful agents. Would it keep out some of the good stuff to? To much solar radiation causes cancer you know. I will allow the immunity to harmful agents but not needing to breath does not seem to fit. As a "brick" I could see No need to breath with conditions. Like Costs Endurance... I just don't see Not Breathing ever with a shield (even if the shield was protecting you... protection does not equal feeding you = feeding you oxygen). I am not including Knockback Resistance as a defense for a brick with no ranged attack power. Pile it on.

 

6 Psychokinetic Inversion Field: Absorption 1d6 (physical, Critical Mass), Can Absorb Maximum Of 11 Points' Worth Of Physical Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (9 Active Points); Visible (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Red sparks around body, emenating from the source of the impact, as Inversion absorbs.]

6 Psychogenic Inversion Field: Absorption 1d6 (energy, Critical Mass), Can Absorb Maximum Of 11 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (9 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (-1/4) [Notes: Red sparks around body, emenating from the source of the impact, as Inversion absorbs.]

 

0 Mock Full Power Critical Mass: Density Increase (67,600 kg mass, +50 STR, +10 PD/ED, -10" KB), Custom Adder [Notes: At Full Critical Mass. [strength 75/ PD 25 (10r) / ED 24 (10r), 5 end / Phase 20 end / Turn]]

0 Total Defense Power: Custom Power [Notes: With Full Power Critical Mass and Psychogenic Field [strength 75/ PD 35 (20r) / ED 34 (20r), 8 end / Phase 32 end / Turn]]

Now, if you want to go the absorption route I recommend 1/2 - 2/3 defense and/or 1/2 - 2/3 DC to start. Thats a total overall look. If you want to go absorption I will allow +1 DC over max when fully charged (14 DC) or +6 extra defenses with some sort of split (so 3/3, 5/1, 4/2, whatever). Standard "ready to rocks" bricks will be able to take more at first/dish out more damage at first... vs. your lower damage/lower defense. I am no expert at adsorption. Fed really did some work with this (he had an absorption based Energy projector) and I am asking him to take a second look for me. He may think +1 DC is too weak, and may think +2 DC is more inline... defense same same. I think this is close to what you were projecting.

 

The real problem I see is endurance. If you are pumping out 20-35 end a turn just to be He-Man, what are you going to do for endurance for you standard powers and attacking? A 14-15 DC plain jane punch is going to eat a whole lot of END and you only have 64 END. Take a look. Do you think you will last 4 attacks? Can you even begin to go 2 turns?

 

Also, at full mass you are going to weigh in at 150,000 lbs (75 tons). Lets put this in perspective. You are going to weight as much as five 65' long tractor trailor rigs (truck and trailer) with out cargo with a foot print of 1 hex (really less, but you get the idea). You are going to punch holes though concrete just by walking. You will not be able to get in any building past the 1st floor (or basement in some cases). If you had a fight on the top floor of a 50 story building, after a few hits you would punch thru the floor like missle. As you punched thru the floor you would take more damage and gain more mass. In about 8 to 10 seconds you would be in the basement of the building looking up at the 50 story shaft you just created. I see this as a potential problem :doi:

 

I appreciate your good attitude at working toward a character that will fit. I see some solutions for your weight issue, like take flight. If you bought 5" of flight, only to reduced the effects of mass (-1, maybe -1 1/2). You could then run on the ground and been see to float a wee bit of the ground. However, if you fell off a building... you are still gonna fall and take the big hit at the end. Or just take flight period and forget about the qualifers. However, if you ever get KOed in a fight, I hope you are not up to high:o

 

Think about it. I look forward to your reply.

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Re: Catalyst: A Champions campaign on Hero Central

 

Ok. I want to give another peak at the campaign. Seems two of the characters (the only ones in the game so far) happen to be on the same Tram into the City. They are both in different cars and have different opportunities ahead of them. This is, of course, a minor encounter... but it does give a chance for players to feel out their Secret IDs.

 

Again, I will be inviting another player into the game next week. You first few posts probably wont have a combat... but they could :eek:

 

This is what is going on in Thebes about now:

Leaving Emes' apartment, you jump into you old economy subcompact and head East toward the University. .oO( Damn! I need to be at the Center City office this morning!). You recall the new No Child Left Behind briefing you HAVE to have as an assistant instructor. Since more kids are taking concurrent enrollment classes at the University's and Community College's, higher learning has been pulled into the paperwork nightmare the government has dreamed up for the primary education system. There is no way you can make it to the Center City Campus by 8:30 if you drive. You check your mirrors and flip the car around at the next opportunity. There is the new Park and Ride service for the Center City tram. You glance at your watch. If traffic is light AND you can get to the tram on time AND you don't mind a light foot race to the campus you should just be a few minutes late.

 

...

 

You just manage to catch the tram, huffing more mental than physical stress. You come out of you mental haze as the tram passes a security checkpoint. The tram cars pleasent computerized Silon voice speaks to everyone "I appologise for the delay. We are scanning your car for those who wish to do you harm". The audible "ding" that signifies your car is ok echo about and the tram moves forward. The start and stop of each car in the tram takes about a minute. A more heavily armored Silon Runner is in your car. The standard Silon Runner uniform is slightly bulkier than a Walkers, no doubt due to the few extra pounds of armor. Instead of just a cap and shades, he wears an acutal helmet with a built in visor. He does not have the standard cop ultility belt either. He wears a more ALICE style harness to support a large battery pack, which is attached to a rife. Must be a Smile-es (a mood changing weapon) or a Vaporloc (shows down the targets absorption of oxygen in the human body). You have to admit the actual people who work for SI seem really nice. The have snappy uniforms, they are very polite and are all in excellent shape. SI's semi-annual physical ensures all walking patrols are able to withstand the duty of the old fashioned beat cop. Law Enforcement likes it too. Now the police just repond to calls within the city. Silons report in mass whenever their is a situation, much like Bobbies do in Britian. Of course, Silon officers (called Walkers) do have nice body armor, stun batons, and grabuns (slang for Grapple Guns, it throws some sort of carbon nanotube restraint).

 

A series of BOOMS starts going off like really loud firecrackers and the tram begins to slow down. GREAT! No way you are going to make it to the meeting on time now.

 

As the tram shudders the maglev fails and the tram falls to the deck. You remain standing but almost all of the passangers are on the floor in a daze. The Silon Runner is barely standing. The rapid series of BOOMS was each tram blowing the couplings that connected it to the other cars. The car to your immediate front pulls away at remarkable speed. You glance around and the two trams behind you are on the deck too. You do notice the tram cars to rear (not the two immediately behind yours) are also pulling away quickly. It seems the SI motto of "We do so much more than Protect" really rings true. It is unfortunate that this protection did not hold up for your tram car. Suddenly there is a crunch and the connection door (that did connect this car to the one in front of it... now long gone) is pealed away. Three your toughs (two gents and a lass) step into the car: one is brandishing a pipe, one a pistol and one a submachine gun. You also notice the tough who pealed away the door is wearing a Stilt Suit. The Silon Runner (who is at the half way point in the car shouts "Step out of the tram car, now!". One of the toughs replies "Sorry Silon. How can we rob this train from the outside. Just put the peace pipe down and we can be all nice and civlized." The gleam in the punks eyes and wry grin he is sporting show little in the way of civility.

 

Player/GM:

 

Stilt Suits are not a SI creation. They were created by Dynamic Industries after 9/11. They are an exoskeleton frame that gives the wearer superhuman strength. The are usual outfitted with additional tools specific to the job they were created for. Fire Stilt Suits have additional protection gear, seal contained breathing system, hoze attachments, and even a specialized set of the "jaws of life". Construction Stilt Suits may have heavy tools (jackhammers, rivit guns, etc) built in to assit along with a heavier lift capacity. Warehouse Stilt Suits have a longer reach and even a small payload area. Most Slit Suits are about nine feet tall and weight in around a ton. It takes special skills to drive/pilot one of these. Untrained users go real slow (1/2 movement speed) and can be just as dangerous to themselves as anyone else. The one that just pealed away the door looks to be a construction suit.

 

Peace Pipe - Gang member slang for law enforcement weapons. Originally coined when a group of mercs tried to lift a armored money shipment from a local bank to the Singing River Casino. It turns out the Singing River Security members were packing some high tech toys to disuade the robbery.

 

Its Phase 12. You are at the back end of the 16m long/4m wide tram car (8 hexes long, 2 hexes wide), the Silon Runner is about 3 hexes in front of you, while the punks are at the far end. Two are inside the car, one is at the door (he has the pistol), and the stilt suit is outside. You have the highest DEX (no really, dont laugh). The door behind you leads to another car but you have no clue if it works or if the cars remained connected.

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Re: Catalyst: A Champions campaign on Hero Central

 

Okay.

 

The first thing made me giggle.

 

I think I was thinking of the disadvantage wrong. My bad. I edited it out I think I might just roleplay that aspect.

 

So here's what I was thinking:

 

When he perceives an injustice, he'll stand up to it. No matter the situation or how it might seem stacked against it and doesn't back down.

 

So, like for the example:

 

1) No. Demand to know why the person is charging so much.

2) No. Tell them they owe me my two dollars.

3) (How young we talking, like illegal young? If so, then yea. If it seems consensual, then no.)

4) Confront the teenager about why he stole the money, demand that he pay the man back.

5) Only slightly, on account of the other man reaching the teenager first.

6) If he feels it's unfair, then yes. Would probably take it upon himself to personally reconcile the situation.

7) No, depending on how aggressive their harassing is being. If they're being dumb kids, no. If they are making other people uncomfortable, then yes, would confront them.

8) Yes. Would confront them.

9) Yes, would attempt to stop everyone.

 

This is a campaign city game, you will not be leaving the area very often. You can drop the limited geographic area. As the first adventure starts there has been ZERO prime activity in the area for the past decade. Its like the prime karma well just dried up. Well, the dry spell has past and it is about to start raining Primes (to butcher a song title). If the cops approach you and say "You are under arrest" will you flee or go quietly? As soon as you flee the Mildly Punish is going to change. If you turn yourself in, and the Judge says he will put you on Probation and he expects some community service. You say ok. The Hunted becomes a watched and you get a social limitation Hero ID on Parole. You ok with that? This is all just what if talk... but I want you to really thinking about a law enforcement hunted as a Prime.
So... Hm. So Inversion wouldn't have a record in Thebes - but he could have a record from elsewhere?

 

Now, lets get to the meat of the matter. 4 Speed Brick with no Ranged Attacks. 13 DC attacks and 30 Defenses. I will allow the lot to be resistant. I could see 5 Points of Power Defense tied to a force field. Drop the Mental Defense. I dont have a problem with having you life support but it seems kinda weird. Having an instinctive sheild at your level seems to keep out all harmful agents. Would it keep out some of the good stuff to? To much solar radiation causes cancer you know. I will allow the immunity to harmful agents but not needing to breath does not seem to fit. As a "brick" I could see No need to breath with conditions. Like Costs Endurance... I just don't see Not Breathing ever with a shield (even if the shield was protecting you... protection does not equal feeding you = feeding you oxygen). I am not including Knockback Resistance as a defense for a brick with no ranged attack power. Pile it on.
Oh that's okay. Life support was pretty much just me trying to spend points on something when I couldn't think of anything else that seemed to fit. My rationale was "well, he's reparing his body constantly with the field, so he'd probably be able to repair the necrosis that oxygen starvation would cause". I've taken out all but the poisons and chemical warfare agents, and that is just that the field will repel or purge foreign contaminants. But I'm not married to that either.

 

A 14- is going to be National level bad press. Everyone is going to know who you are and you are a menace. This is going to color the reaction of every Tom, Dick and Harry in the game. In a bank holdup people are going to side with the robbers over you. Does not seem very heroic.
Hm, yea... no. I don't want it to be that bad. I just wanted it to be a little harder for him to get like police and media and such to work with him.

 

OK so I have a new character revised from that.

 

BEHOLD! REVISION 9!

Eric Krieg

 

Player: Revision 9

 

Val Char Cost

35/65 STR 25

18 DEX 24

18 CON 16

18 BODY 16

13 INT 3

14 EGO 8

18 PRE 8

16 COM 3

 

7/33 PD 0

4/35 ED 0

4 SPD 12

18 REC 14

64 END 14

45 STUN 0

 

6" RUN 0

2" SWIM 0

7"/13" LEAP 0

Characteristics Cost: 143

 

Cost Power

30 Psychokinetic Barrier: Armor (10 PD/10 ED)

10 Instinctive Psychokinetic Field: Life Support (Immunity All terrestrial poisons and chemical warfare agents) [Notes: Krieg's psychokinetic field will repel foreign contaminants from his body - however, it is just as susceptible to disease as any other biological organism.]

6 Psychokinetic Inversion Field: Absorption 1d6 (physical, END), Can Absorb Maximum Of 11 Points' Worth Of Physical Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (9 Active Points); Visible (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Red sparks around body, emanating from the source of the impact, as Inversion absorbs.]

6 Psychogenic Inversion Field: Absorption 1d6 (energy, END), Can Absorb Maximum Of 11 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (9 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (-1/4) [Notes: Red sparks around body, emanating from the source of the impact, as Inversion absorbs.]

7 Psychokinetic Propulsion: Gliding 6", Usable Running (+1/4) (7 Active Points) [Notes: Allows him to effectively nullify his mass by disconnecting it's intersection with some gravity mediating force, creating the effect that he can "float" or coast, as though gravity was not acting upon his world line.]

15 Kinetic Field Control: Elemental Control, 30-point powers

22 1) Psychogenic Shield: Force Field (10 PD/15 ED/5 Power Defense), Reduced Endurance (1/2 END; +1/4) (37 Active Points) [Notes: With Full Psychogenic Shield {PD 25(20r), ED 24 (20r) 3 END / Phase, 12 end / Turn}]

22 2) Critical Mass: Density Increase (4,200 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (1/2 END; +1/4) (37 Active Points) [Notes: At Base Critical Mass {Strength 55/ PD 31(10r)/ ED 30(10r), 3 END/ Phase, 12 END / Turn}]

7 3) Instinctive Psychogenic Field: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)

Powers Cost: 125

 

 

Cost Skill

3 Bureaucratics 13-

3 Climbing 13-

5 +1 with HTH Combat

3 Conversation 13-

3 Electronics 12-

3 Gambling 12-

3 Hoist 12-

3 Linguist

3 1) Language: English (idiomatic) (4 Active Points)

3 2) Language: French (idiomatic) (4 Active Points)

0 3) Language: German (idiomatic) (4 Active Points)

3 4) Language: Italian (idiomatic) (4 Active Points)

3 5) Language: Portugese (idiomatic) (4 Active Points)

3 6) Language: Spanish (idiomatic) (4 Active Points)

3 Oratory 13-

3 Paramedics 12-

3 Persuasion 13-

7 PS: Interpreter 16-

3 SS: Linguistics 12-

Skills Cost: 60

 

Cost Perk

2 Deep Cover

1 Fringe Benefit: License to practice a profession [Notes: Licensed Interpreter]

2 Money: Well Off [Notes: Upper-Middle Class Income]

Perks Cost: 5

 

 

Total Character Cost: 333

 

Pts. Disadvantage

10 Enraged: Injustice (Common), go 8-, recover 14- [Notes: One of the more obvious psychological manifestations of Erik Kriegs complex is his profound anger at injustice - as though it were a personal affront to his power or identity. This complicates matters with trying to keep the identities of Erik and Inversion separate - more than once has Erik called in sick to work to go marauding as inversion for the day. Too many such instances and someone might put two and two together.]

15 Social Limitation: Secret Identity (Frequently, Major) [Notes: Erik Krieg has so far been successful in keeping Inversion's identity safe from even his family. A reporter thinks she may have a lead, and has been sniffing around Erik for the past several weeks.]

10 Psychological Limitation: Fear of Failure (Common, Moderate) [Notes: Beneath all the calm bravado and the delusions of grandeur, lurks an intense fear of failing. Emotionally invested in the success of his every endeavor, Erik/Inversion has a difficult time knowing when to stop - and how to cope with a situation after he's failed.]

20 Psychological Limitation: Overconfident (Very Common, Strong) [Notes: With such incredible resilience, Erik has developed something of a God Complex. Eventually, he will run up against the limitations of his powers - hopefully, he won't be running too fast at the time.]

20 Psychological Limitation: Code Versus Killing (Common, Total) [Notes: While Erik doesn't mind breaking things, breaking people is another story altogether. Erik is not willing to accept that he cannot subdue any threat.]

15 Hunted: Thebes Police Department 8- (Mo Pow, NCI, Mildly Punish) [Notes: Looking to ticket/fine/try Inversion for his reckless damage to property in the apprehension of criminals.If they did so, his identity might become compromised.]

25 Dependent NPC: Siblings 11- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) [Notes: Brother Lukas is a hedge fund manager, sister Sofie is a pianist, both call upon Erik for help from time to time, thinking him to be 'connected' from his job as a court interpreter.]

10 Hunted: Jessica Knox of the Daily News 14- (Less Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Jessica Knox is an up and coming reporter with a local rag, who believes she may have a great debut article to put her on the front page - the identity of the notoriously reckless Inversion. She's been snooping around Erik Krieg, looking for proof.]

10 Hunted: Black Tortoise Triad 8- (As Pow, Harshly Punish) [Notes: After busting up a major drug deal and putting half their boys behind bars, the Black Tortoise Triad has been gunning for Inversion for inversion.]

5 Reputation: Reckless, 8- [Notes: Blitzkrieg is seen as irresponsible and reckless in the popular media, he has very little sympathy from the everyman, as they see laying waste to entire city blocks of property to be more the purview of villains and bad guys.]

10 Vulnerability: 2 x STUN To Be Decided (Uncommon) [Notes: [ooc] I want him to have a cryptoninte like weakness that he doesn't yet know about. I know that's kind of cliche, any other ideas for a weakness that he could run up against are welcome as well.]

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Catalyst: A Champions campaign on Hero Central

 

Lets starts at the disads:

You only have 135 points. Do you want me to throw some Disad ideas your way?

 

There is a 1 point perk for Sentry Initative Clearance. Without it you can't walk into Sentry Central at all. You would have it on your secret id, of course. You want in?

 

You have a LOT of skills, but did you invent anything. Did you make your equipment or did someone else? Are you just procuring other equipment thru channels? I recommend Inventor, 8- (at least).

 

Thoughts?

I was sure I through inventor in there. I'll add that. Any help on disads would be appreciated.

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Re: Catalyst: A Champions campaign on Hero Central

 

I was sure I through inventor in there. I'll add that. Any help on disads would be appreciated.

 

I have your hdc file at the office too. I will take a look at lunch tomorrow.

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Re: Catalyst: A Champions campaign on Hero Central

 

Are you still looking for players for the campaign?

 

I don't currently have Hero Designer, but here is a link where you can download a MSWord file of my proposed character, Quantum Girl:

 

http://soleilnoir.wikispaces.com/file/view/Quantum+Girl+350+1-28-09.doc

 

Basically, Dr. Jenna Sinclair was a physicist working at the Large Hadron Collider near Geneva. It's widely known that there was a failure of the apparatus during one of its early test firings; what is not known is that Dr. Sinclair was bombarded with exotic energies during the accelerator's failure, causing her to be inexplicably "linked" to alternate versions of herself existing in parallel universes right next door to our own. As a result, she can draw additional mass from those other dimensions to increase her size or density, or shunt her own mass out of our Universe to become intangible or shrink. In addition, she has a limited ability to select which among all her possible quantum states will manifest within our Universe, giving her control over probability within her vicinity (Luck and Overall levels); and can even pull her parallel selves into our Universe for a short time (Duplication).

 

From a game mechanics standpoint, she's built with a Multiform with the different forms representing each of the ways she can manifest her power. This was a necessary evil -- her stats scale according to her size/density (it never made sense to me that a hero would be just as strong and tough whether he's full size or one inch tall); and while I might have tried making all her powers slots in a Multipower, the rules expressly forbid making her stats Linked to more than one power. I also recognize that her Multiform gives her a lot of flexibility; but I'd observe that she can only use one form at a time (e.g.; can't increase density AND be Duplicated), and that she often won't be able to use her abilities at full power due to the environment not being able to accommodate her size/weight. There also tend to be other tradeoffs to keep her from being unbalanced (e.g.; at maximum Density she has the DEX and SPD of a normal human, a single AE attack could take her out when she's Shrunk to her minimum, etc.)

 

I don't have a full writeup of her background just yet, preferring to leave things open-ended a bit so she can be tailored to fit well with the campaign and the existing characters. If this character sounds like a decent candidate to you, please let me know so we can hammer out the details.

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Re: Catalyst: A Champions campaign on Hero Central

 

Are you still looking for players for the campaign?

 

I don't currently have Hero Designer, but here is a link where you can download a MSWord file of my proposed character, Quantum Girl:

 

http://soleilnoir.wikispaces.com/file/view/Quantum+Girl+350+1-28-09.doc

 

Basically, Dr. Jenna Sinclair was a physicist working at the Large Hadron Collider near Geneva. It's widely known that there was a failure of the apparatus during one of its early test firings; what is not known is that Dr. Sinclair was bombarded with exotic energies during the accelerator's failure, causing her to be inexplicably "linked" to alternate versions of herself existing in parallel universes right next door to our own. As a result, she can draw additional mass from those other dimensions to increase her size or density, or shunt her own mass out of our Universe to become intangible or shrink. In addition, she has a limited ability to select which among all her possible quantum states will manifest within our Universe, giving her control over probability within her vicinity (Luck and Overall levels); and can even pull her parallel selves into our Universe for a short time (Duplication).

 

From a game mechanics standpoint, she's built with a Multiform with the different forms representing each of the ways she can manifest her power. This was a necessary evil -- her stats scale according to her size/density (it never made sense to me that a hero would be just as strong and tough whether he's full size or one inch tall); and while I might have tried making all her powers slots in a Multipower, the rules expressly forbid making her stats Linked to more than one power. I also recognize that her Multiform gives her a lot of flexibility; but I'd observe that she can only use one form at a time (e.g.; can't increase density AND be Duplicated), and that she often won't be able to use her abilities at full power due to the environment not being able to accommodate her size/weight. There also tend to be other tradeoffs to keep her from being unbalanced (e.g.; at maximum Density she has the DEX and SPD of a normal human, a single AE attack could take her out when she's Shrunk to her minimum, etc.)

 

I don't have a full writeup of her background just yet, preferring to leave things open-ended a bit so she can be tailored to fit well with the campaign and the existing characters. If this character sounds like a decent candidate to you, please let me know so we can hammer out the details.

 

I have a copy of your character. I will try to get back to you on it today.

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Re: Catalyst: A Champions campaign on Hero Central

 

Wow' date=' this groups looks like it could shape up to be a mini version of the United Nations. :thumbup: How many of the characters that have beed submitted are from outside the US?[/quote']

 

Submissions, I think around 50% Doc. It is a far flung group to be sure.

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Re: Catalyst: A Champions campaign on Hero Central

 

Latest greatest of Talwar. :)

 

OK in your disads you have Secret ID: Public ID (Frequently, Major), so I assume it is suppor to be Social Limitation: Secret ID (Frequently, Major). Correct assumption?

 

You are shy 5 points of disads. Suggestion. Take a 10 point hunted (as powerful, 8-) and drop either the unluck or poor (I would drop unluck).

 

Change you Metal Transformation to:

Metal Shaper: Major Transform 2d6, Improved Target Group (any metal; +1/2) (45 Active Points); Limited Power (Metal Composition Remains Unchanged; -1), All Or Nothing (-1/2), Concentration (1/2 DCV; -1/4)

 

This gives you back a point (3u to 2u), you can make any change in the metal but you cant change it from metal to something else or an lead miniture to a gold miniture. If you just want to say ".22 pistol to broken .22 pistol" that should be easy. If you want to change a 2 lbs lead ingot into a little statue... that is something else, though still do-able in the range of the power. If I recall correctly, that is what you were shooting for originally, was it not?

 

If you pick up 5 points in disads you will have 6 points left.

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Re: Catalyst: A Champions campaign on Hero Central

 

My Revision 9 was wrong -.- I forgot to export the final revision before posting it.

 

http://www.herocentral.net/herocentral/get/files/premium/Eric+Krieg.hdc

 

there's the most recent one, with the fixed disads

 

Since you can manage an hdc file, please upload the acutally hdc file to the board in the future. It helps, a lot.

 

If I am reading this correctly, you absorption now fuels Endurance directly? Everything else is just a plain ole vanilla power (which is easier to look at). Now, considering you can PUSH all day long your attacks are fine, as is your DC. Defense may be a bit high considering you will be slugging out 15 DC attacks (before haymakers, move thrus, etc). Let me think about it a bit.

 

Gliding is fine considering your weight went down by like 70 tons. You dont have any other movement powers, and considering your field, gliding and strength maybe jumping is in order (it would fit).

 

Disads are fine, as are your skills. You might want to consider upping that +1 HTH with a +1 overall the way your points are laid out.

 

You still have 22 points (17 + 5 xp) to spend after all that you purchased.

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Re: Catalyst: A Champions campaign on Hero Central

 

K. Will do. Sorry I thought we were supposed to do the text :o

 

Okay

 

Oh and I realized, I think it's kind of cheating the way I have the absorb set up.

 

They cost END to use - but you get END from using them. A lot more end too.

 

So I dropped Delayed Return Rate (not really necessary, unless he's going to start banging his head against walls before a fight to charge up. And that doesn't seem particularly heroic. In fact, seems downright awkward "Oh - Oh god, Erik are you okay? I heard the slamming noises and, look at all this blood!" "Oh don't worry, just gettin' pumped for the big game... Do this all the time."), I also dropped the Costs End. Even though it's only a point difference.

 

Since he's an interpreter during his day job, I gave him a higher presence? I really don't know what court interpreters do, beyond interpret the proceedings for people who don't speak English. I tried looking it up, found out that many interpreters also translate for the deaf, so they know american sign language. So I gave him that.

 

Also I added a little extra leaping umph. He can now jump 14 inches up and 20 inches horizontally.

 

I have to go for a few hours. Be back later.

 

[ATTACH]30910[/ATTACH]

 

(I hope that worked like I wanted).

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Re: Catalyst: A Champions campaign on Hero Central

 

K. Will do. Sorry I thought we were supposed to do the text :o

 

Okay

 

Oh and I realized, I think it's kind of cheating the way I have the absorb set up.

 

They cost END to use - but you get END from using them. A lot more end too.

 

So I dropped Delayed Return Rate (not really necessary, unless he's going to start banging his head against walls before a fight to charge up. And that doesn't seem particularly heroic. In fact, seems downright awkward "Oh - Oh god, Erik are you okay? I heard the slamming noises and, look at all this blood!" "Oh don't worry, just gettin' pumped for the big game... Do this all the time."), I also dropped the Costs End. Even though it's only a point difference.

 

Since he's an interpreter during his day job, I gave him a higher presence? I really don't know what court interpreters do, beyond interpret the proceedings for people who don't speak English. I tried looking it up, found out that many interpreters also translate for the deaf, so they know american sign language. So I gave him that.

 

Also I added a little extra leaping umph. He can now jump 14 inches up and 20 inches horizontally.

 

I have to go for a few hours. Be back later.

 

[ATTACH]30910[/ATTACH]

 

(I hope that worked like I wanted).

 

I did a standard damage sweep and assumed the enemy hit you 3 out of 4 timese. You could push each time it was your phase for 2.5 full combat turns without penality. You are going to have so much free endurance you can push without consequence. Also, 35 PD means a standard roll on a 10 DC attack will bounce. If you push your defense (which you can do with a force field) then you can bounce an 11 DC attack. This leads to me put a 12 DC standard attack (allowing 14 DC push) and around 30/30 defenses for this build.

 

I think it is a good build, but absorption does bring its own balancing factors into play.

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Re: Catalyst: A Champions campaign on Hero Central

 

Interesting. Mathematics and arithmetics are kind of a "thing" for me, and upon analysis, you are indeed correct. Absorption linked to END appears that it can quickly become unbalanced. And 30 may actually still be too high for defenses. I've never actually looked at defense from a statistical standpoint. Kind of interesting.

 

So, his hypothetical maximum of Endurance recovery is 194/turn.

 

(22 Character Points * 2 End Per Character Points * 4 Phases To Deplete Endurance + 18)

 

Pushing Strength, Force Field and Density Increase in every phase he would have a total Endurance expenditure of 152/turn, so given that he takes his full absorption in the segments between his acting phases, he could well do it indefinitely. Which defeats the nature of pushing.

 

Per defense.

 

At Def 30, a 10DC attack that hits (and which actually rolls, doesn't use the standard effect - because the standard effect is actually below the statistical mean), has a ~79% chance of doing any damage. That's ANY damage. 1-30 (one damage exactly being slightly greater than a 1/20 chance and 30 being highly improbable (1:6^10)). Chance of an opponent doing 10 or more Stun is only ~15%. Is that okay? Scale that up to a 14DC straight energy blast, chance to do more than 10 stun improve dramatically (~74% better). The chance to do more than Inversion can recover with a single Recovery, however, is only slightly greater than 1:2.

 

At Def 35, the picture skew becomes even more pronounced - a 10DC attack against that defense, is reduced to having a ~45% chance of doing any damage. They would have roughly a 1/40 chance of doing 10 damage or more. Scale to a 14DC attack and it's ~70% to deal any damage at all.

 

The model becomes even more fun when you add in stun multipliers from killing attacks. I made a little C# program that gives a suite of statistical data for given inputs, hehe.

 

I'm just that lame.

 

I think I might retire Absorption from the build. I have to get back to real work soon, though. Does the 30 def model still jive with how you want things to work? When I think Tank I don't actually want to play superman (superman was never very interesting to me. Guy was invincible, yea, we get it already...).

 

Check back later.

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Re: Catalyst: A Champions campaign on Hero Central

 

I did a standard damage sweep and assumed the enemy hit you 3 out of 4 timese. You could push each time it was your phase for 2.5 full combat turns without penality. You are going to have so much free endurance you can push without consequence. Also, 35 PD means a standard roll on a 10 DC attack will bounce. If you push your defense (which you can do with a force field) then you can bounce an 11 DC attack. This leads to me put a 12 DC standard attack (allowing 14 DC push) and around 30/30 defenses for this build.

 

I think it is a good build, but absorption does bring its own balancing factors into play.

Don't the rules restrict pushing for really "heroic" moments only and not for frivolous use?
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Re: Catalyst: A Champions campaign on Hero Central

 

Kind of.

 

In superheroic, it doesn't require an Ego roll, but if we examine the general rules for pushing.

 

(Fifth Edition Revised, p427, second paragraph of the right hand column)

 

Seventh, characters can only use Pushing for crucial, heroic, or life-saving actions. Characters, even heroes and PCs, cannot Push whenever they want to just to look impressive. Pushing is a last-ditch effort to save the day when all else fails, an enemy has to be Knocked Out now, regular-strength attacks are not getting the job done, or something terrible will occur if a character doesn't stop it. Generally, characters should not be allowed to Push every Phase as a matter of course, even if they have the END to do it. The GM determines whether a character can Push in a given situation.

 

It's somewhat fuzzy. "Should nots" and concrete examples that can apply to most combat situations (heroes generally aren't fighting when it's not an emergency).

 

But in general, you are correct - it is a GMs prerogative to deny someone the ability to Push, carte blanche, based on the situation.

 

Consequently, it's prominence in the algorithms that we use to study a character's effectiveness depend on how strictly the GM chooses to treat Pushing. If Pushing can be done "all day long" then one would still want to balance for it. If Pushing is just that rare, extra umph that helps you defeat a particularly vile arch villain, than accounting for it is unnecessary - even counter productive.

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Re: Catalyst: A Champions campaign on Hero Central

 

Are you still looking for players for the campaign?

 

I don't currently have Hero Designer, but here is a link where you can download a MSWord file of my proposed character, Quantum Girl:

 

... (text deleted)

 

I don't have a full writeup of her background just yet, preferring to leave things open-ended a bit so she can be tailored to fit well with the campaign and the existing characters. If this character sounds like a decent candidate to you, please let me know so we can hammer out the details.

Okay, took a look at Quantum Girl. While there are specific issues with some of the forms, the big problem is the background. The world of Catalyst doesn't have a lot of dimensional travel, and as far as people know, the analogues of people in other dimensions don't have superpowers. Superpowered beings are not only unique to Earth, but seem to be unique to this dimension's Earth.

 

Now, it's possible that you've done what no one else has been able to do...find other dimensions with superpowered beings. But it sets the bar MUCH higher for the application, because you're basically redefining the game world.

 

Aside from that, the HKA Does BODY NND Affects Physical World on your intangible form would have to be nixed - that's way too lethal, especially for a Bronze Age game. The growth version has a 65 STR with a 5 SPD, which exceeds campaign limits. The density version has 41 PD/41 ED...also well over campaign limits. The overall package allows you to pick the best form for the situation, and the best form usually exceeds the best character in the campaign. For example, I can't think of a single character, PC or NPC, that comes close to a 41 PD or 41 ED. Hiroshima is closest, with lower defenses combined with Damage Reduction...but he's a master villain.

 

To be clear, while I am a GM for one of the Catalyst cities, I'm not the person who would approve or deny your application. But I would highly encourage you to reapply with a different character. The concept of Quantum Girl doesn't fit the game world very well and would require significant retooling of the powers.

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Re: Catalyst: A Champions campaign on Hero Central

 

Raider A.K.A. Sentry (maybe?) version 3

 

 

Raider

 

Player: Checkmate

 

Val Char Cost

20 STR 10

26 DEX 48

23 CON 26

10 BODY 0

23 INT 13

14 EGO 8

15 PRE 5

12 COM 1

 

8/14 PD 4

8/14 ED 3

6 SPD 24

10 REC 2

46 END 0

35 STUN 3

 

9" RUN 0

5" SWIM 0

8" LEAP 0

Characteristics Cost: 147

 

Cost Power

5 Catalyst: Luck 1d6

2 Strong Will: Mental Defense (5 points total)

6 Strong Legs: Running +3" (9" total)

3 Athletic: Swimming +3" (5" total)

4 Acrobatic: Leaping +4" (8" forward, 4" upward)

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

20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)

1u 1) Boomarang: Energy Blast 6d6 (30 Active Points); OAF (-1), 3 Recoverable Charges (-3/4)

1u 2) Grapple Gun: Swinging 20", No Gravity Penalty (+1/2) (30 Active Points); OAF (-1)

1u 3) Cutting Torch: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (-1), No Range (-1/2)

1u 4) Re-breather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

Powers Cost: 56

 

Cost Martial Arts Maneuver

Martial Arts: Kung Fu

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

4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

3 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

5 6) Kick/Low Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

2 Weapon Element: Blades, Clubs, Empty Hand

8 +2 HTH Damage Class(es)

 

Boomarang-Fu

4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls

5 4) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

Martial Arts Cost: 56

 

Cost Skill

10 +1 Overall

3 Acrobatics 14-

3 Breakfall 14-

3 Bugging 14-

3 Concealment 14-

3 Conversation 12-

3 Criminology 14-

3 CK: Thebes 14-

3 Electronics 14-

3 Inventor 14-

3 Scholar

2 1) KS: City Utility Grids (Sewers, Power Grids, Water) (3 Active Points) 14-

2 2) KS: Espianage World (3 Active Points) 14-

1 3) KS: International Law (2 Active Points) 11-

2 4) KS: Sentry Initutive (3 Active Points) 14-

3 Lockpicking 14-

3 Paramedics 14-

3 Persuasion 12-

3 Security Systems 14-

3 Shadowing 14-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 12-

Skills Cost: 71

 

Cost Perk

5 Ghost in the Machine

1 Fringe Benefit: Ex-CIA Agent

2 Fringe Benefit: Security Clearance

Perks Cost: 8

 

Cost Talent

12 Combat Luck (6 PD/6 ED)

Talents Cost: 12

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Psychological Limitation: Disillusioned Super-Patriot (Common, Strong)

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

10 Psychological Limitation: Overconfident (Common, Moderate)

10 Psychological Limitation: Hatred of Sentry Program (Uncommon, Strong)

15 Hunted: Sentry Initiative 11- (Mo Pow, NCI, Watching)

15 Hunted: Mystery 8- (Mo Pow, Harshly Punish)

20 Hunted: Mystery 8- (Mo Pow, NCI, Harshly Punish)

15 Social Limitation: Secret ID (Frequently, Major)

15 Dependent NPC: Son 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Rivalry: Professional (MI-5 Agent; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Enraged: Innocents Harmed (Common), go 11-, recover 14- [Notes: Dropped to 0 STUN or takes BODY]

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 5

Experience Unspent: 5

 

 

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Re: Catalyst: A Champions campaign on Hero Central

 

Raider A.K.A. Sentry (maybe?) version 3

 

 

Raider

 

Player: Checkmate

 

Val Char Cost

20 STR 10

26 DEX 48

23 CON 26

10 BODY 0

23 INT 13

14 EGO 8

15 PRE 5

12 COM 1

 

8/14 PD 4

8/14 ED 3

6 SPD 24

10 REC 2

46 END 0

35 STUN 3

 

9" RUN 0

5" SWIM 0

8" LEAP 0

Characteristics Cost: 147

 

Cost Power

5 Catalyst: Luck 1d6

2 Strong Will: Mental Defense (5 points total)

6 Strong Legs: Running +3" (9" total)

3 Athletic: Swimming +3" (5" total)

4 Acrobatic: Leaping +4" (8" forward, 4" upward)

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

20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)

1u 1) Boomarang: Energy Blast 6d6 (30 Active Points); OAF (-1), 3 Recoverable Charges (-3/4)

1u 2) Grapple Gun: Swinging 20", No Gravity Penalty (+1/2) (30 Active Points); OAF (-1)

1u 3) Cutting Torch: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (-1), No Range (-1/2)

1u 4) Re-breather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

Powers Cost: 56

 

Cost Martial Arts Maneuver

Martial Arts: Kung Fu

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

4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

3 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

5 6) Kick/Low Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

2 Weapon Element: Blades, Clubs, Empty Hand

8 +2 HTH Damage Class(es)

 

Boomarang-Fu

4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls

5 4) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

Martial Arts Cost: 56

 

Cost Skill

10 +1 Overall

3 Acrobatics 14-

3 Breakfall 14-

3 Bugging 14-

3 Concealment 14-

3 Conversation 12-

3 Criminology 14-

3 CK: Thebes 14-

3 Electronics 14-

3 Inventor 14-

3 Scholar

2 1) KS: City Utility Grids (Sewers, Power Grids, Water) (3 Active Points) 14-

2 2) KS: Espianage World (3 Active Points) 14-

1 3) KS: International Law (2 Active Points) 11-

2 4) KS: Sentry Initutive (3 Active Points) 14-

3 Lockpicking 14-

3 Paramedics 14-

3 Persuasion 12-

3 Security Systems 14-

3 Shadowing 14-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 12-

Skills Cost: 71

 

Cost Perk

5 Ghost in the Machine

1 Fringe Benefit: Ex-CIA Agent

2 Fringe Benefit: Security Clearance

Perks Cost: 8

 

Cost Talent

12 Combat Luck (6 PD/6 ED)

Talents Cost: 12

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Psychological Limitation: Disillusioned Super-Patriot (Common, Strong)

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

10 Psychological Limitation: Overconfident (Common, Moderate)

10 Psychological Limitation: Hatred of Sentry Program (Uncommon, Strong)

15 Hunted: Sentry Initiative 11- (Mo Pow, NCI, Watching)

15 Hunted: Mystery 8- (Mo Pow, Harshly Punish)

20 Hunted: Mystery 8- (Mo Pow, NCI, Harshly Punish)

15 Social Limitation: Secret ID (Frequently, Major)

15 Dependent NPC: Son 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Rivalry: Professional (MI-5 Agent; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Enraged: Innocents Harmed (Common), go 11-, recover 14- [Notes: Dropped to 0 STUN or takes BODY]

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 5

Experience Unspent: 5

 

 

 

Hehe. Caveat: I'm not a GM at all. Just another potential player.

 

But I like the character concept, very batman-y. Except part speedster. I guess Batman actually might be a speedster, now that I think of it? He's always acting just before the villains.

 

But would Raider's maximum attack be a 10d6? And his armor is 14 when it says Martial Artists should be 22.

 

Approximately 1:3 10DC attacks that land will stun Raider - granted he has more opportunity's to recover, but two such attacks would knock him out. The Batman can do better than that! hehe.

 

I know Raider has a high DCV, at least relative to the other characters. But it seems like maybe he could use a touch more defense? An OCV 7 bad guy still has a 37.5% chance of hitting Raider. So assuming Raider faces a single CV 7, Def 22/22, 18 Con, Speed 4, 10DC bad guy with 45 stun - (Raider has roughly a 1:10 chance of missing said foe without external modifiers) Mr Bad Guy has a slightly higher chance (4.0457% higher according to my little calculator program I made for this) of achieving an average necessary to knock Raider out in a single turn, than Raider has of knocking said bad guy out. Now, while I'm calculating the difference in overall speed, the more qualitative value of acting first is not in the algorithms being used here.

 

But now, imagine if Raider get hits by a 14DC normal attack - the probability of Stunning him goes up to almost 3:5. The probability of outright KO'ing him enters the picture at roughly 1:20.

 

I wonder if I'm analyzing this too much. I blame Zac, he got me started.

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