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A 5th Edition Starburst


Moonblade

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I'm hoping I'm not violating any protocols here by posting this character.

 

While I always had problems with the 250-pt Starburst build, it's one of the few that actually uses a multipower as an actual multipower so I decided to attempt to see how it would work on 350. A couple of notes;

this would be a fairly early version of Starburst rather than the 4th ed. version that was posted previously, capturing him after years of adventuring.

I added a hand-to-hand power to reflect the image of him power-punching Mechanon on an Adventurer's Club cover.

 

BTW, does anyone have any images of SB they'd be willing to share that doesn't violate forum rules and trademarks?

 

Starburst

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

30 CON 40 15-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

10+20 PD 7 Total: 10/30 PD (0/20 rPD)

15+20 ED 9 Total: 15/35 ED (0/20 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

20 REC 2

60 END 0

40 STUN 7 Total Characteristic Cost: 148

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Zap Dazzle: Sight Group Flash 2d6 (10 Active Points); Linked (Zap!; Lesser Power can only be used when character uses greater Power at full value; -¾) 1

10 Particle Absorption: +10 REC (20 Active Points); Limited Power Power loses about half of its effectiveness (Only for END; -1)

12 Can't You See That?: +8 versus Range Modifier for Sight Group 0

5 Ultraviolet Perception (Sight Group) 0

5 Percieving through the Gluons: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 2

100 Starburst Effect: Multipower, 100-point reserve

10m 1) Starburst Field: Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points) 4

12m 2) Ion-Powered Motion: Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points) 2

12m 3) Zap!: Energy Blast 12d6 (60 Active Points) 6

3u 4) Zap II: Missile Deflection (Any Ranged Attack), Adjacent Hex (+½) (30 Active Points) 0

2u 5) Particle Punch: Hand-To-Hand Attack +7d6 (35 Active Points); Hand-To-Hand Attack (-½) 3

1u 6) Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target ([Limited]; Clothes; -½), Extra Time (Full Phase, -½) 1

2u 7) Energy Cocoon: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) 0

 

Perks

1 Hey, Look! It's Starburst!: Reputation: Heroic Do-Gooder (A medium-sized group) 11-, +1/+1d6

2 I got another scoop for you...: Contact: Super-Hero Beat Reporter (Contact limited by identity, Good relationship with Contact) 11-

 

Skills

3 Scientist

1 1) SS: Mathematics 11- (2 Active Points)

2 2) SS: Nuclear Engineering 13- (3 Active Points)

2 3) SS: Physics 13- (3 Active Points)

3 Computer Programming 13-

3 Oratory 12-

3 Systems Operation 13-

2 Skilled with Zap!: +2 with any single attack with one specific weapon

 

Total Powers & Skill Cost: 202

Total Cost: 350

200+ Disadvantages

20 Vulnerability: 2 x STUN HKAs (Common)

20 Vulnerability: 2 x BODY HKAs (Common)

10 Vulnerability: 2 x STUN Darkness Powers (Uncommon)

15 Psychological Limitation: Publicity Seeker (Common, Strong)

15 Psychological Limitation: Scientific Curiosity (Common, Strong)

10 Psychological Limitation: Underconfident - Insecure (Common, Moderate)

25 Susceptibility: Darkness Fields 3d6 damage per Phase (Uncommon)

10 Reputation: Publicity Hound, 11-

10 Hunted: Pulsar 8- (As Pow, Harshly Punish)

15 Social Limitation: Secret ID- Dr. Thomas Allen (Frequently, Major)

 

Total Disadvantage Points: 350

Background/History: Dr. Thomas Allen was an unexceptional but competent partime professor at the local university who started as a lower echelon member of a fusion reactor project. He was becoming depressed when it seemed that he wouldn't become a somebody due to his efforts due to his only passable abilities.

However, he redoubled his efforts to make his mark and was working late when a group, either Viper or Argent invaded the test area looking for data on the progess. He was taken hostage and put near the reactor with other hostages. A local vigilante moved in over the protest of the police and caused

a breach. Everyone near the crack died, both agents and hostages except Thomas. He survived, and claimed that he dived behind something to avoid the radiation. Over the next weeks, the radiation he absorbed started to present itself and he realized that he now had superpowers. Thomas Allen might not be exceptional but the world better look out for Starburst! Starburst's career is presently maturing and he's had some good arrests and defeated Pulsar a few times.

 

Personality/Motivation: Dr. Allen is driven by his insecurities. While he genuinely wants to do good, it's as important if not more so for him to been seen as doing good and being special. Therefore, he would be attracted to doing something bigger rather than better, such as fighting a big robot over stopping to prevent a small, invisible crime. In a perverse way, Thom gets off on being somewhat underestimated in his civilian guise, just so he can experience the adulation that people who "know" him get when they seem him as Starburst.

 

Quote: Let me add some sparkle to your life!

 

Powers/Tactics: Starburst is a classic flying blaster. His multipower allows him a lot of flexibility between offensive, defensive and movement powers. He has a number of smaller powers that allow him access to unusual areas and even to go into space if neccesary. Powers that will emerge may involve absorption and overdrive flight as he adjusts further to his energized form.

 

Campaign Use: MP Power settings

Balanced - 1) 10d6 EB 2)10/10 FF 3) 10" Flight

Stand Your Ground - 1) 10d6 EB 2)20/20 FF

Offensive - 1) 12d6 EB 2)16/16 FF or 1) 11d6 EB 2) 18/18 FF

Offensive but Mobile - 1) 12d6 EB 2) 12/12 FF 3) 5" Flight

Flight Mode - 1) 20/20 FF 2) 20" Flight / 1) 15/15 FF 2) 24" Flight

Power Fist Mode - 1) HtH Attack 2) 15/15 FF 3) 12" Flight

 

Appearance: Starburst has a classic superhero tights, cape and halfmask look with red and yellow theme. Out of uniform he dresses much like the college student he was only a short while ago. At best he'll wear a blazer sweater jeans.

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Re: A 5th Edition Starburst

 

re: multi-slots vs. ultra-slots

 

I've found that if the Multipower reserve ends up being close to double the active points of most of the slots that it usually works out better to just use ultra-slots instead of multi-slots. In the case of this version Starburst nearly enough points could be saved from the multi-slots to buy the Life Support outside of the Multipower.

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Re: A 5th Edition Starburst

 

I'm hoping I'm not violating any protocols here by posting this character.

 

Whenever I consider posting updates based on Hero Games's older IP on the boards, I PM Steve Long first to see if the company has a problem with it. If it involves something that Steve doesn't have plans for he's usually willing to allow it, as long as we state that it's done with the company's permission. :)

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Re: A 5th Edition Starburst

 

Thanks Moonblade - a good read! I remember Starburst from way back - was he originally 1st edition?

 

According to an earlier thread, he did originally appear in the 1st edition. Oddly, no one was sure who'd created him.

 

re: multi-slots vs. ultra-slots

 

I've found that if the Multipower reserve ends up being close to double the active points of most of the slots that it usually works out better to just use ultra-slots instead of multi-slots. In the case of this version Starburst nearly enough points could be saved from the multi-slots to buy the Life Support outside of the Multipower.

 

In point of fact, the Life support was the most hinky thing in the MP. It'd be the first thing I'd give up in a negotiation with a GM.

I would agree with you, Hyperman, if there were two primary powers rather than three. If you look at the "Campaign Use" you see that I could have basically done a basic blaster for the hundred points, but for a few extra I can "push up" one or another power as needed. My problem with the original Starburst build is that the max points in the MP was the same as the max of each power and when you put any points into flight or FF, your EB went well below competitive levels for even a 250 pt. campaign.

 

But as always, it's mostly a matter of taste. Admittedly, in most of my own builds, I've never used a multi slot, using MPs as weapon or power slots. I'll post my best example of it shortly with my Mass-ter character.

 

Whenever I consider posting updates based on Hero Games's older IP on the boards' date=' I PM Steve Long first to see if the company has a problem with it. If it involves something that Steve doesn't have plans for he's usually willing to allow it, as long as we state that it's done with the company's permission. :)[/quote']

 

Thanks for the info, Lord Liaden. In fact, I was about 99% sure that the company wasn't doing anything anymore with Starburst once he didn't appear in the Ultimate Energy Projector. A lot of 4th Ed. and lower characters basically seem to have been sent to the wayside to allow newer designs to appear.

 

Thanks all for your comments.

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Re: A 5th Edition Starburst

 

Whenever I consider posting updates based on Hero Games's older IP on the boards' date=' I PM Steve Long first to see if the company has a problem with it. If it involves something that Steve doesn't have plans for he's usually willing to allow it, as long as we state that it's done with the company's permission. :)[/quote']

 

This is a solid piece of advice. :thumbup:

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Re: A 5th Edition Starburst

 

Thanks for the info' date=' Lord Liaden. In fact, I was about 99% sure that the company wasn't doing anything anymore with Starburst once he didn't appear in the Ultimate Energy Projector. A lot of 4th Ed. and lower characters basically seem to have been sent to the wayside to allow newer designs to appear. [/quote']

 

You're probably right; but as Steve Long has mentioned to me, sometimes Hero Games (and now Cryptic Studios, of course) hangs on to a character or concept that they like but aren't yet using, just in case they want to do something with it later.

 

Look at the classic villain Sunburst, for example. It took until the publication of Villains, Vandals, And Vermin in 2007 for Sunburst to be updated for Fifth Edition, even though he was one of the game's earliest villains from the original Enemies book, and was in Classic Enemies for 4E; and Project Sunburst has been in 5E continuity since Champions' relaunch in 2002.

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Re: A 5th Edition Starburst

 

sburst.jpg

I'm hoping I'm not violating any protocols here by posting this character.

 

While I always had problems with the 250-pt Starburst build, it's one of the few that actually uses a multipower as an actual multipower so I decided to attempt to see how it would work on 350. A couple of notes;

this would be a fairly early version of Starburst rather than the 4th ed. version that was posted previously, capturing him after years of adventuring.

I added a hand-to-hand power to reflect the image of him power-punching Mechanon on an Adventurer's Club cover.

 

BTW, does anyone have any images of SB they'd be willing to share that doesn't violate forum rules and trademarks?

 

Starburst

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

30 CON 40 15-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

10+20 PD 7 Total: 10/30 PD (0/20 rPD)

15+20 ED 9 Total: 15/35 ED (0/20 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

20 REC 2

60 END 0

40 STUN 7 Total Characteristic Cost: 148

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Zap Dazzle: Sight Group Flash 2d6 (10 Active Points); Linked (Zap!; Lesser Power can only be used when character uses greater Power at full value; -¾) 1

10 Particle Absorption: +10 REC (20 Active Points); Limited Power Power loses about half of its effectiveness (Only for END; -1)

12 Can't You See That?: +8 versus Range Modifier for Sight Group 0

5 Ultraviolet Perception (Sight Group) 0

5 Percieving through the Gluons: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 2

100 Starburst Effect: Multipower, 100-point reserve

10m 1) Starburst Field: Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points) 4

12m 2) Ion-Powered Motion: Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points) 2

12m 3) Zap!: Energy Blast 12d6 (60 Active Points) 6

3u 4) Zap II: Missile Deflection (Any Ranged Attack), Adjacent Hex (+½) (30 Active Points) 0

2u 5) Particle Punch: Hand-To-Hand Attack +7d6 (35 Active Points); Hand-To-Hand Attack (-½) 3

1u 6) Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target ([Limited]; Clothes; -½), Extra Time (Full Phase, -½) 1

2u 7) Energy Cocoon: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) 0

 

Perks

1 Hey, Look! It's Starburst!: Reputation: Heroic Do-Gooder (A medium-sized group) 11-, +1/+1d6

2 I got another scoop for you...: Contact: Super-Hero Beat Reporter (Contact limited by identity, Good relationship with Contact) 11-

 

Skills

3 Scientist

1 1) SS: Mathematics 11- (2 Active Points)

2 2) SS: Nuclear Engineering 13- (3 Active Points)

2 3) SS: Physics 13- (3 Active Points)

3 Computer Programming 13-

3 Oratory 12-

3 Systems Operation 13-

2 Skilled with Zap!: +2 with any single attack with one specific weapon

 

Total Powers & Skill Cost: 202

Total Cost: 350

200+ Disadvantages

20 Vulnerability: 2 x STUN HKAs (Common)

20 Vulnerability: 2 x BODY HKAs (Common)

10 Vulnerability: 2 x STUN Darkness Powers (Uncommon)

15 Psychological Limitation: Publicity Seeker (Common, Strong)

15 Psychological Limitation: Scientific Curiosity (Common, Strong)

10 Psychological Limitation: Underconfident - Insecure (Common, Moderate)

25 Susceptibility: Darkness Fields 3d6 damage per Phase (Uncommon)

10 Reputation: Publicity Hound, 11-

10 Hunted: Pulsar 8- (As Pow, Harshly Punish)

15 Social Limitation: Secret ID- Dr. Thomas Allen (Frequently, Major)

 

Total Disadvantage Points: 350

Background/History: Dr. Thomas Allen was an unexceptional but competent partime professor at the local university who started as a lower echelon member of a fusion reactor project. He was becoming depressed when it seemed that he wouldn't become a somebody due to his efforts due to his only passable abilities.

However, he redoubled his efforts to make his mark and was working late when a group, either Viper or Argent invaded the test area looking for data on the progess. He was taken hostage and put near the reactor with other hostages. A local vigilante moved in over the protest of the police and caused

a breach. Everyone near the crack died, both agents and hostages except Thomas. He survived, and claimed that he dived behind something to avoid the radiation. Over the next weeks, the radiation he absorbed started to present itself and he realized that he now had superpowers. Thomas Allen might not be exceptional but the world better look out for Starburst! Starburst's career is presently maturing and he's had some good arrests and defeated Pulsar a few times.

 

Personality/Motivation: Dr. Allen is driven by his insecurities. While he genuinely wants to do good, it's as important if not more so for him to been seen as doing good and being special. Therefore, he would be attracted to doing something bigger rather than better, such as fighting a big robot over stopping to prevent a small, invisible crime. In a perverse way, Thom gets off on being somewhat underestimated in his civilian guise, just so he can experience the adulation that people who "know" him get when they seem him as Starburst.

 

Quote: Let me add some sparkle to your life!

 

Powers/Tactics: Starburst is a classic flying blaster. His multipower allows him a lot of flexibility between offensive, defensive and movement powers. He has a number of smaller powers that allow him access to unusual areas and even to go into space if neccesary. Powers that will emerge may involve absorption and overdrive flight as he adjusts further to his energized form.

 

Campaign Use: MP Power settings

Balanced - 1) 10d6 EB 2)10/10 FF 3) 10" Flight

Stand Your Ground - 1) 10d6 EB 2)20/20 FF

Offensive - 1) 12d6 EB 2)16/16 FF or 1) 11d6 EB 2) 18/18 FF

Offensive but Mobile - 1) 12d6 EB 2) 12/12 FF 3) 5" Flight

Flight Mode - 1) 20/20 FF 2) 20" Flight / 1) 15/15 FF 2) 24" Flight

Power Fist Mode - 1) HtH Attack 2) 15/15 FF 3) 12" Flight

 

Appearance: Starburst has a classic superhero tights, cape and halfmask look with red and yellow theme. Out of uniform he dresses much like the college student he was only a short while ago. At best he'll wear a blazer sweater jeans.

 

Does this image helps? I always liked his flash linked ebs.

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