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Character For Review: Air Raider


Wormhole

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AIR RAIDER
Val Char Cost Roll Notes
15 STR 5 12- Lift: 200 Kg; 3d6 [1]
18 DEX 24 13- OCV: 6 /DCV: 6
14 CON 8 12-  
10 BODY 0 11-  
16 INT 6 12- PER roll: 12-
12 EGO 4 11- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
12 COM 1 11-
5 PD 2 Total: 14 PD (9 rPD)
5 ED 2 Total: 14 ED (9 rED)
4 (5) SPD 12 Phases: 3, 6, 9, 12 (3, 5, 8, 10, 12)
6 REC 0
30 END 1
25 STUN 0 Total Characteristics Cost: 66
Cost Rocket Pack END
19 Rocket Pack: Flight 30 x8 NCM, 1 Continuing Fuel Charge (easily-obtained fuel; 6 Hours; +0), OIF (-1/2), Restrainable (-1/2), Side Effects (KA 2d6, 7 Line behind exhaust, automatically occurs when Flight is in use, only affects environment around character; -1 3/4) [1cc]
Cost Stealth Suit END
13 1) Radarproof Outer Layer: Invisibility to Radio Group, Persistent (+1/2), Reduced Endurance (0 END; +1/2), IIF (-1/4), Limited Effect (Radar only; -1/4) 0
12 2) Kelvar Armor: Armor (9 PD/9 ED), OIF (-1/2), Real Armor (-1/4), Half Mass (28 Kg; -1/2) 0
3 3) Hard To See: +3 with Stealth Skill, OIF (-1/2), Only In Darkness And Shadows (-1/2) 0
3 4) Polarized Visor: Sight Group Flash Defense (5 points), OIF (-1/2) 0
3 5) Ear Coverings: Hearing Group Flash Defense (5 points), OIF (-1/2) 0
3 6) Starlight Optics: Nightvision, OIF (-1/2) 0
6 7) Helmet Transciever: Radio Perception/Transmission, OIF (-1/2), Audiable (-1/4) 0
16 8) Heads Up Display System: +3 with Combat, OIF (-1/2) 0

Cost Weapons END
35 Ragnorok Mk-IV Machine Pistol: RKA 3d6, Armor Piercing (+1/2), +1 STUN Multiplier (+1/4), Autofire (5 shot; +1/2), 4 Clips of 30 Charges (+1/2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), STR Minimum (15 STR, Doesnt Add/Subtract Damage; -1 1/4) Plus: +1 OCV, OAF (-1) [4x30c]
5 A Second Ragnorok Mk-IV Machine Pistol [4x30c]
Cost Other Equipment END
13 Nanotracker Reciever Unit: Detect Bridgets Nanotracker Implant 12-, Discriminatory, Range, Increased Arc Of Perception (360 Degree), Tracking, Telescopic (+10 PER vs. Range Modifiers), OAF (-1), Affected As Sight, Hearing, and Radio Sense Groups (-1/2) 0

Cost Special Abilities END
7 Fighter Pilot Training: +1 SPD, Only When Flying An Air Vehicle Or His Rocket Pack (-1/2) 0
Martial Arts: Boxing
Cost Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
3 Clinch -1 -1 Grab Two Limbs, 25 STR
4 Cross +0 +2 5d6 Strike
5 Hook -2 +1 7d6 Strike
1 Element: Use Art With Cestus
Cost Perks
6 Contact: Major Roger Briggman, USAF Intellegence 11- (Useful Resources, Good Relationship, Limited To Secret Identity)
1 Fringe Benefit: Licensed Civilian Flight Instructor
1 Fringe Benefit: Licensed Helicopter Pilot
1 Fringe Benefit: Licensed Small Airplane Pilot
Cost Talents
12 Lighten Reflexes: +8 DEX to act first in combat
Cost Skills
6 +3 OCV with Ragnorok Mk-IVs
3 +1 with Boxing
10 +1 Overall Level
2 AK: Nevada 11-
5 Autofire Skill: Accurate Autofire
5 Autofire Skill: Concentrated Sprayfire
5 Autofire Skill: Rapid Autofire
5 Autofire Skill: Skipover Sprayfire
7 Bribery 15-
2 CK: Los Vegas 11-
5 Combat Pilot 14-
5 Concealment 13-
2 Gambling (Cards) 12-
5 Interrogation 13-
2 KS: Air Combat Tactics 11-
2 KS: Anicent Boxing 11-
2 KS: Modern Boxing 11-
2 KS: Military Aircraft 11-
2 KS: Civilian Aircraft 11-
2 KS: U.S. Air Force 11-
2 PS: Flight Instructor 11-
3 Stealth 13-
3 Streetwise 12-
2 Survival (Desert) 12-
3 TF: Combat Aircraft, Helicopters, Large Airplanes, Small Air Planes
10 Two-Weapon Fighting (Ranged)
7 WF: Common Melee, F-15 Weapon Systems, F-16 Weapon Systems, F-18 Weapon Systems, Grenade Launchers, Small Arms
Total Powers and Skills Cost: 284
Total Cost: 350

200+ Disadvantages
15 DNPC: Bridget Summers 8- (Kidnap-Prone Girlfriend) (Normal, Unaware Of Jasons Social Limitation [secret Identity])
25 Hunted By Vegas Mafia 11- (More Powerful, NCI, Kill)
25 Hunted By Yakuza 11- (More Powerful, NCI, Kill)
20 Normal Charaacteristics Maximum
15 Psychological Limitation: Viglante Mentality (Common, Strong)
15 Psychological Limitation: Overly Protective Of Bridget (Common, Strong)
10 Psychological Limitation: Distrusts The Media, Doesnt Stick around For Interviews (Common, Moderate)
10 Reputation: Camera-Shy Flying Viglante 11-
15 Social Limitation: Secret Identity (Jason Patrickson) (Frequently, Major)
Total Disadvantage Points: 350Background: TBAPersonality/Motivations: As a former military officer use to rigid structure and discipline, Air Raider is shocked and amazed by the chaos, violence, and depravity that is allowed to go unchecked in civilian society. As with many other viglantes, he believes the "proper authorities" are failing to do their duty and has taken it upon himself to pick up the slack. Because of their attitude towards viglantes in general, Air Raider doesn't trust the media, especially those journalists who are openly liberal. At the first sight of a news van, he will quickly leave the scene if he believes it's practical to do so. If reporters show up as a battle is still raging, Air Raider will ignore them so long as they have enough sense not to get under foot. There was, however, one infamous incident where he brutally berated an overly eager cub reporter for sticking a microphone in his face while he was trying to stealth up on a gang of Yakuza thugs. The reporter in question still has an axe to grind with Air Raider for embarrassing him and is often a minor thorn in his side.Quote: "Okay dirtbag, a fall from our present altittude will kill a man for sure; so unless you'd like to end up a red stain on that sidewalk down there, I suggest you start talking... now."Powers/Tactics: TBACampaign Use: TBAAppearance: TBA(TBA= To Be Added)He's a work in progress, so be kind :D
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Originally posted by specks

Wormhole,

 

Looks like a good character so far but do me one favor. Either get Heromaker program or at least compress the character sheet to a smaller reading so I don't have to scroll all day.

 

I appreciate it. :)

 

I'll try to give a more detailed review later.

Unfortunately, it's going to be a while before I get my Heromaker software, as for compressing the sheet, this is my first attempt at posting anything in html so I'm not entirely sure how to do so.

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He looks like a good, solid character. The only areas I would be concerned about are entirely campaign style related - i.e. his +8 levels (altogether) with his machine guns and the high killing damage the machine guns do..

 

If that IS the type and amount of damage runnin' round, I suppose the high combat cv wouldn't be any problem - those Ragnaroks' would turn Air Raider into a fine red mist, so the noncommitted levels would probly be used on dcv most of the time..

 

But definately a nice character, and good use of the autofire skills. Very action movie-ish..

 

-CraterMaker

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I probably would not allow the side effect on the flight. FREd specifically frowns upon side effects which can provide a combat advantage, such as damaging another character.

 

I would rule the mass limitation on the armour as a -0 limitation in a superheroic campaign as it will almost never have any impact on play -- encumbrance is almost never considered in superheroic games. The -1/4 for real armour is enough to represent the limitations of having real armour (including its mass.)

 

I suppose the extra stealth is supposed to represent camouflage-like effects on the costume. I'm not sure I'd allow the "Only in darkness and shadow" modifier, but you might replace it with "Only vs. sight-based stealth rolls" for the same -1/2 lim. Certainly you would have to pay 3 points per skill level before limitations as per FREd.

 

Personally, I would think you might prefer nightvision (see FREd) to ultravision, as that more accurately represents realistic military gear.

 

For your radio perception, I would write the "Audible" lim as "affected as Hearing and Radio", which conforms to the format in FREd p. 85. It's probably still worth -1/4 though.

 

Personally I wouldn't allow a machine pistol with a "real weapon" limitation to be a 3d6 RKA. No such real weapon exists, nor anything even close. :) An autofire micromissile launcher might be a better idea if you want a 3d6 RKA, or maybe at most 1 1/2d6 for a "real weapon" machine pistol. Moreover, a 125 AP attack is probably outside the permissible range for most campaigns (not as much of a big deal if it's an NPC though.) I would also not allow the STR minimum for a superheroic campaign; heroic rules are not designed for superheroic gear.

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The side effects are exactly the kind of thing they have examples of in TUV.

 

As for the real weapon limitation.. That doesn't necessarily mean that the weapon has to be based on something close to reality. It simply means that the weapon has limitations similar to real weapons. It needs cleaned and maintained regularly. Now with that said, the limitation itself might not be appropriate for superheroic campaigns, YMMV. I think it's a heroic limitation akin to STR Min.

 

I don't think there's much problem with the Ragnaroks. After all, they are bought with charges (albeit a ton of em) instead of 0END. Depending on the flavor (read lethality) of the campaign, I'd consider going with EBs, ditching the +1 SM, and exchanging the charges for 0END.

 

Two things to consider when determining the appropriateness of the weapons. What are all the other PCs throwing around? And what are his enemies tossing? Could Air Raider handle a burst from his Ragnaroks? I think not. I'm more worried that Air Raider is going to end up unconscious or worse with 9 PD/ED resistant.

 

Cat

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Originally posted by Stray Cat

The side effects are exactly the kind of thing they have examples of in TUV.

 

As for the real weapon limitation.. That doesn't necessarily mean that the weapon has to be based on something close to reality. It simply means that the weapon has limitations similar to real weapons. It needs cleaned and maintained regularly. Now with that said, the limitation itself might not be appropriate for superheroic campaigns, YMMV. I think it's a heroic limitation akin to STR Min.

 

I don't think there's much problem with the Ragnaroks. After all, they are bought with charges (albeit a ton of em) instead of 0END. Depending on the flavor (read lethality) of the campaign, I'd consider going with EBs, ditching the +1 SM, and exchanging the charges for 0END.

 

Two things to consider when determining the appropriateness of the weapons. What are all the other PCs throwing around? And what are his enemies tossing? Could Air Raider handle a burst from his Ragnaroks? I think not. I'm more worried that Air Raider is going to end up unconscious or worse with 9 PD/ED resistant.

 

Cat

Not to mention what happens when somebody Missile Reflects his attacks back to him.:)
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Regarding Real Armor, Real Weapon, STR Min, etc.: Air Raider is built for a gritty Dark Champions sort of campaign. If you look at his sheet in that context, it should all make perfect sense, IMHO.

 

Starlight Optics: I propably with exchange his UV vision for Nightvision.

 

Up STR to 20: After AR earn some experience, I will.

 

Low Resistant DEF: True, but as I said above it ties in with him being a quasi-street-level viglante. Besides, with levels from the Head's Up Display and Overall Level on defense, he has a respectable 10 DCV. :D

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Originally posted by CraterMaker

Just curious, Wormhole... Do you have any background fluff on the Ragnaroks? Who made them, what they're firing, etc...

 

Not much yet, just that their made by a company in Demark and they fire a caliber of ammo that is- for the most part- only available through military and blackmarket sources.

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7" is only 14m, so unless you're inside (in which case you are unlikely to be flying in the first place) it's quite easy to avoid having that hit anything significant -- just gain a bit of altitude first thing when you liftoff and fly along the streets. I don't agree with taking a -1 3/4 limitation for a side effect that's easily manageable, doesn't affect the character directly, and can provide you with a combat advantage, to boot. If someone sneaks up behind you, you activate the jetpack, fry them, then turn around and blast them with your uber-chain-gun-pistols to boot. A side effect that is basically no more than a free attack is not kosher in my book, regardless of what's in TUV or UMV. That's not to say I'm entirely against side effects that affect the environment, but you'd better have a very convincing story, and it helps if the side effects affect the character too (so he's not at a combat advantage.) The side effect is supposed to be a limitation, so you'd better be aware that the GM is going to treat it as such, especially if it's a big one.

 

I don't agree with taking substantial limitations for buying your equipment according to heroic rules, if you're playing in a superheroic game. If you are not using encumbrance rules, you get no limitation for how your gear encumbers your character. If you are playing with heroic rules, why are you buying your gear with points instead of with money?

 

Sorry, the whole thing smacks of munchkinism to me. But, it's your game (or your GM's game) so feel free to disregard if you're so inclined.

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WTF?

 

Let me get this straight: a 57 foot jet of flames and superheated air "managable"? And one that's propelling you forward (and possibly upward) no less? No offense, but ol' Newton might have a word or two to say about that one. If someone was actually stupid enough to just stand there behind me as I was taking off I might get them, but anyone with any sense would have ducked and covered the instant they heard the turbines whine and/or saw me squeaze the throttle. Plus I can't light'em up on a field of grass or near dried out plants without touching off a major blaze (oh how the city fire marshel must hate me). A gas station parking lot would be a definate no-no whether I'm taking off or landing. And to say nothing of all those roasted pigeons and jaybirds raining from the sky behind my jetwash...:D

 

As for "munchkinism", talk to Cybernaut (the GM) about that, he's seen the stats and says he has no problem with any of it. End of story.

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as for being smart enough to get out of the way...

 

*oh boy, I'm gonna get Air Raider's autograph. All the other kids'll be jealous*

"Excuse me, Mr..." Fwoooosh!

"Sorry kid, I didn't see you there. Best not to sneak up on masked vigilantes. (turning to crowd) He'll be ok. Just...roll him around a bit." Pausing... "Say, anyone have any Neopsporin?"

 

If I were your GM and I was allowing you to take a substantial limitation like this on something so lethal, I would almost certainly set something like this up for your character to deal with. If you get the points, be prepared to pay the price in game terms...

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Let me get this straight: a 57 foot jet of flames and superheated air "managable"?

And how often do real jet aircraft destroy property while taking off and landing? Better yet, how about VTOL craft, which is what your jetpack is? All you need is a relatively small patch of a city street or country road and you have no problems at all. Point your jet straight down, and your exhaust only affects the hex you're standing in; even if you say it's conforming, 7 hexes will still only affect a 2" radius. A nice quiet intersection is about a 2" radius, and even if you can't find one that's perfectly quiet, most people will stop driving into an intersection that a jet-powered vehicle is about to land in, so unless it's bumper-to-bumper it's probably not too hard to find somewhere to land. That's assuming you're not attacking from the air in the first place, which is probably the most likely case since you have extra SPD while flying, in which case there's nothing around to feel the effects of your exhaust unless you get knocked back into a building or something.

 

The fact that your jet exhaust might set something on fire might be worth a limitation, but not -1 3/4 in my book. Again, though, if your GM says it's ok, it's his call. I agree with Speedball about making sure that that limitation really is a limitation, though.

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Obviously, if your GM says something is alright then it is. I'm giving comments based on the kind of games that I run.

 

I don't allow STR Min, Real Weapon, Mass, and Real Armor in superheroic games. I probably wouldn't allow them for Dark Champions either, but I could see why some people might.

 

CV, Damage: Assuming something close to Champions Universe standard, I think the character is low on defense and high on offense. Sure, this can balance out, but it can also result in a dead character. Using a Dark Champions standard, I'd still be inclined to say that his damage is on the high side. YMMV.

 

Side Effect: This is a -1 3/4 Limitation. That's huge. To me, that effectively says you are going to have a hard time using this jetpack in any sort of closed environment (alley, narrow street, park with trees, etc.) without setting everything around you ablaze. If you move forward, anything behind you gets roasted, etc. In other words, it changes the jetpack from a "use in combat all the time" gadget to a "use in the open to get places" gadget.

 

Also, if the character starting using the exhaust to blast people, it'd have to be bought as a Power.

 

SPD: If the character intends to use the jetpack in most combats, then the Limitation isn't worth much of anything. If it's purely a noncombat movement rate thing, OTOH, then it's fine.

 

DNPC: Taking a DNPC and a "protective of DNPC" Psych Lim is double-dipping in my book.

 

Press: I'm a little leery of the "doesn't stick around for interviews" Psych Lim -- in some respects, this is just a natural outgrowth of being a vigilante. I think it's more an issue of understanding exactly what you were aiming for with the disad.

 

Oh yeah, and the price you paid for the "Track DNPC" power is almost as much as you get for the DNPC in the first place. :) (Where did he get nanotech, BTW?)

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Originally posted by Geoff Speare

Side Effect: This is a -1 3/4 Limitation. That's huge. To me, that effectively says you are going to have a hard time using this jetpack in any sort of closed environment (alley, narrow street, park with trees, etc.) without setting everything around you ablaze. If you move forward, anything behind you gets roasted, etc. In other words, it changes the jetpack from a "use in combat all the time" gadget to a "use in the open to get places" gadget.

That's the idea.

 

Also, if the character starting using the exhaust to blast people, it'd have to be bought as a Power.

Never said I planned to. I just chose this limitation out of TUV because it seemed logical to me. YMMV

 

SPD: If the character intends to use the jetpack in most combats, then the Limitation isn't worth much of anything. If it's purely a noncombat movement rate thing, OTOH, then it's fine.

The limitation was "Only When Operating An Air Vehicle Or His Rocket Pack." Since AR won't have access to that "on the ground" I would consider that a fair limitation.

 

DNPC: Taking a DNPC and a "protective of DNPC" Psych Lim is double-dipping in my book.[/Quote]

That's "Overly Protective." If it were merely "Protective" I would agree.

 

Press: I'm a little leery of the "doesn't stick around for interviews" Psych Lim -- in some respects, this is just a natural outgrowth of being a vigilante. I think it's more an issue of understanding exactly what you were aiming for with the disad.[/Quote]

You forgot the other half of the Disad: "Distrusts The Media" That opens up a whole other can of worms.

 

Oh yeah, and the price you paid for the "Track DNPC" power is almost as much as you get for the DNPC in the first place. :) (Where did he get nanotech, BTW?)

I'm not entirely sure what you're asking on the first part, please clearify. As for where he got the nanotracker and how it got into Bridget, that will be in his background story when I have it ready for presentation. Right now my thinking is along the lines of him calling in an old favor (which is now spent and thus is not on his sheet) to get one and- assuming the kind of nanotech we're talking about would be durable enough to survive ingestion- slipping it into her coffee one morning. I am open to suggestions on that one, however. :)

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Originally posted by Wormhole

I'm not entirely sure what you're asking on the first part, please clearify.

 

I was merely commenting that the cost of the device to keep track of your DNPC (presumably so that she's easier to rescue and the like) is nearly as much as the value of the disad itself.

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