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Urban Champion: Unnamed as yet


JmOz

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Still working on details from player, but he wanted a character similar to Azreal as far as powers go. So have been working on his weapons/armor first.

 

Basic background is that he built a suit of armor to be a urban hero, the armor has a couple weapon systems, namely a electric Damage Shield and "teaser Darts" plus some life support and such. Then he also carries a duel batton/quarterstaff device that includes swinglines and a grappler.

 

Basicaly he is going to be the tech guy of the group. I am thinking of adding some Str Gyro's to the armor, but that is pushing what I want to see in the game to near the breaking point...

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Re: Urban Champion: Unnamed as yet

 

Right now all I really have done is the weapons and armor, take a look. The character will most likely have a STR of 15 or so

 

Cost Power

Armor, all slots OIF (-1/2)

20 1) Armored Shell: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)

3 2) +5 PD (5 Active Points); OIF (-1/2)

3 3) +5 ED (5 Active Points); OIF (-1/2)

11 4) Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2)

6 5) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing & Radio (-1/2), OIF (-1/2)

3 6) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

5 7) Detect Radiation 11- (Radio Group), Discriminatory (10 Active Points); Sense Affected As sight and radio Sight (-1/2), OIF (-1/2)

25 8) Electrical Damage Shield: Blast 8d6, Area Of Effect (2m Surface; +1/4), Constant (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

18 9) Teaser Darts: Blast 9d6 (45 Active Points); OIF (-1/2), 12 Charges (-1/4), Not vs individuals with Impenatrable rPD (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

 

 

14 Staff MP: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 1) Staff mode: (Total: 25 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1)

1f 2) Duel Batton mode: (Total: 23 Active Cost, 12 Real Cost) Hand-To-Hand Attack +2d6, Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/4) (Real Cost: 11) plus Stretching 1m, Reduced Endurance (0 END; +1/2); Reach (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) (Real Cost: 1)

2v 3) Swinglines: Swinging 20m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

2v 4) Cable: Stretching 10m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Always Direct (-1/4), Limited Body Parts: Grappler (-1/4), Range Modifier Applies (-1/4)

Powers Cost: 114

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Re: Urban Champion: Unnamed as yet

 

Second run through, have characteristics and a first run on skills, need to look at perks and talents, then probably closer look at skills again

 

 

 

Player:

 

Val Char Cost

15 STR 5

15 DEX 10

15 CON 5

23 INT 13

10 EGO 0

10 PRE 0

 

8 OCV 25

8 DCV 25

3 OMCV 0

3 ODCV 0

 

5/20 PD 3

5/20 ED 3

4 SPD 20

4 REC 0

 

20 END 0

10 BODY 0

25 STUN 3

 

12m RUN 0

4m SWIM 0

4m LEAP 0

Characteristics Cost: 112

 

Cost Power

Armor, all slots OIF (-1/2)

20 1) Armored Shell: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)

3 2) +5 PD (5 Active Points); OIF (-1/2)

3 3) +5 ED (5 Active Points); OIF (-1/2)

11 4) Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2)

6 5) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing & Radio (-1/2), OIF (-1/2)

3 6) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

5 7) Detect Radiation 14- (Radio Group), Discriminatory (10 Active Points); Sense Affected As sight and radio Sight (-1/2), OIF (-1/2)

25 8) Electrical Damage Shield: Blast 8d6, Area Of Effect (2m Surface; +1/4), Constant (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

18 9) Teaser Darts: Blast 9d6 (45 Active Points); OIF (-1/2), 12 Charges (-1/4), Not vs individuals with Impenatrable rPD (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

 

14 Staff MP: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 1) Staff mode: (Total: 25 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1)

1f 2) Duel Batton mode: (Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +2d6, Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/4) (Real Cost: 11) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) (Real Cost: 1)

2v 3) Swinglines: Swinging 20m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

2v 4) Cable: Stretching 10m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Always Direct (-1/4), Limited Body Parts: Grappler (-1/4), Range Modifier Applies (-1/4)

Powers Cost: 114

 

 

Cost Skill

1 Acting 8-

3 Analyze: Technology 14-

1 CK: Hudson City 8-

1 Climbing 8-

1 Combat Driving 8-

3 Computer Programming 14-

1 Concealment 8-

1 Conversation 8-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 14-

4 Language (idiomatic)

3 Mechanics 14-

2 PS 11-

2 Paramedics 10-

1 Persuasion 8-

3 Scientist

2 1) Science Skill 14- (3 Active Points)

2 2) Science Skill 14- (3 Active Points)

2 3) Science Skill 14- (3 Active Points)

2 4) Science Skill 14- (3 Active Points)

2 5) Science Skill 14- (3 Active Points)

2 6) Science Skill 14- (3 Active Points)

3 Security Systems 14-

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 14-

0 TF: Small Motorized Ground Vehicles

1 Teamwork 8-

3 Weaponsmith 14-

Skills Cost: 66

 

 

 

Total Character Cost: 292

 

Base Points: 275

Experience Required: 17

Total Experience Available: 0

Experience Unspent: 0

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Re: Urban Champion: Unnamed as yet

 

Ok, so still have abit over 30 points to spend, ideas anyone?

 

The suit is going to be a prototype of something cold warish intended for soldiers in a radiation zone, gun from the suit switched out for the teaser darts, then custom modded with the electo Damage Shield

 

I figure some contacts with the military (Boy Genius?) might be in order, or drop the number of sciences (Right now I am thinking they will be of the engineering bent)

 

Anyways, any ideas, brainstorming, all ideas will be considered and thanked (Plus repped as much as I can)

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Re: Urban Champion: Unnamed as yet

 

I get the feeling those 30 points would go as soon as you got a theme.

 

I really am bereft of ideas until I have a hook to hang some powers on.

 

A bat man might have active sonar and extra presence.

A scorpion bloke might might have motion sensors (ground only).

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Re: Urban Champion: Unnamed as yet

 

What about some very basic martial arts so he won't die the first time he gets stuck in combat outside of his armor. A movement power of some type.

 

How does the 20 minute fuel charge on the damage shield work? Can he turn it on and off at will, and if so, are you going to keep track of how long it's been on with combat time? I mean, most combats take less than 3 turns, and that's less than a minute. It's arguable that a 20 minute fuel charge, only used in combat time, could be good for over 20 fights in a single day, and how often does that happen? I know it's only a -1/4, but it just doesn't seem very limiting to me, but I haven't seen it in practice...

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Re: Urban Champion: Unnamed as yet

 

Current Build

 

 

 

Player:

 

Val Char Cost

15 STR 5

15 DEX 10

15/20 CON 5

23 INT 13

13 EGO 3

10 PRE 0

 

8 OCV 25

8 DCV 25

3 MOCV 3

3 MDCV 3

4 SPD 20

 

5/20 PD 3

5/20 ED 3

4 REC 0

20 END 0

10 BODY 0

25 STUN 3

 

12m RUN 0

4m SWIM 0

4m LEAP 0

Characteristics Cost: 115

 

Cost Power

Armor, all slots OIF (-1/2) [Notes: Computer Limitation combines elements of unified power (Electricity, Computer), Sense effect as multiple senses (Normaly Hearing, Sight, and Radio), and Real Tech. It is lesser forms of most of these, but combined worth -1/2]

30 1) Armored Shell: Resistant Protection (10 PD/10 ED) (Impermeable), Hardened (+1/4), Impenetrable (+1/4) (45 Active Points); OIF (-1/2)

3 2) Armored Shell: +5 PD (5 Active Points); OIF (-1/2)

3 3) Armored Shell: +5 ED (5 Active Points); OIF (-1/2)

3 4) Armored Shell: +5 CON (5 Active Points); OIF (-1/2)

 

1 5) HUD Display Computer: Absolute Range Sense (3 Active Points); Computer (-1/2), OIF (-1/2)

1 6) HUD Display Computer: Absolute Time Sense (3 Active Points); Computer (-1/2), OIF (-1/2)

1 7) HUD Display Computer: Bump Of Direction (3 Active Points); Computer (-1/2), OIF (-1/2)

1 8) HUD Display Computer: Lightning Calculator (3 Active Points); Computer (-1/2), OIF (-1/2)

3 9) HUD Display Computer Memory: +5 with single Skill or Characteristic Roll (10 Active Points); Only to Recall Information (-1), Computer (-1/2), OIF (-1/2)

 

11 10) Sealed Enviroment: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2)

6 11) Comm System: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing & Radio (-1/2), OIF (-1/2)

3 12) IR Scopes: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

5 13) Radiation Sensors: Detect Radiation 14- (Radio Group), Discriminatory (10 Active Points); Sense Affected As sight and radio Sight (-1/2), OIF (-1/2)

25 14) Electrical Damage Shield: Blast 8d6, Area Of Effect (2m Surface; +1/4), Constant (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

18 15) Teaser Darts: Blast 9d6 (45 Active Points); OIF (-1/2), 12 Charges (-1/4), Not vs individuals with Impenatrable rPD (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

 

14 Staff MP: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 1) Staff mode: (Total: 25 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1)

1f 2) Duel Batton mode: (Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +2d6, Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/4) (Real Cost: 11) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) (Real Cost: 1)

2v 3) Swinglines: Swinging 20m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

2v 4) Cable: Stretching 10m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Always Direct (-1/4), Limited Body Parts: Grappler (-1/4), Range Modifier Applies (-1/4)

Powers Cost: 134

 

 

Cost Skill

1 Acting 8-

1 Breakfall 8-

3 Analyze: Technology 14-

3 CK: Hudson City 14-

1 Climbing 8-

1 Combat Driving 8-

3 Computer Programming 14-

1 Concealment 8-

1 Conversation 8-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 14-

4 Language (idiomatic)

3 Mechanics 14-

2 PS 11-

2 Paramedics 10-

1 Persuasion 8-

3 Scientist

2 1) Science Skill 14- (3 Active Points)

2 2) Science Skill 14- (3 Active Points)

2 3) Science Skill 14- (3 Active Points)

2 4) Science Skill 14- (3 Active Points)

2 5) Science Skill 14- (3 Active Points)

2 6) Science Skill 14- (3 Active Points)

3 Security Systems 14-

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 14-

0 TF: Small Motorized Ground Vehicles

1 Teamwork 8-

3 Weaponsmith 14-

Skills Cost: 69

 

Cost Perk

5 Contact: Bronze Avenger Jacob Smith, PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

Perks Cost: 5

 

 

Total Character Cost: 323

 

Base Points: 275

Experience Required: 48

Total Experience Available: 0

Experience Unspent: 0

 

still working on a name, and need to fix the typos, and do the complications, but tell me what you think so far

 

A little more about the kid in the suit. When The Fox disapeared from the city, and the city went down the drain he got a hold of an old primus Radiation combat suit prototype, which had been mothballed back in the 80's do to the lessening of cold war hysteria. He then modded it, adding an electrical charge system, taser darts, a HUD Computer, etc... he also got ahold of a PRIMUS Battle Staff. Hitting the streets as a new hero to clean up his neiborhood, until he got the weird letter to meet at an old warehouse...

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Re: Urban Champion: Unnamed as yet

 

Getting close to the playable draft

 

OK, minor revision, the PIRMUS staff weapon: He got ahold (Maybe his design? see below) of the plans and built it himself with some mods, namely made it conductive to electricity (Normaly they are non conductive)

 

He was a genius who grad MIT at 15, worked for primus for a few years in their tech department. When he was 18 he quit primus and moved back home to be near his parents. (Thinking I might change his complications to include a watched, but not sure right now...). seeing how bad crime has gotten he took action, relying heavily on his contact helped him gear up...

 

not here, but adding Balistics for the last science...

 

Player:

 

Val Char Cost

15 STR 5

15 DEX 10

15/20 CON 5

23 INT 13

13 EGO 3

10 PRE 0

8 OCV 25

8 DCV 25

3 OMCV 0

3 DMCV 0

 

4 SPD 20

5/20 PD 3

5/20 ED 3

 

4 REC 0

10 BODY 0

20 END 0

25 STUN 3

 

12m RUN 0

4m SWIM 0

4m LEAP 0

Characteristics Cost: 115

 

Cost Power

Armor, all slots OIF (-1/2) [Notes: Computer Limitation combines elements of unified power (Electricity, Computer), Sense effect as multiple senses (Normaly Hearing, Sight, and Radio), and Real Tech. It is lesser forms of most of these, but combined worth -1/2]

 

30 1) Armored Shell: Resistant Protection (10 PD/10 ED) (Impermeable), Hardened (+1/4), Impenetrable (+1/4) (45 Active Points); OIF (-1/2)

3 2) Armored Shell: +5 PD (5 Active Points); OIF (-1/2)

3 3) Armored Shell: +5 ED (5 Active Points); OIF (-1/2)

3 4) Armored Shell: +5 CON (5 Active Points); OIF (-1/2)

 

1 5) HUD Display Computer: Absolute Range Sense (3 Active Points); Computer (-1/2), OIF (-1/2)

1 6) HUD Display Computer: Absolute Time Sense (3 Active Points); Computer (-1/2), OIF (-1/2)

1 7) HUD Display Computer: Bump Of Direction (3 Active Points); Computer (-1/2), OIF (-1/2)

1 8) HUD Display Computer: Lightning Calculator (3 Active Points); Computer (-1/2), OIF (-1/2)

3 9) HUD Display Computer Memory: +5 with single Skill or Characteristic Roll (10 Active Points); Only to Recall Information (-1), Computer (-1/2), OIF (-1/2)

 

11 10) Sealed Enviroment: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2)

6 11) Comm System: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing & Radio (-1/2), OIF (-1/2)

3 12) IR Scopes: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

5 13) Radiation Sensors: Detect Radiation 14- (Radio Group), Discriminatory (10 Active Points); Sense Affected As sight and radio Sight (-1/2), OIF (-1/2)

 

25 14) Electrical Damage Shield: Blast 8d6, Area Of Effect (2m Surface; +1/4), Constant (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

18 15) Teaser Darts: Blast 9d6 (45 Active Points); OIF (-1/2), 12 Charges (-1/4), Not vs individuals with Impenatrable rPD (-1/4), Real Electricity (-1/4), Unified Electrical Powers (-1/4)

 

14 Staff MP: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 1) Staff mode: (Total: 25 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1)

1f 2) Duel Batton mode: (Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +2d6, Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/4) (Real Cost: 11) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) (Real Cost: 1)

1f 3) Swinglines: Swinging 20m, x4 Noncombat (15 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 4) Cable: Stretching 10m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Always Direct (-1/4), Limited Body Parts: Grappler (-1/4), Range Modifier Applies (-1/4)

Powers Cost: 132

 

 

Cost Skill

1 Acting 8-

3 Analyze: Technology 14-

1 Breakfall 8-

3 CK: Hudson City 14-

1 Climbing 8-

1 Combat Driving 8-

3 Computer Programming 14-

1 Concealment 8-

1 Conversation 8-

3 CuK: The Tech world 14-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

3 KS: Anime & Manga 14-

3 KS: Common Knowledge 14-

4 Language (idiomatic)

3 Mechanics 14-

2 PS: Weapon maker 11-

2 Paramedics 10-

1 Persuasion 8-

3 Scientist

2 1) Science Skill 14- (3 Active Points)

2 2) Science Skill: Chemistry 14- (3 Active Points)

2 3) Science Skill: Electrical Engeneering 14- (3 Active Points)

2 4) Science Skill: Metalurgy 14- (3 Active Points)

2 5) Science Skill: Physics 14- (3 Active Points)

2 6) Science Skill: Weapon Engineering 14- (3 Active Points)

3 Security Systems 14-

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 14-

0 TF: Small Motorized Ground Vehicles

1 Teamwork 8-

3 Weaponsmith 14-

Skills Cost: 72

 

Cost Perk

6 Contact: Bronze Avenger Jacob Smith, PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-

Perks Cost: 6

 

 

Total Character Cost: 325

 

Pts. Disadvantage

15 Dependent NPC: Parents Infrequently (Normal; Group DNPC: x2 DNPCs)

15 Psychological Complication: Protective of Neiborhood (Very Common; Moderate)

15 Social Complication: Secret ID Frequently, Major

5 Social Complication: known personality Infrequently, Minor

Disadvantage Points: 50

Base Points: 275

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Urban Champion: Unnamed as yet

 

What about some very basic martial arts so he won't die the first time he gets stuck in combat outside of his armor. A movement power of some type.

 

How does the 20 minute fuel charge on the damage shield work? Can he turn it on and off at will, and if so, are you going to keep track of how long it's been on with combat time? I mean, most combats take less than 3 turns, and that's less than a minute. It's arguable that a 20 minute fuel charge, only used in combat time, could be good for over 20 fights in a single day, and how often does that happen? I know it's only a -1/4, but it just doesn't seem very limiting to me, but I haven't seen it in practice...

 

sorry, missed your question about the charge. Yah it might not be that limiting, but not to woried about it yet, we will see how it goes in play and may make him switch out with an end reserve or something, it's only saving him 3 points right now, and he is somewhat skill heavy (I know it should not matter but it does to me somewhat).

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Re: Urban Champion: Unnamed as yet

 

I'm only looking at the first version for this reply. Later reply/replies will reflect later versions.

 

Is he going to get into formal fights with someone named Batton? If not, it's a "Dual Baton" mode. :tsk:

 

If he's using the darts to disturb or annoy by persistent irritating or provoking, those are "Teaser Darts". Otherwise they're "Taser Darts". :tsk:

 

You have AoE on a Damage Shield. Unless he damages people who come near him, this isn't needed (and I'm not sure if it's "legal").

 

How does the NCMultiple on the swingline work? NB: most "swinglines" I've seen have no NCM at all, not even the usual 2x. Also, why is the stretching half the length of the swingline?

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Re: Urban Champion: Unnamed as yet

 

I see others have address "Teaser Darts". :lol:

 

Suggestion: don't call it a "Continuing Fuel Charge" call it a "Fuel Charge". Avoids confusion. ;) Oh, and that's the Limitation by the book. :thumbup: Remember, the assumption is you can only regain Charges ~once/day.

 

14 Staff MP: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)

1f 1) Staff mode: (Total: 25 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1

What foci, and why doesn't "Staff mode" have this?

 

Acting, Climbing, Concealment, Conversation, one Language at "Idiomatic", Persuasion, one PS at 11-, Shadowing, and Stealth are all Everyman Skills, and don't cost anything.

 

It's "Neighborhood". :tsk:

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Re: Urban Champion: Unnamed as yet

 

I'm only looking at the first version for this reply. Later reply/replies will reflect later versions.

 

Is he going to get into formal fights with someone named Batton? If not, it's a "Dual Baton" mode. :tsk:

 

If he's using the darts to disturb or annoy by persistent irritating or provoking, those are "Teaser Darts". Otherwise they're "Taser Darts". :tsk:

 

You have AoE on a Damage Shield. Unless he damages people who come near him, this isn't needed (and I'm not sure if it's "legal").

 

How does the NCMultiple on the swingline work? NB: most "swinglines" I've seen have no NCM at all, not even the usual 2x. Also, why is the stretching half the length of the swingline?

 

thanks for the correct spellings...will put them in later

 

ok AoE on Damage Shield, official 6th addition way of building it actualy, AoE Surface it is called.

 

Swinging is about the speed you can swing, not necesarily a single swing per phase. Stretching is how long the lines actualy are. As for the NCM, we have different experiences with it

 

Thank you for your interest

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Re: Urban Champion: Unnamed as yet

 

I see others have address "Teaser Darts". :lol:

 

Suggestion: don't call it a "Continuing Fuel Charge" call it a "Fuel Charge". Avoids confusion. ;) Oh, and that's the Limitation by the book. :thumbup: Remember, the assumption is you can only regain Charges ~once/day.

 

 

What foci, and why doesn't "Staff mode" have this?

 

 

Acting, Climbing, Concealment, Conversation, one Language at "Idiomatic", Persuasion, one PS at 11-, Shadowing, and Stealth are all Everyman Skills, and don't cost anything.

 

 

It's "Neighborhood". :tsk:

 

PRIMUS Staff : This is a piece of equipment that pops up in my world occasionaly. Basicaly it is able to split into two fighting sticks, or be in the form of a single staff. There are two grapplers (one in each side/fighting stick)

 

so if staff is taken it is considered that all are taken

if one of the baton's is taken then it is at limited function

 

 

Regarding the skills, sorry did not put in the normal note on a house rule in effect for this game, you pay for your everyman skills, a package is recomended, and total points have been increased by 25 points to help with the extra expence (Package deal costs 25 points). This is a low powered Super Hero game using 6th edition

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Re: Urban Champion: Unnamed as yet

 

Finnaly got to sit down with the Player for more than 3-5 min, we went through the character and he liked it overall (a couple really minor things he wants changed, but overall it's good and he thinks he will make the changes with xp, there really moer I want this as well). He also had a name for him:

 

LIGHTNING ROD

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Re: Urban Champion: Unnamed as yet

 

You've got the stretching in the 'baton mode' in addition to the 'staff mode'. I'd think being broken down into two halves' date=' the extra reach wouldn't be available.[/quote']

 

Stretching was suppose to be reduced to 1" in baton mode, I missed that, thank you for the catch

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