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Bronze Archer, Agent of PRIMUS


JmOz

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So I am almost done with this character, who is a PC and will be the team Liason with PRIMUS. The player is somewhat new, so kept the ingame stuff simple (Will be making a non standard sheet for him that will remove a lot of the gameiness from it like costs)

 

So here is the character, Known as the Bronze Archer, he is at heart a trick archer. The Player requested the following: Crossbow on his arm, suit of armor

 

The character's background is that he is an agent of PRIMUS, who will be assigned to the new hero team to make sure that they are following procedures. His personal background is still in the works, but his last unit dying at the hands of VIPER will be his introduction (Bronze Avengers are normaly either field commanders of PRIMUS troops or liasons to super teams)

 

 

 

 

 

VAL CHA Cost Roll Notes

15 STR 5 12- HTH Damage 3d6 END [3]

23 DEX 16 14-

20 CON 5 13-

13 INT 3 12- PER Roll 13-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

11 OCV 25

10 DCV 25

3 OMCV 0

4 DMCV 3

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

10 PD 8 10/20 PD (0/10 rPD)

10 ED 8 10/20 ED (0/10 rED)

5 REC 1

25 END 1

12 BODY 2

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 3 15m/30m END [1]

SWIMMING 1 5m/10m END [1]

LEAPING 1 5m 5m forward, 2 1/2m upward

FLIGHT 25m/50m

 

 

 

 

Characteristics Total: 139

 

Cost Powers

50 Arm Crossbow: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) - END=

4f 1) Padded Bolts: Blast 12d6 (75 Active Points); OIF (-1/2), Reduced Penetration (-1/4), 12 Recoverable Charges (+1/4) - END=[12 rc]

4f 2) Questinite Tipped Bolts: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2), 6 Recoverable Charges (-1/4) - END=[6 rc]

4f 3) Electric Bolts: Blast 15d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]

3f 4) Capture Foam Bolts: Entangle 5d6, 10 PD/10 ED (75 Active Points); 6 Charges (-3/4), OIF (-1/2), Can Be Deflected (-1/4) - END=[6]

4f 5) Exploding Bolts: Blast 12d6, Area Of Effect (10m Radius Explosion; +1/4) (75 Active Points); OIF (-1/2), 12 Charges (-1/4), Can Be Deflected (-1/4) - END=[12]

3f 6) FlashBang Bolts: Sight and Hearing Groups Flash 11d6, Area Of Effect (11m Radius Explosion; +1/4) (75 Active Points); 6 Charges (-3/4), OIF (-1/2), Can Be Deflected (-1/4) - END=[6]

3f 7) Smoke Bolts: Change Environment (-6 to Sight Group PER Rolls, -6 to Radio Group PER Rolls, Long-Lasting 1 Minute), Personal Immunity (+1/4), Area Of Effect (30m Radius Explosion; +1/2) (70 Active Points); 6 Charges (-3/4), OIF (-1/2), Can Be Deflected (-1/4) - END=[6]

1f 8) Grappler and line: Stretching 25m, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4), Limited Manipulation (-1/4) - END=0

Armored Suit, all slots OIF (-1/2) - END=

20 1) Arnored Shell: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0

5 2) Insulated: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (7 Active Points); OIF (-1/2) - END=0

6 3) Built in Radio: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Radio, Sight, Hearing [very common Sense] (-1/2), OIF (-1/2) - END=0

3 4) Gas Mask: Life Support (Expanded Breathing) (5 Active Points); OIF (-1/2) - END=0

3 5) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2) - END=0

3 6) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

10 7) Targeting Computer: +3 OCV (15 Active Points); OIF (-1/2) - END=

25 8) Jetpack: Flight 25m, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2) - END=0

Bronze Avenger Cyberline, all slots Restrainable (-1/4) [Notes: Weakened by lack of shot per week (1 AP per day after one week); Unified Powers for some adjustment powers)] - END=

8 1) +5 DEX (10 Active Points); Restrainable (-1/4) - END=

4 2) +5 CON (5 Active Points); Restrainable (-1/4) - END=

2 3) +1 PER with all Sense Groups (3 Active Points); Restrainable (-1/4) - END=0

12 4) +3 OCV (15 Active Points); Restrainable (-1/4) - END=

8 5) +2 DCV (10 Active Points); Restrainable (-1/4) - END=

16 6) +2 SPD (20 Active Points); Restrainable (-1/4) - END=

 

Powers Total: 201

 

 

Cost Skills

3 Acrobatics 14-

1 Acting 8-

3 Archery Tricks 14-

3 Breakfall 14-

3 Bureaucratics 12-

3 CK: Empire City 12-

3 Climbing 14-

1 Combat Driving 8-

1 Computer Programming 8-

3 Concealment 12-

2 Conversation 10-

2 Criminology 10-

1 Deduction 8-

4 Language: English (idiomatic)

3 PS: PRIMUS Agent 12-

3 Paramedics 12-

1 Persuasion 8-

3 Scholar

2 1) KS: Archery (3 Active Points) 12-

2 2) KS: Criminal Organisations (3 Active Points) 12-

2 3) KS: General Knowledge (3 Active Points) 12-

2 4) KS: Paranormals (3 Active Points) 12-

2 5) KS: Paranormals Law (3 Active Points) 12-

3 Shadowing 12-

3 Stealth 14-

1 Systems Operation 8-

1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 12-

3 Teamwork 14-

5 WF: Common Missile Weapons, Small Arms, Blades

 

Skills Total: 72

 

Cost Perks

8 Fringe Benefit: Federal/National Police Powers, PRIMUS BRONZE AVENGER

5 Access

 

Perks Total: 13

 

 

Value Complications

20 Hunted: VIPER Infrequently (Mo Pow; NCI; Harshly Punish)

15 Social Complication: Classified ID Frequently, Major

10 Social Complication: Subject To Orders Infrequently, Major

5 Mystery Disad

 

Complications Points: 50

 

Base Points: 425

Experience: 0

Experience Unspent: 0

Total Character Cost: 425

 

HOUSE RULES: No everyman skills (you have to buy them, +25 points and a recomended list of skills is included)

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Re: Bronze Archer, Agent of PRIMUS

 

So first game was tonight.

 

I allow for editing after the first few sessions, especialy when someone other than the player designs the character (as is the case here)

 

So, player wants to be more Iron Manish, and more capable in HtH, he also really wants IR vision (along with lowlight)

 

Talking to player, we decided to add restrainable...I might still try to squeeze a couple points, but here is the current version after one game

 

Bronze Archer

Scott McKenzy

 

VAL CHA Cost Roll Notes

25 STR 5 14- / 21- HTH Damage 5d6/12d6 END [1/2]

23 DEX 16 14-

20 CON 5 13-

13 INT 3 12- PER Roll 13-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

14 OCV 30

10 DCV 25

3 OMCV 0

4 DMCV 3

6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

10 PD 8 10/20 PD (0/10 rPD)

10 ED 8 10/20 ED (0/10 rED)

5 REC 1

25 END 1

15 BODY 5

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 3 15m/30m END [1]

SWIMMING 1 5m/10m END [1]

LEAPING 1 5m 5m forward, 2 1/2m upward

FLIGHT 25m/50m

 

 

 

 

Characteristics Total: 137

 

Cost Powers

Martial Arts Skills - END=

8 1) +10 STR (10 Active Points); No Lifting (-1/4) - END=1

37 Arm Crossbow: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2), Restrainable (-1/2) - END=

3f 1) Padded Bolts: Blast 12d6 (75 Active Points); OIF (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4), 12 Recoverable Charges (+1/4) - END=[12 rc]

3f 2) Questinite Tipped Bolts: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2), Restrainable (-1/2), 6 Recoverable Charges (-1/4) - END=[6 rc]

3f 3) Electric Bolts: Blast 15d6 (75 Active Points); OIF (-1/2), Restrainable (-1/2), 12 Charges (-1/4) - END=[12]

2f 4) Capture Foam Bolts: Entangle 5d6, 10 PD/10 ED (75 Active Points); 6 Charges (-3/4), OIF (-1/2), Restrainable (-1/2), Can Be Deflected (-1/4) - END=[6]

3f 5) Exploding Bolts: Blast 12d6, Area Of Effect (10m Radius Explosion; +1/4) (75 Active Points); OIF (-1/2), Restrainable (-1/2), 12 Charges (-1/4), Can Be Deflected (-1/4) - END=[12]

2f 6) FlashBang Bolts: Sight and Hearing Groups Flash 11d6, Area Of Effect (11m Radius Explosion; +1/4) (75 Active Points); 6 Charges (-3/4), OIF (-1/2), Restrainable (-1/2), Can Be Deflected (-1/4) - END=[6]

2f 7) Smoke Bolts: Change Environment (-6 to Sight Group PER Rolls, -6 to Radio Group PER Rolls, Long-Lasting 1 Minute), Personal Immunity (+1/4), Area Of Effect (30m Radius Explosion; +1/2) (70 Active Points); 6 Charges (-3/4), OIF (-1/2), Restrainable (-1/2), Can Be Deflected (-1/4) - END=[6]

2f 8) Bionic Strength: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2), Restrainable (-1/2), Limited Body Part (-1/4) - END=

1f 9) Grappler and line: Stretching 25m, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2), Restrainable (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4), Limited Manipulation (-1/4) - END=0

Armored Suit, all slots OIF (-1/2) - END=

20 1) Armored Shell: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0

5 2) Insulated: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (7 Active Points); OIF (-1/2) - END=0

6 3) Built in Radio: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Radio, Sight, Hearing [very common Sense] (-1/2), OIF (-1/2) - END=0

3 4) Gas Mask: Life Support (Expanded Breathing) (5 Active Points); OIF (-1/2) - END=0

3 5) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2) - END=0

3 6) IR Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0

3 7) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

10 8) Strength Augmentation: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2) - END=

10 9) Targeting Computer: +3 OCV (15 Active Points); OIF (-1/2) - END=

25 10) Jetpack: Flight 25m, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2) - END=0

Bronze Avenger Cyberline, all slots Restrainable (-1/4) [Notes: Weakened by lack of shot per week (1 AP per day after one week); Unified Powers for some adjustment powers)] - END=

8 1) +5 DEX (10 Active Points); Restrainable (-1/4) - END=

4 2) +5 CON (5 Active Points); Restrainable (-1/4) - END=

2 3) +1 PER with all Sense Groups (3 Active Points); Restrainable (-1/4) - END=0

8 4) +2 OCV (10 Active Points); Restrainable (-1/4) - END=

8 5) +2 DCV (10 Active Points); Restrainable (-1/4) - END=

20 6) +3 SPD (30 Active Points); Character may not use Non Combat movement (-1/4), Restrainable (-1/4) - END=

 

Powers Total: 204

 

 

Cost Skills

3 Acrobatics 14-

1 Acting 8-

3 Archery Tricks 14-

3 Breakfall 14-

3 Bureaucratics 12-

3 CK: Empire City 12-

3 Climbing 14-

1 Combat Driving 8-

3 Computer Programming 12-

3 Concealment 12-

2 Conversation 10-

1 Criminology 8-

1 Deduction 8-

4 Language: English (idiomatic)

3 PS: PRIMUS Agent 12-

3 Paramedics 12-

1 Persuasion 8-

3 Scholar

2 1) KS: Archery (3 Active Points) 12-

2 2) KS: Criminal Organisations (3 Active Points) 12-

2 3) KS: General Knowledge (3 Active Points) 12-

2 4) KS: Paranormals (3 Active Points) 12-

2 5) KS: Paranormals Law (3 Active Points) 12-

3 Shadowing 12-

3 Stealth 14-

2 Systems Operation 10-

1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 12-

3 Teamwork 14-

5 WF: Common Missile Weapons, Small Arms, Blades

 

Skills Total: 74

 

Cost Perks

8 Fringe Benefit: Federal/National Police Powers, PRIMUS BRONZE AVENGER

5 Access

 

Perks Total: 13

 

 

Value Complications

20 Hunted: VIPER Infrequently (Mo Pow; NCI; Harshly Punish)

15 Social Complication: Classified ID Frequently, Major

10 Social Complication: Subject To Orders Infrequently, Major

5 Mystery Disad

 

Complications Points: 50

 

Base Points: 425

Experience: 4

Experience Unspent: 1

Total Character Cost: 428

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Re: Bronze Archer, Agent of PRIMUS

 

If you're going to have OIF Restrainable, it's pretty much equal to an OAF. My tactic against this character would always be an Entangle or a Grab. In a game where 75 AP attacks are common, he'll be a long time getting free with a 25 STR, but that's why all his attacks are half price, right?

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Re: Bronze Archer, Agent of PRIMUS

 

The 5D6 RKA seems a very lethal attack to me.

But I have only 5th ed., it might be less lethal in the 6th ed.

 

True, but being a Hero, and a leader type on top of that that attack should be used on objects, not individuals (DR. D is another story)

 

I am not sure how tight you are with the rules, IMO All the enhanced senses( funky vision powers, targeting comp) can be grouped in the a sensor suite in his helm. Since they are closely related maybe able to save a few points with a sensor suite EC.

 

I'm just sayin...

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Re: Bronze Archer, Agent of PRIMUS

 

True, but being a Hero, and a leader type on top of that that attack should be used on objects, not individuals (DR. D is another story)

 

I am not sure how tight you are with the rules, IMO All the enhanced senses( funky vision powers, targeting comp) can be grouped in the a sensor suite in his helm. Since they are closely related maybe able to save a few points with a sensor suite EC.

 

I'm just sayin...

 

This looks, at a glance, like a Sixth Edition character ('Complications' rather than 'Disadvantages', no obvious Figured Characteristics). 6E doesn't have Elemental Controls anymore. I suppose one could buy the enhanced senses with the Unified Power Limitation, but depending on the campaign that could be either painful (Drain one sense, drain them all -- and it wouldn't have to be a big Drain, either) or a cop-out to get some free points (who uses Drains vs. enhanced senses, anyway?), so I'm not sure I'd normally allow it.

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Re: Bronze Archer, Agent of PRIMUS

 

This looks' date=' at a glance, like a Sixth Edition character ('Complications' rather than 'Disadvantages', no obvious Figured Characteristics). 6E doesn't [i']have[/i] Elemental Controls anymore. I suppose one could buy the enhanced senses with the Unified Power Limitation, but depending on the campaign that could be either painful (Drain one sense, drain them all -- and it wouldn't have to be a big Drain, either) or a cop-out to get some free points (who uses Drains vs. enhanced senses, anyway?), so I'm not sure I'd normally allow it.

I allow it but EMP weapons are pretty common in my game:eg:

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Re: Bronze Archer, Agent of PRIMUS

 

I call it restrainable, but it is really a couple of minor limitations neither of which I feel were worth -1/4 but together..., including elements of Unified Power (any adjustment power as the GM I feel it should work against (A drain based on slowing him down no but one based on interfering with the nanites in his system yes) and restrainable by means other than grabs, specifically he needs a booster shot once a week or he starts to loose his power, over a two week period he will be basically be as he was before he had said powers

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Re: Bronze Archer, Agent of PRIMUS

 

I call it restrainable' date=' but it is really a couple of minor limitations neither of which I feel were worth -1/4 but together..., including elements of Unified Power (any adjustment power as the GM I feel it should work against (A drain based on slowing him down no but one based on interfering with the nanites in his system yes) and restrainable by means other than grabs, specifically he needs a booster shot once a week or he starts to loose his power, over a two week period he will be basically be as he was before he had said powers[/quote']

 

Mightn't that second part be better modelled by a Dependence?

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Re: Bronze Archer, Agent of PRIMUS

 

I'm pretty sure Cyberline has a long history of those minor restrictions adding up to -1/4. Like most limitations, it comes down to campaign use. If the character is always able to get his boosters, it's not very limiting. If he is regularly in foreign countries, or even foreign dimensions, for extended periods, -1/4 may not be nearly enought.

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Re: Bronze Archer, Agent of PRIMUS

 

I vaguely remember one common side effect of the Cyberline treatment being an increased vulnerability to poisons/toxins. Not sure if you NEED to include it, but if a little shuffling of his complications would allow, it'd fit the theme.

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Re: Bronze Archer, Agent of PRIMUS

 

It was pointed out to me that combining the increased CON with the vulnerability meant that Silver Avengers are no more or less susceptible to alcohol intoxication than an average person - the effect of their increased CON matches the effect of the vulnerability. This was 5e; I haven't run the numbers myself for 6e.

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Re: Bronze Archer, Agent of PRIMUS

 

This looks' date=' at a glance, like a Sixth Edition character ('Complications' rather than 'Disadvantages', no obvious Figured Characteristics). 6E doesn't [i']have[/i] Elemental Controls anymore. I suppose one could buy the enhanced senses with the Unified Power Limitation, but depending on the campaign that could be either painful (Drain one sense, drain them all -- and it wouldn't have to be a big Drain, either) or a cop-out to get some free points (who uses Drains vs. enhanced senses, anyway?), so I'm not sure I'd normally allow it.

Not going to change it but ran the numbers yesterday and it saves like 2-3 points if I did do it

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Re: Bronze Archer, Agent of PRIMUS

 

Not going to change it but ran the numbers yesterday and it saves like 2-3 points if I did do it

 

Which could for instance make the difference between having a skill at more-than-just-familiarity level and not having it at all, so isn't actually too shabby. ;)

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