MisterVimes Posted March 14, 2012 Report Share Posted March 14, 2012 I'm a little out of practice here (and I never color inside the lines). So, a few questions regarding creating agents for your Mastermind villains. 5th ED How many base points do you build elite agents on? How many points of disadvantages? If the average hero has 60 AP in their main attack as a baseline, how many AP do you give your agents for their main attack? And because I'm slowly joining the band wagon 6th ED How many base points do you build elite agents on? How many points of complications? I haven't calculated my "sweet spot" for AP in 6th ED, but on average, what ratio do you aim for (if any) when scaling agents with heroes? Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents the base line attack for agents should do 10 stun past defenses of the hero Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 14, 2012 Author Report Share Posted March 14, 2012 Re: Agents the base line attack for agents should do 10 stun past defenses of the hero Interesting. Why that specifically? Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents Champions 6E has example mooks: The Viper Agent, Alien Invader (Qular), Mole-Man and the Zombie are built on 175 points* The Demon, the Ninja are built on 275* The Robot example is built on 400 points The soldier is built on 100* The Street thug on 50* *They use the same Poitns/Colpilcations a the respecitve heroic powerlevels, but with increased AP/DC/Defenses limits to be more in line with a Superheroic world. Quote Link to comment Share on other sites More sharing options...
concord Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents My guidelines for Elite agents: - DEX low enough that they tend to go last or next to last if a Hero has a really low DEX - OCV high enough to hit the Heroes about 50% of the time - DCV low enough that they are hit about 75% of the time - Attacks on scale with the median for the Heroes - Defenses about half of that of the Heroes, so that they are breakable - Three elite agents for every Hero in the encounter should be a challenging for the Heroes Don't really worry about points... Complications tend to be Psychs to define the agents actions... Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents Interesting. Why that specifically? 10 stun is not enough stun the super-hero but enough to significantly scratch them Quote Link to comment Share on other sites More sharing options...
kahuna's bro Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents would the miltary personell stats from dark champions help? Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 14, 2012 Author Report Share Posted March 14, 2012 Re: Agents would the miltary personell stats from dark champions help? That's a good call. I'll make the comparison. I'm more looking for what people use as a benchmark. Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 14, 2012 Author Report Share Posted March 14, 2012 Re: Agents Champions 6E has example mooks: The Viper Agent, Alien Invader (Qular), Mole-Man and the Zombie are built on 175 points* The Demon, the Ninja are built on 275* The Robot example is built on 400 points The soldier is built on 100* The Street thug on 50* *They use the same Poitns/Colpilcations a the respecitve heroic powerlevels, but with increased AP/DC/Defenses limits to be more in line with a Superheroic world. Thanks for the benchmarks Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 14, 2012 Author Report Share Posted March 14, 2012 Re: Agents My guidelines for Elite agents: - DEX low enough that they tend to go last or next to last if a Hero has a really low DEX - OCV high enough to hit the Heroes about 50% of the time - DCV low enough that they are hit about 75% of the time - Attacks on scale with the median for the Heroes - Defenses about half of that of the Heroes, so that they are breakable - Three elite agents for every Hero in the encounter should be a challenging for the Heroes Don't really worry about points... Complications tend to be Psychs to define the agents actions... Good stuff. Thanks. Quote Link to comment Share on other sites More sharing options...
kahuna's bro Posted March 14, 2012 Report Share Posted March 14, 2012 Re: Agents That's a good call. I'll make the comparison. I'm more looking for what people use as a benchmark. happy to help you could use the goernement agentt emplates as well for enemy spies Quote Link to comment Share on other sites More sharing options...
The_GeeK Posted March 15, 2012 Report Share Posted March 15, 2012 Re: Agents If you're designing agents specifically as anti-supers, then there's two other items you can throw in the mix: Area Effect weapons. e.g. grenades, sonic cone rifle, gas grenades Mobility affecters: Entangles (with appropriate advantages to allow the super to still be hurt), Drains/Suppresses vs. DCV/Movement Anything which makes the group of agents, as a whole, more effective, can force the PCs to take the mooks more seriously. Quote Link to comment Share on other sites More sharing options...
Greywind Posted March 15, 2012 Report Share Posted March 15, 2012 Re: Agents If you're designing agents specifically as anti-supers, then there's two other items you can throw in the mix: Area Effect weapons. e.g. grenades, sonic cone rifle, gas grenades Mobility affecters: Entangles (with appropriate advantages to allow the super to still be hurt), Drains/Suppresses vs. DCV/Movement Anything which makes the group of agents, as a whole, more effective, can force the PCs to take the mooks more seriously. Which is where the Viper sourcebook comes in handy. Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 15, 2012 Author Report Share Posted March 15, 2012 Re: Agents Which is where the Viper sourcebook comes in handy. YES! Thanks for the memory jog. Was it Viper five-teams that were so very, very good at making supers cry? Quote Link to comment Share on other sites More sharing options...
Greywind Posted March 15, 2012 Report Share Posted March 15, 2012 Re: Agents Once upon a time. Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted March 15, 2012 Author Report Share Posted March 15, 2012 Re: Agents Once upon a time. Look, I'm old, I get it Quote Link to comment Share on other sites More sharing options...
Greywind Posted March 15, 2012 Report Share Posted March 15, 2012 Re: Agents Let me know when you catch up to me. Quote Link to comment Share on other sites More sharing options...
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