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Plague Doctor


Nepenthe

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Re: Plague Doctor

 

Thanks to all of you I finally have a complete character! I would greatly appreciate feedback on this build, keeping in mind I have yet to actually play the game. Is anything so low it's not worth taking? Any ridiculous overkill? Have I taken any trap abilities? Thanks again, everyone!

 

 

Dr. Neil Glacanus

 

Val Char Cost

24 STR -2

31 DEX 15

22 CON 0

33 BODY -4

20 INT 10

13 EGO 6

10 PRE 0

8 COM -1

 

5/19 PD 0

4/16 ED 0

6 SPD -20

9 REC 0

44 END 0

56 STUN 0

 

6" RUN 0

2" SWIM 0

4 1/2" LEAP 0

Characteristics Cost: 4

 

Cost Power

Plague Mask, all slots Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

3 1) Infrared Perception (Sight Group) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

3 2) Nightvision (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

1 3) Life Support (Extended Breathing: 1 END per Minute) (2 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

7 1) +16 STR, Reduced Endurance (0 END; +1/2) (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

15 2) +16 DEX (48 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

15 4) +25 BODY (50 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

12 5) +4 SPD (40 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

6 6) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

33 MRS Armor: Armor (14 PD/12 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 3

Powers Cost: 128

 

Cost Martial Arts Maneuver

Gatka

4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 4) Power Strike: 1/2 Phase, +1 OCV, -2 DCV, Weapon +8 DC

4 5) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

16 6) +4 HTH Damage Class(es)

Martial Arts Cost: 37

 

Cost Skill

6 +2 with Martial Maneuvers

0 AK: Omaha 8-

0 Acting 8-

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

3 Criminology 13-

0 Deduction 8-

7 Forensic Medicine 15-

2 KS: Gatka 11-

0 Language: English (completely fluent; literate) (4 Active Points)

2 Language: Latin (basic conversation; literate)

6 PS: Doctor of Medicine 16-

5 Paramedics 14-

0 Persuasion 8-

7 Poisoning 15-

5 Rapid Attack (HTH)

3 Research 13-

6 SS: General Pathology 16-

6 SS: Pharmaceuticals 16-

0 Shadowing 8-

0 Stealth 8-

1 TF: Small Motorized Ground Vehicles

10 Two-Weapon Fighting (HTH)

2 WF: Common Melee Weapons

Skills Cost: 71

 

Cost Perk

1 False Identity

1 Fringe Benefit: License to practice a profession

3 Fringe Benefit: Security Clearance

4 Vehicles & Bases

Perks Cost: 9

 

Cost Talent

3 Combat Ready

Talents Cost: 3

 

Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

Total Character Cost: 252

 

Pts. Disadvantage

25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

15 Social Limitation: Alternate ID (Frequently, Major)

15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

15 Psychological Limitation: Must examine victims (Common, Strong)

10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

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

10 Hunted: Teammates 14- (As Pow, Watching)

Disadvantage Points: 100

Base Points: 150

Experience Required: 2

Total Experience Available: 1

Experience Unspent: 0

 

 

 

Also, you may notice I went over budget by 1 point. The GM told everyone to ignore the cost of TF.

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Re: Plague Doctor

 

A few things of note:

You cannot take an advantage on a VPP and have it apply to the powers inside of it. You need to apply it to each slot in the pool.

If you take Independant, then by the rules, if it gets taken away from you or broken, then it is gone forever and you cannot get the points back. It is a disadvantage primarily geared towards Heroic rather than Superheroic games.

If you take 1 Charge on the VPP, then you cannot Autofire anyway, since you only have 1 Charge!

Gradual Effect: 20 Minutes means that if you are out of uniform and a combat starts, even if you get your gear on, you will still be without your enhanced stats for, in all likelyhood, the duration of the encounter.

 

The mask: You have Only in Heroic ID, but you also took OIF on one of the slots. It would be more logical and a better point savings to simply put OIF on the whole list, and skip the rules-questionable doubling up of OIHID and OIF.

 

33 Body is excessive, perhaps instead of the extra Body in the suit, add some Regeneration.

 

In a 250 point game (150+100) a 31 Dex is way excessive unless you are a Ninja. And even then, it is excessive at that power level. Same goes for 6 Speed.

 

There is more to be said, but that's my first take on it...

 

Edit: With your Power Strike, you are doing 13 Dice ( 65 active points ) in a 50 active point game...

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Re: Plague Doctor

 

A few things of note:

You cannot take an advantage on a VPP and have it apply to the powers inside of it. You need to apply it to each slot in the pool.

If you take Independant, then by the rules, if it gets taken away from you or broken, then it is gone forever and you cannot get the points back. It is a disadvantage primarily geared towards Heroic rather than Superheroic games.

If you take 1 Charge on the VPP, then you cannot Autofire anyway, since you only have 1 Charge!

I just noticed the formatting is weird on that. "All slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)" is only being applied to the individual abilities.

 

Gradual Effect: 20 Minutes means that if you are out of uniform and a combat starts' date=' even if you get your gear on, you will still be without your enhanced stats for, in all likelyhood, the duration of the encounter[/quote']

I'm aware of this. It was meant as a roleplay thing. I'm starting to rethink it though...

 

The mask: You have Only in Heroic ID' date=' but you also took OIF on one of the slots. It would be more logical and a better point savings to simply put OIF on the whole list, and skip the rules-questionable doubling up of OIHID and OIF.[/quote']

Thanks! I forgot to remove the OIF from that slot (OIHID makes more sense to me because the mask is highly recognizable. My alter-ego couldn't just wear it on the street without giving away his identity).

 

33 Body is excessive, perhaps instead of the extra Body in the suit, add some Regeneration.

 

In a 250 point game (150+100) a 31 Dex is way excessive unless you are a Ninja. And even then, it is excessive at that power level. Same goes for 6 Speed.

 

There is more to be said, but that's my first take on it...

 

Edit: With your Power Strike, you are doing 13 Dice ( 65 active points ) in a 50 active point game...

Thanks, this type of advice really helps since I have no frame of reference. What would be more reasonable values for those characteristics? I am going for a fast and agile, hit-and-run type combat style. RE: Power Strike: Should I just ditch that manuever or reduce my +HTH DC?

 

Great response. Thank you so much!

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Re: Plague Doctor

 

Take two. Pulled back the characteristics. Deleted Power Strike. Added a bit of regeneration. The rest went into skills.

 

 

Dr. Neil Glacanus

 

Val Char Cost

20 STR -2

24 DEX 6

20 CON -4

22 BODY -4

20 INT 10

13 EGO 6

10 PRE 0

8 COM -1

 

4/18 PD 0

4/16 ED 0

4 SPD -10

8 REC 0

40 END 0

42 STUN 0

 

6" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 1

 

Cost Power

Plague Mask, all slots Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

3 1) Infrared Perception (Sight Group) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

3 2) Nightvision (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

1 3) Life Support (Extended Breathing: 1 END per Minute) (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

5 1) +12 STR, Reduced Endurance (0 END; +1/2) (18 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

11 2) +12 DEX (36 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

9 4) +14 BODY (28 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

6 5) +2 SPD (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

8 6) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Self Only (-1/2), IIF (-1/4)

6 7) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

33 MRS Armor: Armor (14 PD/12 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 3

Powers Cost: 118

 

Cost Martial Arts Maneuver

Gatka

4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

16 5) +4 HTH Damage Class(es)

Martial Arts Cost: 32

 

Cost Skill

9 +3 with Martial Maneuvers

0 AK: Omaha 8-

0 Acting 8-

0 Climbing 8-

0 Concealment 8-

5 Concentrated Sprayfire

0 Conversation 8-

5 Criminology 14-

0 Deduction 8-

7 Forensic Medicine 15-

2 KS: Gatka 11-

0 Language: English (completely fluent; literate) (4 Active Points)

2 Language: Latin (basic conversation; literate)

6 PS: Doctor of Medicine 16-

5 Paramedics 14-

0 Persuasion 8-

7 Poisoning 15-

5 Rapid Attack (HTH)

5 Research 14-

6 SS: General Pathology 16-

6 SS: Pharmaceuticals 16-

0 Shadowing 8-

3 Stealth 14-

3 Teamwork 14-

1 TF: Small Motorized Ground Vehicles

10 Two-Weapon Fighting (HTH)

2 WF: Common Melee Weapons

Skills Cost: 89

 

Cost Perk

1 False Identity

1 Fringe Benefit: License to practice a profession

3 Fringe Benefit: Security Clearance

4 Vehicles & Bases

Perks Cost: 9

 

Cost Talent

3 Combat Ready

Talents Cost: 3

 

Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

Total Character Cost: 252

 

Pts. Disadvantage

25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

15 Social Limitation: Alternate ID (Frequently, Major)

15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

15 Psychological Limitation: Must examine victims (Common, Strong)

10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

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

10 Hunted: Teammates 14- (As Pow, Watching)

Disadvantage Points: 100

Base Points: 150

Experience Required: 2

Total Experience Available: 1

Experience Unspent: 0

 

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Re: Plague Doctor

 

Sorry for the triple post. I had a character creation session with the GM and changed a few things based on his feedback. I would still appreciate critique though.

 

EDIT: Technical Difficulties. Here we go:

 

 

Dr. Neil Glacanus

 

Val Char Cost

20 STR -2

24 DEX 6

20 CON -4

22 BODY -4

20 INT 10

13 EGO 6

10 PRE 0

8 COM -1

 

4/20 PD 0

4/14 ED 0

4 SPD -10

8 REC 0

40 END 0

42 STUN 0

 

6" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 1

 

Cost Power

2 Plague Mask: Multipower, 5-point reserve, (5 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Only In Heroic Identity (-1/4)

1u 1) Infrared Perception (Sight Group) (5 Active Points)

1u 2) Nightvision (5 Active Points)

1u 3) +3 versus Range Modifier for Sight Group (5 Active Points)

Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

5 1) +12 STR, Reduced Endurance (0 END; +1/2) (18 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

11 2) +12 DEX (36 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

9 4) +14 BODY (28 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

6 5) +2 SPD (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

8 6) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Self Only (-1/2), IIF (-1/4)

8 7) Life Support (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat) (26 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

33 MRS Armor: Armor (16 PD/10 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

Doctor Raiment, all slots OAF (-1)

1 1) Lack Of Weakness (-3) for Normal Defense (3 Active Points); OAF (-1)

1 2) Lack Of Weakness (-3) for Resistant Defenses (3 Active Points); OAF (-1)

26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), No Range (-1/2) Real Cost: 3

Powers Cost: 120

 

Cost Martial Arts Maneuver

Gatka

4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

16 5) +4 HTH Damage Class(es)

Martial Arts Cost: 32

 

Cost Skill

9 +3 with Martial Maneuvers

0 AK: Omaha 8-

-1 +0 with Acting (Custom Adder)

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

3 Criminology 13-

0 Deduction 8-

7 Forensic Medicine 15-

3 Inventor 13-

2 KS: Gatka 11-

0 Language: English (completely fluent; literate) (4 Active Points)

2 Language: Latin (basic conversation; literate)

4 PS: Doctor of Medicine 14-

5 Paramedics 14-

0 Persuasion 8-

7 Poisoning 15-

5 Rapid Attack (HTH)

5 Research 14-

6 SS: General Pathology 16-

5 SS: Pharmaceuticals 15-

0 Shadowing 8-

3 Stealth 14-

3 Teamwork 14-

0 TF: Custom Adder, Small Motorized Ground Vehicles

10 Two-Weapon Fighting (HTH)

2 WF: Common Melee Weapons

Skills Cost: 80

 

Cost Perk

1 False Identity

1 Fringe Benefit: License to practice a profession

3 Fringe Benefit: Security Clearance

12 Vehicles & Bases

Perks Cost: 17

 

Cost Talent

3 Combat Ready

Talents Cost: 3

 

Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

Total Character Cost: 253

 

Pts. Disadvantage

25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

15 Social Limitation: Alternate ID (Frequently, Major)

15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

15 Psychological Limitation: Must examine victims (Common, Strong)

10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

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

10 Hunted: Teammates 14- (As Pow, Watching)

Disadvantage Points: 100

Base Points: 150

Experience Required: 3

Total Experience Available: 3

Experience Unspent: 0

 

 

Got some experience just for showing up. Made the mask a multi-power per GM suggestion (so only one vision mode works at once). Bought a textbook overcoat. A few more points went into the vehicle (I forgot to add movement to it!). Tweaked the armor and skills a bit. What do you all think?

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Re: Plague Doctor

 

Also' date=' "1 Recoverable Charge" and "Lockout" can be, and often are, used on the same item. Cap's shield is a prime example. Blast, 1 Recoverable Charge because he has to retrieve the shield and Lockout on the shield's other abilities because they can't be used until he gets the shield back.[/quote']

I said that they are used that way. I also said that this is limitation combination is highly unlikely to be worth -1 1/2 (before adding focus).

The worth a limitatio nshould equal it's hinderance.

 

If you take Independant' date=' then by the rules, if it gets taken away from you or broken, then it is gone forever and you cannot get the points back. It is a disadvantage primarily geared towards Heroic rather than Superheroic games.[/quote']

Indeed. Do not take Independent in Superheroic games. Ever.

Its a thing designed to model something from heroic games.

Just delete it form this list, think how to do without it and never consider it again.

 

33 Body is excessive' date=' perhaps instead of the extra Body in the suit, add some Regeneration.[/quote']

Indeed. Even the actual 20 is propabyl still to high. One rule in Superheroci games is: You don't take body damage from Blasts.

And Killing Attacks are unlikely to be used at all/at significatn strenght.

You will especially not take Body with 20 PD, 16 of wich is resistant.

 

Armor:

Cut out the "Real Armor". That limitation only works for heroic games as well.

 

Doctor Rainments:

OAF means it is easy to take them away. An enemy can simply use a single grab maneuver or a half phase when K.O. to take all the powers of the OAF away at once. Or it is really easy to break (i.e. a robe that can be easily torn and looses all it's effect).

 

I think your main problem here is that you try him to bee too much. I know that propblem, I tend to do it as well :)

Right now he is a Brick/Martial Artist, with a Attack VPP and a giant amount of Skils. Either one of those three would be a full concept, but you try to squeeze all into a 250 point budget by applying totally unfitting limitations like independent.

 

You have to pick one thing he is good at in combats. You built that one thing without the Focus. Then you apply Focus and use the saved points on things he can still use when not wearing the armor.

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Re: Plague Doctor

 

Christopher, your explaination of how Recoverable Charges work was completely wrong and you suggested using Lockout instead of Rec Charges, which doesn't even make sense, and the one thing you take from my whole post explaining it to you is that I repeated one thing you said? As to whether or not the Limitation is worth it depends as always on the campaign in question.

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Re: Plague Doctor

 

Ok, so with independent off the table, how do i model that each individual charge is a perfectly ordinary syringe? If i drop one, anyone can pick it up and use that one charge for its intended effect. I'm sorry if i'm being difficult; I just don't have the system mastery to know how to make things work in game the way they do in my head.

 

Also, if 20 body is still too much, what would be more reasonable?

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Re: Plague Doctor

 

Ok, so with independent off the table, how do i model that each individual charge is a perfectly ordinary syringe? If i drop one, anyone can pick it up and use that one charge for its intended effect. I'm sorry if i'm being difficult; I just don't have the system mastery to know how to make things work in game the way they do in my head.

 

 

All focuses are either Personal, or Universal. Neither version costs anything, and both versions have their benefits and drawbacks. You simply state that they are a Universal focus.

 

The benefits to each, a Personal Focus, if someone takes it from you, they cannot use it on you. But for a Universal focus, you can give it to an ally and have _them_ use it. It is essentially Usable By Others.

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Re: Plague Doctor

 

Ok, so with independent off the table, how do i model that each individual charge is a perfectly ordinary syringe? If i drop one, anyone can pick it up and use that one charge for its intended effect. I'm sorry if i'm being difficult; I just don't have the system mastery to know how to make things work in game the way they do in my head.

 

Also, if 20 body is still too much, what would be more reasonable?

 

That's just a Universal Focus (no point mods), as Arkham says.

 

How much Body is 'reasonable' varies by a number of factors. This guy's pretty buff; I'd go with a 12, myself. I admit, however, that I tend to skimp on BODY as I play in pretty nonlethal campaigns, so taking BODY damage is a rarity. My last PC had an 8 BODY and it was never an issue.

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Re: Plague Doctor

 

Ok, so with independent off the table, how do i model that each individual charge is a perfectly ordinary syringe? If i drop one, anyone can pick it up and use that one charge for its intended effect. I'm sorry if i'm being difficult; I just don't have the system mastery to know how to make things work in game the way they do in my head.

 

Also, if 20 body is still too much, what would be more reasonable?

Pretty much any combination of Charges and Universal Focus.

One example grenade belt was built as the Grenade (killing Attack, AoE) with Charges, OIF and "Can be deflected".

That is the top level of detail the Limitations can provide.

 

Things might be differently if your supply would be unlimited or you start handing out stuff regulary so your team can combo-attack - for that you need either need a Useable on other(UOO) version of the syringe, to "grant" other the abilities to attack with it or build a big attack with "Requires Multiple Users" Limitation.

But for a case by case basis Charges + Focus are enough.

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