Jump to content

Character: Dragonfly


JmOz

Recommended Posts

Okay, so decided to make a low powered hero. The character is a bit complicated (I built him after all ;)) so will be posting over 4 posts. I would love an honest review of the character (Be honest about pro's and con's).

Post 1: Introduction and Role playing information

Post 2: Character Sheet

Post 3: Character Sheet for Vehicle

Post 4: Character sheet for Computer

Background:

The call to heroism happens in many ways, for Kevin Thomas it started with thoughts of dying. He had made a name for himself as an engineer, living quite comfortably, and no longer found life a challenge. One night he had decided that he would buy a gun, and finish his life on his own terms.

Walking down the road he heard a woman scream, before he could even think about what he was doing he rushed in. However a bookish man was no match for the five men attacking the young woman. As he stared at the barrel of the gun pointed at him he realized that he wanted to live. Not only live but make sure that scum like this were taken care of.
As he was sure he was about to die he saw a glint of light, and suddenly the gang banger had dropped his pistol. The next few minutes were a blur of smoke, lights, and the sounds of wind swishing and punks dropping to the ground.

When Kevin got his wits together he saw a man in a costume, no not just a man, the legendary Fox, swinging away. Kevin knew what he must do.
Six months later a unique air ship could be seen over the skies of San Corona. And a new hero, the Dragonfly had started to put a stop to crime.

Personality:

Dragonfly is a man who has stared into the darkest abyss of his soul, and instead of breaking has found new life. He knows now that every day is a blessing, and that if he were to die today that his life would not have been without meaning. He tends to try to distract his opponents with taunts, and loves a good joke. He finds the Hero thing to not only be a way of paying back society, but a reason to live.

Powers/Tactics

Dragonfly is an agile hero, but knows he is not the strongest or toughest. He tries to outthink his opponents and uses his acrobatic skills to avoid being hit. He tends to favor defensive over offensive actions.

He carries with him a modified Tonfa that emits a bright strobe effect, can shock an opponent, or fire a swing line. He will normally open up with the strobe effect, hoping to take the enemy out quick.

Kevin has also used his engineering talents to create an airship in the shape of a dragonfly. The airship is an extremely agile flyer, allowing him to avoid pursuit.

Link to comment
Share on other sites

Dragon Fly
Kevin Thomas

 

VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6  END [1]
18 DEX 16 13-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
13 EGO 3 12-
13 PRE 3 12- / 14- PRE Attack: 2 1/2d6 / 5d6

6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases:  3, 5, 8, 10, 12
5 PD 3 5/10 PD (5 rPD)
5 ED 3 5/10 ED (5 rED)
5 REC 1
25 END 1
12 BODY 2 
30 STUN 5

 

Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

SWINGING  15m/30m

 

Characteristics Total: 115

 

Powers
6 Cyberpathy: +2 with all Tech based skills (8 Active Points); Affected as a mental sense (-1/4) [Notes: Analyze Technology, Combat Driving, Combat Piloting, Computer Programming, Electronics, Inventor, Mechanics, Various engineering, Security Systems, System Ops] - END=

Combat Luck: +5 PD, Hardened (+1/4), Impenetrable (+1/4), Resistant (+1/2) (10 Active Points); Luck Based (-3/4), Nonpersistent (-1/4) - END=

5 Combat Luck: +5 ED, Hardened (+1/4), Impenetrable (+1/4), Resistant (+1/2) (10 Active Points); Luck Based (-3/4), Nonpersistent (-1/4) - END=

6 Mad taunter: +12 PRE (12 Active Points); Only for taunting (-1) - END=

Microlink: Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Sense Affected as Radio, Sight, Hearing, not Mental [very common Sense] (-1/2) - END=0

12 Tonfa: Multipower, 25-point reserve,  (25 Active Points); all slots OAF (-1) - END=
1f 1)  Tonfa: (Total: 25 Active Cost, 12 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 1m, Reduced Endurance (0 END; +1/2); OAF (-1) (Real Cost: 1) plus +1 with Tonfa OCV (2 Active Points); OAF (-1) (Real Cost: 1) - END=0

1f 2)  Strobe: Sight Group Flash 4d6, Area Of Effect (8m Cone Explosion; +1/4) (25 Active Points); OAF (-1), No Range (-1/2), 6 Boostable Recoverable Charges (-0) - END=[6 bc]

1f 3)  Swingline: (Total: 25 Active Cost, 10 Real Cost) Swinging 15m, Reduced Endurance (1/2 END; +1/4) (10 Active Points); OAF (-1) (Real Cost: 5) plus Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4) (Real Cost: 5) - END=1

1f 4)  TASER Charged: Hand-To-Hand Attack +4d6, Armor Piercing (+1/4) (25 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), 2 clips of 12 Charges (-0) - END=[12]

Powers Total: 40

 

Martial Arts
4 Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls
4 Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
1 Weapon Element:  Karate Weapons

Martial Arts Total: 12

 

Skills
6 +2 with Acrobatics, Breakfall, Climbing
15 +5 with Martial Dodge, Strike, &Throw

1 AK: San Corona 8-
3 Acrobatics 13-
1 Acting 8-
3 Analyze:  Technology 13-
3 Breakfall 13-
3 Climbing 13-
1 Combat Driving 8-
3 Combat Piloting 13-
3 Computer Programming 13-
1 Concealment 8-
1 Conversation 8-
1 Deduction 8-
3 Electronics 13-
3 Inventor 13-
3 KS: Common Knowledge 13-
1 KS: Martial Arts 8-
2 KS: Vehicles 11-
4 Language:  English (idiomatic)
3 Mechanics 13-
3 Navigation 13-
3 PS: Engineer 13-
1 Paramedics 8-
1 Persuasion 8-
3 Scientist
2 1)  SS:  Computer Engineering 13- (3 Active Points)
1 2)  SS:  Entomology 11- (2 Active Points)
2 3)  SS:  Physics 13- (3 Active Points)
2 4)  SS:  Vehicle Engineering 13- (3 Active Points)
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 12- (14-)
3 Systems Operation 13-
0 TF:  Small Motorized Ground Vehicles, The Dragonfly
1 Teamwork 8-
1 WF:  Karate Weapons

Skills Total: 99

 

Perks
50 Vehicles & Bases (Everyman)
1 Follower (Everyman)

Perks Total: 51

 

Talents
5 Lightning Reflexes (+5 DEX to act first with All Actions)
3 Lightning Calculator

Talents Total: 8

 

Complications
5 Dependent NPC:  Janet Thomas - Wife Infrequently (Normal; Useful Noncombat Position or Skills)
5 Distinctive Features:  Cyberpath (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Hunted:  San Corona Goverment Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
10 Psychological Complication:  Thrill Seeker (Common; Moderate)
15 Social Complication:  Secret ID Frequently, Major

 

Complications Points: 50

Base Points: 325
Experience: 0
Experience Unspent: 0
Total Character Cost: 325

Link to comment
Share on other sites

Dragonfly Ship
VAL CHA Cost Notes
8 Size 40 Length 12.7m,  Width 6.35m,  Height 6.35m,  Volume 512m^3  Mass 25.6 ton,  OCV +5,  KB -8
50 STR 0 HTH Damage 10d6  END [5]
18 DEX 16 
6 OCV 15
6 DCV 15
5 SPD 30 Phases:  3, 5, 8, 10, 12
0 PD -3 0/10 PD (0/10 rPD)
0 ED -3 0/10 ED (0/10 rED)
20 BODY 2
Movement Cost Meters Notes
RUNNING -7 5m/10m END [0]
SWIMMING -2 35m/560m END [0]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT  30m/3840m
 
Characteristics Total: 103
 
Powers 
36 Armored Hide: Resistant Protection (10 PD/10 ED), Hardened (+1/4), Impenetrable (+1/4) (45 Active Points); Perceivable (-1/4) 0

14 Engines: Multipower, 40-point reserve,  (40 Active Points); all slots OAF Bulky (-1 1/2), Requires Power (-1/4) 
1f 1)  Afterburnners: Flight 10m, x128 Noncombat (40 Active Points); OAF Bulky (-1 1/2), Requires Power (-1/4) 0
1f 2)  Hover Jets: Flight 20m, No Turn Mode (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2) (40 Active Points); OAF Bulky (-1 1/2), Requires Power (-1/4) 0
1f 3)  Hydro Jets: Swimming +35m (35m total) (x16 Noncombat) (33 Active Points); OAF Bulky (-1 1/2), Requires Power (-1/4) 

 Legs 
4 1)  Clinging (normal STR) (10 Active Points); OIF Bulky (-1), Requires Power (-1/4) 0
2 2)  Extra Limb (1) (5 Active Points); OIF Bulky (-1), Limited Manipulation (-1/4), Requires Power (-1/4) 0
 S

ensors 
3 1)  Black Box: +5 with single Skill or Characteristic Roll (10 Active Points); Only to recall limited types of data (-1 1/2), IIF Bulky (-3/4) 
5 2)  Comm System: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense Sight, Radio, hearing (-1/2) 0
4 3)  ECM Systems: Radio Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1), Requires Power (-1/4) 0
1 4)  GPS/Compas/Instruments: Detect Location/Bearing 9- (Radio Group) (3 Active Points); OIF Bulky (-1), Requires Power Supply (-1/4) 0
3 5)  Headlights/Internal Lights: Change Environment (-4 to Normal Sight PER Rolls), Area Of Effect (32m Cone Explosion; +1/4), Reduced Endurance (0 END; +1/2) (14 Active Points); OAF Bulky (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), No Range (-1/2), Requires Power Supply (-1/4) 0
10 6)  IR Scopes: Infrared Perception (Sight Group), Penetrative, Telescopic:  +12 (21 Active Points); OIF Bulky (-1) 0
12 7)  Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic:  +20 (30 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense Sight & Radio (-1/2) 0
6 8)  Sensors: Detect Vehicle Performance and use information 15- (Unusual Group), Discriminatory, Sense (18 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense Sight & Electrical (-1/2), Requires Power Supply (-1/4) 0
7 9)  Stealth Systems: Invisibility to Radio Group , Reduced Endurance (0 END; +1/2) (15 Active Points); IIF Bulky (-3/4), Requires Power (-1/4) 0

 

 Misc Systems 
1 1)  Clock: Detect Time 9- (Unusual Group) (3 Active Points); OIF Bulky (-1), Requires Power Supply (-1/4) 0
19 2)  Pressurized Cabin: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
8 3)  Swing Rope: Stretching 10m, x8 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF Bulky (-1 1/2), Cannot Do Damage (-1/2), Limited Body Parts (-1/4), Range Modifier Applies (-1/4) 0
1 4)  Windshield Wipers: Change Environment () (0 Active Points); OIF Bulky (-1), Requires Power Supply (-1/4) 0

Powers Total: 139

Skills
6 +3 with Combat Flight
2 Infirmary: Paramedics 10-
2 Repair Bay: Mechanics 10-
2 Electronics Bay: Electronics 10-
2 Lab: Analyze:  Technology 10-
7 Anti Theft System: Security Systems 15- (15 Active Points); OIF Bulky (-1)
7 Locks: Lockpicking 15-
Skills Total: 28

Talents
5 Lightning Reflexes (+5 DEX to act first with All Actions)
Talents Total: 5

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 275

Link to comment
Share on other sites

Dragonfly Computer

VAL CHA Cost Notes
13 INT 3 12- PER Roll 12-

5 DEX -10 10-
2 OCV -5
2 DCV -5
3 OMCV 0
3 DMCV 0
1 SPD -10 Phases:  7

Movement Cost Meters Notes

Characteristics Total: -27

 

Powers 
3 1)  Clock: Absolute Time Sense 
5 2)  Memory: Eidetic Memory 
3 3)  Calculator: Lightning Calculator 
3 4)  Quick on: Lightsleep 
6 5)  Scanner: Speed Reading (x100) 
3 6)  Internet: Computer Link 
2 7)  GUI: Computer Programming 10- 
2 Microlink: Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1) 0

Powers Total: 27

Skills
11 CK: San Corona 20-
3 Combat Piloting 10-
2 Language:  English (fluent conversation)
3 Mechanics 12-
3 Navigation 12-
3 PS: Research 12-
3 Systems Operation 12-

Skills Total: 28

 

Talents
1 Program:  Travel From Point A to B
1 Program:  Run Sensors, report Abnormalities
1 Program:  Scan radio, report abnormalities
1 Program:  Search databases for requested information

Talents Total: 4

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 32

Link to comment
Share on other sites

Impressive. Sort of Dragonfly meets Firefly meets Mr. Jervis, with a trace of The Phantom?

 

I'm now inspired to try to rewrite Tenebro along similar lines, with G.R.I.T. as a follower/vehicle sharing the same space as the hero's body. I think as a GM I'd tend to question such a build.. but as the player I'm wondering why not?

Link to comment
Share on other sites

Sorry. Lexx was the name of the tv series with a dragonfly-shaped ship; Firefly was aka Serenity. Blue Beetle isn't someone I generally think of out-of-armor; I'm more familiar with the hapless-everyman randomly trapped by a supersuit version.

 

Even so, yours is swashbucklingly appealing as a character. I might even suggest Striking Appearance to AI's for his Cyberpathy. 

Link to comment
Share on other sites

LOL---That is amusing...I am familiar with both those references now that I have it spelled out ;)  except the Mr. Jervis 

 

What about the character itself, any major problems.  For the record the computer is a pilot brain for the ship...

Link to comment
Share on other sites

LOL---That is amusing...I am familiar with both those references now that I have it spelled out ;)  except the Mr. Jervis 

 

What about the character itself, any major problems.  For the record the computer is a pilot brain for the ship...

 

Mr. Jervis.. Because I misremembered the name Madison Jeffries from Alpha Flight, conflating him with Jarvis from Avengers.. Oops.

 

Problems with the character?

 

He's charmingly built, balanced, tells a story with his character sheet.

 

I'm slightly worried he's a bit under-defended for a mad taunter who openly carries a weapon and can't outrun an unskilled normal in a phase, even with that whopping 16 DCV attainable with Martial Dodge, considering the ship's infirmary has only a 10- Paramedics roll. With the right team of PC's, that won't be a problem at all, he'd be an enormous asset with the ship and base and skills, and every team needs one. He'd make a slightly better villain, if the heroes are all good-natured and know to check to see if they're fighting someone with near zero defenses and have codes vs. killing.

 

At least he's comfortable "that his life would not have been without meaning," so that's something. ;)

 

On the whole, if I were the GM I'd prefer he have some means to survive three average strikes of his own weapon without going into the optional bleeding rules; my general rule is capable of taking two strikes from his own best attack while staying out of the negatives, so your character easily passes that test. His attacks/CV's balance to just below the usual I'm used to, and he's well made and looks fun, which is the real decider., but sure, for a 60 AP campaign while he might end up injured and unconscious in some combats, he has a secure place to heal up and means to escape pursuit.. 

 

Which brings me to the megascale movement question for the ship.. No megascale? I know 128x 30m sounds darn fast, and at SPD 5 could break atmosphere at just under half of Mach 5 in only about fifteen minutes (or descend from space in a quarter of that at well over Mach 9..).. but.. but.. mega sounds so.. mega.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...