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Joni Lightspeed 1.5


Beast

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I did some tweaking of Joni
Comments welcome
Updated HDC file here in
 

 

 

 

Joni Lightspeed

 

Val Char Cost Roll Notes

7+8 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6

10+8 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9

10+15 CON 0 11- / 14-

18 INT 8 13- PER Roll 13-

11 EGO 1 11- ECV: 1 - 1

18 PRE 8 13- PRE Attack: 3 ½d6

 

3+6 OCV 0

3+6 DCV 0

1 OMCV -6

1 DMCV -6

2+4 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12

 

2+23 PD 0 Total: 2/25 PD (0/15 rPD)

2+23 ED 0 Total: 2/25 ED (0/15 rED)

4+11 REC 0

20 END 0

10 BODY 0

20+30 STUN 0 Total Characteristic Cost: 1

 

Movement: Running: 12m/24m

Flight: 85m/10880m

Leaping: 2m/4m

Swimming: 4m/8m

 

Cost Powers END

Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼)

5 1) +8 STR (8 Active Points) 1

11 2) +8 DEX (16 Active Points)

10 3) +15 CON (15 Active Points)

20 4) +6 OCV (30 Active Points)

20 5) +6 DCV (30 Active Points)

27 6) +4 SPD (40 Active Points)

5 7) +8 PD (8 Active Points)

5 ? +8 ED (8 Active Points)

7 9) +11 REC (11 Active Points)

10 10) +30 STUN (15 Active Points)

31 11) Endurance Reserve (180 END, 25 REC) (63 Active Points); Perceivable (-½) 0

43 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); Perceivable (-¼) 0

13 13) Absorption 12 BODY (energy, Body, Stun,End reserve), Characteristics (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (30 Active Points); Only Restores To Starting Values (-½), Perceivable (-¼) 0

24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (36 Active Points) 0

13 15) Energy awareness: Spatial Awareness (Sight Group) (20 Active Points) 0

 

87 Energy Manipulation: Multipower, 130-point reserve, (130 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼)

5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3

Notes: 11d6 w/ ranged MA

5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3

Notes: 4d6-1 RKA w/ ranged MA

4f 3) Maser: (Total: 80 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (24 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs Electronics and EMP sensitive persons or stuff; -½) (Real Cost: 10) plus Sight and Radio Groups Flash 4d6, Area Of Effect (128m Cone; +1 ¼) (56 Active Points); No Range (-½) (Real Cost: 28) 7

3f 4) Combat flight: Flight 28m, Position Shift, Usable [As Swimming] (+¼), Costs Endurance Only To Activate (+¼) (49 Active Points) 4

9f 5) Really fast mover in atmosphere: Flight 57m, x128 Noncombat, Costs Endurance Only To Activate (+¼), Rapid Noncombat Movement (+¼) (130 Active Points) 11

Notes: Max Non-combat 21,888 mph or Mach 28.43 at sea level

4f 6) Space Flight 10m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 lightyear; +4 ¼) (55 Active Points) 5

5 Basic Shot +2 +0 Weapon, ranged attack

Notes: +2 damage classes +1 for no range mod

5 Basic Disarm +2 +0 Weapon, Strike

Notes: +2 DC's +1 for no range

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

 

Perks

2 Money: Well Off

 

Talents

3 +1/+1d6 Striking Appearance (vs. all characters)

 

Skills

3 Scientist

1 1) Nuclear Physics: Science Skill 11- (2 Active Points)

1 2) Physics: Science Skill 11- (2 Active Points)

1 3) Quantum Physics: Science Skill 11- (2 Active Points)

0 Pre based may add +1 for Striking Appearance

3 1) Charm 13-

3 2) Persuasion 13-

3 Computer Programming 13-

3 Navigation 13-

0 everyman skills

0 1) Acting 8-

0 2) Climbing 8-

0 3) Concealment 8-

0 4) Deduction 8-

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

0 6) Paramedics 8-

0 7) PS: Scientist 11-

0 ? Shadowing 8-

0 9) Stealth 8-

0 10) TF: Everyman Skill, Small Motorized Ground Vehicles

0 11) AK: USA 8-

 

Total Powers & Skill Cost: 399

Total Cost: 400

 

400+ Matching Complications

10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Enraged: when normals are harmed (Common), go 11-, recover 11-

20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish)

20 Psychological Complication: Protective of normals (Very Common; Strong)

5 Social Complication: Secret Id Infrequently, Minor

 

Total Complications Points: 400

 

Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation

 

Personality/Motivation: Protect the innocent

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32 minutes ago, JmOz said:

She is BEGGING for a mentalist to take her over...Not saying you can't sell off MCV values but would not fly in my game...

a typical mentalist would have a OMCV of 7 min which is 4 above a normal/non mentalist 3
that is a 15- which is a 95% chance to hit vs  a 99% for a 17- w/ a MDCV of 1
she has a mental def of 10 resistant from her force field and an 11 ego

so 52 pts of mental/mind X to get ego+30

So yeah she is easier to hit than most characters are, vs mentalist
affecting is a different story in a 12dc game(master villains not included but then who is really safe vs the likes of Menton)

Besides wasn't that the purpose of getting rid of figured characteristics?

thanks for the comment
other than that did you like the character?

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Selling back mCV's begs the question how and why she is deficient compared to the average Joe.  Oh well - we just need a mentalist with low dice, high Cumulative maximum to toss a few Multiple Attacks to make those 6 points from mDCV worthwhile :) 

 

She should be scared of anyone with a Drain...everything drops at once.  Being prevented from assuming her alternate ID would also be pretty painful, but that's the nature of most OIAD characters.

 

Why is her END reserve perceivable (-1/2), and how does it disadvantage her?  Does she come with a power bar over her head so we can see when she is getting tired?  Not sure how a few other abilities are perceivable either - it's blindingly obvious when her mental defense works, or when she absorbs a hit?  Can we tell she has absorbed her 12 maximum and can't gain any more?

 

 

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44 minutes ago, Hugh Neilson said:

Selling back mCV's begs the question how and why she is deficient compared to the average Joe.  Oh well - we just need a mentalist with low dice, high Cumulative maximum to toss a few Multiple Attacks to make those 6 points from mDCV worthwhile :) 

 

She should be scared of anyone with a Drain...everything drops at once.  Being prevented from assuming her alternate ID would also be pretty painful, but that's the nature of most OIAD characters.

 

Why is her END reserve perceivable (-1/2), and how does it disadvantage her?  Does she come with a power bar over her head so we can see when she is getting tired?  Not sure how a few other abilities are perceivable either - it's blindingly obvious when her mental defense works, or when she absorbs a hit?  Can we tell she has absorbed her 12 maximum and can't gain any more?

 

 

is 4% a real difference in the scenario I posted above?

 

Yep, but then Drains are always scary
her saving grace is that she has a large MP and a high flight to get out of Dodge when stuff looks grim
I'd say after she looses down to a 4 speed it might be time to leave and come up with a better plan (everybody nuke the Debuffer)

 

She glows like a freken star with out the flash(that may come later with exp)
she recovers 25 a turn just standing still and can absorb up to 55pts more a phase from energy attacks
do you think there might be a bit of leakage/coronal discharge?

Power bar no, but if she is real low on End I'd say any observer paying attention could see a drop and make a deduction roll to figure it out
she might push her early on with foes she knows that are tough to damage(also haymakers when at long range)

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On 6/25/2018 at 10:07 PM, Beast said:

is 4% a real difference in the scenario I posted above?

 

Yep, but then Drains are always scary
her saving grace is that she has a large MP and a high flight to get out of Dodge when stuff looks grim
I'd say after she looses down to a 4 speed it might be time to leave and come up with a better plan (everybody nuke the Debuffer)

 

She glows like a freken star with out the flash(that may come later with exp)
she recovers 25 a turn just standing still and can absorb up to 55pts more a phase from energy attacks
do you think there might be a bit of leakage/coronal discharge?

Power bar no, but if she is real low on End I'd say any observer paying attention could see a drop and make a deduction roll to figure it out
she might push her early on with foes she knows that are tough to damage(also haymakers when at long range)

 

On 6/25/2018 at 10:07 PM, Beast said:

is 4% a real difference in the scenario I posted above?

 

 

She is markedly lower than a normal human, which to me needs some explanation.  My simple solution to the whole issue would be that MCVs have a base of zero.  The same points spent get the same advantages, but no one can sell it back since it does not exist.

 

On 6/25/2018 at 10:07 PM, Beast said:

Yep, but then Drains are always scary
her saving grace is that she has a large MP and a high flight to get out of Dodge when stuff looks grim
I'd say after she looses down to a 4 speed it might be time to leave and come up with a better plan (everybody nuke the Debuffer)

 

Drains are an issue for most characters.  Let's apply a 6d6 STUN Drain to this one, with a roll of 20 (one under average).  She has 10 Power Defense assuming her rProtect is up.  That leaves a 7 STR (if she is running, she isn't taking anyone else with her), 13 DEX (she won't have an action for a bit, but she's pretty low on initiative for most supers games anyway), 20 CON left (defensive, so half effect - better not get hit before you run); 7 OCV (so what?  Running, not attacking - but she won't hit anything if she's motivated not to flee, say due to bystanders or teammates in danger - and if the villain gets away with the loot, why should he care that you got away?), 8 DCV left, so a bit easier to hit; now a 5 SPD (maybe the Drain gets another shot before she takes off);  5 PD and 5 ED are gone, as are 5 AP from that Resistant Protection (now, is that one power or four powers for this purpose?  Oddly, many other defensive powers note that each type of defense is a separate power, but rProt is also proportionate), down 5 REC and 10 STUN, 25 END and 5 REC from the reserve (10 x 5 END/1 point, halved since it drains like END - and 5 REC), all the attacks a bit weaker and 8 meters off each Flight slot.

 

Any Drain accomplishing all that makes her a drain magnet.  Watch out for an NND drain or one that otherwise circumvents Power Defense!

 

On 6/25/2018 at 10:07 PM, Beast said:

She glows like a freken star with out the flash(that may come later with exp)

she recovers 25 a turn just standing still and can absorb up to 55pts more a phase from energy attacks
do you think there might be a bit of leakage/coronal discharge?

 

Her glow is a Complication, isn't it?  Given she always glows in her AID, how is it limiting her powers to have her glow when she uses them, given none of them can be used unless she is in her AID?  Is it limiting at all?  Maelstrom, a sample 6e character, has a force field which is perceivable (-0), and he does not have a complication for being surrounded by a nimbus of light.

 

Absorption is the same as any other adjustment power in that you can absorb 2x your BOD purchase (so 24 points, which will be halved on everything this Absorb affects), no more.  After that, it has to fade before you can Absorb any more.  Neither Aid nor Absorption act like recovery of lost STUN/END (that was abused a lot in 4e, as I recall).  24 x 5/2 = 60 END can be absorbed, but after that, no more until the fade rate kicks in, so 5 back in each subsequent turn.  Similar for STUN (+24 which fades at /turn) and BOD (+12, fading 2.5 per turn).

 

Of course, issues like sell back of MCV and limitations for perceptibility are a group consensus matter, not an absolute objective standard.

 

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