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Centurion: Quark


JmOz

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Many years ago I had an idea for a Super Team.  100 members, divided into different cities.  Time goes on, decided to make a new one.

 

Meet Quark.  Quark is a scientist who figured out how to control a type of radiation that would allow him to change sizes, building a battle suit...well here he is, tell me what you think of the build

 

Quark


VAL    CHA    Cost    Roll    Notes
15    STR    5    12- / 18-    HTH Damage 3d6/9d6  END [1/2]
15    DEX    10    12- / 14-
15    CON    5    12-
23    INT    13    14-    PER Roll 14-
13    EGO    3    12-
20    PRE    10    13-    PRE Attack: 4d6
7    OCV    20
7    DCV    20
3    OMCV    0
6    DMCV    9
4    SPD    20    Phases:  3, 6, 9, 12/2, 4, 6, 8, 10, 12
9    PD    3    9/24 PD (0/15 rPD)
5    ED    3    5/24 ED (0/15 rED)
30    REC    6
115    END    4
15    BODY    5    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    3    15m/30m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        25m/100m


Characteristics Total: 149

Cost    Powers
    Centurian Equipment - END=
4    1)  Cent Comm System: Mind Link , One Specific Mind, Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing, Radio, not mental (-1/2), IIF (-1/4) - END=0

 

    Cyberkinesis, all slots Custom Modifier (Only while operating Tech, Affected by Mental Sense affecting Powers; -1/2) - END=
11    1)  +8 DEX (16 Active Points); Custom Modifier (Only while operating Tech, Affected by Mental Sense affecting Powers; -1/2) - END=
13    2)  +2 SPD (20 Active Points); Custom Modifier (Only while operating Tech, Affected by Mental Sense affecting Powers; -1/2) - END=
10    3)  +3 OCV (15 Active Points); Custom Modifier (Only while operating Tech, Affected by Mental Sense affecting Powers; -1/2) - END=
10    4)  +3 DCV (15 Active Points); Custom Modifier (Only while operating Tech, Affected by Mental Sense affecting Powers; -1/2) - END=

 

    QUARK Battlesuit, all slots OIF (-1/2) - END=
10    1)  Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0
3    2)  Synthtech Battlesuit: Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) - END=0
10    3)  +75 END (15 Active Points); OIF (-1/2) - END=
10    4)  +20 REC (20 Active Points); END Only (-1/2), OIF (-1/2) - END=
6    5)  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
10    6)  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
3    7)  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
3   ?  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

 

100    QUARK Size Altering: Multipower, 150-point reserve,  (150 Active Points); all slots OIF (-1/2) - END=
2f    1)  Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +30m KB), Costs Endurance Only To Activate (+1/4) (37 Active Points); OIF (-1/2) - END=3
2f    2)  Flight 25m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1
5f    3)  Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2) - END=3
5f    4)  Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) - END=0
5f    5)  Blast 10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (75 Active Points); OIF (-1/2) - END=3
5f    6)  Blast 15d6 (75 Active Points); OIF (-1/2) - END=7
5f    7)  Giant Size: (Total: 74 Active Cost, 47 Real Cost) Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide), Costs Endurance Only To Activate (+1/4) (62 Active Points); OIF (-1/2) (Real Cost: 41) plus +4 PD (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +4 ED (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +8 STUN (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) - END=5
2f   ?  +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1
2f    9)  Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) - END=0

Powers Total: 236

 

Cost    Skills
24    +2 Overall
12    +4 with Suit Blasters
3    Acrobatics 12- (14-)
1    Acting 8-
3    Breakfall 12- (14-)
3    CK: San Fransisco  14-
3    Charm 13-
1    Climbing 8-
1    Combat Driving 8-
3    Combat Piloting 12- (14-)
3    Computer Programming 14-
3    Concealment 14-
1    Conversation 8-
3    Cryptography 14-
3    Deduction 14-
3    Inventor 14-
3    Linguist
1    1)  Language:  Centurian Battlee Code (fluent conversation) (2 Active Points)
3    2)  Language:  English (idiomatic) (4 Active Points)
2    3)  Language:  German (completely fluent) (3 Active Points)
1    4)  Language:  Greek (fluent conversation) (2 Active Points)
3    PS: Scientist 14-
1    Paramedics 8-
1    Persuasion 8-
3    Power 11-
3    Scholar

1    1)  KS: Centurian By-laws (2 Active Points) 11-
2    2)  KS: Common Knowledge (3 Active Points) 14-
1    3)  KS: Go (2 Active Points) 11-
1    4)  KS: International Police Procedures (2 Active Points) 11-
2    5)  KS: Super Villains (3 Active Points) 14-
3    Scientist
2    1)  Science Skill:  Battlesuit Design 14- (3 Active Points)
1    2)  Science Skill:  Metalurgy 11- (2 Active Points)
2    3)  Science Skill:  Nuclear Engeneering 14- (3 Active Points)
2    4)  Science Skill:  Physics 14- (3 Active Points)
3    Security Systems 14-
3    Shadowing 14-
3    Stealth 12- (14-)
3    Streetwise 13-
3    Systems Operation 14-
0    TF:  Centurian Aircraft, Small Motorized Ground Vehicles
3    Tactics 14-
3    Teamwork 12- (14-)
3    Weaponsmith 14-

Skills Total: 132

 

Cost    Perks
8    Fringe Benefit:  International Police Powers, Membership: Centurians

Perks Total: 8


Value    Complications
15    Hunted:  Centurian Threats Infrequently (Mo Pow; Harshly Punish)
20    Psychological Complication:  Code v Killing (Common; Total)
10    Psychological Complication:  Competitive (Common; Moderate)
15    Psychological Complication:  Scientific Curiosity  (Common; Strong)
15    Social Complication:  Secret ID Frequently, Major

Complications Points: 75

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 525

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I’m not used to 6e write-ups but my first impression was that the CON is a little low.

 

 I would like to ask about the “only while operating tech” limitations.

 

Are you talking about only his suit? His suit plus cars, airplanes, drones and any Mecha he finds? His TV remote control, flashlight, smartphone, or video game?

 

Not trying to be a smartass. I’m just thinking that’s a lot of combat related powers to be giving him if it activates off of trivial tech which is easily accessible from any random civilian. So I’m wondering where you see the boundaries of the power.

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Con was low, modified it so he is at 20 now.

 

Only while operating tech is to represent his natural ability with tech, yes basically anything With a computer (including the suit).  Note that it is only part of a -1/2 lim that includes being flashed or darkness to mental powers.  This is a common campaign limitation.  Note that it would have to be logical for it to apply: he can use his cell phone on speed 6, but could not move that fast just because he is talking on it.  


Defiantly applies while in his suit,  which would allow it to apply to more common applications 

 

 

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Some minor changes

 

Talking about his powers:  They come from a special battle-suit that manipulates the QUARK field.  In play he can activate 4 minor powers, 2 Major powers, or 1 major and 2 minor.  He has three basic modes

 

When he goes for full Brick mode he has a : Str 75, 35 def, 20rDef.  While Shunk he tends to use Flight, Blaster, Shrinking (DCV 20).  If he is normal size he will normaly have Str, Force Field, and a blaster ready (or flight instead of Str)

 

Quark


VAL    CHA    Cost    Roll    Notes
15    STR    5    12-    HTH Damage 3d6  END [1]
15    DEX    10    12- / 14-
15    CON    5    12- / 13-
23    INT    13    14-    PER Roll 14-
13    EGO    3    12-
20    PRE    10    13-    PRE Attack: 4d6

 

5    OCV    10
5    DCV    10
3    OMCV    0
6    DMCV    9
4    SPD    20    Phases:  3, 6, 9, 12/2, 4, 6, 8, 10, 12
5    PD    3    5/15 PD (0/10 rPD)
5    ED    3    5/15 ED (0/10 rED)
5    REC    1
25    END    1
15    BODY    5    
50    STUN    15

 

Movement    Cost    Meters    Notes
RUNNING    3    15m/30m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        25m/100m


Characteristics Total: 126

 

Cost    Powers

    Centurion Equipment - END=
4    1)  Cent Comm System: Mind Link , One Specific Mind, Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing, Radio, not mental (-1/2), IIF (-1/4) - END=0

 

    Cyberkinesis, all slots Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END=
11    1)  +8 DEX (16 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END=
13    2)  +2 SPD (20 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END=
17    3)  +5 OCV (25 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END=
17    4)  +5 DCV (25 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END=

 

    QUARK Battlesuit, all slots OIF (-1/2) - END=
20    1)  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0
11    2)  Synthtech Battlesuit: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2) - END=0
2    3)  +5 CON (5 Active Points); Only to Resist Stunning (-1/2), OIF (-1/2) - END=
10    4)  +75 END (15 Active Points); OIF (-1/2) - END=
10    5)  +20 REC (20 Active Points); END Only (-1/2), OIF (-1/2) - END=
6    6)  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
10    7)  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
3   ?  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
3    9)  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

 

100    QUARK Energy Field: Multipower, 150-point reserve,  (150 Active Points); all slots OIF (-1/2) - END=
2f    1)  Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +30m KB), Costs Endurance Only To Activate (+1/4) (37 Active Points); OIF (-1/2) - END=3
2f    2)  Flight 25m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1
5f    3)  Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2) - END=3
5f    4)  Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) - END=0
5f    5)  Blast 10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (75 Active Points); OIF (-1/2) - END=3
5f    6)  Blast 15d6 (75 Active Points); OIF (-1/2) - END=7
5f    7)  Giant Size: (Total: 74 Active Cost, 47 Real Cost) Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide), Costs Endurance Only To Activate (+1/4) (62 Active Points); OIF (-1/2) (Real Cost: 41) plus +4 PD (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +4 ED (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +8 STUN (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) - END=5
2f   ?  +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1
2f    9)  Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) - END=0

Powers Total: 270


Cost    Skills
12    +1 Overall
12    +4 with Suit Blasters
3    Analyze:  Agility Skills 14-
3    Acrobatics 12- (14-)
1    Acting 8-
3    Breakfall 12- (14-)
3    CK: San Fransisco  14-
3    Charm 13-
1    Climbing 8-
1    Combat Driving 8-
1    Combat Piloting 8-
3    Computer Programming 14-
3    Concealment 14-
1    Conversation 8-
3    Cryptography 14-
3    Deduction 14-
3    Inventor 14-
3    Linguist
1    1)  Language:  Centurian Battlee Code (fluent conversation) (2 Active Points)
3    2)  Language:  English (idiomatic) (4 Active Points)
2    3)  Language:  German (completely fluent) (3 Active Points)
1    4)  Language:  Greek (fluent conversation) (2 Active Points)
3    PS: Scientist 14-
1    Paramedics 8-
1    Persuasion 8-
3    Power 11-
3    Scholar
1    1)  KS: Centurian By-laws (2 Active Points) 11-
2    2)  KS: Common Knowledge (3 Active Points) 14-
1    3)  KS: Go (2 Active Points) 11-
1    4)  KS: International Police Procedures (2 Active Points) 11-
2    5)  KS: Super Villains (3 Active Points) 14-
3    Scientist
2    1)  Science Skill:  Battlesuit Design 14- (3 Active Points)
1    2)  Science Skill:  Metalurgy 11- (2 Active Points)
2    3)  Science Skill:  Nuclear Engeneering 14- (3 Active Points)
2    4)  Science Skill:  Physics 14- (3 Active Points)
3    Security Systems 14-
3    Shadowing 14-
3    Stealth 12- (14-)
3    Streetwise 13-
3    Systems Operation 14-
0    TF:  Centurian Aircraft, Small Motorized Ground Vehicles
3    Tactics 14-
3    Teamwork 12- (14-)
3    Weaponsmith 14-

Skills Total: 121

 

Cost    Perks
8    Fringe Benefit:  International Police Powers, Membership: Centurians

Perks Total: 8


Value    Complications
15    Hunted:  Centurian Threats Infrequently (Mo Pow; Harshly Punish)
20    Psychological Complication:  Code v Killing (Common; Total)
10    Psychological Complication:  Competitive (Common; Moderate)
10    Psychological Complication:  Scientific Curiosity  (Common; Moderate)
15    Social Complication:  Secret ID Frequently, Major
5    Distinctive Features:  Mental Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

Complications Points: 75

 

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 525

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You can use the 'code' tag to ensure that you text is aligned.  This makes things much easier to read.

example:


VAL   CHA  Cost   
15    STR    5
15    DEX   10
15    CON    5
23    INT   13
13    EGO    3
20    PRE   10

 

What's the ' Affected by mental sense affecting powers (-1/4) ' limitation supposed to do?

 

Is ' Only when using tech (-1/4) ' supposed to be 'things capable of electronic calculation'?  Do you gain the bonus with an abacus, astrolabe, slide-rule (calculating technology)?  Do you gain the bonus with a knife, written language, your glasses (all 'tools' are 'technology')?

 

When doing character writeups, please include the approximate power level of the character in some easy to digest form.  It looks like that character is made for a ~DC15, CV ~12 game.  If so, you defenses seem to be very low.  It looks like you have Def 25 and 20 CON.  A standard DC 15 attack does 52.5 damage, does 27.5 through your 25 Def, stuns you, and then you get taken out in the next hit.

 

You have no defense against DC15 mental attacks and DC15 presence attacks.  I'm not sure you can get out of DC15 entangles without resorting to maximum growth, which you may not be able to use all the time. Your 5 points of flash defense isn't useful against DC15 flash attacks.

 

All in all, it's a character that will give the GM headaches, because any mirror match that attacks your weaknesses auto-wins, so it's very hard to have you in a party.

 

Here's one of my writeups on Champions character creation.

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His defense is either a 20 DCV (when Shrunk) or up to 35 When grown

 

guidelines is DC 12-15, CV 10-15 (note he is way above this when shrunk), Def 30--40 (he is below this when shrunk, but uber high dcv)

 

The affected by sense limitation indicates that if he is mental flash or mental darkness he looses those stats

 

I think we all know what tech means, with specifics decided by the GM, it means that it has to be fairly high tech (He has the ability to "talk" to computers so is able to be more responsive when controlling items that are powered by them.  Most vehicles from the last couple decades, computers, etc...)

 

good point on Mental Defense (Campaign rules actually gives him 2, but he should up it)

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