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Christopher R Taylor

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Posts posted by Christopher R Taylor

  1. If we aren't fine with spending 80 points on defenses, he can't spend 120 points on Damage Reduction anyway, can he?

     

    You are correct, I suppose, but I wouldn't want to do that or allow a character to do that, anyway.

     

    Here's the thing, though.  a 60 active point Killing Attack is 4d6, that's an average of 14 body.  Your PD won't do jack against that.  So now that you've spent your 120 points to be protected from normal attacks, you have to spend another 252 points to ignore killing damage as well.

     

    Now, I guess if your campaign is fine with that kind of spending okay but even at 2x cost, its still a huge number.  You're not really convincing me the price is right here.

  2. Well, lets put it this way: someone with 30+ presence is a massively commanding force, but it takes a player with talent and understanding of the system to use properly.  Combine that with a presence drain ability and it gets even more potent.

  3. How far did you carry that test out? With 20+ PD/ED, resistant, how will this Defender ever be taken out against conventional, non-Automaton foes?

    You have to keep in mind campaign limits for PCs as well.  Even at x2 cost, if you're fine with a PC spending 80 points on defenses (plus flash defense and whatever else like life support), I guess you get what you're asking for.

  4. HONEY BADGER

    This is the brawler/berserker character for fans of Wolverine.  By using Honey Badger, it taps into popular culture and keeps the theme going while being kind of fun.  He's your basic beat 'em up type.  I focused more on tough and fearless than regenerating, so its not too obvious a connection, and so it feels more like the Honey Badger viral video.  HB has a little bit of slowish regen, but mostly the character doesn't tire out or take much damage.  A 12d6 attack would do 9d6, reduced by 25% and 15, which means the average 42 stun and 12 body attack turns into 9 stun and no body.  Falling out of orbit (20d6) becomes 30 stun and 0 body - still conscious and not even stunned!  So I might have overdone it, the character can be nickle and dimed down but nobody is going to hurt HB very badly with any ordinary attack.  Losing the damage reduction would make HB easier to run and a bit less invulnerable but conceptually it works for how badgers are built (hard to hurt, can turn in their skin etc).

     

    My concern with him is that he's a little complicated for the GM to deal with.  Damage Negation plus Damage Reduction makes HB really durable and hard to put down, but its a bunch of stuff for a newbie GM to figure out in combat.  Plus he has Martial Arts and Combat Levels, which means choices rather than straight up "hit em til they fall down" straight forward combat.  So I'm pondering how to handle that.  Maybe strip the Martial Arts and levels and just give him damage and a higher OCV, then add in the martial arts and lower the raw damage to represent skill increase but not damage increase.

     

    BASE STORY: Honey Badger has always been tough.  From a young age, this caused the durable HB to become fearless and bold, charging in where others held back.  This naturally led to a career as a firefighter and rescue worker, the crazy one that the rest are amazed by.  But that wasn't enough for Honey Badger, who loved to help people and save lives, but was faced with a more awful danger than fires; criminals and supervillains.  Honey Badger learned to fight from a variety of sources, from mixed martial arts teachers to boxers to a man who learned to survive in the worst Russian prisons.  Now Honey Badger takes to the streets to protect especially young people and children.  But HB has drawn the attention of those who hate and fear mutants, and has to avoid their attacks as well.  Unfortunately, the fearless determination and refusal to back down can cause Honey Badger to become a bit too fixated in combat and lose their mind trying to defeat an enemy.

     

    MALE VERSION: No additional story

     

    FEMALE VERSION: Its not easy to break into the man's world of fire fighting as a woman, but Honey Badger demonstrated so much strength and endurance and such a fearless approach that she quickly was accepted and is one of the most award winning firefighters in The City.

     

    Honey Badger
     
    Val Char Cost
     20 STR   10         Lift: 400kg; 4d6
     20 DEX   20
     25 CON   5          CON vs being stunned: 35
     10 INT     0
     18 EGO   8
     25 PRE   15         Defensive Presence: 35
      5  OCV  10   
      5  DCV  10
      3  OMCV  0
      4  DMCV  3
     15 PD      8          rPD: 5; 25% Damage Reduction; 3d6 Damage Negation
     15 ED      8          rED: 5; 25% Damage Reduction; 3d6 Damage Negation
      5  SPD  30
     10 REC   6
     30 END   2
     12 BOD   2
     36 STN   8
     
    18m RUN   6
      6m SWIM 1
      8m LEAP  2
    Characteristics Cost: 154
     
    Cost Power
      6     Healing: Regeneration (1 BODY per 6 Hours)
     24    Brawler: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); Unified Power (-1/4)
     12    Brawler: Physical Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4)
     12    Brawler: Energy Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4)
     12    Brawler: Resistant Protection (5 PD/5 ED) (15 Active Points); Unified Power (-1/4)
      6     Brawler: +10 CON (10 Active Points); Only to protect from being stunned (-1/2), Unified Power (-1/4)
      2     Tough Mind: Mental Defense (13 points total) (3 Active Points); Unified Power (-1/4)
      2     Tough: Power Defense (3 points) (3 Active Points); Unified Power (-1/4)
      4     Fearless: +10 PRE (10 Active Points); Only for defense (-1), Unified Power (-1/4)
      4     Fearless: +10 Mental Defense (13 points total) (10 Active Points); Only vs fear-based effects (-1), Unified Power (-1/4)
      4     Reduced Endurance (1/2 END; +1/4) (4 Active Points) applied to Running
      5     Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR
    Powers Cost: 93
     
    Cost Martial Arts Maneuver
      3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
      4     Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
      5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
      8     +2 HTH Damage Class(es)
    Martial Arts Cost: 20
     
    Cost Skill
     16    +2 with HTH Combat
      1     Bureaucratics 8-
      2     KS: Fire and Building safety laws 11-
      3     Mechanics 11-
      3     Paramedics 11-
      2     PS: Firefighter 11-
      3     Streetwise 14- (16-)
    Skills Cost: 30
     
    Total Character Cost: 297
     
    Pts. Complication
     20   Dependent NPC:  Any helpless or needy child he encounters Infrequently (Incompetent; Unaware of character's adventuring career/Secret ID)
     15   Enraged:  harmed in combat (Uncommon), go 11-, recover 11-
     20   Hunted:  Mutant Hunters Infrequently (Mo Pow; NCI; Harshly Punish)
     15   Psychological Complication:  Never give up, never surrender (Common; Strong)
     15   Psychological Complication:  Very protective of young people (Common; Strong)
     15   Psychological Complication:  Fearless and reckless (Common; Strong)
     10   Social Complication:  (Secret Identity) Frequently, Minor
    Complication Points: 110
    Base Points: 300
  5. The story should indicate the reputation of being a killer, I agree.  Toxxyn isn't but has been branded as one; thanks for reminding me.  I wanted an "unfair treatment" element like Spider-Man puts up with from the news, but something different.  In this case, because of something in Toxxyn's past, cops and the public remember that supposedly there was a murder but it isn't true.

     

    the problem with 20DC of damage negation is that its 100 points, which is way over what I'm trying to put the active cap at and breaks the character's cost.  20 PD makes the fall from any realistic height in the game survivable, if painful.

     

    I really should have split out the stats in the write up for Vulcan, though, you're right.

  6. If you don't move to 6th I strongly advise borrowing a few of the changes:

    • Area effect cost, extremely well done and flexible
    • Damage Over Time advantage, somewhat complicated but solves massive problems from previous builds
    • Restructuring of Transform costs
    • Change Environment concepts and additions (such as choking)
    • Some of the new sense modifiers like Adjacent and penetrative instead of N-Ray
    • AVAD and ACV advantages, much better than previous attempts

    And yeah I use a modified Champions Universe, with my own timeline and stuff added in and some left out (like Detroit being obliterated).

  7. TOXXYN

     

    OK, so its a bit of an Image/Iron Age 90's -name, but it has some charm and should appeal to some players pretty well.  Toxxyn is the Spider-Man type, the agile fast sort.  I built Toxxyn around a Jumping Spider as per the suggestion of Steriaca and so no webs but lots of jumping ability, and a poison-concept physical attack so its a spider concept without being a Spidey clone (and a lot less complex than the web build).  Toxxyn is built to be able to fall long distances safely (that 30 PD plus breakfall = can fall from orbit safely) and has 360-degree vision instead of spider sense.  Hit hits hard (9d6) but can do the 5d6 poison-based AVAD as well.

     

    ALL STORY: Toxxyn was a Taxi Driver who was driving a strange guy in an obvious disguise through The City when the fare opened up his briefcase and out rushed this green smoke that filled the cab.  The fare laughed and shouted something about how they were all going to pay, then passed out.  Toxxyn pulled over and bailed out of the car, but felt no ill effects.  It turned out that the fare was a mad scientist who meant to set off a chemical attack to punish the City for refusing Toxxyn a grant, but the spider venom-based bio weapon was not properly designed and seemed to have no effect.  However, it did do something: it activated Toxxyn's latent genetic abilities, and gave the character fantastic jumping spider powers.  Now, Toxxyn uses their amazing powers to fight crime in a spectacular manner.  Unfortunately, early in Toxxyn's crime fighting career, while chasing a criminal he fell to his death just as Toxxyn was reaching for him, and cops below thought he pushed the wretch off the building.  NOw, cops and many on the street think Toxxyn is a lethal vigilante, but this character avoids killing at all costs and hates the idea of it.

     

    No distinction between male and female stories here.

     

    Toxxyn
     
    Val Char Cost
     30 STR    20          Lift: 1600kg; 6d6
     23 DEX    26
     18 CON    8
     10 INT      0
     10 EGO    0
     15 PRE     5           Presence Attack: 3d6
      6  OCV   15 
      7  DCV   20
      3  OMCV    0
      3  DMCV   0
     10 PD       8            With Combat Luck: PD 19; rPD 9   (Against falling damage: PD 30)
     10 ED       8            With Combat Luck: ED 19; rED 9
      5  SPD   30
      9  REC    5
     40 END    4
     10 BOD    0
     30 STN    5
     
    15m RUN    3
      4m SWIM  0
    30m LEAP 13
    Characteristics Cost: 170
     
    Cost Power
     33    Toxic Bite: Blast 5d6, Attack Versus Alternate Defense (Life Support vs poison; All Or Nothing; +1) (50 Active Points); No Range (-1/2)
     12    Spider-Punch: Hand-To-Hand Attack +3d6 (9d6 w/STR) (15 Active Points); Hand-To-Hand Attack (-1/4)
      8     Drift: +20 PD (20 Active Points); Only for falling damage (-1 1/2)
     18    Tough: Resistant Protection (6 PD/6 ED)
      5     Increased Arc Of Perception (360 Degrees) with Normal Sight
      5     Jumping Spider: Leaping 0m (30m forward, 15m upward) (x4 Noncombat)
      6     Keen Senses: +2 PER with all Sense Groups
     10    Spider Climb: Clinging (normal STR)
    Powers Cost: 97
     
    Cost Skill
      3     Breakfall 14-
      3     CK: The City 12-
      3     Combat Driving 14-
      3     Streetwise 12-
      2     PS 11-
    Skills Cost: 14
     
    Cost Perk
      1     Fringe Benefit:  License to practice a profession (taxi medallion)
    Perks Cost: 1
     
    Cost Talent
     18    Combat Luck (9 PD/9 ED)
    Talents Cost: 18
     
    Total Character Cost: 300
     
    Pts. Complication
     15   Dependent NPC:  Current love interest Frequently (Normal)
     20   Hunted:  Mutant Hunters Frequently (Mo Pow; Harshly Punish)
     10   Hunted:  Local law Enforcement Frequently (As Pow; NCI; Limited Geographical Area; Mildly Punish)
      5    Negative Reputation:  Killer, Infrequently
     15   Psychological Complication:  Loves city, protective of city and population (Common; Strong)
     15   Psychological Complication:  Code against killing (Common; Strong)
     15   Social Complication:  Secret Identity Frequently, Major
      5    Unluck: 1d6
    Complication Points: 100
    Base Points: 300
     
    *updated to reflect complications more clearly.
  8. Its a problem, and related to the way players tend to avoid vulnerabilities as a complication as well.  The genre is now "I can't be hurt, hulk smash" most of the time now.  This is why campaign caps and careful examination of characters is a good idea.

     

    The low DCV thing you can teach players not to do with some strategically placed AVAD attacks.

  9. I get that the speed chart isn't perfect, but it seems to me the variations introduce more problems than they solve.

    Exactly. Its especially good compared to the alternatives out there in gaming today.  I still haven't seen a system I prefer over it.

     

    My personal take is this: if you are going to remove something like the speed chart, what value is added?

     

    Its not really any more simple if you use any tool at all to keep track.  And variations of when people move is an excellent way to represent skill and swiftness in combat that is simply stripped away by removing the speed chart.  Even in games where all speed values are very similar (most heroic settings) you can still get a feel for combat ability through one point variations.

  10. I think the problem with most Hero combat is that few players take advantage of the tactical opportunities.  It ends up very regimented because people are not willing to block, delay, dodge, and set up an attack.  I understand why: waiting between phases is frustrating and feels like you're missing out.  But doing so would make combat a lot less predictably timed.

  11. BEHEMOTH

    This is the Hulk equivalent, the big bruiser that's tough and strong and not a lot else.  I build in some "brick tricks" which might be a little complicated for a starter, but it allows players to pull off basic conceptual stuff without the GM needing to wing it or figure it out.  Behemoth isn't built to be able to punch the Pentagon to the moon, but able to lift 50 tons.  I prefer this kind of build for bricks: not huge damage, but big strength tricks.  This is also the character I have the least background and concept worked out for.  Just: Behemoth Smash.

     

    ALL VERSIONS: Behemoth is a monster, a huge brute that stands 8 feet all and five feet across.  A gigantic figure, Behemoth is gentle as a lamb with animals, and has a gift for training especially large creatures and works at a zoo.  Behemoth wasn't always this way, it began with puberty, growing bigger and stronger and changing color until by age 18 it was clear that this was no ordinary person.  Now, the Behemoth tries to protect those in danger, using tremendous strength and durability to stand in the place of others, when danger strikes.

     

    FEMALE VERSION: It is never easy growing up a teenage girl, but when you're six feet tall and 200 pounds at age 13, its even more difficult.  By high school, She no longer even had normal skin, and was over seven feet tall.  Able to lift a car, she found that the teasing had gone away, but she wasn't able to attend a normal school.  At the brink of giving everything up, she ran into a Rhinoceros on a bridge, and was able to talk the creature down, calming it so it could be returned to the zoo where an attack by supervillains had broken it out.  Now, she splits her time between working with animals at the zoo and fighting crime.

     

    MALE VERSION: At first, being bigger and stronger than everyone else was great.  A star football player in middle school, he soon found that he was getting a little too strong and eventually no school even let him compete.  Unable to even attend normal school and frightening ordinary people, the Behemoth was moved to the country to live with relatives.  There, he found that he was able to work with the ranch animals and train them far better than others, and when a supervillain crashed their escape vehicle in the nearby park, the Behemoth saved the day and found that he liked the feeling of helping others.

     

    Behemoth

     

    Val Char Cost

     40 STR    30         (55 STR to exert)  8d6; lift 50 tons

     15 DEX    10

     28 CON   18

     10 INT      0

     10 EGO    0

     25 PRE    15         5d6 Presence Attack

      5  OCV   10

      5  DCV   10

      3  OMCV  0

      3  DMCV  0

     30 PD     13          15 rPD

     30 ED     13          15 rED

      4  SPD   20

     15 REC   11

     45 END    5

     20 BOD  10

     50 STN  15

     

    20m RUN   8

      8m SWIM 2

    30m LEAP  8

    Characteristics Cost: 198

     

    Cost Power

     45    Tough: Resistant Protection (15 PD/15 ED)

      5     Reach: Stretching 5m

     10    Huge: Knockback Resistance -10m

      8     Tough: Power Defense (8 points)

     

     15    Strength Tricks: Multipower, 31-point reserve,  (31 Active Points); all slots Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

     1f     1)  Burly: +15 STR (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for non-damaging applications (-1/2)

     1f     2)  Big Fists: Area Of Effect (1m Radius; +1/4) (10 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1) applied to STR

     1f     3)  Clap: Area Of Effect (16m Cone Explosion; +1/4), Double Knockback (+1/2) (30 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for attack (-1/2) applied to STR

     1f     4)  Rend and Break: Killing Attack - Hand-To-Hand 1 1/2d6 (3 1/2d6 / 4d6+1 w/STR), Armor Piercing (+1/4) (31 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only on inanimate objects (-1/2), Extra Time (Full Phase, -1/2), Gestures (Requires both hands; -1/2)

     1f     5)  Long Jump: Leaping +10m (30m forward, 15m upward) (Accurate, x4 Noncombat) (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

    Powers Cost: 84

     

    Cost Skill

      3     Power 17- (20-)

      3     Animal Handler 14-

      3     Acting 14-

      3     Oratory 14-

      3     Streetwise 14-

      3     PS 17- (20-)

    Skills Cost: 18

     

    Total Character Cost: 300

     

    Pts. Complication

     20   Distinctive Features:  Gigantic gray human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

     15   Physical Complication:  Enormous (18 feet tall, 800 kg weight) (Frequently; Slightly Impairing)

     10   Psychological Complication:  Competative (Common; Moderate)

     15   Psychological Complication:  Protective of team mates and friends (Common; Strong)

     10   Social Complication:  Public Identity Frequently, Minor

      5    Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon)

      5    Vulnerability:  1 1/2 x Effect Hearing Flash (Uncommon)

    Complication Points: 80

    Base Points: 300

    Behemoth.hdc

  12. Not saying it was correct, just logical.

    The pilot would not only know nothing about the tesseract, but he would know that the aliens are coming from a hole in space in the sky, which nuking the city is not rationally going to harm.  Logical?  To nuke Manhattan?  On the hope that somehow by killing 10 million people this would maybe stop an alien invasion from the sky?  Not even close.

     

    The hydra one is a more likely possibility, although blowing up NYC isn't exactly their style (especially since a lot of their leadership was, you know, in Manhattan).

  13. Because he was following orders?

    Not only is it standard doctrine to disobey idiotic and immoral orders, but the orders made no sense.  Plus, he was under direct orders to not nuke Manhattan.

     

    How was nuking a densely populated major city going to stop an alien invasion from a portal in the sky far above the city in any case??  The entire sequence was so that Tony could be a hero and "learn a lesson" from Captain America.  It was weak writing, even if it was exciting to watch.

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