Sign in with
Sign up | Sign in
Your question

Character for review and comment

Last response: in Video Games
Share
May 7, 2004 3:59:12 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

Howdy:

I've toned it down a bit and did a little balancing.
I could use some guidance at this point.

It was just too expensive to build the whole "spy" character as a
baseline --- didn't have enough points left to make the alien
technology worthwhile.

If I'm investing in stupid stuff that a person native to this game
would know is a waste, please point me in the right direction.

Considering this is not "beyond thunderdome" or d&d, I ditched some of
the more lethal points - considering that might not be legal to go
around killing folks, even if they are 'bad'.

Much of my primary goal was to make a character that could do an
excellent job of gaining information as to what the party should be
doing next, or solving whatever riddle we are faced with. I wasn't
trying to be the 'enforcer' for the group. I'm hoping to eventually
develop the character's psi powers.

Your thoughts appreciated...







Basically, after adding disadvantage points I'll have
44 more to spend. Our GM is being kind as we are just getting started
-- we get 250 base plus 50 disadvantage points... I think largely
because we are spending points oddly...

I'm thinking about dumping 40 into healing so I can
cure myself or others up to 5 dice worth at a time.
Alternately, those points might buy one of the modules listed below...




Amadeus Stryker

256 points total, no disadvantages assigned yet

Characteristics (10 is top 'normal' human, 20 is max
'normal' human)

Val Char Base Pts. Roll
13 STR 10 3 12-
18 DEX 10 24 13-
10 CON 10 0 11-
16 BODY 10 12 12-
13 INT 10 3 11-
18 EGO 10 16 13-
10 PRE 10 0 11-
10 COM 10 0 11-
3 PD 3 0
2 ED 2 0
4 SPD 2.8 12
5 REC 5 0
20 END 20 0
28 STUN 0 0

Total Characteristics Cost: 70

Character is a bit stronger than normal, considerably tougher and
amazingly dexterous, quick and psychically 'gifted'. These stats are
_after_ the harness did its magic.


Thief: 47 Total

Wealthy 5 500k / yr (he is a good thief)
Martial arts - Choke Hold 4 Minimum 10 points in category
Martial arts - Nerve Strike 4
Martial Arts - Martial Strike 4
Martial Arts - Martial Block 4
Mechanic & tinkerer 3 (2 points for each +1)
Knowledge of Police 2 (1 point for each +1)
Deduction 3 (2 points for each +1)
Demolitions 3 (2 points for each +1)
Stealth 3 (2 points for each +1)
Streetwise 3 (2 points for each +1)
Sleight of Hand 3 (2 points for each +1)
Security Systems 3 (2 points for each +1)
Shadowing 3 (2 points for each +1)




AI Harness 139 Total

Claws and climbing spurs 20 Both climbing and killing weapon
Healing capability 10 10 for each d6
Life-Support
- Self contained breathing 10 Life support selections are driven
based on what makes sense for space life support.
- diminished sleep 3
- diminished eating 3
- low pressure 2 May mutate these two into more
useful things later
- radiation 2
Gravity-compensating (+/-) 9 4 points of flight and 5 points of
density increase
Eidetic memory 5 These are things typical to a
silicon based lifeform.
Absolute time sense 3
Direction bump 3
Speed reading 4
Lightning Calculation 3
Danger Sense 15
Combat sense 15
Interface with computers 10 This is a guess for cost
Extra limbs 5 Harness can grasp objects, move, fire
weapon
Skin tough as leather 15
Use of alien vehicles and armor 2 Not that the vehicle is
available, but...

** Look at delete low pressure, radiation and add
infra or ultra vision **


*****
No points assigned to these, so they aren't
available at this time
*****

Modules that attach to the harness:
Module - Psychic amplifier
Module - Universal translator
Module - RADAR / SONAR
Module - Light
Module - Heat & cold device
Module - Radio
Module - Surveillance gear
Module - Teleport device
Module - Flight pack / wings
Module - knowledge (various)

Gauntlets:
Focus for an energy device
Gauntlet - force shield, personal
Gauntlet - force shield, projected
Gauntlet - energy blast - offensive
Gauntlet - energy beam - cutting, AP
Gauntlet - tools
Gauntlet - Data panel
Gauntlet - Electro-magnetic telekinesis & flight
assist








Vehicles:
Alien lander-pursuit vehicle is undefined at this time
It would be enclosed and capable of drive/fly/dive, as
it would have been designed for unknown alien worlds.

As the alien stuff is telepathic and AI, vehicle could
be called or remote piloted and can drive itself to an
extent. As it is AI, it could hideout as it feels
threatened, or it may have been instructed to 'lay
low' by the previous owner. It would be armored and
capable of carrying either a few troops or a few prisoners -
passenger capacity: 6 with gear, 8 without.

More development will be required for the alien
vehicle definition, but it isn't in play at this time anyway.

Mundane vehicles - character drives a customized van,
nondescript dark grey with some added features.
Van has rack to carry a motorcycle near the rear
bumper and a provision to secure the motorcycle within
the van if needed. (Motorcycle is the preferred mode
of transportation) The van would look very normal, but
would have some "company" features along with
personalization. (For instance, the alarm system can
flood the vehicle with tear gas or provide an electric
shock)


Plot Lines:

Eventually become a DNA-Rewritten Human / Alien AI symbiote
Character was trying to steal / recover harness
Alien was an agent such as law enforcement or bounty hunter.
There may be other plotlines where the AI harness killed
or failed to join with hosts that had dishonorable intent.
(Not Lawful Good, but specifically not Chaotic Evil.)

Quest for / finding / figuring out how to use the
rest of the alien's hardware.
Dreams / nightmares and or hallucinations based on
developing connection to the AI as the psychic ability
grows and the AI figures out how to communicate.

Ship:
Sickbay has full regeneration capabilities
The ship itself is in orbit, cloaked
Alien "beamed down" with his powered armor, energy
weapons, flight pack and whatever else, or took
lander-pursuit vehicle.

Protection against poisons and biological agents
(may take time to learn the physiology of the
new host before this works)
Harness has locator capability to help find
lost articles - the AI knows it, but the
character doesn't yet.

Psych - Honorable
Psych - alien transformation
Psych - Justice motivated (vigilante)
protect girlfriend / contact at MaxCorp - Yukiko Akira
precluded from contacting family, mother's welfare.
precluded from contacting family, younger sister's welfare
Psych - AI will prevent harming members of the original
owner's species without clear threat
Psych - hatred the AI has for some nasty alien species
drives distaste for any lizardian creatures.
AI desires to complete the mission of capture or
destroy the enemy alien.
It also knows that it needs a new host to be whole and
perhaps return to its AI friends - that is, the rest
of the alien gear. AI is a little confused that the new
host isn't responding as expected, thinks host is wounded
and is working to "fix" the things it finds wrong --- the
psychic capabilities of the brain are "broken", the eyes only
see 'visible' spectrum, etc...
Anonymous
May 7, 2004 8:12:39 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

On Thu, 06 May 2004 23:59:12 -0400, wolfgang <wolfgangNOSPAM@juno.com>
wrote:


>Amadeus Stryker
>
>256 points total, no disadvantages assigned yet
>
>Characteristics (10 is top 'normal' human, 20 is max
>'normal' human)
>
>Val Char Base Pts. Roll
>13 STR 10 3 12-
>18 DEX 10 24 13-
>10 CON 10 0 11-
>16 BODY 10 12 12-
>13 INT 10 3 11-
>18 EGO 10 16 13-
>10 PRE 10 0 11-

Boo! Presence attacks are really going to screw this
character up.

>Interface with computers 10 This is a guess for cost

Probably won't be enough.
Anonymous
May 7, 2004 3:50:53 PM

Archived from groups: rec.games.frp.super-heroes (More info?)

wolfgang wrote:

> If I'm investing in stupid stuff that a person native to this game
> would know is a waste, please point me in the right direction.

> Val Char Base Pts. Roll
> 13 STR 10 3 12-
> 18 DEX 10 24 13-
> 10 CON 10 0 11-
> 16 BODY 10 12 12-

Drop the BODY to 12, and up the CON to 14.

> 13 INT 10 3 11-
> 18 EGO 10 16 13-

18 EGO in low-end mentalist turf; unless Amadeus has a (by normal
standards) amazing force of will, drop this to 14 ...

> 10 PRE 10 0 11-

... and put the points here. What David Johnstone said - when the
going gets tough, this guy will get going ... away from the action
with a trail of warm yellow liquid marking his path.
Not appropriate for the hard case you've been describing.

This:

> 3 PD 3 0
> 2 ED 2 0

and this:

> 5 REC 5 0
> 20 END 20 0
> 28 STUN 0 0

do not agree with:

> Character is a bit stronger than normal, considerably tougher

For someone with a Special Ops background, I'd expect to see CON
14+, PD 6+, ED 4+, REC 6+, END 30+, and STUN 24+
All these are _before_ the harness.



Robert Huff
Related resources
Anonymous
May 7, 2004 10:28:46 PM

Archived from groups: rec.games.frp.super-heroes (More info?)

On Fri, 07 May 2004 11:50:53 -0400, Robert Huff <roberthuff@rcn.com>
wrote:

>wolfgang wrote:
>
>> If I'm investing in stupid stuff that a person native to this game
>> would know is a waste, please point me in the right direction.
>
>> Val Char Base Pts. Roll
>> 13 STR 10 3 12-
>> 18 DEX 10 24 13-
>> 10 CON 10 0 11-
>> 16 BODY 10 12 12-
>
> Drop the BODY to 12, and up the CON to 14.
>
>> 13 INT 10 3 11-
>> 18 EGO 10 16 13-
>
> 18 EGO in low-end mentalist turf; unless Amadeus has a (by normal
>standards) amazing force of will, drop this to 14 ...
>
>> 10 PRE 10 0 11-
>
> ... and put the points here. What David Johnstone said - when the
>going gets tough, this guy will get going ... away from the action

Hold on! I'm totally wrong. I forgot that you can use EGO to resist
Presence attacks. So this character can resist fear pretty well,
he's just strangely unintimidating against even typical people.
Anonymous
May 7, 2004 11:14:30 PM

Archived from groups: rec.games.frp.super-heroes (More info?)

On Thu, 06 May 2004 23:59:12 -0400, wolfgang <wolfgangNOSPAM@juno.com>
wrote:

>Howdy:
>
>I've toned it down a bit and did a little balancing.
>I could use some guidance at this point.
>
>It was just too expensive to build the whole "spy" character as a
>baseline --- didn't have enough points left to make the alien
>technology worthwhile.
>
>If I'm investing in stupid stuff that a person native to this game
>would know is a waste, please point me in the right direction.
>
>Considering this is not "beyond thunderdome" or d&d, I ditched some of
>the more lethal points - considering that might not be legal to go
>around killing folks, even if they are 'bad'.
>
>Much of my primary goal was to make a character that could do an
>excellent job of gaining information as to what the party should be
>doing next, or solving whatever riddle we are faced with. I wasn't
>trying to be the 'enforcer' for the group. I'm hoping to eventually
>develop the character's psi powers.
>
>Your thoughts appreciated...
>
>
>
>
>
>
>
>Basically, after adding disadvantage points I'll have
>44 more to spend. Our GM is being kind as we are just getting started
>-- we get 250 base plus 50 disadvantage points... I think largely
>because we are spending points oddly...
>
>I'm thinking about dumping 40 into healing so I can
>cure myself or others up to 5 dice worth at a time.
>Alternately, those points might buy one of the modules listed below...
>
>
>
>
>Amadeus Stryker
>
>256 points total, no disadvantages assigned yet
>
>Characteristics (10 is top 'normal' human, 20 is max
>'normal' human)
>
>Val Char Base Pts. Roll
>13 STR 10 3 12-

Of course the thing he really needs is a nonlethal attack
apart from the nerve strike. I'd recommend an increase
to strength, the uber stat, perhaps combined with a
bit of Spot Weakness.
Anonymous
May 8, 2004 12:08:28 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

On Fri, 07 May 2004 04:12:39 GMT, rgormannospam@telusplanet.net (David
Johnston) wrote:

>On Thu, 06 May 2004 23:59:12 -0400, wolfgang <wolfgangNOSPAM@juno.com>
>wrote:
>
>
>>Amadeus Stryker
>>
>>256 points total, no disadvantages assigned yet
>>
>>Characteristics (10 is top 'normal' human, 20 is max
>>'normal' human)
>>
>>Val Char Base Pts. Roll
>>13 STR 10 3 12-
>>18 DEX 10 24 13-
>>10 CON 10 0 11-
>>16 BODY 10 12 12-
>>13 INT 10 3 11-
>>18 EGO 10 16 13-
>>10 PRE 10 0 11-
>
>Boo! Presence attacks are really going to screw this
>character up.
>

Not with that Ego it won't. He just won't be able to _make_ them.
May 8, 2004 4:00:09 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

Thank you.


What would you recommend for that characteristic??

13?

It looks like I'm going to get some sort of energy weapon, as the GM
hinted that I might need something like that...

That or I could spend the points on a "mental anguish" attack, but I
think for starters a gauntlet that blasts might be easier to deal
with.





On Fri, 07 May 2004 04:12:39 GMT, rgormannospam@telusplanet.net (David
Johnston) wrote:

>On Thu, 06 May 2004 23:59:12 -0400, wolfgang <wolfgangNOSPAM@juno.com>
>wrote:
>
>
>>Amadeus Stryker
>>
>>256 points total, no disadvantages assigned yet
>>
>>Characteristics (10 is top 'normal' human, 20 is max
>>'normal' human)
>>
>>Val Char Base Pts. Roll
>>13 STR 10 3 12-
>>18 DEX 10 24 13-
>>10 CON 10 0 11-
>>16 BODY 10 12 12-
>>13 INT 10 3 11-
>>18 EGO 10 16 13-
>>10 PRE 10 0 11-
>
>Boo! Presence attacks are really going to screw this
>character up.
>
>>Interface with computers 10 This is a guess for cost
>
>Probably won't be enough.
Anonymous
May 8, 2004 5:53:54 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

In article <409bb05d$0$2996$61fed72c@news.rcn.com>,
Robert Huff <roberthuff@rcn.com> wrote:
>wolfgang wrote:
>
> 18 EGO in low-end mentalist turf; unless Amadeus has a (by normal
>standards) amazing force of will, drop this to 14 ...
>
>> 10 PRE 10 0 11-
>
> ... and put the points here. What David Johnstone said - when the
>going gets tough, this guy will get going ... away from the action
>with a trail of warm yellow liquid marking his path.

What about taking some skill levels vs presence attacks, something
like the Hard To Phase advantage. In other words, he doesn't look
that impressive to others, but has seen a lot and does not scare
easily.

Wayne


--
_ __ _ __ | I see the girls walk by dressed in
' ) / // / / ) / | their summer clothes; I have to turn
/ / / o // __/ / __. __ __/ | my head until my darkness goes...
(_(_/ <_</_(_/ (__/ (_/|_/ (_(_/_ | -Rolling Stones, "Paint It Black"
Anonymous
May 8, 2004 9:36:01 AM

Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 08 May 2004 00:00:09 -0400, wolfgang <wolfgangNOSPAM@juno.com>
wrote:

>Thank you.
>
>
>What would you recommend for that characteristic??
>
>13?

No I was wrong as you'll read elsewhere. As long you don't want to
scare or persuade anyone, you're fine.

>
>It looks like I'm going to get some sort of energy weapon, as the GM
>hinted that I might need something like that...

Well you need some kind of normal attack.
!