CURRENT PC - Frostbite

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CURRENT PC - Frostbite

Post  Admin on Fri Nov 27 2015, 22:56




Frostbite is a Class 3 hero (mid tier Justice League/Avengers, Spiderman, that sort of power level). Constructed with 3.5 multiplier of 450HP (1575) to reflect his experience and advancement over a long period of time. He is the leader of the Vanguard.

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Re: CURRENT PC - Frostbite

Post  dunecat on Sat Nov 28 2015, 03:20

I was going to give you a hard time about Adrenaline Surge, and about splitting up the different ice powers again, but then I realized it actually works out quite well, allowing for easy use of smaller scale (still tons worth of material and so on) applications of most of his powers while also allowing for substantial displays of power when need be. Also the addition of weather control and fluid form add some extra utility.

To Summarize what Adrenaline Surge does, it allows you to 'push' your powers beyond their normal. You make a dice check using adrenaline surge as AV/EV against the power you're increasing as the OV/RV. The 'damage' from that check is then added directly into the ability in question until the end of your turn. Typically you would then immediately use the associated power that you just improved. Thanks to the new rolling system, provided you score a normal success you would have the effected power bumped up to 15, with a good roll you could possibly go up as high as 20+ (This would take an amazing roll however). The flip side of this is that a roll of 5 or less will burn out your Adrenaline Surge for 24 hours. Not crippling with your baseline powers, but certainly a blow in comparison.

Another important thing to note is that your Dispersal power can now comfortably be pushed up to 15, allowing you to pass through things as dense as diamond without trouble, something that I remember has been troubling since the change in rules.

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Re: CURRENT PC - Frostbite

Post  Admin on Sat Nov 28 2015, 11:59

I figured you'd have something to add (and you are right about it being 'swingy'). Have just popped in to adjust the character some anyway (drop fluid form a couple of APs) for game balancing. The rationale for adrenaline surge was that Frostbite was always a mid-low tier character in the team (with the likes of Lionheart and some of the other guys that have come and gone) but every now and then (usually hero points or an amazing roll) he really digs something up to help and he's *kinda* like Pre-Crisis Superman and characters of that ilk (though on a much lesser scale). Basically use a restrained level of power in day to day then, every now and again, he can dig deep and find what he needs to. I split the powers up because Frosty uses Energy blast the most, Ice Production a couple of times and Ice Control... well to be honest I think he's used it once, if that, so went with the lower aps and adrenaline surge to bring it up if need be.

You're right about Dispersal Ryan. To meaningfully get through anything you need silly high APs. The Writeups.org site suggested a FC2 version which makes the character completely intangible and immune to attacks (and unable to harm anything physically) but I don't want to go too far down the path of optional powers and abilities. We've already strayed a long way off the beaten path for Skills (to make them useful, but mostly in the way that they replace HP use when using them, whereas with powers you have the options of using HP or nothing), losing the table and general hero point use, so we'll let things settle before going too mad with optional stuff.

So, Dave, just to let you know will be lowering Fluid Form (to 3APs) and the points will be going somewhere else as needed. If there is anything you fancy adding at a (very) low power level, holler. We are in the 'tweaking' stage so no matter if things change some.

Also to any that read. Adrenaline surge has the potential to be abused so am asking that that for any future characters/tweaks it have a fairly serious restriction slapped on (like Frostbites burnout - not just for an hour but for a whole day AND it causes him damage).

I was thinking of building Lionheart with something similar as opposed to the Power Reserve route but he has a lot more points to play with so doesn't need to go mad with the restrictions like I had to with Frostbite.

OPEN TO SUGGESTIONS AT ALL TIMES.

Am aware that skills are cheap now for the benefit they bring but they a) carry an inherent limitation (only to be used when applicable for the action) and b) can't be linked so they are balanced in that to get high APs you need to spend spend spend. base Costs may need to be looked at. Skills are the most useful way of saving hero points for more important things - character improvement for one. Which reminds me to take a look later.

Feel free to discuss character options and builds in the various character threads, takes it out of the OOC section where it might not be applicable to everyone.

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Re: CURRENT PC - Frostbite

Post  Admin on Sat Nov 28 2015, 12:14



Tweaked it. Fluid Form down, density increase: 2 on. More for flavour, turns Frosty into a hulking iceberg man (foot taller, several feet wider, more muscles, bit stronger, bit tougher, heavier) when he coats himself in 'living ice'. It's a suggestion. If you don't want to go with that Dave, no worries, will offer other options.

Note, powers do not 'stack' on top of each other. If you have a defensive power, for instance, the aps do not add. Instead take the highest and use that.

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Re: CURRENT PC - Frostbite

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