Post by cassusaevum on Aug 9, 2019 14:36:06 GMT -5
Thought I'd post my initial draft of Chris's character along with some design thoughts in case anyone found it helpful.
Concept: Manipulator of machines and technology. A "Technopath" or "Technomancer"
Resistances
Composure 3D
Fortitude 2D
Reaction 2D
Will 3D
Total Spent: 6 Dice
Aptitudes
Academia (from Super Brain) 3D
Athletics 2D
Awareness 2D
Presence 2D
Technology 3D
Total Spent: 5 Dice
Powers
Telekinesis 4D (Drawback - Machines only, -1D)
Telepathy 3D (Boost - Affects Machines +1D, Drawback - Only Affects Machines -1D)
Super Brain 3D
Total Spent: 9 Dice
Advantages & Disadvantages
Vain (Dis, -1D)
I brought this along... (Adv, 1D)
Total Spent: 0 Dice
Competency Dice: 0D
Design Notes
Having 1D in resistances is living on the edge, so I wanted to make sure that the character had at least 2D in each. As this feels like a character who is more mental than physical, I bumped both Will and Composure up to 3D.
The core skills for the build are really Technology and Academia (which is free from Super Brain), but to give the character some versatility in times/places where powers might be difficult to use or in those situation where there isn't a lot of tech to interact with, I added a point into Awareness, Athletics, and Presence as well. This rounds the character out a bit. I considered Investigation over Presence, but went with Presence as a nod to Chris's play-style rather than what might be the most sensible for the character.
The Telekinesis power more closely fits some of the description Chris was giving at the table (i.e. ripping a car apart and then rebuilding it into a shield or a punchy arm or whatever). More broadly, this will allow attacks and defense by using elements of the environment (as well as other creative uses) with a tech/machine theme. Technology and Machinery are REALLY broad terms (I mean, technically a hammer is technology) but I think this is a "know it when we see it" kind of thing. Because TK normally affects anything, the "only affects machines" is a clear drawback. I bumped this up to 4 dice (a high rating) because it feels like the central pillar of the character.
An aspect that also falls under the "Technopath" umbrella is the ability to control machines. Mind Control falls under the Telepathy power in Supers!. It doesn't normally affect machines. So, in this case, we're taking Telepathy, adding a boost so that it can work on machines and then adding a drawback so that it ONLY works on machines. With this power, Chris can effectively "remote control" machines with his mind. This is different from simply moving them with TK, as it also allows for things like communicating with machines and changing certain things. For example, if he took control of a security camera (attacking with telepathy and reducing the will of the camera to 0) he could review and erase the footage. Note that this does require actions... even the simplest machine has a "will" that you can think of as its programming or firewall.
Super Brain is a (pun intended) no-brainer for the character. In addition to giving the Academia skill, Super Brain is a viable defense in most cases and can quite possibly be used offensively with a little creativity. It can also be applied to things like solving puzzles/riddles/etc...
Chris's character sounded a bit vain (always thinking he's the smartest in the room) and that's something that perceptive people might exploit, so the Vain drawback seemed fitting.
Finally, we have the "creating technology" aspect of the character. This, in an of itself, doesn't feel central to the theme of "technomancer" so instead of going the super-science and gadget route, I've taken "I brought this along..." The advantage essentially allows a once-per-session gadget to come into play. Backed by his other skills and powers, it is also thematically fitting.
This build has spent all 20 Character Creation Dice and has a competency pool of 0 Dice. To do stunts and modify rolls, this build will have to rely on Temporary Competency Dice (or wait until experience is gained).
You'll note that the character doesn't have any "super movement" powers. That's okay. Neither do a lot of comic book characters and it isn't as big of a deal in SUPERS! as it is in some systems. Even without them, his base speed is going to be 6 squares (calculated from his Athleticism and Reaction) and all of his attacks have the potential to be used at range (short range for his TK is 12 inches... range is based on power rating). There are also power stunts that can add thinks like flight (using TK to construct a platform a la green goblin) or if it's just getting across the city, everything from taking a taxi to using telepathy to start up any car along the way and get a ride.
So, that was my thought process on this build. As I'm going to help Julie with her Wildcat build, I'll post another of these once we're done.
Concept: Manipulator of machines and technology. A "Technopath" or "Technomancer"
Resistances
Composure 3D
Fortitude 2D
Reaction 2D
Will 3D
Total Spent: 6 Dice
Aptitudes
Academia (from Super Brain) 3D
Athletics 2D
Awareness 2D
Presence 2D
Technology 3D
Total Spent: 5 Dice
Powers
Telekinesis 4D (Drawback - Machines only, -1D)
Telepathy 3D (Boost - Affects Machines +1D, Drawback - Only Affects Machines -1D)
Super Brain 3D
Total Spent: 9 Dice
Advantages & Disadvantages
Vain (Dis, -1D)
I brought this along... (Adv, 1D)
Total Spent: 0 Dice
Competency Dice: 0D
Design Notes
Having 1D in resistances is living on the edge, so I wanted to make sure that the character had at least 2D in each. As this feels like a character who is more mental than physical, I bumped both Will and Composure up to 3D.
The core skills for the build are really Technology and Academia (which is free from Super Brain), but to give the character some versatility in times/places where powers might be difficult to use or in those situation where there isn't a lot of tech to interact with, I added a point into Awareness, Athletics, and Presence as well. This rounds the character out a bit. I considered Investigation over Presence, but went with Presence as a nod to Chris's play-style rather than what might be the most sensible for the character.
The Telekinesis power more closely fits some of the description Chris was giving at the table (i.e. ripping a car apart and then rebuilding it into a shield or a punchy arm or whatever). More broadly, this will allow attacks and defense by using elements of the environment (as well as other creative uses) with a tech/machine theme. Technology and Machinery are REALLY broad terms (I mean, technically a hammer is technology) but I think this is a "know it when we see it" kind of thing. Because TK normally affects anything, the "only affects machines" is a clear drawback. I bumped this up to 4 dice (a high rating) because it feels like the central pillar of the character.
An aspect that also falls under the "Technopath" umbrella is the ability to control machines. Mind Control falls under the Telepathy power in Supers!. It doesn't normally affect machines. So, in this case, we're taking Telepathy, adding a boost so that it can work on machines and then adding a drawback so that it ONLY works on machines. With this power, Chris can effectively "remote control" machines with his mind. This is different from simply moving them with TK, as it also allows for things like communicating with machines and changing certain things. For example, if he took control of a security camera (attacking with telepathy and reducing the will of the camera to 0) he could review and erase the footage. Note that this does require actions... even the simplest machine has a "will" that you can think of as its programming or firewall.
Super Brain is a (pun intended) no-brainer for the character. In addition to giving the Academia skill, Super Brain is a viable defense in most cases and can quite possibly be used offensively with a little creativity. It can also be applied to things like solving puzzles/riddles/etc...
Chris's character sounded a bit vain (always thinking he's the smartest in the room) and that's something that perceptive people might exploit, so the Vain drawback seemed fitting.
Finally, we have the "creating technology" aspect of the character. This, in an of itself, doesn't feel central to the theme of "technomancer" so instead of going the super-science and gadget route, I've taken "I brought this along..." The advantage essentially allows a once-per-session gadget to come into play. Backed by his other skills and powers, it is also thematically fitting.
This build has spent all 20 Character Creation Dice and has a competency pool of 0 Dice. To do stunts and modify rolls, this build will have to rely on Temporary Competency Dice (or wait until experience is gained).
You'll note that the character doesn't have any "super movement" powers. That's okay. Neither do a lot of comic book characters and it isn't as big of a deal in SUPERS! as it is in some systems. Even without them, his base speed is going to be 6 squares (calculated from his Athleticism and Reaction) and all of his attacks have the potential to be used at range (short range for his TK is 12 inches... range is based on power rating). There are also power stunts that can add thinks like flight (using TK to construct a platform a la green goblin) or if it's just getting across the city, everything from taking a taxi to using telepathy to start up any car along the way and get a ride.
So, that was my thought process on this build. As I'm going to help Julie with her Wildcat build, I'll post another of these once we're done.