Rate My Build (Heroes)

Go ahead and ask the questions here.

A lot of Tek's build is based on her having more drones than just the Minions, there are lots of smaller drones deployed. 

Multipurpose Drone Swarm -- the idea is that it literally sends the broader non-minion swarm of drones to complete the primary task chosen, and deliver a healing jolt to her allies at the same time.  

Field Upgrades -- I may have misunderstood what it's capable of.  The text says "Boost one of your Minions using [power].  You may also upgrade that Minion to your Max Die size, replacing its Minion form", and because Minion Form is the header/title of the section where those the Archetype's minion abilities are listed... I thought it could grant or replace a minion ability at the time of use.

The EMGs and the related feedback on either Defensive Ability (Halt or APFE), and the lack of Absorbtion as a distinct Power on the character... now I'm wondering where along the line between the "fiction layer" description controlling what's possible and the "mechanics assigned" controlling what's possible we're supposed to be operating at.   The rules for Specialty Weapon say that doesn't have to be just a simple attack, it can have a broader or different explanation. If we wanted a more direct "mechannics defined" represenation of the EMGs, I could replace Signature Weapon and either Science or Deep Space Knowledge with Aborbsion (d8) and Telekineses (d8) {I think I could make that swap under the rules if I recall where the dice came from correctly}... IF Telekinesis could be used for ranged attack rolls as a direct kinetic energy impact at range. 

On the topic of minions sticking around after the character is OUT, that's good, because the "special effect" of the OUT ability I took to defend other characters relies on her drone swarm still being up and running autonomously. 

One other question -- do you think Deep Space Knowlege and Alien Polymath have too much overlap, such that one should be replaced, or would you consider them seperate enough?

 

I know you were probably addressing catDreaming, but I don't see why I can't share my thoughts as well. : )

Multipurpose Drone Swarm: I think it makes enough sense that the Robotics Power can still do things without having to make Minions first. Otherwise, anyone who ever wanted to use Robotics would have to be a Minion-Maker.

EMGs: I would be wary of straying too far into the territory of "I have this one Power, but it can do the effects of all these other powers!" Mainly because that would unbalance the system by, essentially, giving you free stuff. Example (that I saw somewhere else on these Forums, don't remember where): Bob the Electrifyer has the Electricity Power, and Bob's player claims that that means that Bob's body can be made of electricity, which the player then claims means Bob can fly, and have things pass through him. Thus, Bob's player has given Bob three powers (Electricity, Flight, Intangibility) for the price of one. I know your scenario isn't as extreme as that one, but still, I agree with catDreaming that if you want to absorb things, get Absorption. [Edit: In hindsight, I think I might have been a bit too pedantic in the above section. Sorry about that.]

(Sidenote: I think Telekinesis can definitely be "punching at range.")

Minions While Out: I think this one really just depends on your character concept. If a character has to maintain concentration on his/her/their/its Minions, then they should stop functioning when the character goes out. On the other extremity, if a character's Minions are semi-autonomous (as Tek's space drones are), then there's no reason for them to stop working, as it is allowed by the rules.

(Although you should still have your drones act like they're under a program.)

Qualities: I think it's fine to have both Deep Space Knowledge and Alien Polymath. The former tells us that Tek knows stuff about aliens and space, whereas the latter tells us that she knows some more general stuff because she is an alien.

A quick remark on the whole Halt/ApfE thing:

There is no need to hang yourself up on that absorption-to-counterreaction thing - if you simply keep narration and mechanics separate.

Meaning: Take Halt as an ability, so nobody will think of you as one to cheat for more power. Your drones can still absorb whatever energy comes your way. Narratively, have their charge level bar rise by a good few dots, let them whizz happily, and finish soaking up with a satisfactory 'pling-plang-plong' sound. Have them buzzing with overcharge energy, ready to unload your next turn, and describe their next action as extra shiny, with glittering effects all over. It's all fair game, you are fully entitled to tell whatever flavor story you can imagine.

Just don't expect any *mechanical* effect from it, is all. 

 

In more general terms:

SCRPG is a game where narrative has a lot of weight, so please don't see the chargen rules (few as they are) as a limitation. I'd even say it is the other way round:  You need to stick to the rules for a playable game, just like with any other system. BUT you have the extra freedom of flavoring the mechanics much more richly. Make extensive use of that freedom to maximise your gaming experience!

In a vague effort to distract the thread, have another character that I've made!

 

Retrospect

Alias: [Error]

Background: Tragic

Power Source: Mystical

Archetype: Close Quarters Combatant

Personality: Natural Leader

Powers: d10 Barrier Of Faith, d10 Postcognition, d6 Flight, d8 Speed

Qualities: d10 Conviction, d8 Close Combat, d10 Deep Space Knowledge, d10 Insight, d8 Ranged Combat, d8 The Shield Still Stands

Green: 32-25, d6
- Anchor The Formation (A): Defend using Barrier Of Faith. Attack using your Min die.
-- Defensive Strike
- Break Upon Me (A): Attack using Insight. Ignore all penalties on this Attack, ignore any Defend actions, and this Attack cannot be affected by reactions.
-- Precise Strike
- The Line Will Not Break (A): Take any two basic actions using Close Combat, each using your Min die.
-- Flexible Stance
- Principle Of The Defender
- Principle Of The Veteran
Yellow: 24-12, d8
- This Line Holds, Dead Or Alive! (A): Boost or Hinder using Postcognition, and apply that mod to multiple nearby targets.
-- Modification Wave
- No One Dies But Me (R): When another hero in the Yellow or Red Zone would take damage, you may redirect it to yourself and Defend against it by rolling your single Barrier Of Faith die.
-- Mystic Redirection
- The Burden I Bear (A): Attack using Postcognition. Use your Max die.
-- Offensive Strike
Red: 11-1, d10
- Until My Soul Burns Out (I): You have no limit on amount of Reactions you can take. Each time you use a Reaction after the first one each turn, take 1 irreducible damage or take a minor twist.
-- Push Your Limits
- Bear The Weight Of History's Convergence (A): Boost using Barrier Of Faith. Use your Max die. That bonus is Persistent and Exclusive. Then, Attack using your Mid die plus that bonus.
-- Ultimate Weaponry
- Over The Horizon (R): When an opponent Attacks, you may become the target of the Attack and Defend against it by rolling your single Red zone die.
-- Heroic Sacrifice
Out: Boost an ally by rolling your single The Shield Still Stands die.

 

Deep in the mountains lay a monastery, isolated from the outside world. What visitors came there left with less than they came, for the monastery had a very particular purpose: To guard and contain artifacts or relics that are not of this world. Sadly, the monastery was at one point assaulted by forces unknown, penetrating it's defenses both technological and magical with incredible ease. What remained of the monastery weeks later when an investigation by local authorities was conducted was a single boy with silver chains winding up one of his arms and something that could only be sensed by the absence of any sensory input from wherever it was, regardless of what examined it.
The boy was taken into protective custody, and following a short stay in a psych ward, was to be moved to a rehab facility. He wasn't in any medical danger; He would act to keep himself alive (eating, drinking, sleeping, etc), but otherwise displayed no real intention of his own. He would not respond to any vocal questioning, or to images that were shown to him. What was concerning was that, regardless of what else he did, the boy never let go of whatever was bound to him by the silver chains winding up one of his arms. However, the day before he was to be transferred. the boy simply walked out of the facility. No alarm was raised as he walked out; After all, as far as the security systems were concerned, this boy had never been in the facility whatsoever.

Poor kid.  Does he get any better before becoming the adult hero?  Is that invisible unthing some sort of mystic shield?

Green -- Defend-attack, multi-action.. and the attack that can't be defended against... ouch.
Yellow -- Mass Boost or Hinder, a teammate-defending reaction, and a big attack.
Red -- Your reaction-spam inherent (I've already picked up that you like this one :-)  ), a self-boosted haymaker, and another teammate-defender. 

Lots of action options including mult-actions, some big-hitting attacks, lots of options to boost or defend teammates. 

What's Barrier of Faith?  A rename?  A custom power?

Why two different teammate-defending reactions?  Because the Red variation can defend somene in Green?  Or something to do with the different wording between "would take damage" or "is attacked" that I'm not grasping?  Or is there a limit on using the same reaction more than once a turn with Push Your Limits? 

 

To answer the questions out of order...
Barrier Of Faith is his Signature Weaponry, and it is the thing that is connected to him via silver chains. It is shaped like a shield, and is often used as such.

There is a bit of a difference in the trigger wording, and it does matter. When an Action is done, it can be divided up into steps: Narrative, Declaration, Roll, and Resolution are how I think of them. What's important is a single trigger (i.e., a given ally being Attacked), can only have one Reaction triggered by it. And Defends don't stack, with only the largest being applied and used up against a given attack 
- Over The Horizon's trigger condition of 'When an opponent attacks', happens in response to Declaration, before dice are rolled. This makes it riskier to use, since the number of bonuses and which of three dice or combination thereof will be involved. It does have an upside in that it can Defend Retrospect, even if he was the original target of the Attack. It also has a weird thing where Retrospect can potentially redirect multiple hits of a full team AOE into himself, with the appropriate Defends to try and soak the hits, before the damage is actually known.
- No Dies But Me's trigger condition of 'When another hero in the Yellow or Red zone is dealt damage' hapens in response to Resolution, when the effects of an action are actually applied, and the dice results accounting for bonuses and penalties are known.

catDreaming, why do you like Pushing the Limits so much to include it in this many builds? My guess is that you realise that the 1 irreducible damage is always lower than the Reaction's effect, so you know it will be a net gain.

A bit of column A, a bit of column B.

I like Pushing The Limits moreso for the flavor it can put into hard mechanics. Scabbard, Bunker-Bunker, and Retrospect all fall into that category, where they in a comic would be constantly using their reactions. However, there is another reason.

Taking 1 irreducible damage for an extra reaction is only a good deal in my eyes *if* you can guranteee that you'll be able to get more than 1 of whatever the reaction provides. Whether it be through Boosts or built in bonuses, net zeroing should be avoided.

There's also the fact that Scabbard, Bunker-Buster, and Retrospect were built to work well together, and a lot of my builds don't actually have Pushing The Limits for one reason or another. The only builds that will always have Pushing The Limits (if they qualify for it) are Shadows with Untouchable and a way to get a Persistent bonus.

Another hero to come through the mist gates and ended up staying in Earth 1 when the gates slammed shut.
Not from a known disparation but instead an homage to other properties made by other companies. A back story told by biographies and setting synopsis on the backs of fake action figure packaging pictured in comic panels.

Project DNAesop human animal hybrids wearing various uniforms and identity costumes.

Take a man, a trained soldier- sample 1 and a timber wolf- sample A
Infuse the man with wolf genes turning him into subject 1-A
Infuse the wolf with human genes and memory scans of sample 1 making subject A-1
how dose the man wolf react to stimuli different than the wolf man? Nature vs Nurture and Instinct vs Training mixed with your unethical mad science.
then C.I.R.C.E the mad AI controlling the research facility released all the subjects into the wild. Now free they have formed various factions based on becoming human, mutating every human, waring with humanity, forming a separate hybrid community, forming an integrated society with humanity and other agendas

We still have the genes and memory scans of sample 1 so what happens when we implant the genetics and memories into a timid herbivore instead of an aggressive pack hunter?

Gun Bunny security chief for “The Underground”
Brown furred, brown eyed rabbit man in paramilitary fatigues with a custom long barrel firearm

Gun Bunny
lone wolf - military - genetic - marksman

Powers
Awareness D10
Signature Weapon D10
Gadgets D8
Speed D8

Qualities
Range Combat D10
Alertness D8
Fitness D8
Leadership D8
Underground Militia D8

Principal of self preservation
Principal of the veteran

		Green D8

-Quicker Shot- [A] Attack using Signature weapon. Ignore all penalties on this Attack, Ignore any Defend actions, and it cannot be affected by Reactions

-In My Cross Hares- [ A] Boost yourself using Ranged combat. Use your Max+Min dice. This bonus can only be used against one chosen target, and is persistent & exclusive against that target until it leaves the scene

-Order: Jump up!- [A] Attack using Leadership Other nearby heroes in the Yellow or Red zone Recover equal to your Min die

		Yellow D8

-Twitch- [R] When damaged by an environment target or a surprise Attack Defend by rolling your single Awareness die.

-Hare Trigger- [R] When a new target enters close range Attack that target by rolling your single Ranged combat die.

-Buck Shot- [A] Attack multiple targets using Signature Weapon using your Min die against each.

-Order: Hop to it!- [A] Attack using Leadership Create a Boost for another hero using your Max die.

		Red D8

-Still Going- [I] You have no limit on amount of Reactions you can take. Each time you use a Reaction after the first one each turn take 1 irreducible damage or take a minor twist

-Hip Shot- [A] After an opponent Attacks or Hinders you or a nearby ally, Attack the opponent by rolling your single Alertness die

-Black Rabbit of Inle- [A] Attack using Ranged Combat Use your Max die. Remove any number of penalties from the target Add your Min die to the Attack each time you remove a penalty.

Out   

Boost an ally by rolling your single leadership die.

I don't mean to be pedantic, but in the Sentinel Comics Multiverse, the different realities/timelines are labeled Universe [number], not Earth [number].

Gun Bunny: 

I love the renames on the Abilities. 

NIce example of implementing a very specific theme with the tools available in the default rules.

 

 

@ fjur i would argue that the (fictional) comic book history that is also the default setting of a table top RPG is the best place to be pedantic

@ KJ Max thank you

Second attempt at coverting a major City of Heroes alt into Sentinels. This one my dark/dark scrapper that got turned into a dark/dark brute after an encounter with a certain device in the Faultline zone.(Translation: made an evil alt of the character... that still reformed and became a hero, because the psy-chrono-whatever had limits.) Backstory is that a group of college students decided, in a burst of stupidity, decided to act out a summoning ritual as a class project. They all got elemental powers as spririts from those realms merged with them, and this lady got Shadow/Darkness.

 

Void Wraith

BG: Former Villain

PS: Mystic

Arch: Physical Powerhouse

Personality: Sarcastic

Principles: Whispers, Strength

 

Powers:

Infernal d10

Flight, awareness, strength, vitality d8

 

Qualities:

Magical Lore, Close Combat d10

Insight, otherwordly mythos, cursed ritualist d8

 

Powers:

Green: Galvanize (close combat), damage resistant

Yellow: modification wave (infernal), mystic redirection (flight), power strike (strength)

red: Erruption (infernal), major regeneration

 

Retcon: red die to d10.

 

("empowered brawlers" are a thing for me across games and settings... my D&D/pathfinder games usually found me playing paladins, magi, and monks)

Sea-Envy, I wholeheartedly agree!

Hey folks!

Just got my book and pdfs, and tried out making a character with the guided method, having no concept at all. I was pretty skeptical, but I ended up with something I liked, at least on a thematic level.

One thing I did a bit differently was saving my principles for right before retcon. I feel like with the guided method, it's really hard to choose a suitable principle only knowing your background. So I noted the requirements when a principle was mentioned, then before retcon chose both.

Anyways, here's a brief description of each, along with a link to a pdf for them! Again, bear in mind these were done with the guided method, so likely are sub-optimal builds.

Hibiscus: Kai Kamaka was an aspiting medical student who had just moved to Megalopolis U. On a trip back to his home in Hawaii, he discovered a nature spirit. Recognizing his grandmothers necklace, the spirit gave him powers in exchange for his pledge to protect nature and its inhabitants. Kai has since returned to Megalopolis, where he helps protect the Akash'Flora tree (not up to date on my sentinels lore, but this is still a thing, yeah?)

https://drive.google.com/file/d/15KeMHKqE-kAMY5TvzUCbncQdRZ6uZDH5/view?usp=sharing

The Roach:Somewhere in Nevada, a man accidently strolled into a nuclear test site at the wrong time. After the test, researchers were shocked to find a man with no memory, glowing black skin, and the ability to change his size at will. Thus, The Roach was born. The Roach has the memory of an insect, but is generally well meaning and wants to aid humanity. So, he's become a hero. Donning a silver helmet and lead armor, he does his best to defend Nevada and the rest of the southwest, though he has yet to ever form any lasting memories or connections.

https://drive.google.com/file/d/1oSx1iBlA4EjHU--fdtQGqLCQQIy1XXce/view?usp=sharing

Yes, Hatominx, Akash'Flora is still a thing. As far as I can tell, Hibiscus's backstory seems to work out fine.

I am thinking about changing the ability renames for Gun Bunny
Rally to Order: Buck up! instead of Order: Jump up!
Area assault to Pellet gun instead of Buck shot, but that would be a bit of toilet/barn yard humor and not sure how other players around the table would feel about mildly blue humor in my ability names

Walking upon the many paths and ways of the multiverse, no one is quite certain where or from when Passerby came, or even where they go. But this tireless traveler has chosen to be a hero, for better or worse. Perhaps their mysterious arrival at conflicts against villainy is mere coincedence, or ordained by forces beyond mere mortal comprehension. Passerby doesn't seem to mind, if they even know the answer; Their journey is simply unending.

Link to the sheet: ttps://drive.google.com/file/d/1-NuzBkhWrCKvch6dRxuXmM9RLdIRmfR0/view?usp=sharing

In an attempt to imitate your own rating style and format, catDreaming, I'll provide some thoughts on Passerby. I doubt mine will be near the quality of yours, however.

Passerby

First Impression: Passerby can easily Boost themself or others and Attack flexibly and potently.

In the Green Zone, Passerby is a jack of all trades. Split With The Crossroads allows them to do any two things at once, or any one thing twice. Past Twists And Turns either gives a powerful bonus that can be used to make SWTC's small effect die bigger (or be given to an ally), or Hinders an annoying enemy, all with the possibility of also getting a free basic Attack.

In the Yellow Zone, Passerby stops being so general, and starts Attacking multiple targets. Set A Slow And Steady Pace and A Long And Winding Way both Attack more than one target, but with some differences. SASASP can only Attack two targets, but its dice are higher and it also Boosts. ALAWW, on the other extremity, can Attack any number of targets (although there is a practical limit to how many things can be hit by an oar), but it uses a lower die and could potential hit an ally. Chart The Course Anew does not really do anything yet, see the next paragraph for it.

In the Red Zone, Passerby can deal quite a bit of damage. An Eternal Voyage is one of the hardest-hitting, single-target Attacks in the game. (And this is where Chart The Course Anew comes in: when AEV destroys any bonuses, CTCA deals some damage too.) All Paths In Parrallel feeds into EAV by Boosting Passerby when they get Attacked, and it Defends against those Attacks. And in traditional catDreaming style, Passerby can use Miles Before I Rest to "spam" Chart The Course Anew and APIP, both increasing EAV's potency.

Overall, Passerby starts being able to do almost anything moderately well, but starts attacking more and more viciously as the stakes increase.

Teammate-wise, Passerby could use the help of someone who starts out a bit stronger than them. They would also probably appreciate an ally who can let them reroll, to get Past Twists And Turns' Attack and avoid A Long And Winding Way's friendly fire.