Something Quick

Overnight Wizkids added Johnny Quick's dial to the Origin Gallery.

A clever dial.

I was wondering how much Hypersonic Speed we'd get for 77 points - especially with a Probability Controlling TA thrown in. As it turns out it was much more than I'd expected.

Seth's given us a dial that nicely reflects a villainous, junkie speedster. Most of the savings appear to come from no actual damage reducers - just means of helping him evade being hit - and a buried, un-powered click in the third slot, between doses of the drug that grants him his speed.

Four of his eight clicks have Hypersonic Speed, half of those with a 3 Damage and the other with a 2. His two leading clicks have the Speed with a useful 10, Energy Shield/Deflection and a 16 Defense (making it 18 at range) to help him evade hits while he's getting into position, and a reasonable 9 Attack Value. He comes to the game already having been on his latest dose for a little while, so he's not at his peak.

After that third click where he's all too human, he doses up again and ramps up a little in intensity and sheer aggression. He doesn't immediately get his full Hypersonic back, but he's on his way and out for blood. A 10 Speed, Charge and Blades/Claws/Fangs let him rush an opponent potentially deal up to 6 clicks of damage. At this stage he's still just back to a 9 Attack, so odds are he'll be able to deal something to someone with a Defense of 16 or less much of the time. A 16 Defense and Super Senses help him dodge attacks both close up and from range.

Next, the drug fully kicks in and he regains his full Hypersonic Speed, a little less obvious bloodlust but greater control and effectiveness. His Attack Value rising to 10, his Damage to 3 and his Defense to 17, he keeps the Super Senses. This click and the next - especially the next, when his Damage has dropped to 2 and his Defense has switched to 16 with Combat Reflexes - are his best opportunity to strike an opponent using option 2 of the Hypersonic Speed attack, where he stands his ground and makes a series of attacks until he misses, adding up the Damage (at 1 per successful attack) and dealing them all at once. His CSA TA will let him get a second attempt at a failed roll along the way, at the cost of a token placed on one of his teammates.

His final two clicks continue this trend towards sticking with one opponent, as he keeps Combat Reflexes and gains Flurry. His penultimate click sees his Damage return to a 3, so he could deal up to 6 clicks of damage to an opponent. On his eighth (final) click the Damage is back down to 2. His Attack Values drop to 9 and 8, his Defense from 15 to 14, albeit as mentioned above they get the Combat Reflexes modifier so whoever he's grappling with is trying to hit a 17 and 16.

As part of a balanced team - at least one good ranged hitter and one or more others to help provide cover and distract an opponent, and someone to help nullify an Outwitter, since JQ's extremely vulnerable to having his powers cancelled - Johnny could be worth far more than his 77 points. His CSA TA also makes it a good move to spend a few extra points on a bystander or two for him to drop a token on so he can get the best use of his TA without hampering his active teammates.

Origin goes on sale March 7 -- two weeks from today.

Comments

Doc Nebula said…
Nice write up on JQ.

I'd have sworn there was another post up there about your CIVIL WARS tourament loot this morning, though.

Sic transit gloria mundi.
Mike Norton said…
Thank you, sir!

Whenever I jump in with a reaction to a new piece I'm braced to hear from someone that I overlooked or misinterpreted something terribly, so I try to keep that in mind. For the moment, though, I haven't found anything to get me to change my first impression of JQ.

Maybe once this set's out it would be (mild) fun to trot out all of the grounded HSS pieces and try to see how they stack against each other when stats and cost are put into the equation. There are so many of them I haven't played even once, including Zoom.

I've since heard from one player who's been playtesting Johnny Quick and found him to be a tricky one to handle well, and so not inappropriately priced. It still strikes me as an awful lot of potential for 77 points.

As for the other post I decided to pull it back and repost it later for a couple reasons not worth going into here.
Doc Nebula said…
I think I'll be very interested in my CSA pieces when they finally give us a Power Ring. Until then, not so much. I do like the TA, though, especially when they have to put an extra token on each other to use it. It seems so characteristic of them, to mess each other up for a short term advantage.
Mike Norton said…
Seth's been doing a nice job IMHO of filling in pieces along the way, and with another DC set coming 'round November I suspect the CSA will be complete by then. I haven't used any of them yet aside from Owlman, so it could easily be that I'll end up waiting, too, but JQ's been the most intriguing one so far.

Once I revisit all of the existing ones in light of the accumulated Feats I may try seeing which of the GLs or Sinestro levels might make an interesting stand-in.

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