View Full Version : New Game: Remnants of Hope
jkwleisemann
May 19th, '07, 04:50 AM
As requested (I think) over in my "Next in Line" thread, I'm starting up a thread for the specific discussion of Remnants of Hope and character concepts for it. This will be where questions can be asked, answers given and, eventually, campaign highlights posted for the perusal of those interested. First order of business... establishing the setting and characters.
Setting details (http://www.herogames.com/forums/showpost.php?p=1335118&postcount=12)
Some thoughts on how 500 points characters can survive against people like Takofanes and Destroyer (http://www.herogames.com/forums/showpost.php?p=1339937&postcount=20)
Specific, Character-Creation Related Information: At this point, I'm mostly looking for concepts and recruiting players. However, characters will be created within the following guidelines:
Base Points: 350
Disads: 150 (up to 75 from any one category).
Campaign Limits: Within about 50% of the Champions limits, with much the same guidelines in mind. OCV/DCV should be in the 10-15 range at most, typically, even considering maneuvers. Active point limits can and probably will be blissfully ignored if the power itself isn't too unbalancing as built; I'm a firm believer in the idea of some powers (say, Shapeshift or Regeneration) getting far too expensive too quickly for their general effectiveness.
Special Rules - Disads: Hunted by various *major* villainous agencies and groups (Dr. Destroyer, VIPER, Eurostar, the Warlord, etc.) will be looked at very carefully; you'll need a rationale beyond "we're going to be fighting him eventually, I want the points for it" before taking something like that. The primary reason for this is because, at the start of the game, the odds are that none of those groups even know you exist, or you wouldn't anymore.
Special Rules - Hooks: Characters should have at least 1-2 hooks for "power up events" - radiation accidents, retraining, unlocking hidden reserves of internal power, whatever. These hooks, if used, will be worth 100-200 points of power increase. There will also be some in-game events that work like this for everybody (or do so effectively, possibly by reducing the power of a particular villain), but I'd like some that are personalized to the characters and the players who run them.
At any rate, if you don't have a writeup yet, don't worry about it - I'm mostly looking for concepts, as stated above. I'm willing to answer any questions, and actually kind of eager to do so - it's easier for me to flesh out a world when I've got a direction to go in while doing so. :D
Remnants ETA: Unknown (probably a good long ways out there yet).
Zed-F
May 19th, '07, 06:27 AM
I tossed my hat in the ring with Soulbarb already, so this is just to check in on that score.
Soulbarb v1.20.html (http://www.herocentral.net/herocentral/get/files/premium/Soulbarb_v1.20.html)
I'll have to rebuild her to some degree in order to fit the right power level, but that should give you the general idea. She'll probably need to get more into her magical heritage to have enough scope for power expansion, but that's not hard to work in.
Log-Man
May 19th, '07, 07:03 AM
Woohoo! I'll be hashing out some concepts soon.
Randi
May 19th, '07, 10:45 AM
Sounds interesting. I'd like to see more about how you plan to structure the game (edit: Aha... just discovered that I can click on the "Setting" and "Supervillain" links... I'm checking that out now.). Is it a standard superhero sort of game, or are there special slants that we should be aware of and keep in mind for character design?
You may recall me... I played Black Leather AKA "Ray" in Puck's short-lived game on Hero Central. Ray was based largely on Sylar from "Heroes" the TV series, but she's a good-guy sort where Sylar is far from a good guy. I am playing Ray in another game now, though that game is starting off a bit slow, so I might prefer to play a different character here. My long-time favorites are, in order of preference:
1. Shapeshifter ala Mystique or Odo, but often with different twists.
2. Mage-type, typically an Energy-Projector-Mentalist combo.
3. Healer with "Reverse Healing" Energy Projector attacks.
4. Weird alien who seems human but is really far from human (a dragon or an ancient, immortal goddess, for example).
5. Brick with twists... I like 'strange' and 'different' concepts.
I have played many characters over the years, and I like finding something new and different and interesting to play. I don't like exact copycat characters, but power concepts are fair game... Wolverine's or Lady DeathStryke's healing powers, for example, but without the Adamantium claws, and maybe with some other Powers to flesh out the character. Good role playing is number 1 in my book; hack-n-slash combat-only games are not my cup of chocolate at all. Those are my preferences.
Comments?
Log-Man
May 19th, '07, 12:43 PM
I love the world. the details are very nice and well thought out... just the sort of thing I would do :D
I have a couple concepts that I'd like to examine. Should we do that in thread or is it ok to PM you with those? I have one in particular I'd like to try, but I would need some help working out details of history in this game world. (I don't have a lot of the source material, so some of these characters I'm still referencing from 4th ed.)
jkwleisemann
May 19th, '07, 04:20 PM
In thread is fine, or PM's, whichever you prefer. As for standard... it's basically the Champions Universe, just gone hideously wrong with people like Dr. Destroyer running the show. Any origin is acceptable, just about any power set... I'm trying to keep flexible. And yeah, I remember you Randi. ^^
The main thing to keep in mind is that people with obvious powers will have had to find some way to survive up to this point... possibly working for the bad guys, possibly going underground, whatever. It's just kind of hard to be the Thing when being a super outside the control of the Big Baddies is illegal.
For reference, if folks want to IM me on AIM, I'm available there, for now. jkwleisemann
tstadley
May 19th, '07, 05:36 PM
The campaign concept sounds great. I e-mailed you a prospective character.
Comic
May 19th, '07, 05:59 PM
So, by concept, a sketch like this might serve?
The 'mercenary' known as "Cash Cat" is a teleporter-for-hire with a reputation for honorable dealing, and a nasty streak if betrayed. It's a story even despots respect, however certain they are they remain above either the reach or the ambitions of this petty money-grubbing smuggler.
It's said Cash has no hesitation about using his feared Timeclaw attack to place the head of someone who is about to do him harm from the future into their own hands, as a warning not to cross him.
It is a harsh world, where a freebooter with a talent has to watch his back and make hard choices, especially in Destruga - his suspected home base. Even if said freebooter's catseye secretly sees the shining beacons that were the liberties and rights of a dim past. Even if said freebooter's catseye secretly foresees dimly hopes for their return in a brighter future.
Cat's mind is so bizarrely multidimensional, few mind-readers could delve his true thoughts and sift them from out of infinite timestreams-of-consciousness. His danger sense has saved him more than once from discovery and capture. Cat seems to have the nine lives of his namesake.
So to the world, the mysterious Cash Cat is a teleporter who will serve the highest bidder for a price -- like any costumed supervillain might. To many who do not know it, however, the Claws of the Timewielder have rescued them from dire futures they will never realize. For all the power and insight his powers give him, Cash has not traded away his humanity. He remains, secretly, a Champion of Hope.
jkwleisemann
May 19th, '07, 06:05 PM
It's certainly enough for the concept, and a start on things... I'm guessing, from the sound of it, that he's similar to a more mercenary, powered-up Cheshire Cat? Generally gets by by working for the various villains, rather than by hiding himself?
Comic
May 19th, '07, 06:12 PM
.. sort of a cross of Malcolm Reynolds and Cheshire Cat. No judo outfit. No club. As far as anyone knows, he's just a good, old-fashioned honest law-fearing smuggler.
jkwleisemann
May 19th, '07, 06:17 PM
Comic: Mmm... if you want to work on statting him out a bit further, feel free. Could be an interesting one, particularly since he can move around the world well enough from the looks of it.
Zed: Would you prefer that questions/comments re: Soulbarb be handled in-thread, or in PM?
tstadley: Where did you email the concept, and when did you send it? Haven't gotten it at my primary addy yet.
Comic
May 19th, '07, 08:02 PM
Cash Cat - Calvin Crohn
VAL CHA Cost Base Roll Notes
15 STR 5 10 12- HTH Damage 3d6 END [1]
29 DEX 57 10 15- OCV 10 / DCV 10
19 CON 18 10 13-
10 BODY 0 10 11-
18 INT 8 10 13- PER Roll 12-
11 EGO 2 10 11- ECV: 4
20 PRE 10 10 13- PRE Attack: 4d6
14 COM 2 10 12-
23 PD 4 3 23 PD (16 rPD)
21 ED 1 4 21 ED (16 rED)
6 SPD 18 4.2 Phases: 2, 4, 6, 8, 10, 12
7 REC 0 7
38 END 0 38
28 STUN 0 28
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 3" 3" forward, 2" upward
CHA Cost: 125
Cost POWERS
7 EC - Time Phase Shifting
7 a) 7" Flight - surfing Gravity wave differential - 1 END
8 b) 6 rPD/6 rED Force Field, (+1/4 Only Costs END to Start) - 1 END
13 c) Invisible to Normal Sight, (+1/4 Only Costs END to Start) - 2 END
20 10 rPD/rED Armor - IIF (-1/4), 15- (-1/4) - 0 END
5 7 pts. Mental Defense - Timestream-of-Consciousness
75 Multipower Reserve - Temporal-Spatial Manipulation
3u Catseye: Clairsentience - Unreliable (-1)
5u CatShadow: Desolidification - not vs. Dimensional effects, (+1/4 Only Costs END to Start) - 5 END
1u Feared Timeclaw - Image, Sight/Touch/Smell, drawn from near future only (-1) - 3 END
7u Timeclaw: 3d6 RKA, AP - Spot Teleport at range - 7 END
15m Timepaw: Missile Reflection - Spot Time Reversal.
7u Timeleap: Teleport - a lot with Megascale
15m Timestalk: Combat Teleport, 1/2 END (+1/4)
10 2 Floating Teleport Locations
POWERS Cost: 198
Cost SKILLS
Acting 8-
AK: Destruga 8-
Climbing 8-
Concealment 8-
Conversation 8-
CK: Destruga 9\8-
Deduction 8-
KS: Seedy Hangouts 8-
Paramedics 8-
Persuasion 8-
PS: Smuggler 8-
Shadowing 8-
3 Stealth 15-
3 Streetwise 13-
3 Trading 13-
TF: Small Motorized Ground Vehicles
SKILLS Cost: 9
Cost Talents
15 Danger Sense 11-, Out of Combat
3 Light Sleep
Talents Cost: 18
PERKS - Cash has had certain .. reversals. No perks. He's not actually that great a smuggler.
Val DISADVANTAGES
10 Dependent NPC: Smuggling crew 8- (Much Less Powerful than the PC; Group DNPC: x4 DNPCs)
15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)
15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)
10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)
10 Physical Limitation: Nonlinear Time Sense (Infrequently, Greatly Impairing)
15 Psychological Limitation: Straight Dealer//Business Ethic (Common, Strong)
15 Psychological Limitation: Humanitarian (Very Common, Moderate)
10 Psychological Limitation: Resents Authority (Common, Moderate)
10 Psychological Limitation: Takes Care of His Own Above All (Uncommon, Strong)
15 Social Limitation: Secret ID: Cal Crohn, Honest Underworld Merchant (Frequently, Major)
10 Social Limitation: Professional Obligations, must appear to deliver on call for his employers (Occasionally, Minor)
10 Social Limitation: Reputation as unhesitant killer if betrayed (useful, but not always)
DISADVANTAGES Points: 150
Base Pts: 200
Total Character Cost: 350
This is the first rough draft. It's obviously.. not there yet.
Clearly, I ran out of points to spend on skills.. But then, I get the sense that this is a harsh world, where formal education may be a bit hard to come by.
Zed-F
May 19th, '07, 08:05 PM
Here is fine. Campaign messages board in-game is better. :)
Kaze9999
May 19th, '07, 09:47 PM
As requested (I think) over in my "Next in Line" thread, I'm starting up a thread for the specific discussion of Remnants of Hope and character concepts for it. This will be where questions can be asked, answers given and, eventually, campaign highlights posted for the perusal of those interested. First order of business... establishing the setting and characters.
Setting details (http://www.herogames.com/forums/showpost.php?p=1335118&postcount=12)
Some thoughts on how 500 points characters can survive against people like Takofanes and Destroyer (http://www.herogames.com/forums/showpost.php?p=1339937&postcount=20)
Specific, Character-Creation Related Information: At this point, I'm mostly looking for concepts and recruiting players. However, characters will be created within the following guidelines:
Base Points: 350
Disads: 150 (up to 75 from any one category).
Campaign Limits: Within about 50% of the Champions limits, with much the same guidelines in mind. OCV/DCV should be in the 10-15 range at most, typically, even considering maneuvers. Active point limits can and probably will be blissfully ignored if the power itself isn't too unbalancing as built; I'm a firm believer in the idea of some powers (say, Shapeshift or Regeneration) getting far too expensive too quickly for their general effectiveness.
Special Rules - Disads: Hunted by various *major* villainous agencies and groups (Dr. Destroyer, VIPER, Eurostar, the Warlord, etc.) will be looked at very carefully; you'll need a rationale beyond "we're going to be fighting him eventually, I want the points for it" before taking something like that. The primary reason for this is because, at the start of the game, the odds are that none of those groups even know you exist, or you wouldn't anymore.
Special Rules - Hooks: Characters should have at least 1-2 hooks for "power up events" - radiation accidents, retraining, unlocking hidden reserves of internal power, whatever. These hooks, if used, will be worth 100-200 points of power increase. There will also be some in-game events that work like this for everybody (or do so effectively, possibly by reducing the power of a particular villain), but I'd like some that are personalized to the characters and the players who run them.
At any rate, if you don't have a writeup yet, don't worry about it - I'm mostly looking for concepts, as stated above. I'm willing to answer any questions, and actually kind of eager to do so - it's easier for me to flesh out a world when I've got a direction to go in while doing so. :D
Remnants ETA: Unknown (probably a good long ways out there yet).
Fascinating idea! Are you still taking apps for the Hero Central version of this game?
Haven Walkur
May 19th, '07, 11:42 PM
What a fascinating world; 1984-meets-Call of Cthulhu-meets-covert superheroes! It's a dark and provocative concept with its shades and degrees of gray and apparent emphasis on personal choices; imaginative and challenging for players. This could be very intense role-playing...but watch out for angst-monster PCs!
[Oh, and don't mind me; I only run angst-ridden characters in games where the background is rather lighter-hearted than this.]
As GM, do you have plots and scenarios in mind for the game already, or will the action be entirely driven/determined by the PCs? As a player, I find that latter option a bit frustrating; yes, I like my PC to have input, but an entirely re-active plot -- with no independent activity -- feels very claustrophobic.
I have two character concepts in mind that might be appropriate for your game. At this time, I don't have write-ups, but I'll run the ideas past you to see what you think.
The first character calls herself Incirrina. She's a cheerful, irreverent woman with clusters of invisible tentacles, half human and half "something nasty from the sub-basement of Reality." She doesn't take herself -- or her remarkable heritage -- too seriously.
Incirrina (pronounced "in-KEE-rin-ah") would be a sort of utility character, with a bit of a stretching, some strength and some arcane knowledge. I'd like to buy her some extra physical toughness and perhaps Desolid (Only to Squeeze through Small Openings), but I don't know if I'd be able to afford it.
From an old concept write-up, tweaked a bit for this game -- here's the character in her own words:
[Why "Incirrina"? Oh, it's a suborder of the Octopoda, which includes most of the varieties of octopi -- octopuses? -- that anybody's ever heard of. Literally it means "of the flowing locks", and I thought that was the perfect hero name for me...it goes along so nicely with the whole package.
Anyway, I'm free, white and over 30 -- well, more-or-less on the first two items -- and more durable than the average bear...um, hero. I'm also strong, not easily impressed and as alien as it's possible to be without being picked out of a line-up...and no, my unnatural/unspeakable bits don't show unless I flash 'em.
Even though my mum was apparently some sort of crawling abomination from the depths of the Black Reaches, I'm more the girl-next-door type -- even if you don't live next door to a slaughterhouse. Yes, you really COULD bring me home to mother and not worry about losing the family dog.
I've got a sense of humor that never deserts me (you'll notice I didn't say it was a GOOD one) and a broad esoteric/practical knowledge of religion, folklore and the occult. (Gee, I wonder why?) I can handle myself in a fight, and with my powers -- oh, you could say I'm a very "handy" person to have around.
You see, I've got tentacles. Lots of tentacles.
More tentacles than the average human can handle.
I've got tentacles that are very long and VERY strong...but they aren't even visible unless I make an effort. And that's a shame, really, 'cause they have some truly photogenic color schemes. Imagine brilliant black and glowing purple, electric blue and luminous scarlet, and all in rings and rosettes like the ones on an octopus....
Of course, there are some pretty unsettling combinations too, from time to time. We won't talk about the vibrant magenta and crawling chartreuse, and as for the the ultra-violent and infra dead -- that's the one that reminds me of my mother.]
The other character is "Uallannach" (it's easier to pronounce than it looks, honest!), a completely inhuman angel whose base form resembles a beachball-sized sphere of swirling colors and glowing "gems".
It's a genderless being that once served under the Archangel Raphael (called "the Sociable Angel") in the Order of Ministering Angels. Long ago, it was summoned to Earth by Hermetic mages to serve as their champion and protector. Despite its attempts to explain their error -- that it was a Ministering Angel, not a Warrior or Guardian -- the mages would not release the angel, and it was eventually trapped on Earth by their deaths. But it holds no grudges, then or now.
Uallannach is an endlessly compassionate being who has been deeply touched, over the centuries, by the righteous struggles of mankind to choose good in the face of evil. The angel is endlessly fascinated by the marvel that is humanity and has become very protective of their right to make free choices for good or evil...as their souls dictate. In the absence of a more specific mandate, it has adopted mankind in general as the object of its Ministry, comforting and guiding where it can and in general tending and nurturing what it sees as the fairest fruit trees of God's fair garden -- human beings.
Uallannach is a mentalist, with a particular gift for Telepathy and Mental Illusions. It keeps its head -- which can look like almost anyone's or anything's head -- down, and tries not to draw the attention of the Edomite, which it considers an incarnation of the Oldest Adversary, that Old Serpent, Chaos. It is often afraid, and all too aware that in heaven, it was numbered amongst the lowest ranks of angels. But it has a nature and it has a mission, and those are both the same -- Minister.
And though it's not a Warrior Angel, in this nightmare time where nightmares have become the new order of things, Uallannach fights its battles to bring hope and comfort to those fallen into the Shadow.
And I really wish it weren't necessary to ask this...but do you, as a GM, share the "hate-on" that all too many Champions GMs have for Mentalist characters? This seems to stem from the perception that just because some Mentalist powers have no range modifier, the Mentalist is just too powerful and an automatic game-unbalancer. Way too powerful; better limit the character as much as you can, even above and beyond some of the absurdly high point costs...or so the mindset seems to run.
While I understand that the Mentalist can be a potential game-unbalancer, I don't agree with the way the HERO System responded. Slapping Limitations on Mental powers and raising the power-cost to "price" Mentalist PCs out of the game is not, in my opinion, the way to achieve game balance.
Of course, it's absolutely up to you as GM to allow or disallow Mentalist PCs and what rules to apply. I'm not trying to argue otherwise...honestly!
jkwleisemann
May 20th, '07, 05:22 AM
Responding to quick questions at this point....
Kaze999: I will be. Right now, the HC version of the game is just up for being a placeholder, not for the actual game, or for applications, so I've got the app's closed to that one. Handling concepts and such here, for the time being. When I'm a bit closer to *actually* starting it, then I'll open things up there too.
Haven: Thanks for the kudos on the setting. I *do* have scenario ideas that aren't player driven too - let's face it, the world is run by supervillains. It's those pesky *heroes* who don't do anything but react to what their enemies do, the villains have their own plots and plans that need to be carried out... or stopped... or whatever. ;)
And no, no 'hate-on' for mentalists... though, personally, I think I prefer Incirrna, unless you've got a preference for Uallanach instead.
jkwleisemann
May 20th, '07, 05:48 AM
Cash Cat: Looks okay, though I'm wondering where the *heck* you got some of those costs from. Particularly how you managed to make Missile Reflection cost 75 points? Those types of Hunteds I can live with from them, though I'd like to know why VIPER's got it in for him. And remember - characters aren't built on 200 + 150, but 350 + 150 here, so he's got an extra 150 points to work with.
I'm not *entirely* sure about that -1 lim on his Images for 'drawn from near future only'; I'd prefer to see that a bit closer to -1/2, particularly since he can take it from multiple potential futures, as I'm guessing.
Soulbarb: Which issue of DH is the Choir in? Nocturne would have to at least drop the role as the leader of the Freakshow to stick around, but I don't mind the character himself. I'd appreciate a little input on what her Contact with Camuranima can get her... looking at the powers, you might want to take her "on order" gear and have it arrive, and her powers themselves could use some degree of upgrading (power-level wise, that is), but I do like the character... which brings me to background elements that will have to be considered.
Currently (if she lives in Houston), she lives in New Destruga, based on current geography, and even has the joy of living in a part of New Destruga right along the borders of the Black Reaches. Not a problem, just pointing it out. Given her faith, she'll (a) have to keep it quiet and (b) probably draw a great deal of concern from anybody who finds out about it. A is because Destroyer has made his own religion the state faith of New Destruga. B... while most people wouldn't turn her *in* for not worshipping Destroyer (instead adopting more of a 'don't ask, don't tell' policy), a pagan living along the borders of the Black Reaches *is* likely to draw a certain degree of suspicion, particularly if she and her coven tend to be in the area where critters break through and start attacking people.
If she is instead in San Angelo... is that supposed to be a part of California? Just want to make sure; my geography of the CU isn't necessarily up to snuff.
Zed-F
May 20th, '07, 10:41 AM
I'm not sure which issue of DH the Choir is in, though Hermit could tell you. I expect to be changing some elements of Soulbarb's background to better fit with the campaign setting anyway. Among other things, this likely means that the connections to the Choir and to San Angelo will probably vanish, and Camuranima will probably become a Hunted (Watching) instead of a contact.
As far as where she lives... she would have been in Houston around Feb 29 2012, but since then can have moved anywhere it would be useful for her to have moved to. Are you planning to start the group in a given location, or arrange for everyone to meet during the first adventure?
Power level -- I'll likely change over some of her equipment to a magic SFX instead. I have another version of Soulbarb that was written up for a different game with a similar if not identical premise. I'll probably borrow some ideas from that sheet, as it was written up for a similarly high-powered game. Since I'm not sure how much power you're looking for from starting PCs in your game, I'll need to look at exactly which changes to port over in that light.
Soulbarb v1.30.html (http://www.herocentral.net/herocentral/get/files/premium/Soulbarb_v1.30.html)
jkwleisemann
May 20th, '07, 11:18 AM
She... wouldn't have been born in 2012 yet, actually. The game starts about 50-60 years after that point. Not a problem in terms of where she is, but in case it modifies anything (like the background.)
Also, just a question here - what would qualify as "Holy Ground" - holy to a particular faith, or just not to Camuranima?
Log-Man
May 20th, '07, 11:54 AM
...The first character calls herself Incirrina. She's a cheerful, irreverent woman with clusters of invisible tentacles, half human and half "something nasty from the sub-basement of Reality." She doesn't take herself -- or her remarkable heritage -- too seriously...
Dammit, Haven--My character was going to have tentacles! :tonguewav
*grumble*
Great, guess I'll have to go with the second choice then: (name to be determined), the Andorran Giant!
Zed-F
May 20th, '07, 01:18 PM
The game starts about 50-60 years after that point. Not a problem in terms of where she is, but in case it modifies anything (like the background.)
Alright, that will indeed make a difference. :) In fact it will likely make a significant amount of difference to her father's motivations, which could be interesting at some point.
what would qualify as "Holy Ground"
Holy to any faith that worships divine beings which are inimical to demons. This has to be vested with some spiritual power. A church which has been properly sanctified and whose parishoners are active in their faith would qualify. A Native American burial ground could qualify. A church where everyone is just going through the motions would not. The Black Realm would not qualify as holy ground -- it would be unholy ground. While Destroyer may seek to be worshipped, he is not in fact a god and so any religious buildings devoted to him would also not qualify.
jkwleisemann
May 20th, '07, 01:47 PM
Alright, that will indeed make a difference. :) In fact it will likely make a significant amount of difference to her father's motivations, which could be interesting at some point.
Good to know, and why I mentioned it.
The Black Realm would not qualify as holy ground -- it would be unholy ground.
Agreed.
While Destroyer may seek to be worshipped, he is not in fact a god and so any religious buildings devoted to him would also not qualify.
For now... to the best of your knowledge.... :eg:
Haven Walkur
May 20th, '07, 03:27 PM
Dammit, Haven--My character was going to have tentacles! *grumble*
Log, the nice thing about tentacles is that there's always plenty to go around!:eg:
Personally, *I* don't mind another Cthulhoid-American (or whatever was it was that was responsible for your character having tentacles). I'm sorry to have raided your brainwave (mmm, braaaaiiinnns), but there are a lot of tentacles in the Depths (in other words, a lot of different possible takes on tentacle-based powers.) This was just mine.
Here's Incirrina again....
[My dad's an ambitious and amoral politico who's always enjoyed an occasional walk on the wild side. But one night -- right about about 32 years ago -- the wild side came up and hit him with a paternity suit.
I'm a halfbreed Caucasian/nightmare creature from the depths of madness, conceived and born the old-fashioned way. I don't know if you could really call it "natural", though, given that mum was basically something out of old Howard Phillips' "unspeakable/unnameable" address-book.
My powers and abilities all seem to come from the secret toy surprises hidden in my mixed blood.]
JKW, as Incirrina "feels" more like an Australian or a New Zealander, could you please tell us a bit more about what it's like to actually live in New Malva? What's it like there for the everyday citizens?
Does Phazor Firewing run a police state in Oceania, or practice benign neglect (because politics bore him)? What's the infrastructure like these days?
Are there shortages of goods and resources? What's travel like within and beyond Oceania? {broad grin} Do you have Firewing or his imitators ravaging the post-Apocalyptic landscapes like the Road Warrior in the movies...?
Many thanks, and thanks also for responding to my earlier questions.
jkwleisemann
May 20th, '07, 06:04 PM
And hey - remember, The Black Goat of the Woods with a Thousand Young. So if we've got one person with tentacles, there's another 999 out there before we even have to start going into the cousins. ;P
As for New Malva... you just *had* to go and ask me that question after I've finished reading a series of rants about Americans misinterpretations of Australia, didn't you? ^^()
Okay....
Firewing's ruling style is along the lines of a militant Caligula's. Neglectful, except when it comes to things that amuse him, at which point he's particularly nasty. He defends any challenges to his domain *very* violently; being weaker than many villains with a broader support base, and having a domain that's so widely spread out, he tends to subscribe to the theory that it's best to respond to a threat as soon as he realizes that it's there (he does a great deal of business with the Warlord as well; opals and other resources for an army and a non-aggression pact). From time to time, he conducts 'special sessions' at the Sydney Collisseum that are specially choreographed (until the fight starts), but for reasons that nobody is entirely aware of.
From day to day though... New Malva, as long as you *don't* attract Firewing's attention, isn't necessarily *that* different from normal. Occasionally people disappear into the arenas, or are conscripted into the Phazor's services, but otherwise you *can* live more or less normally (moreso than in, say, New Destruga or the Empire Reborn.) Resources are more scarce than they used to be, but if you can find yourself a place to grow some of your own food or learn to live off the (often unforgiving, in places) land, you can do pretty well for yourself.
Transportation is more or less ground and water based; on any given day, you can usually see large mining vehicles making their way across the outback, gleaming from above (their roofs are reflective, to cut down on the heat they absorb). You can get from one island to another fairly easily, but you have to do so on surface-based vehicles. The only flying vehicles that are allowed (so as to make it easier for the Phazor and his troops to identify them) are those with his private mark proudly emblazoned on the roof. Anything else will be shot down on sight, without concern or appeal to a higher source (which, of course, there isn't), unless it has an honor guard with it (marking it as a diplomatic vehicle). Since most invaders come in flying vehicles of their own, Firewing finds it easier if he doesn't have to worry about differentiating friend from foe before blasting them from the sky.
Haven Walkur
May 20th, '07, 08:03 PM
...As for New Malva... you just *had* to go and ask me that question after I've finished reading a series of rants about Americans misinterpretations of Australia, didn't you?
Sorry about that, old fellow. But don't feel badly; the bloody Aussies hate the English and the New Zealanders too. (Note I'm not even touching on New Zealand-American relations!)
...Firewing's ruling style is along the lines of a militant Caligula's. Neglectful, except when it comes to things that amuse him, at which point he's particularly nasty....
From day to day though... New Malva, as long as you *don't* attract Firewing's attention, isn't necessarily *that* different from normal....
Gotcha! I think I've got a pretty clear idea of the kind of set-up you're envisioning. So who's playing the Imperial Senate and doing the actual "governing" now? Did Firewing just generally leave the old political infrastructure in place to run things...after first staging a few illustrative purges?
Resources are more scarce than they used to be, but if you can find yourself a place to grow some of your own food or learn to live off the (often unforgiving, in places) land, you can do pretty well for yourself....
JKW, I'm wondering if NZ has effectively turned into the "breadbasket" of Oceania in these dark days.
In the "real world", NZ has a generally mild climate and excellent crop-land, with hilly pastures that (at last count) 90 million + sheep call home. On the coast, there's a lot of rainfall; water (in the form of rivers and lakes) is plentiful enough that En Zed largely relies on hydro-electricity as a power source.
In En Zed's South Island, there are long stretches of fertile riverine plain for food crops. In the North Island, the areas of arable land are used not only for sheep and food crops, but also for specialty crops -- like grape vines! NZ has a very healthy wine industry.
My only personal experience of Australia was 3 years in Kalgoorlie, Western Australia...it's in the Outback, a former gold-mining town that's become a university town, and it's still the middle of a red desert hell. As a result, I really don't know anything about how or where Australia produces its crops, or how big a population they could sustain on their own. But I do know a bit about the country's mineral wealth...which is incredible.
Transportation is more or less ground and water based....
Hey, all hail the return of the train!
Both NZ and Australia both used to have extensive rail systems for transporting passengers and commercial goods. But in the real world, with the competition from OTR trucking, aeroplanes and the highways, the rail systems have drifted towards disuse. But if petrol's hard to get now and planes tend to get blown out of the sky....
Hmm, that's entirely understandable from Firewing's point of view as Despot-in-Chief. But how isolated does it end up making Oceania, from a global point of view? If I set my character's background and starting point in Australia, would I have pretty much taken her out of the action right from the word "GO"?
Kaze9999
May 20th, '07, 09:39 PM
I'm thinking of an undead character who can 'pass' for human and who doesn't want to be a slave. Vampire probably, living among the population of either the Warlord's or Dr. Destroyer's domain. Does that sound likely in principle?
Amber Nytstar
May 21st, '07, 02:18 AM
Just out of curiosity, how far into Canada has the Collective stretched so far? Is it just starting nibble at the northern border of the provinces or are the battle lines closer to the more densely populated areas?
The reason I'm asking is that the concept that I'm favouring the most at the moment is a cyborg (created by the accidental merging of a human body with ancient alien tech) with at least two distinct forms and several built in weapons. The only home she had known is a very old, isolated research complex that was just recently discovered by the Collective, yet it should also be close enough that the other humans living there could escape to New Destruga, with the cyborg acting as the rear guard.
jkwleisemann
May 21st, '07, 03:05 AM
Kaze: Certainly possible, though it might be easier in New Destruga than in the Fortress... being neighbors with Takofanes' turf and being undead might not be too bad, but as soon as he realized you were there... well, that's what necromancy is for in the *first* place. So that could be a possible issue to keep in mind.
Amber: Into the Yukon Territories and Northwest Territories, with occasional forays further south. So it's certainly possible for that to have happened.
Haven: Yes, I know that New Zealand is part of the equation to, but I know even *less* about that than I do about Australia, so I thought I'd ty covering up for it. Oh well.
Probably would have left the old governing structure in place, once it was suitably terrified of him (governance bores him). New Zealand (and coastal regions of Australia, Tasmania, and the Phillipines that are close enough for him to dominate and/or share with the Warlord) would probably serve as the breadbasket of the continent, with imports making up the rest.
Which brings us to the fact that it's not *that* entirely cut off, but distance is the big thing there. There are still ships that go back and forth with cargo; he can't afford to cut himself off entirely. If you could make it into the Fortress, it wouldn't be that hard to get onto a transport to Neo-Tokyo and then to where ever you chose to go from there (though stopping in Neo-Tokyo might not be too bad at first... I might have another char' there too.)
Anywho, off to work - further replies later!
Log-Man
May 21st, '07, 11:19 AM
Question for you...
...Special Rules - Hooks: Characters should have at least 1-2 hooks for "power up events" - radiation accidents, retraining, unlocking hidden reserves of internal power, whatever. These hooks, if used, will be worth 100-200 points of power increase. There will also be some in-game events that work like this for everybody (or do so effectively, possibly by reducing the power of a particular villain), but I'd like some that are personalized to the characters and the players who run them...
Are you asking that there be enough open history for you to work with and interpret, or do you actually want us to write hooks in like "I see {something} happening sometime in the future"?
jkwleisemann
May 21st, '07, 03:05 PM
Either one; mostly enough open history and enough openings where it could happen. A mutant, for example, might have a hard time suddenly developing massive amounts of new abilities, but the mystic and tech sorts have more options there.
I *like* the "I see [something] happening in the future" types, BTW - makes it easier to plot.
ScrewySquirrel
May 21st, '07, 04:36 PM
Here's my character idea: (the background is somewhat cribbed from Nene Romanova in Bubblegum Crisis -- Police dispatcher/Hacker who craves real action)
Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.
Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.
Character sheet below:
<font size=+1><b>The Knight Sabre</b></font>
Player:
<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10/30  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>13/28  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>13/18  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>20/30  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>16  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>3</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3/50  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>3/50  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/6  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5/12  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>26/56  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>25/70  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"/6"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 66
<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">4  </td><td><b><i>Police Pistol: </i></b>Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) </td><td valign="top" align="right">[8]</td></tr><tr><td align="right" valign="top">2  </td><td><b><i>Instant change: summon battlesuit: </i></b>Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">80  </td><td><b><i>Battlesuit Offense: </i></b>Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [<b>Notes:</b> Uses END Reserve] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u  </td><td>1) <b><i>Jamming I: Radio: </i></b>Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>2) <b><i>Jamming II: Radar Jamming: </i></b>Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>3) <b><i>Jamming IV: Stealth: </i></b>Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3u  </td><td>4) <b><i>Glue Bomb: </i></b>Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">5u  </td><td>5) <b><i>Particle Cannon: </i></b>Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">4u  </td><td>6) <b><i>Gauss Needler: </i></b>Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">3u  </td><td>7) <b><i>Knuckle Bomber: </i></b>Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">4u  </td><td>8) <b><i>Battle Punch: </i></b>Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">26  </td><td><b><i>Battlesuit Power: </i></b>Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">26  </td><td>2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">19  </td><td><b><i>Battlesuit Batteries: </i></b>Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">  </td><td>Battlesuit Electronics </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">9  </td><td>1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4  </td><td>2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">9  </td><td>3) <b><i>HUD Helmet: </i></b>(Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) <b>plus</b> Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) <b>plus</b> Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">9  </td><td>4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15  </td><td>5) <b><i>Targeting Computer: </i></b>+5 with a tight group of attacks: Multipower </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Battlesuit Stats </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11  </td><td>1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">17  </td><td>2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17  </td><td>5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7  </td><td>6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8  </td><td>7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12  </td><td>8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 335
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">25  </td><td>+5 with DCV </td></tr><tr><td valign="top" align="right">3  </td><td>Language: English (fluent conversation; literate) </td></tr><tr><td valign="top" align="right">0  </td><td>Language (idiomatic; literate) (5 Active Points) </td></tr><tr><td valign="top" align="right">4  </td><td>Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Acrobatics 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Breakfall 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Bureaucratics 13- (15-) </td></tr><tr><td valign="top" align="right">3  </td><td>Combat Driving 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Cryptography 13- </td></tr><tr><td valign="top" align="right">9  </td><td>+3 with any three related Skills </td></tr><tr><td valign="top" align="right">  </td><td>Hacking </td></tr><tr><td valign="top" align="right">8  </td><td>1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13- </td></tr><tr><td valign="top" align="right">3  </td><td>2) Security Systems 13- </td></tr><tr><td valign="top" align="right">3  </td><td>3) Electronics 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 13- (15-) </td></tr><tr><td valign="top" align="right">3  </td><td>Shadowing 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Streetwise 13- (15-) </td></tr><tr><td valign="top" align="right">3  </td><td>Tracking 13- </td></tr><tr><td valign="top" align="right">3  </td><td>CK: Neo-Tokyo 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Criminology 13- </td></tr><tr><td valign="top" align="right">3  </td><td>WF: Small Arms, Vehicle Weapons </td></tr><tr><td valign="top" align="right">2  </td><td>TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles </td></tr><tr><td valign="top" align="right">0  </td><td>PS: Police Officer (Everyman) 11- </td></tr><tr><td valign="top" align="right">0  </td><td>KS: Neo-Tokyo Police (Everyman) 11- </td></tr></table><b>Skills Cost: </b>93
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">3  </td><td>Computer Link </td></tr><tr><td valign="top" align="right">2  </td><td>Fringe Benefit: Local Police Powers </td></tr><tr><td valign="top" align="right">1  </td><td>Fringe Benefit: Weapon Permit (where appropriate) </td></tr></table><b>Perks Cost:</b> 6
<b>Total Character Cost:</b> 500
<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20  </td><td>Normal Characteristic Maxima No Age Restriction  </td></tr><tr><td valign="top" align="right">5  </td><td>Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [<b>Notes:</b> Ami designed the Battlesuit] </td></tr><tr><td valign="top" align="right">10  </td><td>Dependent NPC: Grandpa Hardcastle 8- (Normal) </td></tr><tr><td valign="top" align="right">5  </td><td>Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">10  </td><td>Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching) </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [<b>Notes:</b> Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters] </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Distrusts the Media (Common, Strong) </td></tr><tr><td valign="top" align="right">5  </td><td>Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate) </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Thrillseeker (Uncommon, Strong) </td></tr><tr><td valign="top" align="right">5  </td><td>Psychological Limitation: Never shows anger (Uncommon, Moderate) </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Always Polite (Common, Moderate) </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Curious (Uncommon, Strong) </td></tr><tr><td valign="top" align="right">5  </td><td>Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major) </td></tr></table>
<b>Disadvantage Points:</b> 145
<b>Base Points:</b> 350
<b>Experience Required:</b> 5
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
ScrewySquirrel
May 21st, '07, 04:46 PM
Here's my character idea: (the background is somewhat cribbed from Nene Romanova in Bubblegum Crisis -- Police dispatcher/Hacker who craves real action)
Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.
Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.
Character sheet:
The Knight Sabre
Player:
Val Char Cost
10/30 STR 0
20 DEX 30
13/28 CON 6
13/18 BODY 6
18 INT 8
11 EGO 2
20/30 PRE 10
16 COM 3
3/50 PD 1
3/50 ED 0
3/6 SPD 0
5/12 REC 0
26/56 END 0
25/70 STUN 0
6" RUN 0
2" SWIM 0
2"/6" LEAP 0
Characteristics Cost: 66
Cost Power END
4 Police Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) [8]
2 Instant change: summon battlesuit: Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) 6
80 Battlesuit Offense: Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [Notes: Uses END Reserve]
3u 1) Jamming I: Radio: Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 2) Jamming II: Radar Jamming: Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 3) Jamming IV: Stealth: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
3u 4) Glue Bomb: Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
5u 5) Particle Cannon: Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 6) Gauss Needler: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) 9
3u 7) Knuckle Bomber: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 8) Battle Punch: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
26 Battlesuit Power: Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)
20 1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 9
26 2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 3
19 Battlesuit Batteries: Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0
Battlesuit Electronics
9 1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
4 2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) 0
9 3) HUD Helmet: (Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) 0
9 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) 0
15 5) Targeting Computer: +5 with a tight group of attacks: Multipower
Battlesuit Stats
11 1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
17 2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
17 5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
7 6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
8 7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
12 8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
Powers Cost: 335
Cost Skill
25 +5 with DCV
3 Language: English (fluent conversation; literate)
0 Language (idiomatic; literate) (5 Active Points)
4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13-
3 Acrobatics 13-
3 Breakfall 13-
3 Bureaucratics 13- (15-)
3 Combat Driving 13-
3 Cryptography 13-
9 +3 with any three related Skills
Hacking
8 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 2) Security Systems 13-
3 3) Electronics 13-
3 Persuasion 13- (15-)
3 Shadowing 13-
3 Streetwise 13- (15-)
3 Tracking 13-
3 CK: Neo-Tokyo 13-
3 Criminology 13-
3 WF: Small Arms, Vehicle Weapons
2 TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
0 PS: Police Officer (Everyman) 11-
0 KS: Neo-Tokyo Police (Everyman) 11-
Skills Cost: 93
Cost Perk
3 Computer Link
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Weapon Permit (where appropriate)
Perks Cost: 6
Total Character Cost: 500
Val Disadvantages
20 Normal Characteristic Maxima No Age Restriction
5 Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [Notes: Ami designed the Battlesuit]
10 Dependent NPC: Grandpa Hardcastle 8- (Normal)
5 Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [Notes: Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters]
10 Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Distrusts the Media (Common, Strong)
5 Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate)
10 Psychological Limitation: Thrillseeker (Uncommon, Strong)
5 Psychological Limitation: Never shows anger (Uncommon, Moderate)
10 Psychological Limitation: Always Polite (Common, Moderate)
10 Psychological Limitation: Curious (Uncommon, Strong)
5 Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor)
15 Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN Electrical Attacks (Uncommon)
Disadvantage Points: 150
Base Points: 350
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Kaze9999
May 21st, '07, 05:01 PM
Okay, here's a first draft. First the background as the character knows it:
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 10"
Weight: 130 lbs
Description:
Seline is tall and thin with fair pale skin and dark brown long straight hair and dark brown hypnotic eyes and an unearthly beauty about her.
BACKGROUND
Seline has no past before 'the event' which transformed the Earth (some parts of it more then others); her first memory is that day. She surmises that she was either transformed from some previous existence, possibly as a human woman, or created from whole clothe on that day. She is sure that in either case, it was the tremendous power of Takafanes which caused her current existence, apparently an inadvertant side effect of the cataclysmic power of the magic he employed that day. She hasn't aged a day since then.
PERSONALITY
Seline sees herself as a sort of farmer, practicing animal husbandry upon her livestock, the human race. She cares for humans as precious resources, and avoids killing them when it's not too inconvenient. She greatly opposes the goals of The Collective, The Pains of the Dead, the Black Reaches, and anyone else who would cause the human race to become unpalatable. She has only been a vampire for about sixty years, and has avoided creating any fellow vampires, though she is aware that she can.
Humans fascinate her; she could watch them for hours. She doesn't really enjoy interacting with them all that much, but she loves to watch them go about their lives. She has over the years tried her hand at encouraging some humans to mate and produce offspring in an attempt to improve the breed, mostly for taste.
Seline will ally herself with humans trying to defend humanity as a race for her own existence's sake. She will ally with humans trying to resist injustice and fight for freedom out of a sense of curiosity. She finds repressive police states to be boring; less variety among the humans. Freedom creates much more interesting variety, in her opinion. Out and out anarchy seems to quickly turn into repressive tyranny, however, and she does not support it.
QUOTE
I? Oh I am a friend. Just a friend. You would not want to be more then that.
POWERS/TACTICS
Seline is at heart an observer, a spy. She can do some damage in a sudden, suprise attack, but is not suited to a stand up fight. She likes to collect secrets, and she likes to release rather then horde them, at strategic times for maximum entertainment effect.
Now, unbeknownst to the character I am thinking that all the world-class magic spells going off--especially Takofanes--had the effect of stripping all the existing undead of their independant intellects and making them into slaves, and that Seline had been a very old vampiress and very accomplished sorceress and managed to survive as an independent intellect but only as an amnesic shadow of her former self.
Not sure if that's a good fit, but it would explain why there weren't any other vampires (either above or below her in rank and status) and also gives a nice path to future 'power ups' as she regains pieces of memory and mystic lore and spells casting abilities or innate mystic-but experience/skill-based abilities.
Okay, the mechanics. Uh...I have to say up front that I am much more of a role-player then a strategist or design engineer, and my builds tend to be more about how I will play them then about being efficient. Um, not on purpose, just not good w attention span and such for building really intricate effective powers. I started with the base template of the Bestiary's "Greater Vampire".
Okay I am totally open to suggestions from others on making her more able to pull her own weight (like how to do the same thing for less points and buy up her defenses); here's some .hdc files (plural cause she's got a multi-form):
http://www.herodesigner.com/getCharacter/222063/Seline.hdc
http://www.herodesigner.com/getCharacter/222064/Seline%20-%20Bat.hdc
http://www.herodesigner.com/getCharacter/222065/Seline%20-%20Mist.hdc
http://www.herodesigner.com/getCharacter/222066/Seline%20-%20Rat.hdc
http://www.herodesigner.com/getCharacter/222067/Seline%20-%20Wolf.hdc
Skarie
May 21st, '07, 08:14 PM
I'm also interested in this game, but I haven't nailed down a character idea yet. I was wondering, however, if you could specify as to how far back the Empire Reborn has gone, so as to get an idea of what to expect.
ScrewySquirrel
May 21st, '07, 09:01 PM
Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.
Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.
The Sabre
Val Char Cost
10/30 STR 0
20 DEX 30
13/28 CON 6
13/18 BODY 6
18 INT 8
11 EGO 2
20/30 PRE 10
16 COM 3
3/50 PD 1
3/50 ED 0
3/6 SPD 0
5/12 REC 0
26/56 END 0
25/70 STUN 0
6" RUN 0
2" SWIM 0
2"/6" LEAP 0
Characteristics Cost: 66
Cost Power END
4 Police Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) [8]
2 Instant change: summon battlesuit: Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) 6
80 Battlesuit Offense: Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [Notes: Uses END Reserve]
3u 1) Jamming I: Radio: Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 2) Jamming II: Radar Jamming: Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 3) Jamming IV: Stealth: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
3u 4) Glue Bomb: Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
5u 5) Particle Cannon: Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 6) Gauss Needler: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) 9
3u 7) Knuckle Bomber: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 8) Battle Punch: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
26 Battlesuit Power: Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)
20 1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 9
26 2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 3
19 Battlesuit Batteries: Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0
Battlesuit Electronics
9 1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
4 2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) 0
9 3) HUD Helmet: (Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) 0
9 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) 0
15 5) Targeting Computer: +5 with a tight group of attacks: Multipower
Battlesuit Stats
11 1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
17 2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
17 5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
7 6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
8 7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
12 8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
Powers Cost: 335
Cost Skill
25 +5 with DCV
3 Language: English (fluent conversation; literate)
0 Language (idiomatic; literate) (5 Active Points)
4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13-
3 Acrobatics 13-
3 Breakfall 13-
3 Bureaucratics 13- (15-)
3 Combat Driving 13-
3 Cryptography 13-
9 +3 with any three related Skills
Hacking
8 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 2) Security Systems 13-
3 3) Electronics 13-
3 Persuasion 13- (15-)
3 Shadowing 13-
3 Streetwise 13- (15-)
3 Tracking 13-
3 CK: Neo-Tokyo 13-
3 Criminology 13-
3 WF: Small Arms, Vehicle Weapons
2 TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
0 PS: Police Officer (Everyman) 11-
0 KS: Neo-Tokyo Police (Everyman) 11-
Skills Cost: 93
Cost Perk
3 Computer Link
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Weapon Permit (where appropriate)
Perks Cost: 6
Total Character Cost: 500
Val Disadvantages
20 Normal Characteristic Maxima No Age Restriction
5 Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [Notes: Ami designed the Battlesuit]
10 Dependent NPC: Grandpa Hardcastle 8- (Normal)
5 Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [Notes: Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters]
10 Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Distrusts the Media (Common, Strong)
5 Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate)
10 Psychological Limitation: Thrillseeker (Uncommon, Strong)
5 Psychological Limitation: Never shows anger (Uncommon, Moderate)
10 Psychological Limitation: Always Polite (Common, Moderate)
10 Psychological Limitation: Curious (Uncommon, Strong)
5 Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor)
15 Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN Electrical Attacks (Uncommon)
Disadvantage Points: 150
Base Points: 350
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Comic
May 22nd, '07, 12:30 AM
It's just like me: start to build a teleporter, end up with a brick.
Proteus/Peter Poteran
VALUE CHA Cost Base Roll Notes
65/90 STR 55 10 22- HTH Damage 13d6 END [3/5]
14 DEX 12 10 12- OCV 5 / DCV 5
39 CON 58 10 13-
20/25 BODY 20 10 13-
13 INT 3 10 12- PER Roll 12-
29 EGO 38 10 15- ECV: 10
10 PRE 10 11- PRE Attack: 2d6
10 COM 10 11-
27/45 PD 14 13 45 PD (23 rPD)
27/44 ED 19 8 44 ED (22 rED)
4 SPD 16 2.4 Phases: 3, 6, 9, 12
21 REC 0 21
78 END 0 78
73/78 STUN 0 73
7 RUN 2 7" END [1]
5 SWIM 3 5" END [1]
13 LEAP 0 13" 13" forward, 7" upward END [3]
CHA Cost: 235
Cost POWERS
18 EC - PsychoMolecular (PM) Control
19 a) 15" Flight - PM Levitation (+1/4, 1/2 END 37 AP) - 1 END
18 b) 5 rPD/5 rED Force Field - PM Containment (+1/2 Invisible, +1/4 Only Costs END to Start 17 AP) - 1 END
b) +8 rPD/7 rED Force Field - PM Reinforcement (+1/4 Only Costs END to Start 19 AP) - 1 END
9 c) Images vs Telepathy +10 - PsychoMolecular 'False Mind' (+1/4 Only Costs END to Change/Start, -1/2 Limited Choice of Images, Center on Self Only -1/2 37 AP) - 3 END
13 d) 5d6 Mind Scan - PM Feedback (+1/2 Invisible, Center on Self Only -1/2) - 4 END
19 e) Shapeshift, Any Form - PM Rearrangement (30 AP 1/4 Only Costs END to Change Form) - 3 END
17 Psychic Strength - 35 STR at 0 END (+1/2)
10 10 rPD/rED Damage Resistance - PM Residue - 0 END
27 Life Support - Age/Breath/Disease/Pressure/Temp./Rad. - Mind over Body
10 16 pts. Mental Defense - Psychic Barrier
45 MP Shapechange Pool, (Psychometabolism - Linked to Shapeshift -1/4 56 AP)
2u 5d6 Aid -> Body (PM Reintegration - -1/2 Normal Max Only, -1/2 Self Only) - 5 END
5m 5x DI, (PM Augmentation - +1/4 Only Costs END to Start 31 AP) - 2 END
2u Desolid - not vs. AoE attacks, (PM Fluidity - +1/4 Only Costs END to Start, -1/2 Not through Solids) - 5 END
5m 5x Growth, (PM Amplification - +1/4 Only Costs END to Start 31 AP) - 2 END
7m 3d6 HKA (PM Scythe) - 4 END
4u Invisibility Touch + Sight/Sound Group, (PM Transparency - +1/4 Only Costs END to Start 56 AP) - 4 END
2m Missile Deflect Any (PM Hardening - 15 AP) - 0 END
4u 4x Shrinking, (PM Reduction - +1/4 Only Costs END to Start 50 AP) - 4 END
2m 3" Stretching (PM Reach - 15 AP) - 1 END
4u 7" 14 DEF Tunneling (PM Boring - 55 AP) - 5 END
POWERS Cost: 242
Cost SKILLS
3 Acting 11- (learned from teacher, and being on set a lot)
3 Breakfall 12- (sometimes is a stunt double)
Climbing 8-
Concealment 8-
Deduction 8-
3 Disguise 11- (learned from teacher, and make-up department)
KS: Theater 8-
2 LS: French & Spanish, fluent (2 pts. each)
3 Paramedics 12- (teacher insisted he learn)
PS: Prop & Lighting Man 8-
Shadowing 8-
3 Stealth 12- (have to be quiet backstage)
3 System Operation 12- (sound/lighting/control consoles)
TF: Small Motorized Ground Vehicles
3 WF: Theatrical Weapons
SKILLS Cost: 23
Talents - Peter Poteran has no particular discovered talents, as such.
PERKS - Peter Poteran has no particular perks.
Val DISADVANTAGES
15 Dependent NPC: Cousin, starlet Anne Potts, 8- (Normal DNPC)
15 Hunted: Local Crime Gang (as Peter) 8- (Less Pow, NCI, Harshly Punish)
15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)
10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)
10 Physical Limitation: Powers make Modern Medical Treatment inneffective (Infrequently, Greatly Impairing)
15 Psychological Limitation: Kind-hearted (Common, Strong) will stop to do needless nice deeds
15 Psychological Limitation: 'Human'itarian (Very Common, Moderate) will protect human rights and interests where and how he can
20 Psychological Limitation: Code vs. Killing (Very Common, Strong) will avoid deaths if at all possible without dire peril
15 Social Limitation: Secret ID: Peter Poteran, Props & Lighting Man (Frequently, Major)
10 Social Limitation: Professional Obligations, must recover props for his employers (Occasionally, Minor)
10 Social Limitation: Socially awkward 'country bumpkin' - missing some EM skills, gets lost a lot, socially clueless
DISADVANTAGES Points: 150
Base Pts: 350
Total Character Cost: 500
Background
"Peter, I'm just an old teacher, near his end. I've taught you what I can, about how to handle this rare and secret gift you have for psychometabolism. I don't know how it works. It's so dangerous to research and study anything these days outside of tyrant-controlled institutions, much less about powers that could draw the attention of the despots who have been tearing the world around us apart all my life.
"I've taught you some skills to help you get by, and you've been a good student. But now it's time for you to leave, and use the greatest things I hope you've learned from me, Peter. Values. Morals. Decency. Go, and seek others who can teach you to use your gifts for good, to reverse the terrible tide that has swept over the world. Go, Peter, and bring back the hope.
So Peter Poteran, urged by Everett Gonth, the only human being he had shared his secret with to make use of it for good, left the tiny hamlet of Hot Springs and headed for the city (New Destruga? GM to set). Even in Hot Springs, it was rumored there were subversives, resisters and heroes still. There was also the last living member of Peter's family, his cousin Anne, who had left to become a star years before.
When Peter found Anne -- not easy for a bumpkin unfamiliar with and overwhelmed by the urban jungle, still picking turnip out of his ears -- she was in trouble, trying to fend off the advances of local crime boss Len Fraser, who thought minor starlets ought to find him irresistible. Now, Anne finds herself having to protect 'helpless cousin Petey' and deal with Lounge-lizard Lenny, and keep her career afloat.
Her (very limited) influence, the horrible lack of able-bodied workers, and Peter's brawn, got him a job backstage (movie/B-movie/tv/video/web? Left blank for GM) working props. It's a job that gives him plenty of time as he is sent out frequently to retrieve unusual items for the production company - knick-knacks, knock-offs, one-of-a-kind items. Naturally the sort of work a fresh-from-the farm country boy has no chance of succeeding at... but he does succeed.
Which is how Proteus fell afoul of both the border patrol (which faction's patrol is open to GM) and the Destrugan paramilitary. Some items he's been sent to retrieve are quite common. Sombreroes. Ritual masks. Panels of flashing lights. Very common. On the other side of the border. You know.. the border into enemy territory.
Powers
Peter Poteran's mentality is innately masterful. He is a genetic or spiritual anomaly of the kind that cannot easily be discerned one from the other. His power is to be anything his will and imagination determine. He has with only the most preliminary training begun to realize the potential of his mind-body link. Now, this novice must venture into the world, and master himself, or be broken by it.
ScrewySquirrel
May 22nd, '07, 01:06 AM
I've tried repeatedly to post a character idea, but it keeps getting eaten.
jkwleisemann
May 22nd, '07, 02:35 AM
Try PM'ing me over here.
And I'll go through the other messages and reply when I get the chance, just probably won't be this morning.
Zed-F
May 22nd, '07, 06:05 AM
Are our characters going to be mostly solo-ing with occasional cross-overs, or mostly working as a team? How worried do we have to be that our characters will need to be roughly comparable in power level? Do we need to be concerned whether our characters will upstage one another by having too much powerset overlap?
With 500 points there's lots of room for flexibility -- if we are worried about everyone filling a niche within a team, we will have to be careful to choose and mostly stay within that niche. But if we're mostly solo operators, that opens up the door more for character types who have a SFX that justifies pretty much anything.
I'd still like a bit more concrete guidelines for what power level we should be building towards as well.
jkwleisemann
May 22nd, '07, 06:43 AM
I'm *hoping* to eventually get the characters together, but to start out they may well be operating either solo or in smaller teams until events bring them together. That said, niches aren't going to be enforced too strongly, so long as the characters can work together (I can work with a team of all bricks... all VPP'ers might be somewhat harder to come up with challenges for, but....)
And what sort of guidelines are you looking for? Rules-wise, comparison to other characters, the sort of challenges they can take on...?
Peter Protean: I like the concept... just want to ask about something with his build; are you sure you meant Aid, not Healing, to Body? Because while Aid can boost him above his normal level, it also goes away eventually....
BTW - general requests and comments for house rules are also open. One that I *am* going to put in: 4th Ed. Instant-Change *is* a valid power (5 to change between your normal outfit and your heroic ID, 10 to change between heroic ID and anything you dang well please), you don't have to use the Transform construct from 5th.
jkwleisemann
May 22nd, '07, 06:45 AM
Another comment on Peter: A character whose primary (power-based) attack is a 6d6 HKA with Code against Killing... I assume he doesn't plan on using that against living targets too much?
And CvK is more typically Common, unless there's some other justification for its high level here.
Zed-F
May 22nd, '07, 08:52 AM
I'm *hoping* to eventually get the characters together, but to start out they may well be operating either solo or in smaller teams until events bring them together. That said, niches aren't going to be enforced too strongly, so long as the characters can work together (I can work with a team of all bricks... all VPP'ers might be somewhat harder to come up with challenges for, but....)
Shtick protection doesn't sound like a big deal for you then. If the characters do get together, are they likely to stay together? Just wondering, if we're going to form a permanent team, how this works as far as 'anything you can do, I can do better' syndrome goes. IMHO, if our characters are going to wind up on the same team, then we should make an effort to ensure that we don't have a character whose skillset/powerset is more-or-less a subset of another character's skillset/powerset, unless they are much more competent in their chosen specialty. Some powersets are broader and can be used to justify more things than others, so this should also be considered. If the PCs are going to associate with one another only as a casual team and not as a permanent team, with more solo- and small-group work, then this becomes less of an issue.
And what sort of guidelines are you looking for? Rules-wise, comparison to other characters, the sort of challenges they can take on...?
Specifically the latter two. For instance, please take a look and compare the two versions of Soulbarb I've provided links to. They are built to two different character power level standards, and are very different in terms of combat power despite not being too far apart points-wise. Due to changes to her MP, as well as the addition of velocity-based and martial maneuvers, the latter can put out considerably more DCs and can have a considerably higher CV than the former. So I'm looking for some more specific guidelines regarding how combat-effective our characters should be. If they are going to be on a team, I think those guidelines are important so that characters don't find themselves totally outclassed by facing off against an opponent meant for someone else, or totally running over all opposition designed for the rest of the team.
Maybe a reference character or two would help? Doesn't necessarily have to be complete writeups, just something to give an idea of what power scale we're dealing with for starting characters. (Note I don't have any source books so a non-published character writeup posted here on the forum would be most helpful.)
On a related note, how appropriate are things like megascale, EDM, FTL, large VPPs, and other stuff pertaining to high-end power stunts? Should characters expect to be able to effect widescale changes (even just temporary ones) off the bat, or are these and other hallmarks of truly powerful characters off-limits at the start, to be added later as characters gain power?
One thing I often do when I'm unsure about how well my PC will mesh with a group of other PCs, is to submit a lower-powered character built on fewer points than the other PCs, with the idea that if necessary I can use those saved points to power up the character later, as required to fit the power level of the game. I'll probably be doing that here.
Also nice to have would be an idea of how much are we likely to rely on combat vs. detective work/puzzle solving vs. roleplay to overcome challenges, whether the plot will be mostly episodic or a long-running serial with lots of history to remember, how 'gritty' is the feel you'll be aiming for, and so forth. (While the setting seems pretty gritty, there is a difference between how this would play out in a Silver Age game where the GM is on the side of the Good Guys, as compared with a Bronze Age game with no safety net for foolish or even merely unlucky PCs, or an Iron Age game where even what success the PCs accrue is fleeting at best.) You've posted a lot of details on the setting, but I have a less solid feel for what type of game you're planning to run within that setting.
Does that help narrow the question down for you? Thanks in advance for any information you're able to supply.
jkwleisemann
May 22nd, '07, 10:19 AM
Okay... replying to the various questions in smaller, more easily digestible (and write-able during my breaks...) chunks:
No, schtick protection isn't a big deal for me... so long as the characters are still distinguishable, and have *some* areas they're better in. For example - more than two teleporters is fine, as long as they're not both Cheshire Cat-styled. Two guys with tentacles is fine, as long as they're not going to run into swinging duels.
Personally - just about every concept out there has enough different ways it can be done that I'm not going to balk *just* because we've doubled up.
The players are a major factor here though. If somebody really, really wants to be the only person with their gimmick, say so.
That said, I'm generally agreed with your opinion on the matter, and aiming for *primarily* team-based (or small-team-based) work. Characters should aim for rarely being helpless, but if I run into two proposals that are so similar that I see the overlap issue coming up, I'm going to look at ways to fix it. I just don't have much in the way of hard and fast rules for fixing that type of issue.
(Not sure how helpful that all is....)
In terms of power level... sample characters will have to wait until I've had the chance to put a few together, but a fairly standard Destroid (I have yet to look at the writeup in detail to see if I'm going to have to pump them up any, but I don't think so yet) should be enough to give the typical character some significant challenge, but not be too hard for two heroes to handle.
On the other hand, the Megavillains themselves should, if prepared, be able to hand the team their tails unless they're *real* lucky. There are some power boosts being handed out to make this more likely for folks like Firewing and Eurostar.
EDM is permitted, but only with GM permission and the understanding that the GM reserves the right to say that some dimensions just don't exist (no EDM'ing into the Standard Champions Universe and pulling in the Justice Squadron, for example....) Similarly, FTL is allowed, but of fairly limited usefulness.
High-end VPP's... I'm actually looking at a character proposal that runs into that potential issue, so I'll have to get back to you on that after I've had time to consider the pitfalls.
Megascale: Sure, but I *do* enforce the "automatic NCM" and "this can cause very, very large-scale damage" issues. You might be able to run at relativistic speeds, but don't expect to hit anything like that very often... and if you're packing a Megascale Explosion, remember that there *are* usually civilians in the area before you pull the trigger. Unless, of course, you've decided that blowing up Millenium City (again) is the appropriate gesture of defiance against Destroyer, you might want to hold off.
More answers later, as I have them....
Zed-F
May 22nd, '07, 11:30 AM
That said, I'm generally agreed with your opinion on the matter, and aiming for *primarily* team-based (or small-team-based) work. Characters should aim for rarely being helpless, but if I run into two proposals that are so similar that I see the overlap issue coming up, I'm going to look at ways to fix it. I just don't have much in the way of hard and fast rules for fixing that type of issue.
(Not sure how helpful that all is....)
Ok for now. I'll just note that we might wind up with several 'do-anything' characters whose SFX justifies really broad powersets and the points to turn that justification into in-game reality, even without resorting to VPPs. This is more likely the higher-powered we get, so it will be something to consider.
In terms of power level... sample characters will have to wait until I've had the chance to put a few together
Understood. Unfortunately, I don't have a source for a Destroid writeup to compare with. The megavillains aren't at issue since we ought not to be encountering them at all until later in the game (after we've dealt with a number of flunkies) and they have the power of plot on their side in many cases.
High-end VPP's... I'm actually looking at a character proposal that runs into that potential issue, so I'll have to get back to you on that after I've had time to consider the pitfalls.
Right. Soulbarb is, later in her career, likely to graduate to a fairly sizeable magic-SFX VPP, but I don't want her to start with one. Instead, that is part of her power progression.
More answers later, as I have them....
Looking forward to it. The questions on campaign tone and power level in particular. :) No rush if you need to think about it, though.
jkwleisemann
May 22nd, '07, 12:20 PM
Oh, I know that the simple number of points makes it possible... I *do* recommend that points be put, at least to some extent, into ensuring a variety of advantages to help deal with those guys that the raw number of dice can't phase so well. Beyond that....
Tone: Bronze-ish. In the long run, I'm on the side of the good guys writ large, but that doesn't mean that they're not going to end up with casualties, even serious ones. Stupidity, bad planning, and bad luck can all get you killed, though stupidity has the highest fatality rate of the three. Definitely not the Iron Age approach; while the body count might end up racking up, the potential for long-term victories is there.
Also, don't count on the apparently dead staying that way. This goes for heroes as well as villains, and you may very well beat somebody only to have them come back at you, stronger and nastier than before, despite having thought that you were looking at the corpse a few weeks earlier.
There *is* potential for PvP conflict as well, BTW. I don't intend for it to become a major theme, but I've got at least one person who might be starting out with a double-agent, and there may be people who decide to give up the good fight in favor of the one they think they can win.
Clonus
May 22nd, '07, 10:35 PM
Well here's a rough draft of Recluse
Recluse
25 STR 15
30 DEX 60
18 CON 16
30 BODY 40
18 INT 8
20 EGO 20
10 PRE 0
10 COM 0
5 PD 0
4 ED 0
6 SPD 20
9 REC 0
36 END 0
54 STUN 2
Characteristics Cost: 181
20 "Spider sensitivity to the slightest tremor" Ranged, Discriminatory, Targeting Touch
10 "Yes, I can stick to things" +0 STR Clinging
20 +10 Enhanced PER,"Touch",Detect
33 "The size of a large spider" 5 LVLS Shrinking(64mm,3.2g,+10 DCV,+15 KB),x2 Increased End
Cost(-1/2) 10
10 "Yes, I can stick you together" Healing 1
10 "Wolfspider leaping" +10" Superleap 3
45 "Yes I can stick you to things" 3D6 Entangle,entangle not damaged 4
3 Acrobatics 15-
3 Breakfall 15-
3 Contortionist 15-
3 Survival 11-
3 Paramedic 13-
6 AK: Home City 15-
3 Shadowing 11-
3 Stealth 15-
3 Streetwise 11-
3 Concealment 13-
15 5 Levels: Stealth, Shadowing, Concealment
3 Security Systems 13-
5 Defense Maneuver
Powers Cost: 204
Total Cost: 385
Base Points: 350
15 Psych Lim,"Shy",very common,moderate
15 Psych Lim,"In Love",common,strong
5 Hunted,"Local Official",less powerful,non-combat influence,
limited area,harsh,appear 8-
Disadvantages Total: 35
Experience Spent: 0
Total Points: 385
Her parents were killed when she was very young and she grew up alone doing nothing but honing her incredibly tuned ability to avoid everyone. She only made an exception for a local official who began his rise to tyrannical middle management with the denunciation of her parents. She stole from him on a regular basis. Then one day she saw someone special and powerful, someone who was trying to help people, and she fell in love with all the demented fervour of an adolescent. She started stalking him. Maybe he'd need help? And if she helped, maybe he'd be impressed?
Comic
May 22nd, '07, 10:38 PM
Cash Cat - Calvin Crohn, 'Gentleman Merchant'
VAL CHA Cost Base Roll Notes
75 STR 65 10 24- HTH Damage 15d6 [4]
29 DEX 57 10 15- OCV 10 / DCV 10
33 CON 46 10 16-
11 BODY 2 10 11-
13 INT 3 10 12- PER Roll 12-
11 EGO 2 10 11- ECV: 4
15 PRE 5 10 12- PRE Attack: 3d6
10 COM 0 10 11-
33 PD 18 13 43 PD (24 rPD)
31 ED 24 7 41 ED (24 rED)
9 SPD 10 3.9 Phases: 2,3,4, 6,7,8, 10,11,12
22 REC 0 22
66 END 0 66
66 STUN 0 66
15 RUN 2 7" [1]
3 SWIM 1 3" [1]
15 LEAP 0 15" 15" forward, 8" upward [4]
CHA Cost: 273
Cost POWERS
15 Cats Ease: 30 STR at 0 END "Temporal Acceleration" [4]
14 14 rPD/rED Damage Resistance "Defensive Deceleration" [-]
5 CatsEye: UV Vision - "Frequency Shift" [-]
10 Life Support - Immune to Age (4 pts.) & Radiation/Temperature "Defensive Deceleration" [-]
5 7 pts. Mental Defense - "Mind Lost in Time" [-]
2 +1" Running "Fitness" total 7" [1]
1 +1" Swimming "Fitness" total 3" [1]
10 2 Floating Teleport Locations "Temporal Nexus" [-]
90 Multipower Temporal Pool
3u Cats Whiskers: Clairsentience: Normal Vision Past & Future 0 END (+1/2) No Conscious Control (-2) 90 AP [0]
3u Timeclaw: Touch Image +Sight/Smell/Sound Groups, 'winks' if timeline avoided, (+1/4) 1/2 END, from near future only (-1/2) 50 AP [2]
2u Timefur: 10 rPD/10 rED Force Field "Defensive Deceleration" Only Costs END to Start (+1/4), 25 AP [2]
4u Timepaw: Missile Reflect Any - "Spot Time Reversal" 40 AP [-]
2u Timelunge: +8" Running (15" Total) (+1/2) 0 END 24 AP [1]
2u Timestalk: 12" Teleport 24 AP [2]
9u Timeleap: 10" Teleport x16 Mass (+3/4) Megascale 1"=100 km, (+1/4) Vary Scale down to 1"=1 km, (+1/4) 1/2 END 90 AP [3]
POWERS Cost: 177
Cost SKILLS
8- Acting EM
8- AK: New Destruga EM
2 11- AK: Smuggling Routes
3 15- Breakfall
8- Climbing EM
3 12- Concealment
3 12- Conversation
8- CK: Destruga EM
8- Deduction EM
8- KS: Seedy Hangouts EM
4 pts. LS: English EM
8- Paramedics EM
3 12- Persuasion
8- PS: Smuggler EM
8- Shadowing EM
3 12- Navigation
3 12- Trading
3 12- Security Systems
3 12- Streetwise
3 15- Stealth
TF: Small Motorized Ground Vehicles EM
SKILLS Cost: 29
Cost Talents
15 Danger Sense 12- (INT), Out of Combat
3 Lightning Calculator
3 Speed Reading
Talents Cost: 21
PERKS - Cash has had certain .. reversals. No perks. He's not actually that great a smuggler.
Val DISADVANTAGES
10 DNPC: Smuggling crew 8- (Much Less Powerful than the PC; Group DNPC: x4 DNPCs)
15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)
15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)
10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)
10 Physical Limitation: Accelerated Metabolism (Infrequently, Greatly Impairing)
5 Physical Limitation: Nonlinear Time Sense (Infrequently, Slightly Impairing)
15 Psychological Limitation: Straight Dealer//Business Ethic (Common, Strong)
15 Psychological Limitation: Humanitarian (Very Common, Moderate)
10 Psychological Limitation: Resents Authority (Common, Moderate)
10 Psychological Limitation: Takes Care of His Own Above All (Uncommon, Strong)
15 Social Limitation: Secret ID: Cal Crohn, Honest Underworld Merchant (Frequently, Major)
10 Social Limitation: Professional Obligations, must appear to deliver on call for his employers (Occasion, Minor)
10 Social Limitation: Reputation as unhesitant killer if betrayed (useful, but not always)
DISADVANTAGES Points: 150
Base Pts: 350
Total Character Cost: 500
Character Design Notes
Time effects create a Smallvillesque speedbrick with respectable frequency-shifting senses and defenses, and a trademark temporal teleportation pool. His top-end attack and CV is far below the caps, but he's got room to grow and good potential to support a team.
Background
The 'mercenary' known as "Cash Cat" is a teleporter-for-hire with a reputation for honorable dealing, and a nasty streak if betrayed. It's a story even despots respect, however certain they are they remain above either the reach or the ambitions of this petty money-grubbing smuggler.
It's said Cash has no hesitation about using his feared Timeclaw attack to place the head of someone who is about to do him harm from the future into their own hands, as a warning not to cross him. The truth is, he'd much rather persuade a hostile party to back down and negotiate a reasonable compromise than tear them apart. There's no profit for a smuggler in tearing customers apart.
It is a harsh world, where a freebooter with a talent has to watch his back and make hard choices, especially in Destruga - his suspected home base. Even if said freebooter's catseye secretly sees the shining beacons that were the liberties and rights of a dim past. Even if said freebooter's catseye secretly foresees dimly hopes for their return in a brighter future.
So he skips the borders of a tyrannically divided world, cargoing what he can, buying his liberty at the price of doing occasional work for Destroyer or the Warlord or Firelord or Viper.. Well, Viper, they're not overfond of Cash right at the moment. Seems his cargo disappeared right after he delivered her to their nest, and they suspect him. Either way, they want him to pay back his fee. Suspicious lot, Viper. And she -- the cargo -- is perfectly safe.
Cat's mind is so bizarrely multidimensional, few mind-readers could delve his true thoughts and sift them from out of infinite timestreams-of-consciousness. They're likely to have more success at it than he does, at any rate. His danger sense has saved him more than once from discovery and capture. Cat seems to have the nine lives of his namesake.
So to the world, the mysterious Cash Cat is a teleporter who will serve the highest bidder for a price -- like any costumed supervillain might. To many who do not know it, however, the Claws of the Timewielder have rescued them from dire futures they will never realize. For all the power and insight his powers give him, Cash has not traded away his humanity. He remains, secretly, a Champion of Hope.
Cal, on the other hand, is considered little more than a low-grade merchant. Some in the underworld think he thinks he's better than they are -- what with his being better than they are -- but by and large he's respected for honest business, smuggling of contraband, and fencing of items that may have fallen off of the back of a military or government convoy.
Origin
Cal Crohn was born with only one real superpower - engineered immunity to aging. Well, that technology is all lost now, since his community, where the engineering was developed, was wiped out. Combined with a chance encounter with an experimental tachyon weapon used against his resistance unit in one of those countless failed uprisings, it was the only reason Cal survived while all around him hundreds withered and died agonizing deaths.
His brothers in arms, companions, friends all went down without a chance. But Cal.. Cal gained two things in that defeat. First, the very fabric of his being was welded to the timestream, allowing him to pluck its strings like a harp and see its many flows and lines. Second, he learned not to meet a stronger enemy head on, blindly and foolishly.
He's gathered a few of the orphans of the victims of 'Tachyon Ridge' around him as his crew. They smuggle to get by. And they bide their time.
Hooks
The mysterious nature of time powers, the chance of extra-dimensional jaunts which seem to take no time in the real world but leave the ageless Cal as affected as if years of intensive training had taken place, side effects of that anagathic engineering he was born with.. and curious, how the symbol of the laboratory that did the engineering was a fountain and a silver cup.. as well as what would happen if Cal were dressed up in a battlesuit or learned enough physics to use power stunts and expand his temporal repertoire.. all hooks.
jkwleisemann
May 23rd, '07, 06:10 PM
Recluse: I assume that she's normally human, with the spider abilities and the shrinking?
Cash Cat II: This is looking better to me, honestly... he's from back around the Fall, I gather from the background?
Comic
May 23rd, '07, 06:44 PM
Well, the thing about his physical limitation and LS: Immune to Age is.. he could be from anywhere within seventy years in either direction, and not realize it.
I'll be editing the entry to fix minor things from time to time, thus encouraged.
Clonus
May 23rd, '07, 09:02 PM
Recluse: I assume that she's normally human, with the spider abilities and the shrinking?
She looks human, yes. I tried to do something different with an arachnid character, so no webbing but instead she shrinks. She's optimised to be a spy. Of course she powers up easily enough just by giving her a little training and a lot of food.
Log-Man
May 24th, '07, 04:04 PM
I'm going to be sending in my character's background tonight. I have a question as I build the stats, though. Do you have any special rules on Elemental Controls?
jkwleisemann
May 24th, '07, 05:09 PM
Stats: I *strongly* prefer that they be No Figured Characteristics, barring good reasons otherwise (case-by-case basis).
No Endurance abilities: Honestly, I'm fine with it. Again, case-by-case, but I'm not going to turn it down out of hand.
BTW... anybody else out there with outstanding questions I haven't answered yet?
Clonus
May 24th, '07, 05:38 PM
Stats: I *strongly* prefer that they be No Figured Characteristics, barring good reasons otherwise (case-by-case basis).
No Endurance abilities: Honestly, I'm fine with it. Again, case-by-case, but I'm not going to turn it down out of hand.
BTW... anybody else out there with outstanding questions I haven't answered yet?
Is "Spider" an element?
Comic
May 24th, '07, 08:06 PM
How do you feel about latent talents vs. spending XP on new talents with good justification?
I can think of a number of talents Cal ought to learn eventually - Bump of Direction, Find Weakness, Cramming, for instance, but don't see him quite _there_ yet.
TheQuestionMan
May 24th, '07, 08:32 PM
I really like the idea, but I always insist on a role playing it out. Not just having it appear next session.
But thats just me
QM
jkwleisemann
May 25th, '07, 07:30 AM
Is "Spider" an element?
:think:
:jawdrop:
:tsk:
Ladies and gentlemen... we now know just *why* Mati (sp?) got "Heart" instead of something else.
Though an eight-limbed Captain Planet might have been interesting....
Back on topic, "Spider Powers" could certainly be used for an Elemental Control... my primary determination, for reference, is whether or not it makes logical sense that everything could be Drained at once, more than anything else.
As for other questions: Latent talents and discovering you can do more than expected is fine (qualifies under "retraining" in my mind). RP'ing it out will depend on how the game itself has gone prior to that; if you've been making it clear that you're trying to push your abilities most of the time, then I'll handwave most of the training as "happened off-screen." If it's just a new ability... then we'll need some RP reason to justify it, probably.
Log-Man
May 25th, '07, 09:12 AM
:think:
:jawdrop:
:tsk:
Ladies and gentlemen... we now know just *why* Mati (sp?) got "Heart" instead of something else.
:rofl:
I hate that I know what this refers to.
Log-Man
May 25th, '07, 09:45 AM
Here is the background for my submission:
MADSTONE
(Placed behind a spoiler tag for length.)
Background/History.
The darkness shook like thunder. Oxygen seeped into the chamber. It was quiet once more.
The figure sprawled in the dust coughed once. It was jagged, rasping, uncomfortable. The uninvited oxygen brushed across his cracked lips for the first time since…
*Get up, Old Man.*
With sudden violence the skeletal figure inhaled a throatful of cave dust. His emaciated frame jerked in spasms as he desperately sought air, choking and strangling on the dry grime in his mouth and his lungs.
*Don’t die on me. Not now.*
For several painful minutes he struggled to exhale the caked dirt and retrieve the life giving oxygen. He paused at last, his breathing deep and labored, but the dust was gone. Knives of pure agony pierced his chest. Mountains hammered on his fragile skull.
*Take it easy, Old Man. Just breathe. In and out, just breathe. The pain will go away.*
He wept dry tears. He couldn’t open his eyes. No, his eyes were open now, there was simply no difference. The darkness was absolute. Perhaps he was blind.
*You’re not blind. Can you move your hands?*
The helpless figure of a man shook his hands back and forth slightly. His arms turned and lifted a bit before the strain became too great.
*Good. Well, good enough for now. Move your legs.*
His right leg rolled forth and back one time.
*And your left leg.*
Nothing happened.
*Move you left leg now, dammit! *
His left leg felt like it was wrapped in plaster. He ordered it to move, but it was being resisted.
* I’m not screwing around—MOVE IT NOW!*
He screamed voicelessly in pain as he broke through the barrier and moved his leg. Rocks and gravel shifted beside him. The noise only made him realize how terribly silent this place was.
*Better. Ok, you need to get up.*
The voice made no sound. It didn’t exist in the silence.
*Worry about that later. For now, just get up.*
The voice was familiar, even if it wasn’t comforting. He flexed his fingers; stiff, heavy, but not painful. He spent the next minutes, or perhaps the next eon, trying to sit up. He found a wall nearby and leaned against it. His chest felt tight. Feeble fingers felt at his torn shirt and found two short sticks protruding from his upper body. So I am dead, he thought.
*You are not dead, that I can promise you. Not yet you’re not.*
He grasped weakly at the sticks. Testing their depth, he pulled with what little strength he could muster. A shock ran through his chest at the point of contact. His hands dropped.
*It’s time for those to come out.*
I can’t, he thought at the voice. It hurts.
*It’s going to hurt like hell when you pull them out. But they need to come out now.*
He wanted to argue with the voice. He wanted to lie back down and sleep, let the pain pass.
*Forget it, Old Man. You’re not finished yet. You have work to do.*
What work? He wondered. He didn’t know where he was, he didn’t know who the commanding, silent voice was, and he suddenly realized he didn’t know who he was.
*Pull out those arrows. You’ll get your answers.*
Arrows. He had arrows in his chest. Someone shot him. He should be more shocked. He should be dead. He gripped the broken arrows as firmly as he could and pulled. They seemed to wiggle in his chest. He could move them around as if he were stirring some thick liquid. There was no pain.
*Pull.*
The voice commanded him, and he obeyed. Strength came from deep inside him. He wrenched the arrows from his chest and the darkness exploded. His back arched as his body and his mind were overwhelmed by a vortex of sensations and images. Fragments of memory slashed at him. Sounds of pain rumbled into him into him. As visions exploded before him even the darkness blurred…
…he is nine years old, in his father’s workshop, the heat from the crucible is so intense, his father is creating a bottle of blue glass…
…he is in battle with the Edomite, glowing white arrows of chemical fire fly forth from his bow, he is surrounded by the greatest heroes of this world, he is surrounded by corpses…
…he is learning to shoot a six gun, the blonde cowboy is showing him shooting tricks, he is being warned about the Indians that would take his skullcap for a trophy…
…he is burying his father…
…he is fighting the Hellking, he lets loose with a volley of shining arrows, his sidekick, his protégé, Jazzy, attacks and the Hellking is falling…
…he is introduced to Lily, he is dancing with her, he is kissing her…
…he is entering the secret chamber at the back of the workshop where he’s not allowed, he is sorting through the odd bottles, he is reading labels that have words he has never seen before…
…he is defending Fort Rock from an Apache attack, he firing special bullets that he created from his rifle, he is killing many…
…he is burying Lily…
…he is burying Jazzy…
…he is being overwhelmed by Dr. Destroyer’s forces, he is retreating into a familiar cave, they are following him in…
…darkness collapsed in on him again. Tears crawled down the dusty cheeks of Julius Quinn. He remembered now. God help him, he remembered everything, all at once. The voice was gone, now. He was alone. He sat and wept, the broken arrows still clutched in his frail hands.
Unknown time passed. Thunder rumbled through the chamber again. It was distant but distinct. It was the sound of an explosion. It was the horrible sound of battle. He understood what was happening now. He was running from Destroyer’s minions. They riddled the cave with explosives and collapsed it on top of him. His left leg was crushed, but he was alive. He was trapped inside a mountain with no possible escape, but he was alive. His bow was broken, he had only three arrows, no Golden Elixir, but he was alive. His preternatural luck was straining to keep him alive, but without an escape it would all be in vain. Without his full lab he could not create something to keep him alive much longer, but he still had three arrowheads and whatever alchemical power he could elicit from them. It had no chance of working.
However he was Madstone and defying fate was his job. He extracted the power of a bastardized form of elixir from the Keystone Arrowheads that would place him into a state of dormancy, suspended animation. He could wait in hibernation until rescue came, if it ever would. He spoke his incantations and plunged the glowing spikes into his own chest.
Now the chamber was open, however slightly, and oxygen was slowly stealing into his hidden tomb. Another explosion shook the cave. He could smell the fresh air. He was still weak, but some vigor was starting to return. More explosions came, closer and closer. The cave rattled and rocks cracked. Quinn got to his feet and searched for the opening he knew was there. Bony fingers dug into the loose rock. The wall began to give way. His sheer stubbornness seemed to part the rocks before him. The battle loosened the walls for him. When it was large enough for his thin frame to slip through, Madstone finally escaped from the prison that had detained him for fifty years.
Personality/Motivation.
Madstone is a grizzled old veteran. Growing up in the old west of nineteenth century Nevada, Julius developed a certain sense of honor and responsibility that still guides him today. He won’t fight women, for example, unless he has no choice. Living as long as he has made him a solitary individual. He has buried too many loved ones to allow himself to get close to anyone today. Julius has a tendency to look down on others, seeing them as children. Deep down he sees himself as a guardian or father figure guiding the heroes of today in doing what is right.
Powers/Tactics.
Madstone’s powers derive from the world of alchemy. Julius Quinn has used the powers of alchemy to transform his own body, giving him superhuman dexterity, preternatural luck, and a greatly extended lifespan. His body has become more fragile as a result, a condition exacerbated by his long torpor.
Since Madstone’s return to the dark world of New Destruga he has had to change his tactics drastically. He had to start over. His fortune is gone, his house and his equipment are all gone. His contacts are long deceased. Previously, stealth was a tool. Now it is a way of life. He has changed his primary tools. Instead of a bow he wields a slingshot. It’s a special high tension weapon of his own design. It’s much easier to hide with a slingshot and belt of stones than a bow and a quiver full of arrows. The stones are very special alchemical bundle which he calls Keystones. Madstone has the power to transmute these Keystones into myriad configurations and effects. He can use the Keystones without the slingshot, but he needs the slingshot to use them at range. He is primarily a range fighter, avoiding melee combat if he can.
Haven Walkur
May 25th, '07, 01:31 PM
The background is well-written, quite evocative, and I like it a great deal. It gives Madstone a fascinating tie into a number of simpler times, better times, when the American dream was particularly strong and vibrant. He's a "natural" rebel.
He could also be a natural inspiration to others, a character to remind the younger characters -- particularly those born since the coming of the Shadow -- of what America was, what people were and could be again. I hope he's got a sense of humor!
And alchemy...that was the "mad science" of his day. "Mad science" could be particularly useful for fighting a guerilla war with limited supplies and a real need for surprise tactics. The evolution of Madstone's personal weapon -- longbow to sling, for reasons of concealment -- was also particularly ingenious.
He's flexible and potentially very powerful, but also physically vulnerable. This is a well thought-out character, Log.
Log-Man
May 25th, '07, 08:42 PM
The background is well-written, quite evocative, and I like it a great deal. It gives Madstone a fascinating tie into a number of simpler times, better times, when the American dream was particularly strong and vibrant. He's a "natural" rebel.
He could also be a natural inspiration to others, a character to remind the younger characters -- particularly those born since the coming of the Shadow -- of what America was, what people were and could be again. I hope he's got a sense of humor!
And alchemy...that was the "mad science" of his day. "Mad science" could be particularly useful for fighting a guerilla war with limited supplies and a real need for surprise tactics. The evolution of Madstone's personal weapon -- longbow to sling, for reasons of concealment -- was also particularly ingenious.
He's flexible and potentially very powerful, but also physically vulnerable. This is a well thought-out character, Log.
Thanks, Haven! He's a character I've been kicking around for years, but never really got to play. This seemed like the perfect time to dust him off and polish him up for play. (Besides, you had took the tentacle idea... ;) ) Yeah, he's got a sense of humor... but nobody gets it. :D
Here's the first draft of the stats. He's got a couple points left, but I expect there may be changes. He also needs a few points of disads. There's a picture, too. The colors should actually be darker, but I made them brighter here to be seen more easily.
Madstone - Julius Quinn
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
33 DEX 69 33 16- OCV 11 DCV 11
20 CON 20 20 13-
10 BODY 0 10 11-
20 INT 10 20 13- PER Roll 13-
13 EGO 6 13 12- ECV: 4
18 PRE 8 18 13- PRE Attack: 3 1/2d6
10 COM 0 10 11-
9 PD 6 9/30 9/30 PD (0/21 rPD)
9 ED 5 9/30 9/30 ED (0/21 rED)
6 SPD 17 6 Phases: 2, 4, 6, 8, 10, 12
7 REC 0 7
40 END 0 40
33 STUN 5 33
7 RUN 2 7" END [1]
2 SWIM 0 2" END [1]
4 LEAP 1 4" 4" forward, 2" upward
CHA Cost: 154
Cost POWERS
48 Alchemy: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); VPP Powers Can Be Changed Only In Alchemy Lab (-1/2); all slots OAF (-1) - END=
- END=
46 Keystones & Slingshot: Multipower, 62-point reserve, all slots 32 Boostable Keystones (+1/2) (93 Active Points); all slots OAF (Keystone Ammo & High Tension Slingshot; -1) - END=
3u 1) Ashstone: Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Charge is Continuous for 1 Turn (+3/4) (60 Active Points) - END=0
3u 2) Gravestone: NND 4d6, NND (LS: No Need to Breathe; +1), Charge is Continuous for 1 minute ((Can be washed off); +1) (60 Active Points) - END=0
3u 3) Gunstone: EB 12d6 (60 Active Points) - END=0
3u 4) Hailstone: RKA 2d6, Explosion (+1/2), Armor Piercing (+1/2) (60 Active Points) - END=0
3u 5) Hellstone: RKA 1d6+1, Charge is Continuous for 1 Turn ((Can be washed off); +3/4), Penetrating (x2; +1) (55 Active Points) - END=0
3u 6) Jackstone: Drain DEX 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); Negated by successful Luck roll (-1/4) - END=0
3u 7) Mudstone: Entangle 4d6, 6 DEF (Stops A Given Sense Group Sight Group) (60 Active Points) - END=0
3u 8) Scythestone: RKA 3d6+1, +1 Increased STUN Multiplier (+1/4) (62 Active Points) - END=0
3u 9) Silkstone: Entangle 5d6, 5 DEF, Explosion (+1/2), Nonselective Target (-1/4) (62 Active Points) - END=0
3u 10) Wraithstone: EB 8d6, Affects Desolidified Any form (+1/2) (60 Active Points) - END=0
- END=
Paranormal Luck - END=
20 1) Charmed Existence: Luck 4d6 - END=0
16 2) Haphazard: +4 with DCV; Activation Roll 15- (-1/4) - END=
24 3) Outrageous Fortune: +3 Overall; Activation Roll 15- (-1/4) - END=
24 4) Untouchable: Combat Luck (12 PD/12 ED) - END=
- END=
Paraphenalia & Miscellanea - END=
2 1) Ancient Blood: LS (Longevity: 400 Years) - END=0
7 2) Philosopher's Stone: Variable Special Effects (Limited Group of SFX; Elemental & Chemical; +1/4) for up to 70 Active Points of Madstones (17 Active Points); Increased Endurance Cost (x3 END; -1), Incantations (-1/4) - END=6
4 3) Pommel Strike: HA +2d6; OAF (Slingshot; -1), H-to-H Attack (-1/2) - END=1
18 4) Reinforced Uniform: Armor (9 PD/9 ED); OIF (-1/2) - END=0
5 5) Swingline: Swinging 11"; OAF (-1) - END=1
- END=
POWERS Cost: 244
Cost MARTIAL ARTS
Brawling
4 1) Punch/ Backhand Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 2) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 4) Weapon Element: Clubs
Catapultry
3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
MARTIAL ARTS Cost: 23
Cost SKILLS
12 +4 with Slingshots
3 Breakfall 16-
3 Climbing 16-
5 Cramming
3 Deduction 13-
3 Fast Draw 16-
3 Interrogation 13-
3 Inventor 13-
5 Power: (Alchemy) 14-
3 Scholar
3 1) KS: Alchemy 14-
2 2) KS: Arcane and Occult Lore 13-
1 3) KS: Archaeology 11-
2 4) KS: Glassblowing 13-
2 5) KS: Herbalism 13-
3 Scientist
1 1) SS: Biochemistry 11-
2 2) SS: Chemistry 13-
1 3) SS: Physics 11-
3 Shadowing 13-
3 Stealth 16-
3 Streetwise 13-
2 Survival (Desert) 13-
SKILLS Cost: 71
Cost PERKS
3 Money: Well Off
3 Anonymity
PERKS Cost: 6
Value DISADVANTAGES
5 Distinctive Features: 'Gunslinger' Beard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Preternatural (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Mystery Disadvantage
15 Psychological Limitation: Curious (Common, Strong)
15 Psychological Limitation: Moody (Common, Strong)
15 Psychological Limitation: Sees others as children (Very Common, Moderate)
15 Psychological Limitation: Stubborn (Common, Strong)
5 Social Limitation: Cigar smoker (Occasionally, Minor)
10 Social Limitation: Fear of Commitment (Occasionally, Major)
15 Social Limitation: Secret Identity (Julius Quinn) (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x Effect From Hallucinogenic/Psychotropic Drugs (Common)
10 Vulnerability: 2 x Effect Emotion Based Attacks (Uncommon)
DISADVANTAGES Points: 135
Base Pts: 350
Exp Required: 13
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 498
Kaze9999
May 25th, '07, 09:01 PM
I posted the background and links to the .hdc files (multi-form: http://www.herogames.com/forums/showpost.php?p=1347170&postcount=33 ) but here's text:
SELINE (GREATER VAMPIRE)
Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
30 DEX 60 15- OCV: 10/DCV: 10
20 CON 20 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 15-
20 EGO 20 13- ECV: 7
25 PRE 15 14- PRE Attack: 5d6
22 COM 6 13-
10 PD 4 Total: 10 PD (0 rPD)
6 ED 2 Total: 6 ED (0 rED)
6 SPD 20 Phases: 2, 4, 6, 8, 10, 12
10 REC 0
40 END 0
43 STUN 0 Total Characteristic Cost: 191
Movement: Running: 6"/12"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
Undead body
13 1) Hard To Slay: Healing 1 BODY, Resurrection (others can stop resurrection by burning the body, driving a stake through the vampire's heart, or cutting off its head and filling its mouth with holy wafers), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2), Resurrection Only (-1/2)
27 2) No Reflection (can't be photographed, etc): Invisibility to Sight Group , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points); Only invisible to reflection and mechanical sensors Power loses about half of its effectiveness (-1), Always On (-1/2)
47 3) Undead Vitality: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
5 4) Vampire's Eyes: Nightvision
6 5) Vampire's Senses: +2 PER with All Sense Groups
105 Vampire Powers: Multipower, 105-point reserve
5u 1) Call Dark Creatures: Summon 32 90-point wolves, rats, or bats, Expanded Class of Beings Very Limited Group (+1/4), Slavishly Devoted (+1) (97 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 10
9u 2) Claws: HKA 4d6 (6d6 w/STR), Reduced Endurance (0 END; +1/2) (90 Active Points)
2u 3) Create Vampire: Major Transform 1d6 ((humans into lesser vampires, heals back through special exorcisms and holy rituals), special exorcisms and holy rituals), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Penetrating (x4; +2) (75 Active Points); Gradual Effect (1 Day ( actually 3 days); -1 3/4), Must Drain All But 1 BODY Of Victim's Blood With Drink Blood, Then Have Him Drink 1/2d6 BODY'S Worth Of Vampire's Blood (-1), No Range (-1/2), Limited Target Humans (-1/2)
4u 4) Drink Blood: (Total: 105 Active Cost, 45 Real Cost) RKA 1/2d6, Reduced Endurance (0 END; +1/2), NND (defense is not having blood or protective skin or equipment too thick to bite through) ([Standard]; +1), Does BODY (+1), Continuous (+1) (45 Active Points); No Range (-1/2), Fangs Must Do BODY First Power does not work in Common Circumstances (-1/2), -2 Decreased STUN Multiplier (-1/2) (Real Cost: 18) plus Healing BODY 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Only while drinking blood; max body healed: body damage to victim (-1/2), Self Only (-1/2) (Real Cost: 22) plus Mind Control 1d6, Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (15 Active Points); No Range (-1/2), Set Effect Only to create intense pleasure and euphoria (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Only while drinking blood Power does not work in Common Circumstances (-1/2) (Real Cost: 5)
1u 5) Fangs: HKA 1 point (1/2d6 w/STR), Penetrating (x4; +2) (15 Active Points) 1
7u 6) Hypnotic Gaze: Mind Control 14d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (105 Active Points); Eye Contact Required (-1/2) 4
10u 7) Mist Wolf Forms: Multiform (assume 350-point Mist and Wolf Form) (500 Character Points in the most expensive form) (x2 Number Of Forms) (105 Active Points)
Skills
40 +5 with All Combat
3 Acting 14-
5 Animal Handler (Canines, Equines, Other Rodent, Raptors) 14-
3 Climbing 15-
3 Concealment 13-
3 High Society 14-
0 Language: English (idiomatic; literate) (5 Active Points)
3 Riding 15-
5 Seduction 15-
3 Stealth 15-
Total Powers & Skill Cost: 309
Total Cost: 500
350+ Disadvantages
20 Distinctive Features: Invisible to reflections and all other mechanical sensors Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
10 Physical Limitation: Cannot Enter A Dwelling Without Invitation (Infrequently, Greatly Impairing)
10 Psychological Limitation: Bound By Duty (Common, Moderate)
10 Psychological Limitation: Capricious and Playful (Common, Moderate)
10 Psychological Limitation: Considers Humanity Cattle Common, Moderate
10 Psychological Limitation: Curious (Common, Moderate)
25 Susceptibility: when in contact with holy objects and places 2d6 damage per Phase Common
35 Susceptibility: to direct sunlight 2d6 damage per Segment Very Common
10 Vulnerability: 2x STUN Wood Attacks Uncommon
10 Vulnerability: 2x BODY Wood Attacks Uncommon
Total Disadvantage Points: 500
Background/History: Seline has no past before 'the event' which transformed the Earth (some parts of it more then others); her first memory is that day. She surmises that she was either transformed from some previous existence, possibly as a human woman, or created from whole clothe on that day. She is sure that in either case, it was the tremendous power of Takafanes which caused her current existence, apparently an inadvertant side effect of the cataclysmic power of the magic he employed that day. She hasn't aged a day since then.
Personality/Motivation: Seline sees herself as a sort of farmer, practicing animal husbandry upon her livestock, the human race. She cares for humans as precious resources, and avoids killing them when it's not too inconvenient. She greatly opposes the goals of The Collective, The Pains of the Dead, the Black Reaches, and anyone else who would cause the human race to become unpalatable. She has only been a vampire for about sixty years, and has avoided creating any fellow vampires, though she is aware that she can.
Humans fascinate her; she could watch them for hours. She doesn't really enjoy interacting with them all that much, but she loves to watch them go about their lives. She has over the years tried her hand at encouraging some humans to mate and produce offspring in an attempt to improve the breed, mostly for taste.
Seline will ally herself with humans trying to defend humanity as a race for her own existence's sake. She will ally with humans trying to resist injustice and fight for freedom out of a sense of curiosity. She finds repressive police states to be boring; less variety among the humans. Freedom creates much more interesting variety, in her opinion. Out and out anarchy seems to quickly turn into repressive tyranny, however, and she does not support it.
Quote: I? Oh I am a friend. Just a friend. You would not want to be more then that.
Powers/Tactics: Seline is at heart an observer, a spy. She can do some damage in a sudden, suprise attack, but is not suited to a stand up fight. She likes to collect secrets, and she likes to release rather then horde them, at strategic times for maximum entertainment effect.
Campaign Use:
Appearance: Seline is tall and thin with fair pale skin and dark brown long straight hair and dark brown hypnotic eyes and an unearthly beauty about her.
Kaze9999
May 25th, '07, 09:04 PM
SELINE (MIST)
Val Char Cost Roll Notes
-10 STR -20 7- Lift 6.3kg; -2d6
10 DEX 0 11- OCV: 3/DCV: 3
20 CON 20 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 15-
20 EGO 20 13- ECV: 7
25 PRE 15 14- PRE Attack: 5d6
10 COM 0 11-
6 PD 6 Total: 6 PD (0 rPD)
6 ED 2 Total: 6 ED (0 rED)
4 SPD 20 Phases: 3, 6, 9, 12
4 REC 0
40 END 0
28 STUN 0 Total Characteristic Cost: 73
Movement:
Flight: 7"/14"
Cost Powers END
Undead body
13 1) Hard To Slay: Healing 1 BODY, Resurrection (others can stop resurrection by burning the body, driving a stake through the vampire's heart, or cutting off its head and filling its mouth with holy wafers), Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Self Only (-½), Resurrection Only (-½)
47 2) Undead Vitality: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
5 3) Vampire's Eyes: Nightvision
6 4) Vampire's Senses: +2 PER with All Sense Groups
Mist Powers (not an EC, just a list)
65 1) Mist 'Body': Desolidification (affected by affected by wind, heat, or cold), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Invisible Power Effects (Fully Invisible; +1) (130 Active Points); Cannot Pass Through Solid Objects (-½), Always On (-½)
35 2) Flight 7", Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (35 Active Points)
72 3) I'm just a little black rain cloud, pay no attention to me: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups and Detect , No Fringe, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (108 Active Points); Always On (-½)
Skills
0 Language: English (idiomatic; literate) (5 Active Points)
Total Powers & Skill Cost: 243
Total Cost: 316
200+ Disadvantages
20 Distinctive Features: Invisible to reflections and all other mechanical sensors Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
10 Physical Limitation: Cannot Enter A Dwelling Without Invitation (Infrequently, Greatly Impairing)
10 Psychological Limitation: Bound By Duty (Common, Moderate)
10 Psychological Limitation: Capricious and Playful (Common, Moderate)
10 Psychological Limitation: Considers Humanity Cattle Common, Moderate
10 Psychological Limitation: Curious (Common, Moderate)
25 Susceptibility: when in contact with holy objects and places 2d6 damage per Phase Common
35 Susceptibility: to direct sunlight 2d6 damage per Segment Very Common
10 Vulnerability: 2x STUN Fire Attacks Uncommon
10 Vulnerability: 2x BODY FireAttacks Uncommon
Total Disadvantage Points: 316
Background/History: Seline has no past before 'the event' which transformed the Earth (some parts of it more then others); her first memory is that day. She surmises that she was either transformed from some previous existence, possibly as a human woman, or created from whole clothe on that day. She is sure that in either case, it was the tremendous power of Takafanes which caused her current existence, apparently an inadvertant side effect of the cataclysmic power of the magic he employed that day. She hasn't aged a day since then.
Personality/Motivation: Seline sees herself as a sort of farmer, practicing animal husbandry upon her livestock, the human race. She cares for humans as precious resources, and avoids killing them when it's not too inconvenient. She greatly opposes the goals of The Collective, The Pains of the Dead, the Black Reaches, and anyone else who would cause the human race to become unpalatable. She has only been a vampire for about sixty years, and has avoided creating any fellow vampires, though she is aware that she can.
Humans fascinate her; she could watch them for hours. She doesn't really enjoy interacting with them all that much, but she loves to watch them go about their lives. She has over the years tried her hand at encouraging some humans to mate and produce offspring in an attempt to improve the breed, mostly for taste.
Seline will ally herself with humans trying to defend humanity as a race for her own existence's sake. She will ally with humans trying to resist injustice and fight for freedom out of a sense of curiosity. She finds repressive police states to be boring; less variety among the humans. Freedom creates much more interesting variety, in her opinion. Out and out anarchy seems to quickly turn into repressive tyranny, however, and she does not support it.
Quote: I? Oh I am a friend. Just a friend. You would not want to be more then that.
Powers/Tactics: Seline is at heart an observer, a spy. She can do some damage in a sudden, suprise attack, but is not suited to a stand up fight. She likes to collect secrets, and she likes to release rather then horde them, at strategic times for maximum entertainment effect.
Campaign Use:
Appearance: Seline is tall and thin with an unearthly beauty about her.
COMBAT INFORMATION
Base OCV 3 Base DCV 3
Adjustments +/- Adjustments +/-
___________ ____ ________ ____
___________ ____ ________ ____
Total OCV ____ Total DCV ____
Combat Skill Levels:
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting Shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12
HIT LOCATION CHART
STUN NOR BODY To Defense
Roll Location X STUN X Hit Weight
3-5 Head x5 x2 x2 -8 __ / __
6 Hands x1 x½ x½ -6 __ / __
7-8 Arms x2 x½ x½ -5 __ / __
9 Shoulders x3 x1 x1 -5 __ / __
10-11 Chest x3 x1 x1 -3 __ / __
12 Stomach x4 x1.5 x1 -7 __ / __
13 Vitals x4 x1.5 x2 -8 __ / __
14 Thighs x2 x1 x1 -4 __ / __
15-16 Legs x2 x½ x½ -6 __ / __
17-18 Feet x1 x½ x½ -8 __ / __
Average Def ______
DCV Modifier ___ Total Weight 0.00 lbs
DEFENSES
Amount Defense SFX
Physical Defense 6 ___________
Resistant Physical Defense 0 ___________
Energy Defense 6 ___________
Resistant Energy Defense 0 ___________
Mental Defense 0 ___________
Flash Defense (________) ______ ___________
Power Defense 0 ___________
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block, abort
Brace 0 +2 ½ +2 vs. Range Mod.
Disarm ½ -2 +0 Can disarm
Dodge ½ — +3 Abort, vs. all attacks
Grab ½ -1 -2 Grab two limbs
Grab By ½ -3 -4 Move and Grab
Haymaker ½* +0 -5 x1.5 attack damage
Move By ½ -2 -2 STR/2 + v/5
Move Through ½ -v/5 -3 STR + v/3
Set 1 +1 +0 ranged attacks only
Strike ½ +0 +0 STR or weapon
ATTACKS
Primary attack power
Secondary attack power 1d6
Tertiary attack power
Attack SFX
Other attack SFX _______________
DAMAGE AND CHARGE TRACKER
STUN (28) ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
END (40) ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑
BODY (18) ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
CHARGES ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑ ❑❑❑
CHARGES ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑ ❑❑❑❑
CHARGES ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
Kaze9999
May 25th, '07, 09:08 PM
SELINE (WOLF)
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
17 DEX 21 12- OCV: 6/DCV: 6
20 CON 20 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 16-/22-
20 EGO 20 13- ECV: 7
25 PRE 15 14- PRE Attack: 5d6
22 COM 6 13-
8 PD 6 Total: 8 PD (1 rPD)
6 ED 2 Total: 6 ED (1 rED)
4 SPD 13 Phases: 3, 6, 9, 12
6 REC 0
40 END 0
33 STUN 0 Total Characteristic Cost: 126
Movement: Running: 9"/18"
Leaping: 2"/4"
Swimming: 1"/2"
Cost Powers END
Undead body
13 1) Hard To Slay: Healing 1 BODY, Resurrection (others can stop resurrection by burning the body, driving a stake through the vampire's heart, or cutting off its head and filling its mouth with holy wafers), Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Self Only (-½), Resurrection Only (-½)
47 2) Undead Vitality: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
5 3) Vampire's Eyes: Nightvision
6 4) Vampire's Senses: +2 PER with All Sense Groups
Wolf Powers (Not an EC, just a list)
8 1) Bite: HKA ½d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-¼) 1
6 2) Swift: Running +3" (9" total) 1
1 3) Tough Skin: Damage Resistance (1 PD/1 ED)
3 4) Wolf Senses: +1 PER with All Sense Groups but Sight Group
5 5) Wolf's Eyes: Nightvision
6 6) Wolf's Nose: +3 PER with Smell/Taste Group
5 7) Wolf's Nose: Tracking with Normal Smell
6 8) Wolf's Ears: +3 PER with Hearing Group
3 9) Wolf's Ears: Ultrasonic Perception (Hearing Group) (Hearing Group)
48 Call Dark Creatures: Summon 32 90-point wolves, rats, or bats, Expanded Class of Beings Very Limited Group (+¼), Slavishly Devoted (+1) (97 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½) 10
Skills
40 +5 with All Combat
3 Acting 14-
5 Animal Handler (Canines, Equines, Other Rodents, Raptors) 14-
3 Concealment 13-
3 High Society 14-
0 Language: English (idiomatic; literate) (5 Active Points)
5 Seduction 15-
3 Stealth 12-
Total Powers & Skill Cost: 224
Total Cost: 350
200+ Disadvantages
10 Physical Limitation: Cannot Enter A Dwelling Without Invitation (Infrequently, Greatly Impairing)
15 Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls Frequently, Greatly Impairing
15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
10 Psychological Limitation: Bound By Duty (Common, Moderate)
10 Psychological Limitation: Capricious and Playful (Common, Moderate)
10 Psychological Limitation: Considers Humanity Cattle Common, Moderate
10 Psychological Limitation: Curious (Common, Moderate)
25 Susceptibility: when in contact with holy objects and places 2d6 damage per Phase Common
35 Susceptibility: to direct sunlight 2d6 damage per Segment Very Common
10 Vulnerability: 2x STUN Wood Attacks Uncommon
10 Vulnerability: 2x BODY Wood Attacks Uncommon
Total Disadvantage Points: 350
Background/History: Seline has no past before 'the event' which transformed the Earth (some parts of it more then others); her first memory is that day. She surmises that she was either transformed from some previous existence, possibly as a human woman, or created from whole clothe on that day. She is sure that in either case, it was the tremendous power of Takafanes which caused her current existence, apparently an inadvertant side effect of the cataclysmic power of the magic he employed that day. She hasn't aged a day since then.
Personality/Motivation: Seline sees herself as a sort of farmer, practicing animal husbandry upon her livestock, the human race. She cares for humans as precious resources, and avoids killing them when it's not too inconvenient. She greatly opposes the goals of The Collective, The Pains of the Dead, the Black Reaches, and anyone else who would cause the human race to become unpalatable. She has only been a vampire for about sixty years, and has avoided creating any fellow vampires, though she is aware that she can.
Humans fascinate her; she could watch them for hours. She doesn't really enjoy interacting with them all that much, but she loves to watch them go about their lives. She has over the years tried her hand at encouraging some humans to mate and produce offspring in an attempt to improve the breed, mostly for taste.
Seline will ally herself with humans trying to defend humanity as a race for her own existence's sake. She will ally with humans trying to resist injustice and fight for freedom out of a sense of curiosity. She finds repressive police states to be boring; less variety among the humans. Freedom creates much more interesting variety, in her opinion. Out and out anarchy seems to quickly turn into repressive tyranny, however, and she does not support it.
Quote: I? Oh I am a friend. Just a friend. You would not want to be more then that.
Powers/Tactics: Seline is at heart an observer, a spy. She can do some damage in a sudden, suprise attack, but is not suited to a stand up fight. She likes to collect secrets, and she likes to release rather then horde them, at strategic times for maximum entertainment effect.
Campaign Use:
Appearance: Seline is tall and thin with an unearthly beauty about her.
Comic
May 25th, '07, 10:02 PM
It's a bar -- one of the seediest -- deep in the coils of the VIPER. Cal has the air of a man who doesn't remember why he's drinking, though he does remember it's awful convenient how he keeps finding himself in VIPER bars on this particular day of the year.
They're staring at him. It could be something to do with the broken shards of beer mug scattered around their table. And where did his mug go? That's the thing about VIPER agents. They always stare at you before blaster fire starts blowing past your head with alarming pinpoint inaccuracy.
Cal gets up, hands up, making placatory gestures. "Hey fella's. That weren't nothin' but an accident. We," he's alone, but 'we' sounds more polite, "don't want any trouble. Here. Let me buy you nice gentsh a round," he tells, swaggering less than staggering their way. Currency jangles in his pocket.
Still staring. The scraping of chairs on the peanut-shell-strewn floor. All five of them standing up. One reaches for a sidearm. Another grins and waves it off, knowing that in his armored suit he's more than a match for an unarmed drunk with enough cash to think he can buy his way out of a beating.
It's a long fight, all captured on the bar's surveillance system, complete with a time log on every frame. The agents get in a disproportionate number of good blows -- which being five on one is only to be expected -- before they get carried away and toss Cal out the greasy and ineffectual front window. That pretty much ends the fight, since none of them is crazy about leaving the cool of the room for the harsh conditions outside. Fighting, for them, ought to build a thirst, not a sweat.
So, when at the exact same time as the security camera log reads, three hundred miles away in a secure VIPER installation a dozen prisoners disappear, Cal has an airtight alibi.
Which, as it turns out, he needs to have. Of course, no one could have foreseen that they'd have needed an alibi, so Cal seems as surprised as anyone when he is picked up, questioned, and then released because one of the VIPER agents from the bar happens to recognize him.
Handy things, the ability to look into the future and bring images (say, of an electronic clock in a surveillance camera) out of time.
He'll have to think of something else in a year, in case VIPER notices they always lose prisoners on that same date.
jkwleisemann
May 26th, '07, 03:46 AM
Definitely like Madstone's background, and his writeup is good too... it occurs to me that, as written, without his VPP factoring in, he's a *smidge* underpowered offensively, but he's got variety (and I suppose it's always possible to do an Aid to his Madstone powers in his Pool....)
I'm currently working on a sample NPC so folks can judge about what power level I'm looking at... he's another 'hero,' after a fashion, but the particulars of his existence aren't really known all that well. He's a bit more 'V' than Superman.
Anywho, off to look at Selene's writeup and try finishing the Whistler's....
jkwleisemann
May 26th, '07, 03:53 AM
Selene: Sounds good to me. I'm assuming that future power jumps would probably be connected to unlocking further vampiric powers and memories of what she could do before?
The one thing that jumps right out at me, BTW, is that her defenses in all but her Mist form are pretty anemic... she might well spend a lot of time recovering and/or unconscious unless she slots those levels right into DCV most of the time.
Log-Man
May 26th, '07, 05:11 AM
Definitely like Madstone's background, and his writeup is good too... it occurs to me that, as written, without his VPP factoring in, he's a *smidge* underpowered offensively, but he's got variety (and I suppose it's always possible to do an Aid to his Madstone powers in his Pool....)
I'm currently working on a sample NPC so folks can judge about what power level I'm looking at... he's another 'hero,' after a fashion, but the particulars of his existence aren't really known all that well. He's a bit more 'V' than Superman.
Anywho, off to look at Selene's writeup and try finishing the Whistler's....
I was concerned about the offense level. His charges are boostable which helps some, but if they need to be boosted every shot then there's a problem. An NPC to benchmark from would be great. i can still shuffle points around pretty easily. thanks!
jkwleisemann
May 26th, '07, 07:42 AM
The Whistler - Unknown
VAL CHA Cost Total Roll Notes
25 STR 15 25 14- HTH Damage 5d6 END [2]
30 DEX 60 30 15- OCV 10 DCV 10
20 CON 20 20 13-
18 BODY 16 18 13-
25 INT 15 25 14- PER Roll 14-
20 EGO 20 20 13- ECV: 7
25 PRE 15 25/35 14- / 16- PRE Attack: 5d6 / 7d6
12 COM 1 12 11-
12 PD 7 12/35 12/35 PD (0/23 rPD)
10 ED 6 10/33 10/33 ED (0/23 rED)
6 SPD 20 6 Phases: 2, 4, 6, 8, 10, 12
12 REC 6 12
50 END 5 50
60 STUN 19 60
10 RUN 8 10" END [2]
2 SWIM 0 2" END [1]
8 LEAP 3 8" 8" forward, 4" upward
CHA Cost: 236
Cost POWERS
30 Destreum Reinforced Bodysuit: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) - END=0
17 Preternatural Reflexes: Just a scratch: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Always lets 1 Body, 1 Stun through first (applies last); -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Must be Aware of Attack; -1/4) - END=0
8 Determination and Good Gear: Power Defense (8 points) - END=0
10 Iron Will: Mental Defense (14 points total) - END=0
5 Duster: Lack Of Weakness (-4) for Normal Defense, Also affects RDef (+1) (8 Active Points); OIF (-1/2) - END=0
6 A Growing Rep: +10 PRE (10 Active Points); Limited Power Attacks Only (-1/2), Incantations ((Whistle); -1/4) - END=
45 Weapons and Gear: Multipower, 90-point reserve, (90 Active Points); all slots OAF (-1) - END=
4u 1) Modified Blast Pistol: Energy Blast 18d6, 4 clips of 8 Charges (+0) (90 Active Points); OAF (-1) - END=[8]
3u 2) Smoke Grenades laced with jamming particles: Darkness to Sight and Radio Groups 5" radius, 8 Continuing Charges lasting 1 Turn each (+0) (55 Active Points); OAF (-1) - END=[8 cc]
4u 3) Flash-Bangs: Sight and Hearing Groups Flash 11d6, Explosion (+1/2) (90 Active Points); OAF (-1) - END=9
3u 4) Destreum Throwing Blades: Killing Attack - Hand-To-Hand 3d6-1 (3d6+1 w/STR), Range Based On STR (+1/4), Armor Piercing (x2; +1) (90 Active Points); OAF (-1), 4 Recoverable Charges (-1/2), No Knockback (-1/4) - END=[4 rc]
POWERS Cost: 135
Cost MARTIAL ARTS
Destrugan Paramilitary Training
4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
5 5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
MARTIAL ARTS Cost: 25
Cost SKILLS
3 Acrobatics 15-
3 Acting 14- (16-)
3 Breakfall 15-
3 Bureaucratics 14- (16-)
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 14-
3 Contortionist 15-
3 Deduction 14-
10 Defense Maneuver I-IV
3 Interrogation 14- (16-)
3 KS: Destrugan Tactics 14-
3 Tactics 14-
3 Stealth 15-
3 Sleight Of Hand 15-
3 Streetwise 14- (16-)
16 +2 with All Combat
SKILLS Cost: 71
Cost TALENTS
22 Danger Sense (self only, out of combat, Function as a Sense) 14-
5 Eidetic Memory
6 Lightning Reflexes: +4 DEX to act first with All Actions
TALENTS Cost: 33
Value DISADVANTAGES
15 Reputation: Terrorist (known to Destrugan military and on an 8- with civilians), 14- (Extreme; Known Only To A Small Group)
20 Social Limitation: Secret ID (many enemies) (Frequently, Severe)
Psych Lims
15 1) Ego Signature: The Whistle: (Common, Strong)
20 2) Messiah Complex: (Common, Total)
15 3) Mysterious and Enigmatic: (Common, Strong)
15 4) Never Lets Anyone Get Close: (Common, Strong)
15 5) Not Above Using Dirty Tricks: (Common, Strong)
15 Hunted: Concerned Citizen Groups 8- (As Pow, NCI, Harshly Punish)
20 Dependent NPC: His own neighborhood 8- (Incompetent; Unaware of character's adventuring career/Secret ID) [Notes: Included in Hunted, incidentally.]
DISADVANTAGES Points: 150
Base Pts: 350
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 500
Background: "They say he's been attacking the Guard!"
"Are you kidding? If anybody did that, they'd have razed the whole block...."
"Yeah, but they want to be sure they get the guy first... he might be from another block, so they don't want to take the chance too soon. Especially since he's got powers too... they're calling him the Whistler, 'cause word is he whistles just before he goes down to kick the guards around."
"Okay, now I know you're shitting me. First off, they wouldn't wait. Second, why the Hell would some lunatic go around doing that sort of stuff, knowing he's just gonna get himself, his Block, and everywhere he's worked killed off? Nobody's that nuts."
"Hey, it's just what I'm hearing... I mean, what if it's real? And what if -"
"And what if you just shut up before somebody hears you and we get in trouble, huh?"
The conversation came to an end, a man from further down the bar paying his bill and getting up, walking out. As he left, he pursed his lips, whistling a brief tune he'd come up with weeks before. As he continued down the street, he smiled inwardly.
He was sure he'd heard it, in the back of their voices... the hint that at least one of them was impressed. That hint was what he needed... he needed it to spread too. People who were impressed by what he was doing, who saw it as more than a risky stunt. People who could get the message he was sending... that they *could* fight back, against the Destroyer and his forces.
The Whistler slipped into an alley, taking a shortcut back towards his apartment... one that he was sure would take him near his favorite hunting grounds on the way.
Personality/Motivation: Unknown. The Whistler, to most of the limited public that knows about him, is a complete enigma. The state-sanctioned media doesn't talk about him (doesn't even know about him, thanks to the editing of their higher-ups.) The people who *do* know about him are split between thinking he's some sort of terrorist, being terrified that he's going to end up getting them all killed for his actions, or maybe, just *maybe*, looking forward to the possibility that he'll make a difference.
Still... if anybody knew who he was, odds are on favorite that he'd quickly find himself in the hands of New Destruga's police forces... so he stays in the shadows, doing his work with no warning but a softly whistled tune....
Appearance: The Whistler wears a black face mask and body-suit, reinforced with Destreum plates taken from the armor of fallen guardsmen. This is covered with a black leather duster that helps conceal his movements and exact position. Nothing else is known about his actual appearance, name, or even actual height and weight (the above numbers are based on his bulked-out costume and witness reports.)
jkwleisemann
May 26th, '07, 07:46 AM
Log: Agreed that offense is the main concern with Madstone.
Reference for The Whistler: If anybody wants to work him into their background or character, let me know and I'll work with you on it privately. As for his writeup... I'll admit that he suffers a bit from the "Build By Jason" disadvantage that Hero Games has yet to put into the core rulebook; I don't know that his design is all *that* effective, but he should be capable of going up against most threats that I envision a single hero going up against, without being utterly thrashed by the things that should be difficult without being imposible.
katal3
May 26th, '07, 12:14 PM
Well, thus far I think I really like the feel of the setting. Where will you be hosting the game? (HC?)
Heres a quick concept for what I'd play.
Name: Alex Lynn aka. The Black Piper
Age: 23
Personality: Honorable (honor isn’t about making the right choices; it’s about living with the consequences), and Vindictive (actively punishes those who break their honor) as well, Alex is a contradiction to most people. On the one hand he practices an admittedly dark art. But if one we’re to meet him on the street they would find him to be a cheery and optimistic fellow. Granted he is prone to shyness, but he’s also incredibly strong-willed and tough.
Bio: Growing up is hard, but it’s even harder in The Plains of the Dead. Alex was born and spent the first 16 years of his life in that hellhole, he and his family lived a nomadic life, scavenging what they could from graveyards. Ironically it was often the only place not filled with corpses (walking or otherwise).
Even so, as a child Alex certainly seemed to carry with him the favor of the dead. Even before he learned to compel the dead with music they seemed to rise to his defense.
At the age of Eleven Alex was sold to a necromancer in exchange for the lives of his family (who were later killed anyway). Four years of hell later, the troubled youth successfully fled to Europa and began a surprisingly successful musical career there under the nickname he’d earned in the Plains: “The Black Piper”. For the most part that’s where he’s stayed ever since, simply trying to survive and live a decent life.
Power: Alex can enthrall the dead with his music, command their spirits, and reanimate their corpses. Most often Alex uses his power to summon long-gone spirits to defend him or strike down his enemies.
Unlike most ‘necromancers’ Alex maintains a good reputation with the spirits he calls to his aid, and has never broken his word to them or forced them to obey his will (though he can)
Distinctive Features: All of his instruments are crafted from body-parts (ex: flutes carved from bone). The strangest feature of his music is that sometimes only those targeted by it’s effects can hear it (and they can hear it above all other sounds).
jkwleisemann
May 26th, '07, 04:18 PM
Katal: I like it, and am willing to see more about the Black Piper, though he might have some issue with some of his potential allies....
Oh, and we're open for app's over on HC!
http://www.herocentral.net/campaignInformation.htm?campaignId=658993
Log-Man
May 26th, '07, 05:56 PM
Definitely like Madstone's background, and his writeup is good too... it occurs to me that, as written, without his VPP factoring in, he's a *smidge* underpowered offensively, but he's got variety (and I suppose it's always possible to do an Aid to his Madstone powers in his Pool....)....
I've made some adjustments. It's a 75 point multipower pool now, still boostable. Changed the luck powers a bit, too. Now I see HC is up, I'll send Madstone over there, too! :thumbup:
Madstone - Julius Quinn
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
33 DEX 69 33 16- OCV 11 DCV 11
20 CON 20 20 13-
10 BODY 0 10 11-
20 INT 10 20 13- PER Roll 13-
13 EGO 6 13 12- ECV: 4
18 PRE 8 18 13- PRE Attack: 3 1/2d6
10 COM 0 10 11-
9 PD 6 9/30 9/30 PD (0/21 rPD)
9 ED 5 9/30 9/30 ED (0/21 rED)
6 SPD 17 6 Phases: 2, 4, 6, 8, 10, 12
7 REC 0 7
40 END 0 40
33 STUN 5 33
7 RUN 2 7" END [1]
2 SWIM 0 2" END [1]
4 LEAP 1 4" 4" forward, 2" upward
CHA Cost: 154
Cost POWERS
30 Alchemy: Variable Power Pool, 25 base + 5 control cost, (37 Active Points); VPP Powers Can Be Changed Only In Alchemy Lab (-1/2); all slots OAF (-1) - END=
- END=
50 Keystones & Slingshot: Multipower, 75-point reserve, all slots 32 Boostable Charges (+1/2) (112 Active Points); all slots OAF (Keystone Ammo & High Tension Slingshot; -1), Limited Power: Costs 2 END per Stone (-1/4) - END=
3u 1) Ashstone: Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Conforming (+1/2), Charge is Continuous for 1 Turn (+3/4) (75 Active Points) - END=0
3u 2) Gravestone: NND 5d6, NND (LS: No Need to Breathe; +1), Charge is Continuous for 1 minute ((Can be washed off); +1) (75 Active Points) - END=0
3u 3) Gunstone: EB 15d6 (75 Active Points) - END=0
3u 4) Hailstone: RKA 3d6+1, Explosion (+1/2) (75 Active Points) - END=0
2u 5) Hellstone: RKA 1d6+1, Charge is Continuous for 1 Turn ((Can be washed off); +3/4), Penetrating (x2; +1) (55 Active Points) - END=0
3u 6) Jackstone: Drain DEX 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (75 Active Points); Negated by successful Luck roll (-1/4) - END=0
3u 7) Mudstone: Entangle 5d6, 8 DEF (Stops A Given Sense Group Sight Group) (75 Active Points) - END=0
3u 8) Scythestone: RKA 5d6 (75 Active Points) - END=0
3u 9) Silkstone: Entangle 6d6, 6 DEF, Explosion (+1/2), Nonselective Target (-1/4) (75 Active Points) - END=0
3u 10) Wraithstone: EB 10d6, Affects Desolidified Any form (+1/2) (75 Active Points) - END=0
- END=
Paranormal Luck - END=
20 1) Charmed Existence: Luck 4d6 - END=0
40 2) Guardian Angel: Danger Sense (self only, any danger, Function as a Sense, Targeting Sense) 16- - END=
20 3) Outrageous Fortune: +2 Overall - END=
24 4) Untouchable: Combat Luck (12 PD/12 ED) - END=
- END=
Paraphenalia & Miscellanea - END=
2 1) Ancient Blood: LS (Longevity: 400 Years) - END=0
8 2) Philosopher's Stone: Variable Special Effects (Limited Group of SFX; Elemental & Chemical; +1/4) for up to 75 Active Points of Madstones (19 Active Points); Increased Endurance Cost (x3 END; -1), Incantations (-1/4) - END=6
4 3) Pommel Strike: HA +2d6; OAF (Slingshot; -1), H-to-H Attack (-1/2) - END=1
18 4) Reinforced Uniform: Armor (9 PD/9 ED); OIF (-1/2) - END=0
5 5) Swingline: Swinging 11"; OAF (-1) - END=1
- END=
POWERS Cost: 250
Cost MARTIAL ARTS
Brawling
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Punch/ Backhand Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 4) Weapon Element: Clubs
Catapultry
4 1) Aimed Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
3 2) Guardian Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
MARTIAL ARTS Cost: 23
Cost SKILLS
12 +4 with Slingshots
3 Breakfall 16-
3 Climbing 16-
5 Cramming
3 Deduction 13-
3 Fast Draw 16-
3 Interrogation 13-
3 Inventor 13-
5 Power: (Alchemy) 14-
3 Scholar
3 1) KS: Alchemy 14-
2 2) KS: Arcane and Occult Lore 13-
1 3) KS: Archaeology 11-
1 4) KS: Glassblowing 11-
2 5) KS: Herbalism 13-
3 Scientist
1 1) SS: Biochemistry 11-
2 2) SS: Chemistry 13-
1 3) SS: Physics 11-
3 Shadowing 13-
3 Stealth 16-
3 Streetwise 13-
2 Survival (Desert) 13-
SKILLS Cost: 70
Cost PERKS
3 Money: Well Off
PERKS Cost: 3
Value DISADVANTAGES
5 Distinctive Features: 'Gunslinger' Beard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Preternatural (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Mystery Disadvantage
10 Psychological Limitation: Cowboy Code (Common, Moderate)
15 Psychological Limitation: Curious (Common, Strong)
15 Psychological Limitation: Moody (Common, Strong)
15 Psychological Limitation: Sees others as children (Very Common, Moderate)
15 Psychological Limitation: Stubborn (Common, Strong)
5 Social Limitation: Cigar smoker (Occasionally, Minor)
10 Social Limitation: Fear of Commitment (Occasionally, Major)
15 Social Limitation: Secret Identity (Julius Quinn) (Frequently, Major)
10 Vulnerability: 2 x Effect Emotion Based Attacks (Uncommon)
20 Vulnerability: 2 x Effect From Hallucinogenic/Psychotropic Drugs (Common)
DISADVANTAGES Points: 150
Base Pts: 350
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 500
Kaze9999
May 26th, '07, 08:55 PM
Selene: Sounds good to me. I'm assuming that future power jumps would probably be connected to unlocking further vampiric powers and memories of what she could do before?
The one thing that jumps right out at me, BTW, is that her defenses in all but her Mist form are pretty anemic... she might well spend a lot of time recovering and/or unconscious unless she slots those levels right into DCV most of the time.
Yes, I would think her power ups would be based on one of two special effects: (1) She used to be a mighty sorceress and has forgotten her magic, but could remember/relearn it; (2) She's really an ancient vampire whose been drained to a pale shadow of her true power by the events which allowed Takofanes to basically own the will of all other undead on the planet (well, all other undead that Seline knows about anyway). She could get better.
I will try to tweak her for more efficiency to get points for defenses. Spending time recovering or unconscious is better in a way than what I was thinking; I was kind of thinking she might die alot, sort of a 'Highlander' effect, what with her regeneration-only-for-resurrection. I am hoping that lore on how to keep a vampire from coming back is not common knowledge due to a dearth of independent minded vampires.
jkwleisemann
May 27th, '07, 04:05 AM
Not *that* common knowledge, but it's not that hard to find books on the topic if you look for 'em.
As an aside, with that in mind, if you want to take a "Stun Only" lim on some extra defenses that'd be worth about a -1/2.
Log-Man
May 27th, '07, 05:30 AM
Here are my files for Madstone... because I forgot to post them previously. :o The Alchemy Pool character is simply a list of sample powers for the VPP. I like listing them separately.
katal3
May 27th, '07, 07:40 AM
KAze, you could also play a varient on the Vampire model. for example. the Nosgothic vampire is pretty heavy duty (both in power and in weaknesses.
anyway, here are the Prefabs if you wanna take a look at my work on converting them to HERO.
24884
24885
Comic
May 27th, '07, 09:58 AM
Cal Crohn - description
Hair - brown, medium length, short above ears and in back.
Eyes - brown
Facial hair - generally clean-shaven. Infrequent appearance of 5:00 shadow that appears & disappears when observers look away and then look back.
Height: 6' 1"
Build: lean and wirey.
Favored mode of dress: denim jeans or plain browncloth trousers with suspenders, flannel shirt over tee-shirt, brown leather jacket and boots. Outerwear typically a canvas duster and brown calfskin gloves. Broadbrimmed felt hat if conditions warrant, old but well-tended.
Mode of speech: twangy drawl.
Mode of combat: straight-up square-sholdered fisticuffs, leads with his jaw, flat-footed, feints right, hits left. Strong barroom code of honor and avoidance of escalation. Has been known to pull an adversary's shirt over their head as a surprise maneuver. Has a tendency toward 'friendly' bar fights with off-duty military and police of the sort no one reports. Will surrender to the authorities without resistance.
Cal appears to be genteel riff-raff, a fence who receives and sells goods of questionable ownership, one of few desperate or daring enough to take on military or government issue swag. Most street-level criminals have the distinct impression that he has too many odd scrupples (no bulk arms-dealing, no hard drugs, no human traffic) and looks down on the ones in darker lines of work, but does business and doesn't rat anyone out.
----------------------------
Cash Cat - description
Hair - unknown, due to mask.
Eyes - green, with cat's eye slit
Facial hair - unknown, due to mask.
Height: uncertain, he typically crouches, slumps or sprawls.
Build: lean and feline.
Favored mode of dress: jumpsuit and mask, with muted tigerstripe pattern.
Mode of speech: rapid.
Mode of combat, as reputation has it: Opponents typically find themselves holding their own future severed heads just as they prepare to ambush Cash Cat. If still committed to fight, they generally feel a force hard enough to knock their skull into the past coming at them from a random direction. Shooting at Cash Cat is not advised. Cash Cat's image may appear in places he does not occupy. He is extremely fast, unhindered by darkness or physical barriers, and prone to vanish.
Cash Cat appears to be a self-interested mercenary pragmatist who prefers to avoid combat. He will not hesitate to use lethal force if attacked, reputedly with a pathological hatred of betrayal or broken deals.
Cash is willing to smuggle for pay on favorable terms, provides reliable transport service, refuses to act in capacities other than as a smuggler, and taking hostages or threatening innocents has proven an unprofitable or needless tactic against him. Cash Cat is not perceived as trustworthy enough to employ as a covert spy, nor shown interest in being a combatant or assassin for hire, allegedly because he views smuggling as his vocation and does not wish to be seen by potential customers as anything else but a provider of transportation. Typical reports place him as 'petty', 'money-grubbing', and 'unambitious.'
Kaze9999
May 27th, '07, 01:02 PM
KAze, you could also play a varient on the Vampire model. for example. the Nosgothic vampire is pretty heavy duty (both in power and in weaknesses.
anyway, here are the Prefabs if you wanna take a look at my work on converting them to HERO.
24884
24885
Thanks! I downloaded the files and will look through them; I am grateful for any idea and advice for making Seline more efficient to free up points for defenses and character skills.
Zed-F
May 27th, '07, 01:16 PM
Katal: I like it, and am willing to see more about the Black Piper, though he might have some issue with some of his potential allies....
Oh, and we're open for app's over on HC!
http://www.herocentral.net/campaignInformation.htm?campaignId=658993
Applied with Soulbarb. Writeup will follow when I get a chance.
katal3
May 27th, '07, 02:39 PM
Oh I doubt it would be more effecient, just a different take on vampires
Comic
May 28th, '07, 05:44 PM
Cash Cat - final draft for submission
Cash Cat - Calvin Crohn, 'Gentleman Merchant'
+
|VAL CHA Cost Base Roll Notes
| 75 STR 65 10 24- HTH Damage 15d6 [4]
| 29 DEX 57 10 15- OCV 10 / DCV 10
| 33 CON 46 10 16-
| 11 BODY 2 10 11-
| 13 INT 3 10 12- PER Roll 12-
| 11 EGO 2 10 11- ECV: 4
| 15 PRE 5 10 12- PRE Attack: 3d6
| 10 COM 0 10 11-
| 33 PD 18 13 39 PD (22 rPD)
| 31 ED 24 7 37 ED (22 rED)
| 9 SPD 10 3.9 Phases: 2,3,4, 6,7,8, 10,11,12
| 22 REC 0 22
| 66 END 0 66
| 66 STUN 0 66
+
| 7 RUN 2 7" [1]
| 3 SWIM 1 3" [1]
| 15 LEAP 0 15" 15" forward, 8" upward [4]
+
CHA Cost: 273
+
|Cost POWERS
| 15 Cats Ease: 30 STR at 0 END "Temporal Acceleration" [4]
| 12 12 rPD/rED Damage Resistance "Defensive Deceleration" [-]
| 5 CatsEye: UV Vision - "Frequency Shift" [-]
| 2 CatsIris: 5 pts. Flash Defense, Sight Group, Acts 11- "Defensive Deceleration" [-]
| 10 Life Support - Immune to Age (4 pts.) & Radiation/Temperature "Defensive Deceleration" [-]
| 5 7 pts. Mental Defense - "Mind Lost in Time" [-]
| 2 +1" Running "Fitness" total 7" [1]
| 1 +1" Swimming "Fitness" total 3" [1]
| 10 2 Floating Teleport Locations "Temporal Nexus" [-]
| 90 Multipower Temporal Pool
| 3u Time Whiskers: Clairsentience: Normal Vision Past & Future 0 END (+1/2) No Conscious Control (-2) 90 AP [0]
| 4u Timerake: 2d6 HKA vs rPD, AP (+1/2), Total 4d6 w/Str. 45 AP [5]
| 3u Feared Timeclaw: Touch Image +Sight/Smell/Sound Groups, (+1/4) 1/2 END, from near time only (-1/2) 50 AP [2]
| 1u Timefur: 6 rPD/6 rED Force Field "Defensive Deceleration" Only Costs END to Start (+1/4), 15 AP [2]
| 9u Timestalk: 11" Teleport x64 Distance x16 Mass (+1/4) 1/2 END 90 AP [3]
| 5u Timeleap: 9" Teleport x16 Mass (+1) Megascale 1"=1000 km, (+1/4) Vary Scale to 1"=1 km, (-1/2) x2 END 85 AP [16]
+
POWERS Cost: 177
+
|Cost SKILLS
| 8- Acting EM
| 8- AK: New Destruga EM
| 2 11- AK: Smuggling Routes
| 3 15- Breakfall
| 8- Climbing EM
| 3 12- Concealment
| 3 12- Conversation
| 8- CK: Destruga EM
| 8- Deduction EM
| 8- KS: Seedy Hangouts EM
| 4 pts. LS: English EM
| 8- Paramedics EM
| 3 12- Persuasion
| 8- PS: Smuggler EM
| 8- Shadowing EM
| 3 12- Navigation
| 3 12- Trading
| 3 12- Security Systems
| 3 12- Streetwise
| 3 15- Stealth
| TF: Small Motorized Ground Vehicles EM
+
SKILLS Cost: 29
+
|Cost Talents
| 15 Danger Sense 12- (INT), Out of Combat
| 3 Lightning Calculator
| 3 Speed Reading
+
Talents Cost: 21
+
PERKS - Cash has had certain .. reversals. No perks. He's not actually that great a smuggler.
+
|Val DISADVANTAGES
| 10 DNPC: Smuggling crew 8- (Much Less Powerful than the PC; Group DNPC: x4 DNPCs)
| 15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)
| 15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)
| 10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)
| 10 Phys. Lim.: Accelerated Metabolism (Infrequently, Greatly Impairing)
| 5 Phys. Lim.: Nonlinear Time Sense (Infrequently, Slightly Impairing)
| 15 Psych. Lim.: Straight Dealer//Business Ethic (Common, Strong)
| 15 Psych. Lim.: Humanitarian (Very Common, Moderate)
| 10 Psych. Lim.: Resents Authority (Common, Moderate)
| 10 Psych. Lim.: Takes Care of His Own Above All (Uncommon, Strong)
| 15 Soc. Lim.: Secret ID: Cal Crohn, Honest Underworld Merchant (Frequently, Major)
| 10 Soc. Lim.: Professional Obligations, must appear to deliver on call for his employers (Occasion, Minor)
| 10 Soc. Lim.: Reputation as unhesitant killer if betrayed (useful, but not always)
+
DISADVANTAGES Points: 150
+
Base Pts: 350
+
Total Character Cost: 500
Comic
May 28th, '07, 06:36 PM
Vignette
"CommanderwhatcanIsay?" The tiger-striped, crouching figure trapped in the steel net doesn't struggle, though his rapidfire patter sounds confident, belying his obvious predicament.
"Youcaughtmefairan'square," the smuggler continues, without pausing for a breath, barely comprehensible.
"Congratulations,mycargoofbananas,poinsettias,tequi la,orchidsandcocoabeanswon'tnetmeapenny,
"whatwithallthebreakingofthecratesandsuch." There's a suggestion of regret, and the commander surveys the flindered, smoking boxes, eyes and nose registering the accuracy of the offhand inventory list.
"Ashame." The commander's about to shut up the miscreant, leveling his blaster toward the fast-talking figure in the net.
"Iunderstandyourleaderisparticularlyfondofexoticflo wers." The red dot painted on the tigerstriped mask quavers. Score one for the smuggler... is he hinting that this was an authorized activity?
"Ohwell,easycome,easygo." The voice is too confident, taking advantage of the commander's hesitation to continue.
"Tradedthemforafewboxesofblessedearthandholywater." So.. it could have been an authorized covert.. but why wasn't he informed, the commander wonders, at these words.
"Speakingofeasygo,I'mnotreallyhere,haven'tbeenfortw entyoddseconds.Mrreow." and the net collapses, the crescent smile and green eyes lingering a moment longer than the vanishing tigerstriped form.
Zed-F
May 29th, '07, 09:49 PM
I've completed my refit of Soulbarb, and she ought to be ready for review and/or additional questions. You can find a HTML copy of her character sheet here: Soulbarb_v1.40.html (http://www.herocentral.net/herocentral/get/files/premium/Soulbarb_v1.40.html)
You can also find the HDZ file (using HD v2.43) here: Soulbarb_v1.40.hdz (http://www.herocentral.net/herocentral/get/files/premium/Soulbarb_v1.40.hdz)
Let me know if you see any changes you'd like made, and I'll see what I can do.
Zed
Haven Walkur
May 29th, '07, 11:14 PM
Posting HD write-up of Incirrina to Hero Central this week sometime. Will dual post it here too, if possible; formats 'n' files are not friends of mine.
You can trust your essentials to the lady with the tentacles! [Now imagine that said with a broad Aussie accent.]
jkwleisemann
May 30th, '07, 08:47 AM
Just so folks know why I've quieted down - further approvals and such will follow later this week, probably closer to the weekend when I've got some time. As is, it's all I can do to keep up with work, what sanity I've got left, and the games that are already running... approvals are more brain intensive than I'm up for just now.
Sorry for the delays!
Log-Man
May 30th, '07, 09:46 AM
Just so folks know why I've quieted down - further approvals and such will follow later this week, probably closer to the weekend when I've got some time. As is, it's all I can do to keep up with work, what sanity I've got left, and the games that are already running... approvals are more brain intensive than I'm up for just now.
Sorry for the delays!
You did say it could be a while, no worries.
Zed-F
May 30th, '07, 04:00 PM
Just so folks know why I've quieted down - further approvals and such will follow later this week, probably closer to the weekend when I've got some time. As is, it's all I can do to keep up with work, what sanity I've got left, and the games that are already running... approvals are more brain intensive than I'm up for just now.
Sorry for the delays!
Hey, no worries! I very much appreciate you letting us know why there's a delay and how long it's likely to last. As long as you continue to keep us in the loop on things like this, I'm a happy camper!
Haven Walkur
May 30th, '07, 04:49 PM
...Remnants ETA: Unknown (probably a good long ways out there yet).
No apology needed or expected, JKW! You told us what this was before we picked it up. ;-)
(Actually, I was rather taken aback that things seemed to be moving as fast as they have. "Taken aback" meaning Aaarrgghh! JKW's opened an HC site for the game! Gotta get the character write-up in now! Now! NOW!
I'm relieved to see we still have some time.)
Zed-F
May 30th, '07, 06:58 PM
Well you can always sign up now, and send in the character when it's ready. ;)
Haven Walkur
Jun 3rd, '07, 10:57 PM
Bump -- because I can't bear to see this thread slide off the first page. Call me sentimental.
Log-Man
Jun 4th, '07, 05:24 AM
You're sentimental.
jkwleisemann
Jun 4th, '07, 10:57 AM
For reference - Zed has joined me in helping to vet character designs for folks... so if you get a PM from him about your character, don't be too surprised. He's just helping get things off the ground, particularly since he has a much better eye for these sort of things.
Of course, if you disagree with him, we talk. I'm a bit more laissez-faire with character design than the rules would strictly recommend, so....
Haven Walkur
Jun 4th, '07, 02:56 PM
You're sentimental.
Thank-you...and you're so sweet.
CourtFool
Jun 5th, '07, 07:27 AM
I've tried repeatedly to post a character idea, but it keeps getting eaten.
Unlike your test post. :p
jkwleisemann
Aug 27th, '08, 12:25 PM
Sadly, Remnants seems to have died... partly because of GM loss of momentum, partly because of player loss of momentum... in general, it just didn't get going the way it should have, and floundered as a result, even after a reboot. :((
However, for those who had followed the game (like, y'know, the players?) who want to know how things might have gone....
Whistler would have turned out to be the son of Doctor Destroyer (over 100 years old, kept young through the same treatments that failed his father throughout his life). After the death of his little sister during one of Daddy's fits of pique, he turned against him and started his little one-man rebellion.
His sister, however, wasn't entirely gone. She continued to haunt Doctor D, and serve as a chink in his armor against the Edomite and Takofanes. Eventually (had Soulbarb remained with the group), she would have worked with Camuranima to be reanimated, after using the heroes to weaken the Edomite and Takofanes enough that she could have played one against the other and taken up in the power vaccuum they left behind.
Doctor Destroy, on the other hand, wasn't without changes of his own. Unable to benefit from the antigeria treatments that had made Whistler effectively immortal, Destroyer spent more and more of his time replacing parts of his body with cybernetic components. By the time the campaign had begun, nothing was left of Zerstoiten but his brain and his will, but that was enough to keep his largely robotic body from being controlled by Mechanon, keeping the war between them going for decades. However, this is also the reason why he avoided personally fighting on the front as much as he did.
During the first battle between Doctor D and the Remnants, Whistler would have apparently been killed, and given a grand state funeral on Destroyer's tab - intended to prove to everybody the fate of all heroes. However, in reality Whistler (or what was left of him) would have been turned to serve his father's will, and eventually returned to bedevil the heroes he'd helped assemble.
Black Piper's necromantic powers would have served him well, particularly when the team eventually went after the Warlord and VIPER. Against Takofanes, he'd have found that the Master of Undeath's title was largely unchallenged, at least until after a couple different stages of his 'radiation accidents' boosting his powers. Eventually, he would have confronted not only Takofanes, but the Necromancer who had owned him early on, getting some measure of payback for his torturous youth, and freeing the spirits of his long-dead family.
After Takofanes' destruction, the Crowns of Krim would have proven to be under his domination since they first found the Crowns, and with some help from the heroes have begun rebuilding the Plains of the Dead.
Sabre would also have found that not all of her enemies were as bad as they seemed. Helecorp would have turned out to be run by a group that intended to fight back against the Collective, and saw the technology of Neo-Tokyo as a weakness. Their rogue androids weren't intended to boost sales of their own combat models, but instead to keep people unsure of trusting artificial life forms. The project they were engaged in when the game started would have proven to be a highly destructive virus to be released into the Collective. However, while not traitors to all life, they weren't good guys either, and would have needed to be taken down eventually.
Probably *after* dealing with the latest claimant to the Chrysanthemum Throne... Emperor Foxbat the I. Yes, despite all odds Freddy has survived through the decades, languishing in the dungeons of the First Emperor when he was taken prisoner during a Comics Convention early during the war. Disfigured during his captivity (he got old), Freddy escaped and saw that his Master Plan had passed him by. However, being one of the few True Supervillains left (and his assets having grown significantly thanks the the interest on his savings account), he had no recourse but to retool, retrain, and reconquer the Earth!
Starting with the only place that wouldn't put up a soul-shattering fight, Neo-Tokyo.
Kevin would have eventually tracked his curse back to the original source of it... discovering that his mother had been a little girl Cash Cat rescued from a servant of the Edomite. Dropped off in the (marginally) safer past, she had eventually met his father and had him. Back in the Black Plains, Kevin's powers would have increased astronomically, including the discovery that he could fuel his powers by feeding directly on Qliphothic energy, as well as on life force... meaning that Kevin could go toe-to-toe with the Edomite himself, sapping the would-be God's strength and turning it against him.
Keyla would have found her own powers increasing as well. Eventually, she'd have been offered membership in Eurostar, only to eventually discover that one of their members was a dreaded enemy of hers - the Black Pope, the madman left behind after the Vatican was conquered by Eurostar. He'd have come after her, trying to reclaim her swords, sparking a conflict between the Remnants and Eurostar (who would have likely been their best supporters before that). Eventually things could have been settled either violently or peacefully, but that would've been largely up to the player's actions and reactions.
However, they *would* have managed to take out Firewing early on... either finding themselves a foothold in New Malva, or providing another key foothold in the Foxbat Empire. ;)
Given time, Keyla would have eventually become the new Archmage of Earth, mastering the Masada Curse and gaining the power to play a key role in things to come....
Cash Cat would have proven a crucial role in much of this. While he didn't remember any of it, he had put events in motion that had resulted in the creation of most of the team - Keyla's swords had come into the family after he'd arranged for their previous wielder to go after an ancestor of hers, Kevin has already been discussed, he helped to keep the Black Piper alive until his training was complete, and he was responsible for Sabre first learning of Helecorp's activities. After the team had powered themselves up significantly, he'd have found himself able to provide them with an opportunity almost too good to pass up - travelling back in time and completely preventing the Fall by intervening in the events that had led to the world being corrupted in the first place.
Stopping Witchcraft from unleashing the Masada Curse, instead having Keyla work with her to banish the Edomite into the Qliphothic Realm again.
Defeating Destroyer when he attempts to conquer North America... finding the old man, haunted by his dead daughter, and defeating him utterly as he has a complete mental breakdown during their battle.
Finding the Crowns of Krim and freeing their souls from Takofanes' control, denying him his two greatest resources (the Crowns and the people killed by the Masada Curse).
The Warlord and Eurostar never really get off the ground, and Firewing never conquers Australia. The First Emperor of China meets a *much* stronger resistance when he awakens, especially since by now the team has options to take care of his terra cotta soldiers without making more of them. VIPER is shattered by the heroes' efforts, leaving the future free....
And then they try to head home. When they do....
The world is a different place entirely. Not dominated by the villains they'd left behind... but instead dominated by *one* villain. A villain who had long ago foreseen that mighty heroes would prevent the world from being conquered by the obvious threats, and so made himself appear as absolutely harmless as possible until they'd taken them out, getting taken out themselves in the process, leaving a power vaccuum that one properly prepared could finally take advantage of.
All part of the Master Plan....
(And the GM would have been promptly lynched by the players, but I can only imagine what the looks on their faces would have been.... :eg:)
jkwleisemann
Aug 27th, '08, 12:29 PM
For reference, of *course* they could have promptly proceeded to try freeing the future by taking on its new overlord! I'm not *that* suicidal. :p
I just liked the idea of the heroes finding out who was really behind so much of this, and how history would have gone if it had gone for the better from the start. ;)
Haven Walkur
Aug 27th, '08, 03:27 PM
JKW-
I still think this is a phenomenal background and world concept...the Fallen Champions World. I'm very sorry it didn't flourish in play as it deserved.
Thank-you for your efforts in putting the game together, and please don't let this experience sour you on the concept. The idea of the Fallen World is definitely worth keeping in mind for another time!
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