Zed-F
Sep 6th, '03, 04:52 PM
Just thought I'd run this by you guys and see what your take is... this is for a low-powered superheroic game (about 200-250 points for PCs.)
From the summoner's point of view, the advantage of these constructs is that they are hard to get rid of without the proper attack forms. The disadvantage is that they are SLOW and easy to evade. They also don't hit much except at point-blank range. So, they are strong on defense but weak on offense (unless the opponent does something foolish like trying to punch one...)
<TABLE BORDER=1><!--================================================== ======--> <TR> <TH ALIGN=CENTER COLSPAN=8> <!-- Character Name -->Ball Lightning I (Automaton) </TH> </TR> <!--================================================== ====================--> <!-- Characteristics Section --> <TR> <TH ALIGN=CENTER>Val</TH> <TH ALIGN=CENTER>Char</TH> <TH ALIGN=CENTER>Cost</TH> <TD ALIGN=CENTER VALIGN=MIDDLE COLSPAN=5 ROWSPAN=2> <!-- Put image here --> </TR> <TR> <!-- Value Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- STR Value -->0 <BR><!-- DEX Value -->0 <BR><!-- CON Value -->0 <BR><!-- BODY Value -->1 <BR><!-- INT Value -->3 <BR><!-- EGO Value -->0 <BR><!-- PRE Value -->0 <BR><!-- COM Value -->0 <BR><!-- PD Value -->0 <BR><!-- ED Value -->0 <BR><!-- SPD Value -->4 <BR><!-- REC Value -->0 <BR><!-- END Value -->0 <BR><!-- STUN Value -->1 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> STR<BR>DEX<BR>CON<BR>BODY<BR>INT<BR>EGO<BR>PRE<BR> COM<BR>PD<BR>ED<BR>SPD<BR>REC<BR>END<BR>STUN<BR> </TD> <!-- Cost Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- STR Cost -->-10 <BR><!-- DEX Cost -->-30 <BR><!-- CON Cost -->-20 <BR><!-- BODY Cost -->-18 <BR><!-- INT Cost -->-7 <BR><!-- EGO Cost -->0 <BR><!-- PRE Cost -->-10 <BR><!-- COM Cost -->-5 <BR><!-- PD Cost -->0 <BR><!-- ED Cost -->0 <BR><!-- SPD Cost -->30 <BR><!-- REC Cost -->0 <BR><!-- END Cost -->0 <BR><!-- STUN Cost -->0 </TD> </TR> <!--================================================== ====================--> <!-- Powers Section --> <TR> <TH ALIGN=CENTER>Cost</TH> <TH ALIGN=LEFT COLSPAN=6>Powers and Talents</TH> <TH ALIGN=CENTER>END</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Power 1 -->-16 <BR><!-- Cost of Power 2 --> <BR><!-- Cost of Power 3 -->0 <BR><!-- Cost of Power 4 --> <BR><!-- Cost of Power 5 -->5 <BR><!-- Cost of Power 6 -->5 <BR><!-- Cost of Power 7 --> <BR><!-- Cost of Power 8 --> <BR><!-- Cost of Power 9 -->25 <BR><!-- Cost of Power 10 --> <BR><!-- Cost of Power 11 --> <BR><!-- Cost of Power 12 --> <BR><!-- Cost of Power 13 -->10 <BR><!-- Cost of Power 14 --> <BR><!-- Cost of Power 15 -->12 <BR><!-- Cost of Power 16 --> <BR><!-- Cost of Power 17 --> <BR><!-- Cost of Power 18 --> <BR><!-- Cost of Power 19 --> <BR><!-- Cost of Power 20 -->26 <BR><!-- Cost of Power 21 --> <BR><!-- Cost of Power 22 --> <BR><!-- Cost of Power 23 --> <BR><!-- Cost of Power 24 --> <BR><!-- Cost of Power 25 -->12 <BR><!-- Cost of Power 26 --> <BR><!-- Cost of Power 27 --> </TD> <!-- Power Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=6 NOWRAP> <!-- Power 1 -->-6" Running, -2" Swimming, -2" Leaping <BR><!-- Power 2 --> <BR><!-- Power 3 -->Radio Vision (SSG: Radio group, replaces normal sight, GM's discretion) <BR><!-- Power 4 -->Note: Sees using reflected radio waves rather than reflected visible light <BR><!-- Power 5 -->360 Degree Vision <BR><!-- Power 6 -->See Electricity (Passive, SSG: Vision) <BR><!-- Power 7 -->Note: SSG Vision incl. Sense, Range, Discriminatory, Targeting, 360 Degree <BR><!-- Power 8 --> <BR><!-- Power 9 -->Plasma Form: Desolid (Affected by Electricity, Wind, Water), 0 END Cost <BR><!-- Power 10 -->(+1/2), Persistent (+1/2), Always On (Can be turned off only to Explode, -1/4), <BR><!-- Power 11 -->Not through solids (-1/2), Activation 15- (-1/4), Side Effect (Extreme, <BR><!-- Power 12 -->[Disperse: instant death], constant power, -1 1/4) <BR><!-- Power 13 -->Suspended in Air: Flight 5", 0 END Cost (+1/2), Only along surfaces (-1/4), <BR><!-- Power 14 -->No NCM (-1/4) <BR><!-- Power 15 -->Plasma Burn: 1d6 EHA, Affects Solids (+2), NND vs. Force Field (+1), Does <BR><!-- Power 16 -->BODY (+1), 1" Radius (+1/2), Continuous (+1), 0 END Cost (+1/2), Damage <BR><!-- Power 17 -->Shield (all HTH, +3/4), Personal Immunity (+1/4), No Knockback (-1/4), <BR><!-- Power 18 -->HA Lim (-1/2), Activation 15- (-1/4), Side Effect (Extreme, [Disperse: instant <BR><!-- Power 19 -->death], constant power, -1 1/4) <BR><!-- Power 20 -->Ionizing Arc: 3d6 EB, Affects Solids (+2), 1" Radius (+1/2), NND vs. LS: Self- <BR><!-- Power 21 -->contained (+1), 0 END Cost (+1/2), Personal Immunity (+1/4), Limited Range <BR><!-- Power 22 -->(16", -1/4), Activation 15- (-1/4), Extra time (full phase, -1/2), Side Effect <BR><!-- Power 23 -->(Extreme, [Disperse: instant death], -1) <BR><!-- Power 24 -->Note: Damage is primarily from ozone inhalation, plus minor surface burns. <BR><!-- Power 25 -->Exploding Arc: 4d6 ERKA, 1" Radius (+1/2), Limited range (4", -1/4), 1 Charge <BR><!-- Power 26 -->(never recovers, -4), Side Effect (Extreme, [Disperse: instant death], always <BR><!-- Power 27 -->occurs, -2) </TD> <!-- END Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- END of Power 1 --> <BR><!-- END of Power 2 --> <BR><!-- END of Power 3 --> <BR><!-- END of Power 4 --> <BR><!-- END of Power 5 --> <BR><!-- END of Power 6 --> <BR><!-- END of Power 7 --> <BR><!-- END of Power 8 --> <BR><!-- END of Power 9 --> <BR><!-- END of Power 10 --> <BR><!-- END of Power 11 --> <BR><!-- END of Power 12 --> <BR><!-- END of Power 13 --> <BR><!-- END of Power 14 --> <BR><!-- END of Power 15 --> <BR><!-- END of Power 16 --> <BR><!-- END of Power 17 --> <BR><!-- END of Power 18 --> <BR><!-- END of Power 19 --> <BR><!-- END of Power 20 --> <BR><!-- END of Power 21 --> <BR><!-- END of Power 22 --> <BR><!-- END of Power 23 --> <BR><!-- END of Power 24 --> <BR><!-- END of Power 25 --> <BR><!-- END of Power 26 --> <BR><!-- END of Power 27 --> </TD> </TR> <!--================================================== ====================--> <!-- Skills Section --> <TR> <TH ALIGN=CENTER>Cost</TH> <TH ALIGN=LEFT COLSPAN=7>Skills and Perks</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Skill 1 -->15 <BR><!-- Cost of Skill 2 -->1 </TD> <!-- Skill Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=7 NOWRAP> <!-- Skill 1 -->+5 OCV w/ Plasma Burn, Ionizing Arc, Exploding Arc <BR><!-- Skill 2 -->Language: Electric Field Shifts </TD> </TR> <!--================================================== ====================--> <!-- Disadvantages Section --> <TR> <TH ALIGN=RIGHT>25+</TH> <TH ALIGN=LEFT COLSPAN=7>Disadvantages</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Disad 1 -->0 <BR><!-- Cost of Disad 2 -->0 </TD> <!-- Disad Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=7 NOWRAP> <!-- Disad 1 -->No hands (Always/Fully) <BR><!-- Disad 2 -->Distinctive Features: 3' Diameter Ball of Plasma (NC, Major) </TD> </TR> <!--================================================== ====================--> <!-- Combat Stats Section --> <TR> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=8 NOWRAP> <STRONG>OCV</STRONG>:<!-- Offensive CV -->0 <STRONG>DCV</STRONG>:<!-- Defensive CV -->0 <STRONG>ECV</STRONG>:<!-- EGO CV -->0 <STRONG>Phases</STRONG>:<!-- Phases -->3, 6, 9, 12 </TD> </TR> <!-- Costs Section --> <TR> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Costs</STRONG> </TD> <TD></TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Char</STRONG><BR><!-- Char Total -->-70 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Powers</STRONG><BR><!-- Power Total -->95 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Total</STRONG><BR><!-- Total Cost -->25 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Disads</STRONG><BR><!-- Disad Total -->0 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Base</STRONG><BR><!-- Base Cost -->25 </TD> <TD></TD> </TR></TABLE>
This ball lightning is composed of burning hot ionized gas particles. Normally, ball lightning is a short-lived phenomenon and somewhat random in its movements, but by manipulating the local ambient electric field, the summoner can form, maintain, and direct these vortices of ionized gas into a semi-autonomous weapon. The summoner's commands are effected by altering the local electric field in such a way that the ball lightning is naturally drawn to perform the desired task; for instance, to approach a particular target, or to remain in a particular area until something nearby disturbs the ambient electric field. However, a plasmoid's lifespan is limited by the amount of energy it contains, which is somewhat random; at any moment it could simply lose cohesion and vanish into a puff of harmless smoke. The average lifespan of this construct is about two minutes, but this is highly variable. This is a somewhat "comic-ized" version of ball lightning, in that it has abilities that real ball lightning doesn't have.
See Electricity: Detection based on generated EM (radio) waves, e.g.: bio-electricity/brainwaves, electronics, etc. Field size (not strength) modifies PER roll.
Ionizing Arc: The ball lightning attacks a hex with many small arcs of lightning. Individually these arcs do little damage, but the buildup of toxic ozone in the target hex is significant.
From the summoner's point of view, the advantage of these constructs is that they are hard to get rid of without the proper attack forms. The disadvantage is that they are SLOW and easy to evade. They also don't hit much except at point-blank range. So, they are strong on defense but weak on offense (unless the opponent does something foolish like trying to punch one...)
<TABLE BORDER=1><!--================================================== ======--> <TR> <TH ALIGN=CENTER COLSPAN=8> <!-- Character Name -->Ball Lightning I (Automaton) </TH> </TR> <!--================================================== ====================--> <!-- Characteristics Section --> <TR> <TH ALIGN=CENTER>Val</TH> <TH ALIGN=CENTER>Char</TH> <TH ALIGN=CENTER>Cost</TH> <TD ALIGN=CENTER VALIGN=MIDDLE COLSPAN=5 ROWSPAN=2> <!-- Put image here --> </TR> <TR> <!-- Value Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- STR Value -->0 <BR><!-- DEX Value -->0 <BR><!-- CON Value -->0 <BR><!-- BODY Value -->1 <BR><!-- INT Value -->3 <BR><!-- EGO Value -->0 <BR><!-- PRE Value -->0 <BR><!-- COM Value -->0 <BR><!-- PD Value -->0 <BR><!-- ED Value -->0 <BR><!-- SPD Value -->4 <BR><!-- REC Value -->0 <BR><!-- END Value -->0 <BR><!-- STUN Value -->1 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> STR<BR>DEX<BR>CON<BR>BODY<BR>INT<BR>EGO<BR>PRE<BR> COM<BR>PD<BR>ED<BR>SPD<BR>REC<BR>END<BR>STUN<BR> </TD> <!-- Cost Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- STR Cost -->-10 <BR><!-- DEX Cost -->-30 <BR><!-- CON Cost -->-20 <BR><!-- BODY Cost -->-18 <BR><!-- INT Cost -->-7 <BR><!-- EGO Cost -->0 <BR><!-- PRE Cost -->-10 <BR><!-- COM Cost -->-5 <BR><!-- PD Cost -->0 <BR><!-- ED Cost -->0 <BR><!-- SPD Cost -->30 <BR><!-- REC Cost -->0 <BR><!-- END Cost -->0 <BR><!-- STUN Cost -->0 </TD> </TR> <!--================================================== ====================--> <!-- Powers Section --> <TR> <TH ALIGN=CENTER>Cost</TH> <TH ALIGN=LEFT COLSPAN=6>Powers and Talents</TH> <TH ALIGN=CENTER>END</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Power 1 -->-16 <BR><!-- Cost of Power 2 --> <BR><!-- Cost of Power 3 -->0 <BR><!-- Cost of Power 4 --> <BR><!-- Cost of Power 5 -->5 <BR><!-- Cost of Power 6 -->5 <BR><!-- Cost of Power 7 --> <BR><!-- Cost of Power 8 --> <BR><!-- Cost of Power 9 -->25 <BR><!-- Cost of Power 10 --> <BR><!-- Cost of Power 11 --> <BR><!-- Cost of Power 12 --> <BR><!-- Cost of Power 13 -->10 <BR><!-- Cost of Power 14 --> <BR><!-- Cost of Power 15 -->12 <BR><!-- Cost of Power 16 --> <BR><!-- Cost of Power 17 --> <BR><!-- Cost of Power 18 --> <BR><!-- Cost of Power 19 --> <BR><!-- Cost of Power 20 -->26 <BR><!-- Cost of Power 21 --> <BR><!-- Cost of Power 22 --> <BR><!-- Cost of Power 23 --> <BR><!-- Cost of Power 24 --> <BR><!-- Cost of Power 25 -->12 <BR><!-- Cost of Power 26 --> <BR><!-- Cost of Power 27 --> </TD> <!-- Power Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=6 NOWRAP> <!-- Power 1 -->-6" Running, -2" Swimming, -2" Leaping <BR><!-- Power 2 --> <BR><!-- Power 3 -->Radio Vision (SSG: Radio group, replaces normal sight, GM's discretion) <BR><!-- Power 4 -->Note: Sees using reflected radio waves rather than reflected visible light <BR><!-- Power 5 -->360 Degree Vision <BR><!-- Power 6 -->See Electricity (Passive, SSG: Vision) <BR><!-- Power 7 -->Note: SSG Vision incl. Sense, Range, Discriminatory, Targeting, 360 Degree <BR><!-- Power 8 --> <BR><!-- Power 9 -->Plasma Form: Desolid (Affected by Electricity, Wind, Water), 0 END Cost <BR><!-- Power 10 -->(+1/2), Persistent (+1/2), Always On (Can be turned off only to Explode, -1/4), <BR><!-- Power 11 -->Not through solids (-1/2), Activation 15- (-1/4), Side Effect (Extreme, <BR><!-- Power 12 -->[Disperse: instant death], constant power, -1 1/4) <BR><!-- Power 13 -->Suspended in Air: Flight 5", 0 END Cost (+1/2), Only along surfaces (-1/4), <BR><!-- Power 14 -->No NCM (-1/4) <BR><!-- Power 15 -->Plasma Burn: 1d6 EHA, Affects Solids (+2), NND vs. Force Field (+1), Does <BR><!-- Power 16 -->BODY (+1), 1" Radius (+1/2), Continuous (+1), 0 END Cost (+1/2), Damage <BR><!-- Power 17 -->Shield (all HTH, +3/4), Personal Immunity (+1/4), No Knockback (-1/4), <BR><!-- Power 18 -->HA Lim (-1/2), Activation 15- (-1/4), Side Effect (Extreme, [Disperse: instant <BR><!-- Power 19 -->death], constant power, -1 1/4) <BR><!-- Power 20 -->Ionizing Arc: 3d6 EB, Affects Solids (+2), 1" Radius (+1/2), NND vs. LS: Self- <BR><!-- Power 21 -->contained (+1), 0 END Cost (+1/2), Personal Immunity (+1/4), Limited Range <BR><!-- Power 22 -->(16", -1/4), Activation 15- (-1/4), Extra time (full phase, -1/2), Side Effect <BR><!-- Power 23 -->(Extreme, [Disperse: instant death], -1) <BR><!-- Power 24 -->Note: Damage is primarily from ozone inhalation, plus minor surface burns. <BR><!-- Power 25 -->Exploding Arc: 4d6 ERKA, 1" Radius (+1/2), Limited range (4", -1/4), 1 Charge <BR><!-- Power 26 -->(never recovers, -4), Side Effect (Extreme, [Disperse: instant death], always <BR><!-- Power 27 -->occurs, -2) </TD> <!-- END Column --> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=1 NOWRAP> <!-- END of Power 1 --> <BR><!-- END of Power 2 --> <BR><!-- END of Power 3 --> <BR><!-- END of Power 4 --> <BR><!-- END of Power 5 --> <BR><!-- END of Power 6 --> <BR><!-- END of Power 7 --> <BR><!-- END of Power 8 --> <BR><!-- END of Power 9 --> <BR><!-- END of Power 10 --> <BR><!-- END of Power 11 --> <BR><!-- END of Power 12 --> <BR><!-- END of Power 13 --> <BR><!-- END of Power 14 --> <BR><!-- END of Power 15 --> <BR><!-- END of Power 16 --> <BR><!-- END of Power 17 --> <BR><!-- END of Power 18 --> <BR><!-- END of Power 19 --> <BR><!-- END of Power 20 --> <BR><!-- END of Power 21 --> <BR><!-- END of Power 22 --> <BR><!-- END of Power 23 --> <BR><!-- END of Power 24 --> <BR><!-- END of Power 25 --> <BR><!-- END of Power 26 --> <BR><!-- END of Power 27 --> </TD> </TR> <!--================================================== ====================--> <!-- Skills Section --> <TR> <TH ALIGN=CENTER>Cost</TH> <TH ALIGN=LEFT COLSPAN=7>Skills and Perks</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Skill 1 -->15 <BR><!-- Cost of Skill 2 -->1 </TD> <!-- Skill Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=7 NOWRAP> <!-- Skill 1 -->+5 OCV w/ Plasma Burn, Ionizing Arc, Exploding Arc <BR><!-- Skill 2 -->Language: Electric Field Shifts </TD> </TR> <!--================================================== ====================--> <!-- Disadvantages Section --> <TR> <TH ALIGN=RIGHT>25+</TH> <TH ALIGN=LEFT COLSPAN=7>Disadvantages</TH> </TR> <TR> <!-- Cost Column --> <TD ALIGN=RIGHT VALIGN=TOP COLSPAN=1 NOWRAP> <!-- Cost of Disad 1 -->0 <BR><!-- Cost of Disad 2 -->0 </TD> <!-- Disad Column --> <TD ALIGN=LEFT VALIGN=TOP COLSPAN=7 NOWRAP> <!-- Disad 1 -->No hands (Always/Fully) <BR><!-- Disad 2 -->Distinctive Features: 3' Diameter Ball of Plasma (NC, Major) </TD> </TR> <!--================================================== ====================--> <!-- Combat Stats Section --> <TR> <TD ALIGN=CENTER VALIGN=TOP COLSPAN=8 NOWRAP> <STRONG>OCV</STRONG>:<!-- Offensive CV -->0 <STRONG>DCV</STRONG>:<!-- Defensive CV -->0 <STRONG>ECV</STRONG>:<!-- EGO CV -->0 <STRONG>Phases</STRONG>:<!-- Phases -->3, 6, 9, 12 </TD> </TR> <!-- Costs Section --> <TR> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Costs</STRONG> </TD> <TD></TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Char</STRONG><BR><!-- Char Total -->-70 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Powers</STRONG><BR><!-- Power Total -->95 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Total</STRONG><BR><!-- Total Cost -->25 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Disads</STRONG><BR><!-- Disad Total -->0 </TD> <TD ALIGN=CENTER VALIGN=TOP NOWRAP> <STRONG>Base</STRONG><BR><!-- Base Cost -->25 </TD> <TD></TD> </TR></TABLE>
This ball lightning is composed of burning hot ionized gas particles. Normally, ball lightning is a short-lived phenomenon and somewhat random in its movements, but by manipulating the local ambient electric field, the summoner can form, maintain, and direct these vortices of ionized gas into a semi-autonomous weapon. The summoner's commands are effected by altering the local electric field in such a way that the ball lightning is naturally drawn to perform the desired task; for instance, to approach a particular target, or to remain in a particular area until something nearby disturbs the ambient electric field. However, a plasmoid's lifespan is limited by the amount of energy it contains, which is somewhat random; at any moment it could simply lose cohesion and vanish into a puff of harmless smoke. The average lifespan of this construct is about two minutes, but this is highly variable. This is a somewhat "comic-ized" version of ball lightning, in that it has abilities that real ball lightning doesn't have.
See Electricity: Detection based on generated EM (radio) waves, e.g.: bio-electricity/brainwaves, electronics, etc. Field size (not strength) modifies PER roll.
Ionizing Arc: The ball lightning attacks a hex with many small arcs of lightning. Individually these arcs do little damage, but the buildup of toxic ozone in the target hex is significant.