TheQuestionMan Posted June 26, 2016 Report Share Posted June 26, 2016 Greetings Programs, I understand the mechanics easily enough it is justifying and roleplaying it where I that I have hit a gamers block. How to justify raising your Characteristics. I want to raise my characters EGO and BODY, but need to know how to sell it to my GM. 10 EGO eventually to 23 15 BODY eventually to 20 Defense Maneuver I-IV Rapid Attack Defensive Attack Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Report Share Posted June 26, 2016 Working out could potentially add to your mass, increasing your Body stat. For Ego, I think you would need to get help from a "Prof X" type character to justify having more will power... Of course you could combine the efforts and say your working out 6-7 times a week and using Will Power to not eat junk food Quote Link to comment Share on other sites More sharing options...
Lucius Posted June 26, 2016 Report Share Posted June 26, 2016 Greetings Programs, I understand the mechanics easily enough it is justifying and roleplaying it where I that I have hit a gamers block. How to justify raising your Characteristics. I want to raise my characters EGO and BODY, but need to know how to sell it to my GM. 10 EGO eventually to 23 15 BODY eventually to 20 Defense Maneuver I-IV Rapid Attack Defensive Attack Begin intensively training in the martial arts. Alongside that, begin regular meditation to Improve your discipline, focus, and awareness. That should justify at least a few points of EGO. The improved willpower, increased muscle mass from exercise, overall better health from diet, etc. can all justify improved BODy. Lucius Alexander The palindromedary says justifying the rest is left as an exercise (so to speak) for the reader. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted June 26, 2016 Report Share Posted June 26, 2016 Willpower comes from confidence. Or maybe the character has been seeing a therapist. The GM can spend xp on his characters however he wants, leave mine alone! Quote Link to comment Share on other sites More sharing options...
assault Posted June 26, 2016 Report Share Posted June 26, 2016 The characteristics are easy: "they were always that high. It just never came up". This is just a reflection of the character being built on a finite point total. The other stuff... pretty much the same if the character concept supports it. Note the difference. Pretty much any character can get away with the characteristics. Not all can justify the other stuff. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted June 26, 2016 Author Report Share Posted June 26, 2016 Street Angel Dagr "Dag" Bowen VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 23 DEX 26 14- 20 CON 10 13- 23 INT 13 14- PER Roll 14- 10 EGO 0 11- 25 PRE 15 14- PRE Attack: 5d6 8 OCV 25 10 DCV 25 1 OMCV -6 3 DMCV 0 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 10/20 PD (0/10 rPD) 10 ED 8 10/20 ED (0/10 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Movement Cost Meters Notes RUNNING 0 20m/40m,/40m/80m END [2/4] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 189 Cost Powers Living Light Physiology, all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 1) Light Strobe: +2 DCV (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 2) Speed of Light: +1 SPD (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 7 3) Enhanced Stamina: +10 REC (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 5 4) Enhanced Endurance: +40 END (8 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 3 5) Light Enhanced: Nightvision (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 7 6) Bright Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 20 7) Photonic Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=0 - END= 40 Living Light Manipulation: Multipower, 60-point reserve, (60 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 4f 1) Bolt: Energy Blast 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 4f 2) Blast: Killing Attack - Ranged 4d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 4f 3) Flare: Sight Group Flash 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 2f 4) Create Light: Sight Group Images, +4 to PER Roll, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4) (44 Active Points); Only To Create Light (-1), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 5) Blinding Light: Darkness to Sight Group 9m radius, Personal Immunity (+1/4) (56 Active Points); No Range (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=6 3f 6) Body of Light: Desolidification (affected by Darkness & Mental Powers), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Inobvious to [sight Sense Group]; +1/4) (60 Active Points); Not Through Places Light Cannot Enter (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 7) Lightbending: Invisibility to Sight and Radio Groups and Active Sonar , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 4f 8) Healing: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=5 4f 9) Detoxification: Major Transform 5d6-1 (Sick Person Into Well Person), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 3f 10) Restoration: Aid END & STUN 5d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (x2 Characteristics) (+1/2) (52 Active Points); Only Restores to Starting Values (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 - END= 13 Living Lightspeed: Multipower, 20-point reserve, (20 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) - END= 1f 1) Blur: Running +20m (20m/40m total) (20 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 1f 2) Streak: Running 5m, Noncombat Acceleration/Deceleration (+1), MegaScale (1m = 10 km; +1 1/4) (16 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) - END=2 - END= Intensive Training - END= 4 1) Parkour Expert: Clinging (normal STR) (10 Active Points); Not on Smooth Surfaces (-1/2), Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) - END=1 13 2) Parkour Expert: Running +8m (20m/40m total), Usable As Running and Leaping (+1/4) (13 Active Points) - END=1 Powers Total: 162 Cost Martial Arts Jeet Kun Do 4 1) Block/Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 5 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 6) Punch/Elbo Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 3 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls 1 8) Weapon Element: Clubs Martial Arts Total: 28 Cost Skills 3 Acrobatics 14- 0 Acting 8- 3 AK: Los Angeles 14- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 6 +2 with Bolt, Blast, & Flash 3 Concealment 14- 3 Conversation 14- 3 Deduction 14- 3 High Society 14- 3 Interrogation 14- 0 Language: English (completely fluent; literate) (4 Active Points) 1 Language: Spanish (basic conversation) 0 Paramedics 8- 3 Persuasion 14- 3 PS: Dancer 14- 6 +2 with all Range Modifiers 3 Scholar 1 1) KS: Criminal Law & Procedures (2 Active Points) 11- 2 2) KS: The Criminal Underworld (3 Active Points) 14- 1 3) KS: The Gang World (2 Active Points) 11- 1 4) KS: The Law Enforcement World (2 Active Points) 11- 2 5) KS: The Superhuman World (3 Active Points) 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Skills Total: 74 Cost Perks 0 Favor: Silver Avenger Webster (GM Award) 0 Favor: Victory Girl (GM Award) 2 Positive Reputation: It's Street Angel! (A medium-sized group) 14-, +1/+1d6 4 Team Contribution Perks Total: 6 Cost Talents 3 +1/+1d6 Striking Appearance (vs. all characters) 12 Combat Luck (6 PD/6 ED) Talents Total: 15 Value Complications 0 Dependent NPC: Sandy "Lux" Bowen Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Enraged: When Innocents Harmed (Take BODY) (Uncommon), go 11-, recover 11- 15 Hunted: Shadowdragon Frequently (As Pow; Harshly Punish) 15 Psychological Complication: Code vs Murder (Uncommon; Total) 10 Psychological Complication: Distrust of Authority Figures (Common; Moderate) 15 Psychological Complication: Protective of the Innocents (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Vulnerability: 1 1/2 x STUN Darkness Attacks (Uncommon) 5 Quirk: Hates Bullies, Enjoys Dancing, Healing Others. Free Running, & Thrillseeker. Complications Points: 105 Base Points: 450 Experience: 39 Experience Unspent: 15 Total Character Cost: 474 Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted June 26, 2016 Author Report Share Posted June 26, 2016 Hmmm... Use a Favor from PRIMUS for some Advanced Training (Silver Avenger level EGO, Mental Defense, & BODY) and Toughening. Need a Professor X type for EGO increase. Thanks Guys. QM Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted June 27, 2016 Report Share Posted June 27, 2016 Greetings Programs, I understand the mechanics easily enough it is justifying and roleplaying it where I that I have hit a gamers block. How to justify raising your Characteristics. I want to raise my characters EGO and BODY, but need to know how to sell it to my GM. 10 EGO eventually to 23 15 BODY eventually to 20 Defense Maneuver I-IV Rapid Attack Defensive Attack You could talk with another person on your team about improving the EGO and BODY stats. Intense training could help improve your focus, thus justify the EGO, and learning to take a beatdown can justify BODY. Rapid Attack and Defense Attack could be obtained, if you have a teammate that also has them, like Psi-kick, in the case of Street Angel, since they are in the same game, but up to the limits she has, but I can also see, with further training, how he might get past her limitations. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted June 27, 2016 Author Report Share Posted June 27, 2016 Rapid Attack (Ranged vs HtH) my friend Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 27, 2016 Report Share Posted June 27, 2016 I always just let people increase their stats a little at a time if they wanted unless it was completely irrational for the character. Like the feeble sickly scientist buying body and strength out of the blue. Its your character, you want the stuff, you can have it. Its not like that doesn't happen in comics all the time. The first few issues of X-Men, the Beast was a dumb brute, then one issue suddenly he was a genius with a huge vocabulary. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted June 27, 2016 Report Share Posted June 27, 2016 I prefer to make such things part of the story. I would go to the GM and say that you have XP you want to spend, in particular, you want to increase EGO and BODY and would like him to think about an adventure where a side effect of the story would entail my character gaining EGO, BODY or both. It might be useful to have that issue show an immediate increase with the potential for that to grow further, So. The heroes might take out a supersoldier factory where the key villain is holed up with over 50 hostages whom he intends to turn into super-soldier slaves if the heroes attack. There is a way that the heroes might prevent that but one hero has to expose himself to a danger that he will be soaked in the mind control fluid. He has to choose between that exposure and saving the hostages. We all know what a real hero chooses. The side effects are an immediate jump in EGO or BODY and there is no knowing where that might stop. You might even persuade the GM to give you more than you can afford if you take on one or two complications to reflect possible lack of control/rage/openness to mind control/etc etc which can then be bought off rather than buying up the stats. Doc Quote Link to comment Share on other sites More sharing options...
massey Posted June 27, 2016 Report Share Posted June 27, 2016 You shouldn't need a radiation accident to buy up Body and Ego. My explanation would be simple. As he's adventuring, he's encountered hardships, and has worked to overcome them. He gets punched, kicked, blasted by villains, and he's gotten back up. He's seen his buddies knocked unconscious and he was the only thing standing between the victory and defeat. He's had to fight back when the chips were down, push his energy blast to save the day, etc. He's rushed into burning buildings to pull people to safety. He's probably been brain-blasted by a mentalist or two. He's encountered challenges that normal people never face. This is plenty of justification for buying up Ego and Body. Ego, for the mental toughness that he's had to display, where he had to dig down deep within himself and find the will to go on fighting. Body, for the physical punishment that he's had to endure. That which doesn't kill him makes him stronger. That should be good enough to at least get you up to an 18 or so, maybe a 20. Beyond that (for Ego), you probably want to have some sort of mental combat or something to make your GM happy. Quote Link to comment Share on other sites More sharing options...
assault Posted June 29, 2016 Report Share Posted June 29, 2016 I'd allow 23 Ego without making a big deal of it. After all, the character is paying the points, and not spending them elsewhere. It would be a rare (non-Mentalist) character that can afford to put "legendary willpower" on their starting character sheet. Quote Link to comment Share on other sites More sharing options...
Christopher Posted June 29, 2016 Report Share Posted June 29, 2016 Rapid Attack and Defense Attack could be obtained, if you have a teammate that also has them, like Psi-kick, in the case of Street Angel, since they are in the same game, but up to the limits she has, but I can also see, with further training, how he might get past her limitations. Actually the limit does not mater. Maybe the person being trained as a "natural Aptitude" for this technique? That is a very common theme. "Untapped potential" is another similar word. "Never thought of using X this way" can also be used to justify going beyond the teacher. In Naruto it was mentioned that Sasuke copied Lees speed, and used it much better then he could by adding Chidori - by Rock Lees trainer and Lee himself! Both Sasuke and Naruto took thier teachers "Signature skill" (Chidori and Rasengan) and turned it into some totally new forms. Wich was heavily expected by said teachers. Often the ones comming later had more aptitude at one Jutsu then the predecessor who developed it, because they could focus on it/base thier training on all the ground work. Sakura too reached the level of Strenght and regeneration comparable to her Mentor at a young age. One can only wonder where she might develop "Weaponised Healing" from there. The characteristics are easy: "they were always that high. It just never came up". This is just a reflection of the character being built on a finite point total. The other stuff... pretty much the same if the character concept supports it. Note the difference. Pretty much any character can get away with the characteristics. Not all can justify the other stuff. Actually you can get away with the other stuff too, by applying "natural Aptitude". In one book about Dwarfs the main character - a smith with no self defense skills at start - turned into the guy able to slay the big bad. Over the mater of weeks. The reason was explained because he belong the the (traitorous) Warrior Dwarf subrace (important plotpoint and setup for the following books). Luke Skywalker was able to learn the Force at incredibly speed and without any real training until Joda came around. Because he was the son of the choosen one (apparently Anakin never stopped being the choosen one and fullfilled the prophecy when he killed Palpatine). The others alraedy gave very good explanations for Characteristics increase. Ego can be chalked up to certainty, but it tends to overlap with Presence in that regard. It could be simply chalked up to all the stuff the Character went through. The average hero goes through more near death experiences weekly then most guardsmen in a year. Actually it is odd that not all of them have 17+ Ego after some time. Quote Link to comment Share on other sites More sharing options...
Anaximander Posted June 29, 2016 Report Share Posted June 29, 2016 You could just put something in the character's backstory that whatever event gave the character his powers hasn't finished it transformation yet. Perhaps, you could choose to wait to buy adjustments after dramatic events in the overall adventure such being exposed to strange energies and/or chemicals, after humiliating defeats, or victories by the skin of his teeth type activities. If the campaign uses a lot of subplots, stressors from both good and bad emotional events could trigger a power spurt or something. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted June 29, 2016 Author Report Share Posted June 29, 2016 We are doing an event where after exhaustive use if his healing powers he loses the abilities to Teleport, but manages to squezze some lightspeed boost to his running. Not enough to compete with our resident speedster, but enough. My GM was concerned that I was transforming him into a solo Hero, but I managed to convince him otherwise. Just a 2nd in command and face type. Again thanks folks QM Quote Link to comment Share on other sites More sharing options...
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