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Another four member hero team, for comment


Crusher Bob

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Here's the last time I did this.

 

And Here is the set of house rules I'm using.

 

'Galatea'

Found by [Memory Keeper] during an archaeological dig several, where she appeared to be a statue of the Goddess Nike. He became aware of her nature when she began to make comments on a screening of Snow White and the Seven Dwarfs.

 

An ensouled statue

'Galatea' is actually an animated statue, though her near perfect shape shifting can make this very difficult to notice.  When sleeping, she takes on a little of her inanimate nature and can be very hard to wake up.  When she doesn't have any reason to sleep in a human form, she will often drift into a statue as she goes to sleep, the form of the statue having some relation on what dreams she will have. As she never had a human identity, she has no paperwork, no birth certificate, no drivers license, etc.

 

Memory Problems

'Galatea' is immortal, but she loses her memories of the past.  She can clearly remember things that happened until around 10 years ago, and begins losing memories older than that.  Anything more than 20 years old will have certainly be forgotten.  Events in the past that left a major emotional impression will often come back as 'nightmares' when she sleeps.  But because she is only able to dream of the actual event and the extreme emotion, without any other context, these dreams are usually very disturbing.  She is now aware of her loss of memory, and fears losing her current identity.  She is trying to stave this off by 'storing' her memories in [Memory keeper] and periodically reliving them.

 

Songs of the Soul

The animating spirit is so strong that it is able to effect severe changes in the world within 16 meters of 'Galatea'.  Because some of her 'first' memories involve early Disney movies, her current way of effecting these changes is through singing.  'Past lives' had different additional VPP limitations, but the 16 meter range doesn't change.

 

A monster from the past

'Galatea' had several other identities in the past.  Some of them had reputations so terrible that anyone discovering an animate statue that can effect things within a 16 m radius can set of both extreme paranoia and/or bloody revenge.  After all, the statue is a consummate actor, so anything it says not remembering is not believable.

 

Sample terrible pasts:

The original terracota warrior, 'Death within ten paces'

As Qin Shi Huang's chief assassin, 'Death within ten paces' killed a lot of people, and their extended families, and the villages they grew up in, and their little dogs too. (VPP limitation: focus of the moment: an edged weapon)

 

The Weeping Angel

Really, the less said about the Weeping Angel, the better.  It might hear you. (VPP limitation: when not being observed, yes blinking counts)

 

 

 

'Galatea'

Balance comments:

DC: high (12 DC)

CV: medium (7)

Def: medium (25)

SPD: medium (5)

 

Relevant house rules:

Powers that only cost END to start are allowed to be made persistent.

 

[edits

 

changes:

sold back sense of taste, gave up radio earbuds to allow for 10 points towards team base, so it's not just Focal Paying for all the base points.  As a constant power, extra time on shapeshifting has to be 'only to start' so it's worth only half value as a disadvantage.  So had to extend the time required to assume a new form.

 

Tactics commentary:

With her near perfect shapeshifting, Galatea can be a very effective social infiltrator.  She can simply freeze most normals for with her version of mental paralysis, and if no one she cares about is within the 16m radius of the song, she can change out selective target for personal immunity, so she doesn't even need to roll to hit.  This reduces everyone to 0 DCV, and would let the team pile on to any target, possibly even hitting them with multiple haymakers.

 

If she's by herself, AOE mental paralysis followed by EGO drain can keep a crowd shut down for as long as she wants. 

 

In a team context, AOE mental paralysis or AOE flash to let the team attack lower DCV values works well.  In addition, all her debilitiating AOE maneuvers make her a prime target, so getting all the enemies entangled or flashed as soon as possible is important.

 

She's deliberately made to be weak to certain things, namely darkness vs Sound (Which prevents her singing), and any sort of grab or entangle that blocks her mouth.  As she has teleportation, she's able to get out of some entangles, but once she's tied up in something that can't be escaped with teleportation and gagged, she's not any stronger than a normal person.

]

 

 

 

 

                                                                                           400
                          value                                                           cost
STR                        10                                                                0
DEX                        13                                                                6
CON                        20                                                               10
INT                        13                                                                3
EGO                        20                                                               10
PRE                        30                                                               20

OCV                         3                                                                0
DCV                         7                                                               20
OMCV                        7                                                               12
DMCV                        7                                                               12

SPD                         5                                                               30
PD                         15(23/8 w/ 'The Soul Defends the Body)                           13
ED                         15(23/8 w/ 'The Soul Defends the Body)                           13
REC                        15                                                               11
END                        50                                                                6
BODY                       11                                                                1
STUN                       40                                                               10

Skills
 Acting                   PRE(15-)                                                           3
 Animal Handler           PRE(15-) (Cute Disney animals: songbirds, squirrels, etc)          2
 Charm                    PRE(15-)                                                           3
 Conversation             PRE(15-)                                                           3
 High Society             PRE(15-)                                                           3
 Persuasion               PRE(15-)                                                           3
 Power skill: Singing     PRE(20-)                                                          13
 PS: Dancing              PRE(15-)                                                           3
 Stealth                  DEX(12-)                                                           3
 Streetwise               PRE(15-)                                                           3
 KS: History              INT(12-)                                                           3

 PS: Archaeologist           (11-) (everyman)

Perks
 No records                  Anonymity                                                       3
 The Valiant                 10 points to base                                              10

Powers                       description                                           active cost
 An Ensouled statue
  Statue 'biology'           Life Support: No breathing, No eating,                     23  23
                              immunity to all disease and poison, immortal
  No sense of taste                                                                     -5  -5
  More than mere (wo)man     10 pts Mental defence                                      10  10
  Quantum Locked             10 pts Power defence                                       10  10
  The Ideal Companion        Shape Shifting: Sight, Hearing, Touch,                     60  30
                              Smell/Taste groups, imitation,
                              external cellular, humanoid shapes
                              (Costs END only to start (+1/4), Persistent (+1/4),
                              Extra Time: 5 minutes, only to start (-3/4))
  A Non-localized Phenomenon 16m Teleportation, position shift (no NCM (-1/4))          21  17
  The Soul defends the Body  8rPD/8rED (nonpersistent (-1/4))                           24  19

 The Songs of the Soul       Variable Power Pool
  Active Total               34 point reserve                                           34  34
  Control Pool               60 point control, Change as a 1/2 phase action (+1/2),     45  30
                              Incantations (-1/4), Limited powers (-1/4),
                              uses singing skill
Complications                                                                           75
 Code Against Killing        Psychological Complication Common, Strong                  15
 Fears loss of continuity    Psychological Complication Uncommon, Strong                10
  of memory
 Nightmares of the Past      Psychological Complication Uncommon, Strong                10
 Lost Memories               Psychological Complication Uncommon, Moderate               5
 Heavy Sleeper               Physical Complication Uncommon, Barely                      5
 A monster from the past     Negative Reputation Infrequently,                           5
                              Extreme Negative Reputation, Very small group
 Hunted: Past Sins           Floating Hunted (usually as infrequent,                    10
                              as powerful, harshly punish)
 DNPC: Memory Keeper         DNPC: Normal, Infrequent                                   10
 Really a statue             Distinctive Feature Special Senses or                       0
                              Major medical to notice
 No paperwork                Social Complication infrequent, minor                       5

 

 

 

Sample VPP Powers

 

Rule details:

Other than movement, powers should not affect anything more than 16 meters away.  This includes the edges of area of effects, so a 16m radius power would have no range, and 8m radius power would have 8m range, etc.

If an alternative defence is attacked, it should be mental defense

 

 

                                                                                                  active cost
 Anthems:                             All: AOE: 16m radius (+3/4), selective target (+1/4),
                                       No Range (-1/2), Incantation (-1/4)
  Anthem of Paralysis                 2d6 entangle (Takes no damage vs attacks +3/4, vs EGO +1/4,      60   34
                                       ACV (OMCV vs DCV +0))
  Anthem of Apathy                    3d6 Drain EGO (ACV (uses OMCV against DCV +0),                   60   34
                                       AVAD (Mental Defense +0)
  Anthem of Rest                      4d6 Blast (ACV: uses OMCV against DCV (+0),                      60   34
                                       AVAD Mental Defense (+1))
  Anthem of the Kaleidoscope          6d6 Flash vs. Sight Group  (ACV: uses OMCV against DCV (+0),     60   34
                                       AVAD Mental Defense (+1))
  Anthem of the Fairy Godmother       Combined Slot
                                       2d6 Cosmetic Transform: clothing to Stylish Clothing            12    7
                                       8d6 Cosmetic Transform: people get a makeover                   48   27
  Anthem of the Disney Princess       Change Environment: Cleaning and Tidying (6 STR Telekinesis)     60   34

 Arias:                               All: Limited Range: 16m (-1/4), Incantation (-1/4),
                                       Extra time: delayed phase (-1/4))
  Aria of Shattered Compulsions       20d6 Dispel Mind Control (ACV: uses OMCV against DCV (+0))       60   34
  Aria of Shattered Minds             6d6 Mental Blast                                                 60   34
  Aria of Shattered Glass             12d6 Blast vs ED (ACV: uses OMCV against DCV (+0))               60   34
  Aria of Naked Force                 30 STR Telekinesis (ACV: uses OMCV against DCV (+0),             56   32
                                       Works Against EGO, Not STR (+1/4))
  An Aria for Two                     12d6 Telepathy                                                   60   34
  Aria of the Forgotten Lullaby       Major Transform 4d6 (erase, change, add to, or otherwise         60   27
                                       affect a person’s mental “objects”; heals back normally)
                                       (ACV: uses OMCV against DMCV (+1/4), AVAD (Mental
                                       Defense; +0), Works Against EGO, Not BODY (+1/4); Limited
                                       Target (mental “objects” in the minds of sentient beings
                                       (-1/2))

 Songs                                (unique limitations)
  Song of Home Repair                 2d6 healing, can heal limbs (AOE: 16m Radius (+3/4),             44   29
                                       only vs non-animate objects (machines, buildings, etc) (-0)
                                       Incantation (-1/4), Extra time: delayed phase (-1/4))
  Song of Sound and Fury              Images, Sight and Hearing Group, -6 PER Rolls                    58   29
                                       (AOE 16m Radius (+3/4), no range (-1/2),
                                       constant incantation (-1/2))
  Song of the Dreaming                Combined Slot All: (constant incantation (-1/2))
                                       Desolidification (Affected by: Magic & pushed abilities)        40   20
                                        (Can't pass through physical objects (-1/2))
                                       Flight 10m, (Megascale 1m = 1km (+1))                           20   13

 


 

Edited by Crusher Bob
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And our next character: 'Hadaly' and 'Moto Freeman'

 

Originally started out as a character that could telepresence with drones, but that quickly grew too complicated and difficult to balance.  Ended up making a character with a powerful follower to keep the ability to be in two places at once, but the character + follower should be balanced with a single normal character in combat.

 

Hadaly

Involved in a terrible accident, 'Hadaly' was given a variety of experimental cybernetic augmentations.  Since the people were developing the cybernetics for military purposes, 'Hadaly's' 'ware is a bit more high performance than you would expect.  She is somewhat famous for being one of the first people to publicly receive extensive cybernetic augmentations. She now uses her money, fame, and contacts to agitate for the rights of AI and heavily cybered individuals.  Her cyberware is soft and flesh colored, but easily identifiable by visible seams, etc.  They are about as easy to conceal as extensive tattoos.

 

Hardsuit

The 'hardsuit' is not so much armor in the conventional sense but is instead more body expansions and attachments.  It's not really useable by anyone else without them also having the same class of cybernetic mods and being about the same size.  Note that the hardsuit is (Only in Alternate ID) instead of a focus, so it can't really be taken away once put on.

 

Balance comments (Hadaly and Moto Freeman together):

DC: medium (10 DC)

CV: medium (7)

Def: medium (25)

SPD: high (6)

 

Relevant house rules:

Running receives and additional (-1/2) limitation, for being running.

 

'Hadaly'

[edits

Changes: like the edit to Galatea, changed things around to allow for 10 points spent on the team base.  In addition, made non-hardsuit cyberware considerably more capable.  This makes Hadaly much more vulnerable to drains, as more of her characteristics are now included.  Her DEF, Stun, Red, and ranged attack options are all outside of the unified powers, so she's not completely helpless when drained. 

 

KO gas mini-missiles changed out for an AOE entangle, to make for greater ability for her to combine actions with Moto Freeman (entangle + a an attack or even haymaker from Moto Freeman.  Also read the rules of riding, there's an -2 OCV penalty the rider suffers, so added an option for skill levels to offset that, plus clinging and knockback resistance to reduce the chance of her getting knocked off if she happens to be riding him.  Her leaping is deliberately kept low so that Moto Freeman can both run faster and jump further than she can.

The synergy between then is not the best, since Halady is a ranged character and Moto Freeman is a brawler, but at least it's interesting.

 

Tactics notes:

In theory, they are supposed to be comparable to a speed 6 character, though they can do things like double team someone for bonuses to hit, or entangle + attack a single target at once.

]

 

 

 

 
                                                                                             400
                         value                                                       active cost
STR                       10(up to 25 w/ cyberware, +15 available 'not for lifting')           0
DEX                        8(up to 13 w/ cyberware, up to 23 w/ lightning reflexes)           -4
CON                       13(up to 23 w/ cyberware)                                            3
INT                       18(up to 28 w/ cyberware)                                            8
EGO                       15                                                                   5
PRE                       15                                                                   5
OCV                        5(up to 7 w/ cyberware)                                            10
DCV                        5(up to 7 w/ cyberware)                                            10
OMCV                       3                                                                   0
DMCV                       3                                                                   0
SPD                        3                                                                  10
PD                         5(8/3 w/o hardsuit, 23/9 w/ hardsuit)                               3
ED                         5(8/3 w/o hardsuit, 23/9 w/ hardsuit)                               3
REC                        8(12 w/ hardsuit)                                                   4
END                       30(50 w/ hardsuit)                                                   2
BODY                      11                                                                   1
STUN                      30                                                                   5
Skills
 Bureaucratics           PRE(12-)                                                          3   3
 Computer Programming    INT(13-)                                                          3   3
 Cryptography            INT(13-)                                                          3   3
 Electronics             INT(13-)                                                          3   3
 High Society            PRE(12-)                                                          3   3
 Inventor                INT(13-)                                                          3   3
 Mechanics               INT(13-)                                                          3   3
 Paramedics              INT(13-)                                                          3   3
 Security Systems        INT(13-)                                                          3   3
 Stealth                 DEX(11-)                                                          3   3
 CK: High Society People INT(13-)                                                          3   3
 KS: Cybernetics         INT(13-)                                                          3   3
 PS: Political Activist     (11-) (everyman)
Perks
 Moto Freeman               Follower: Moto Freeman (325 points)                           65  65
 High Society Contacts      (11-, useful skills, institutions, organization)              12  12
 The Valiant                10 pts to base                                                10  10
 Money                      8 pts Money                                                    8   8
Powers                      description                                              active cost
 Superior skill with        +1d6 striking appearance, focus of the moment (-1/4),          3   1
  makeup                     extra time (5 minutes) only to start (-1),
                             Only in normal ID (-1/4)
 Unpowered Cyberware
  Skinweave                 3 rPD / 3 rED                                                  9   9
 Powered Cyberware          Unified powers (-1/4)
  Neurological error        10 pts Mental Defense                                         10   8
   checking
  Cybereyes
   Tapetum lucidum          Night Vision                                                   5   4
   Flash Protection         8 pts Sight Flash Defense                                      8   6
  Cyberears
   Hearing Amplification    +6 Telescopic Hearing (64 meters)                              3   2
   Attention Coprocessor    Rapid x10 (Able to follow up to 10 conversations at once)      3   2
   Enhanced Hearing Range   Ultrasonic Perceotion                                          3   2
  Communication implant     HRRP                                                          12  10
  Configurable Systems      50 point reserve multipowr                                    50  40
   Strength                 up to +15 STR                                                 15   2m
   Grace                    +5 DEX (total 13)                                             10   1u
   Reaction Time            +10 lightning Reflexes                                        10   1u
   Endurance                +10 CON                                                       10   1u
   Enhanced Cognition       +10 INT                                                       10   1u
   Stealth System           Invisibility to Sight and Radio groups (no attacks (-1/2)     25   1u
   Movement Subsystem
    Running                 up to +20m running (-1/2) (32m) (up to 57.6 km/h)             20   2m
    Leaping                 up to +20m leaping (24m) (no NCM (-1/4))                      10   1m
    Riding Anchors
     Stabilization          2 Penalty Skill levels to Offset OCV riding penalty            6   1u
     Attachment             Clinging                                                      10   1u
     Movement Resistance    up to 5m knockback resistance                                  5   1m
   Combat Subsystem
    Offense                 up to +2 OCV                                                  10   2m
    Defense                 up to +2 DCV                                                  10   2m
    Striking power          up to +15 STR (not for lifting (-1/4))                        15   2m
 Hardsuit                   Only in Alternate ID (-1/4)
  Extra Eyes                Add 360 degree perception to normal vision                     5   4
  Add'l Energy Systems
   Charge Capacity          +20 END (Total END: 50)                                        4   3
   Recharge Boost           +4 REC (Total REC: 12)                                         4   3
  Armor
   Hard Armor               6 rPD / 6 rED                                                 18  14
   Soft Armor               9 PD / 9 ED (total: PD: 23/9 ED: 23/9)                        18  14
   Oxygen Supply            Life Support: no breathing                                    10   8
  Combat Prediction         2 Range skill levels w/ Hardsuit Armament Suite                4   3
   Software
  Armament Suite            Multipower                                                    50  40
   Piercing Laser           8d6 Blast vs ED (Armor piercing (+1/4), Beam (-1/4))          50   3u
   Electrolaser             10d6 Blast vs ED, Stun only (-0)                              50   4u
   Blinding Laser           10d6 Sight Group Flash (6 charges (-3/4)))                    50   2u
   Electrical Arc           2d6 Entangle (AOE: 16m cone (+1/2), Entangle takes            50   3u
                             no damage only STR to escape (+1), no range (-1/2))
                             (escape condition: entangle only persists for 1 minute)
Complications                                                                             75
 Cyberware needs            Physical Complication, infrequently, barely                    5
  maintenance
 Extensive Cybernetics      Distinctive Feature, easily concealed                          5
 Known to have              Social Complication infreqent, minor                           5
  cybernetics
 AI Rights Activist         Social Complication infreqent, minor                           5
 Secret ID                                                                                15
 Celebrity                  Social Complication frequent, minor                           10
 Code Against Killing       Psychological Complication Common, Strong                     15
 Noblesse Oblige            Psychological Complication Common, Strong                     15
                            Cyberware Allocation Samples
                            Walking Around
                             +5 DEX (DEX 13)
                             +10 CON (CON 23)
                             +10 INT (INT 28)
                             +2 DCV (DCV 7)
                             +10 Lightning Reflexes (equiv 23 DEX)
                            Ranged Combat
                             +5 DEX (DEX 13)
                             +10 CON (CON 23)
                             +2 OCV (OCV 7)
                             +2 DCV (DCV 7)
                             +10 Lightning Reflexes (equiv 23 DEX)
                            Maximum Escape Power
                             +30 STR (STR 25 for lifting, STR 40 for everything else)
                             +10 CON (CON 23)
                             +2 DCV (DCV 7)
                            Maximum Strike Power
                             +30 STR (STR 25 for lifting, STR 40 for everything else)
                             +10 CON (CON 23)
                             +2 OCV (OCV 7)
                            Recon
                             +10 INT (INT 28)
                             +5 DEX (DEX 13)
                             Invisibility
                             5pts to movement (17m running or 14m leaping)
 

 

 

 

 

 

Moto Freeman

Originally, 'Hadaly's' motorized wheelchair, he has undergone significant alterations over the years.  He can now transform between a motorcycle and a slightly larger than human form.  

 

The magic headlight

It turns out, car headlights illuminate things up to around 100 meters away.  Attempting to buy Images only to make light to cover this area is prohibitively expensive.  I think we can all agree that it just works, OK?  

 

Relevant house rules:

Running receives and additional (-1/2) limitation, for being running.

Powers that only cost END to start can be made persistent

Moto Freeman's 50 points of complications are required by the campaign document  

 

[edits

Have changed the mecha/motorcycle forms from shapechanging to an instant change, since it otherwise didn't matter to much which form he was in.  

 

Tactics notes.

Mostly just a brawly character.  'Hadaly' is supposed to be where all the player thinking is really centered.  Is able to produce OCV 7 10DC or OCV 5 12 DC attacks, which is in line with the campaign document. ]

 

 

 

 
                                                                                              325
                          value                                                       active cost
STR                        25(30 w/ DI, up to 45 + 15 w/ configurable systems)                 15
DEX                         8                                                                  -4
CON                        25                                                                  15
INT                         8                                                                  -2
EGO                        20                                                                  10
PRE                        10                                                                   0
OCV                         5(up to 9 w/ configurable systems)                                 10
DCV                         7(up to 9 w/ configurable systems)                                 20
OMCV                        3                                                                   0
DMCV                        3                                                                   0
SPD                         3                                                                  10
PD                          9(with DI and armor: 20/10)                                         7
ED                          9(with DI and armor: 20/10)                                         7
REC                        12                                                                   8
END                        40                                                                   4
BODY                       13                                                                   3
STUN                       30                                                                   5
Skills
 Electronics              INT(11-)                                                          3   3
 Mechanics                INT(11-)                                                          3   3
 Navigation: Land         INT(11-)                                                          3   3
 Stealth                  DEX(11-)                                                          3   3
 Security Systems         INT(11-)                                                          3   3
 Shadowing                INT(11-)                                                          3   3
 KS: Automobiles             (11-)                                                          2   2
 CK: The Internet            (11-)                                                          2   2
 PS: Internet Troll          (11-) (everyman)
Talents
 Internal Compass            Bump of direction                                              3   3
 Electronic memory           Eidetic Memory                                                 5   5
 Information assimilation    100x speed reading                                             6   6
Powers                       description                                              active cost
 Robot Body
  Steel, not flesh I         One level of Density Increase ((0 END (+1/2),                  8   5
                              Persistent (+1/4), Inherent (+1/4), Always on (-1/2))
  Steel, not flesh II        4m knockback resistance (6m total w/ DI)                       4   4
  Armor                      10 rPD, 10 rED (Total 20/10 PD 20/10 ED)                      30  30
  No sense of smell                                                                        -5  -5
  No sense of taste                                                                        -5  -5
  Machine 'Biology'          Life Support: no breathing, immune to poison and disease      15  15
  Low maintenance            Life Support: 'eat' and 'sleep' once a week                    2   2
  Machine Mind               20 pts Mental Defence                                         20  20
  Machine Body               15 pts Power Defence                                          15  15
  Moving right along         +12m of running (running (-1/2)) (20m)                         8   5
  Communications Suite       HRRP (IIF: Radio antenna (-1/4))                              12  10
  Sensors                                                                                   0   0
   'Rabbit Ears'             Point of vision moveable anywhere up to 2 meters away          3   3
   Multiple Eyes             360 degree arc of normal vision                                5   5
   Sharper Senses            +2 Perception (all senses)                                     6   5
                              (does not apply to sense of touch (-1/4))
 The Magic headlight         Night vision (UBO up to 127 addl recipients (+2),             19   9
                              grantable at range (+1/2),
                              Increased maximum range x2 (100 meters) (+1/4),
                              Recipients must remain in LOS (-1/4),
                              Minor Side effects (-1/4) (15 points of sight group
                              images: only to make light), OIF: Magic headlight (-1/2))
 Moto Freeman is not         +20 PRE (only to resist PRE attacks (-1))                     20  10
  impressed
 Mecha / Motorcycle Forms    Instant Change, one alternate form                             3   3
  Configurable Systems       30 points reserve multipower                                  30  30
   Offense                   up to +4 OCV                                                  20   4m
   Defense                   up to +2 DCV                                                  10   2m
   Strength                  up to +15 STR                                                 15   3m
   Striking Power            up to +15 STR (not for lifting (-1/4))                        15   2m
   I have wheels!            up to +20m running (40m total) with x8 NCM (-1/2)             30   4m
                              (up to 288 km/h)
   Powered Leap              up to +40m leaping (44m total) (no NCM (-1/4))                20   3m
   Stealth System            Invisibility to Sight and Radio groups (no attacks (-1/2)     25   2u
Complications                                                                              50
 Code Against Killing        Psychological Complication Common, Strong                     15
 Loyal to Hadaly             Psychological Complication Uncommon, Total                    15
 Can Only Recover From BODY  Physical Complication Infrequently, Greatly                   15
  BODY Damage In A Suitably
  Equipped Repair Shop
 Reduced Sense of Touch      Physical Complication Infrequently, Barely                     5
 

 

 

 

 

 

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And now we have our third team member, where we play with what disadvantages mean.

 

'Pooka'

Pooka looks like a dog (a golden retriever) all the time.  But, due to the powerful glamours he's surrounded by, most people find this unremarkable.  They instead tend to slot him into 'ethnic minority'.  So, for example, he'll be arrested for 'driving while dog'.  And when he goes into a restaurant, he's refused service because he's not wearing shoes or a shirt, not because he's a dog.  If the GM thinks it will be funnier, characters with high EGO, high mental defenses, or high 'magic resistance' may be less affected.

 

Pockets

Pooka has pockets, even though he is a dog.  Other people find it almost impossible to notice that he has pockets, or that he has anything in them.  So he never has to take the change out of his 'pockets' when going through the metal detector.  The security might hassle him anyway.  He was walking while dog.

 

The glamours that confuse his identity don't work as well on recorded media.  So people listening to recordings of his barking find him impossible to understand (unless they understand dog barking, I guess).  So any communication he does over the phone has to be done using a voice synthesizer.

 

When he goes to his job at the newspaper, he wears half moon glasses.  Mostly because he likes to look at people over them with his soulful doggy eyes.  When he wants to be a hero, he takes off his glasses.  He looks totally different, really; we swear.

 

Those who still leave saucers of cream out for the pooka (or maybe just the cats) or do various other things 'to be kind to the good folk' will generally receive his assistance.  Though he can't do things like mill their grain, spin their thread, card their wool, or bless their fields anymore just means he has to be more creative.  A few families have avoided accidents because their car has been uncommonly lucky.

 

Balance comments:

DC: medium (10 DC)

CV: high (9)

Def: medium (25)

SPD: medium (5)

 

Relevant house rules:

Running receives and additional (-1/2) limitation, for being running.

 

[edits

As usual, have changed things around to allow to 10 points of contribution toward the base.

The original version didn't have the press pass perk.  As Pooka is supposed to be an editor at a campaign city newspaper (or possibly newsy web publication)  he could use one.

 

Tactics notes: Alas, Pooka really isn't that interesting tactically.  Find someone who is either weak or END reliant (like a blaster) and start removing their END or STR.  Or, if the other guy has unified powers tied to either END or STR (or flight) go ahead and drain the crap out of them.  If drains aren't working, just bite them.  And remember to curse everything you can get your paws on with bad luck.  Giving the villains foci and getaway vehicle bad luck is sure to lead to interesting results.

 

 

 

 

 
                                                                                                400
                          value                                                         active cost
STR                        10                                                                     0
DEX                        13(18 w/ Lightning Reflexes)                                           6
CON                        23                                                                    13
INT                        18                                                                     8
EGO                        18                                                                     8
PRE                        20                                                                    10
OCV                         3                                                                     0
DCV                         7(9 w/ shrinking)                                                    20
OMCV                        9                                                                    18
DMCV                        9                                                                    18
SPD                         5                                                                    30
PD                         12(12/3, 18/9 w/ combat luck, 25/9 vs non-iron)                       10
ED                         12(12/3, 18/9 w/ combat luck, 25/9 vs non-iron)                       10
REC                        15                                                                    11
END                        40                                                                     4
BODY                       13                                                                     3
STUN                       40                                                                    10
Skills
 Scholar                                                                                      3   3
  KS: Fairy Tales         INT(13-)                                                            2   2
  KS: Classic literature  INT(13-)                                                            2   2
  KS: Popular Literature  INT(13-)                                                            2   2
  KS: Weasel Words        INT(15-)                                                            4   4
 Charm                    PRE(13-)                                                            3   3
 Concealment              INT(13-)                                                            3   3
 Idiomatic English           (Gaelic is native language)                                      4   4
 Presuasion               PRE(13-)                                                            3   3
 PS: Editor               INT(13-)                                                            3   3
 PS: Chef                 INT(13-)                                                            3   3
 Shadowing                INT(13-)                                                            3   3
 Stealth                  DEX(12-)                                                            3   3
 Tracking                 INT(13-)                                                            3   3
 PS: Literary Critic         (11-) (everyman)
Perks
 Contacts with various       Contacts 11-, useful skills, organization                        9   9
  newsies
 Contacts with various       Contacts 11-, organization                                       6   6
  homeless people
 The Valiant                 10 pts to base                                                  10  10
 Press Pass                                                                                   1   1
Talents
 2 lvls Combat Luck          6 rPD/ 6rED                                                     12  12
 Lightning Reflexes          5 pts Lightning Reflexes                                         5   5
Powers                       description                                                active cost
 The Nose Knows              Add Discriminatory, Tracking, Targeting to Sense of Smell       20  20
 Dog Sized                   1 level of shrinking (0 END (+1/2), persistent (+1/4),          15  10
                              inherent (+1/4), normal mass (+1/2), Always on (-1/2))
 Tough Hide                  3 PD / 3 ED Made resistant                                       3   3
 What's in my pockets?       +10 to concealment rolls (only to hide small objects on         20   9
  I have pockets!?            self (-1) Costs END Only to Start (-1/4))
 Glamourous Protection       7 PD / 7 ED (Does not protect against iron (-1/4))              14  11
 Blessing of the             25 pt reserve Multipower                                        25  25
  Traveller
  Running on Air             25m flight (up to 75 km/h)                                      25   2u
  Cheshire Dog               20m Teleportation, Position Shift                               25   2u
   Displacement
  Four Speedy Feet           +20m running x4 NCM (up to 190 km/h) (running (-1/2))           25   2u
 Glamour Magic               50 pt Multipower (uses OMCV vc DCV (+0), No Range (-1/2))       50  33
  Bless this booze           1d6 Minor transform: improve quality of alcoholic beverages     11   1u
                              (AOE: 16m radius (+3/4), Penetrating
                              (can affect most sealed bottles, cans, etc (+1/2))
  Bless these fields         1d6 Minor transform: improve crop yields of land                14   1u
                              (AOE: 256m radius (+1.5)
                              (around 20 hectares, small family farm sized))
  Pooka craftsdogship        1d6 Minor transform: complete a large variety of 'crafting'     14   1u
                              tasks from given raw materials  (AOE: 16m radius (+3/4),
                              varied result (+1))
  Good Luck Blessing         10d6 minor transform: inflict 2d6 luck heals normally           50   2u
                              (all or nothing (-1/2))
  Bad luck Curse             10d6 minor transform: inflict 2d6 unluck heals normally         50   2u
                              (all or nothing (-1/2))
  Always has a bit of        1d6 Major transform: nothing to small amounts of food           20   1u
   help in the pockets        or money (varied result (+1))
  Bite of the Ground         5d6 Drain Flight                                                50   3u
   lover
  Tiredness Inflicting       5d6 Drain END                                                   50   3u
   Bite
  Weakness Inflicting        5d6 Drain STR                                                   50   3u
   Bite
  Just the Bite              10d6 Blast vs PD                                                50   3u
Complications                                                                                75
 Look, a 'dog'               Distinctive Feature Concealable, Not always noteworthy           5
 A 'Dog'                     Social Complication infrequently, Minor                          5
 Unable to actually lie      Psychological Complication Uncommon, Total                      15
 Helpful to those who        Psychological Complication Uncommon, Strong                     10
  follow the old ways
 Code Against Killing        Psychological Complication Common, Strong                       15
 Can't Enter place of        Physical Limitation infrequently, Greatly                       15
  worship without
  appropriate invitation
 Recordings of voice         Physical Limitation infrequently, barely                         5
  are just barks
 Made uncomfortable          Physical Limitation infrequently, barely                         5
  by Iron
 

 

 

Edited by Crusher Bob
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And here's our last team member 'Focal'

 

Where we look at what a headache bases can be. Originally, the Valiant was going to be much more, but complications and high point costs have mostly just pared it down to a place to sleep and an excuse for megascale teleportation.

 

'Focal' is a United Nations Spaceguard (like the US Coast Guard, but for Earth and Lunar orbit) officer.  Well, a very junior officer.  But right now, he seems to be the highest ranking Spaceguard officer around.  Earth was being invaded and the Spaceguard was tasked with doing SAR for regular navy ships.  The Valiant took a hit to it's wormhole drive and somehow ended up in orbit of a different Earth.  It's still Earth, but it's missing almost all of the technical advances that made allowed interstellar colonization possible.  Plus all sorts of little things are slightly different.  For example, every here drinks fizzy 'cola' instead of fizzy coffee.

 

Different Anatomy

 'Focal' has undergone considerable genetic modification.  For example, his skin isn't coffee colored because of melanin, it's coffee colored because it has rhodoplasts (red chloroplasts) in it.  His eyes are slightly bigger than normal, and his retina are put together backwards.  His muscles are more like a gorilla's than a normal humans.  Any sort of medical procedure is going to present all sorts of difficulties. A good dose Herbicides will tend to make him very sick.   He also likes to sleep under a grow lamp, or just out in the sunshine.

 

Spacer habits

Having extensively trained for operations in space, 'Focal' exhibits what might be classified as a form of OCD in normal people.  He'll almost always hold on to the scenery with one hand, unless armored, or other wise anchored to something.  He won't put things down, where they could float away and damage something if the artificial gravity failed.  He'll compulsively tidy up anything he sees lying around.  Where others will make gestures with their whole arms, his will be made with just his hands or fingers.

 

No Identity

This Earth doesn't recognize any of his ID, nor have any records of him.  If not for Halady (to provide the money) and Galatea and/or Pooka (to distract people) this could present severe difficulties. 

 

Balance comments:

DC: high (12 DC) (can also produce OCV 9, DC 10 attacks)

CV: medium (7)

Def: high (30)

SPD: low (4)

 

[edits

The extra points toward the base from the other team members mean that Focal doesn't have to spend as many points on it.  This allows him to expand his abilities slightly.  This build also removes the advantage on life support in the multipower, just making it a feature of his life support normally.

 

Tactics notes:

Focal is a bit of an odd build.  He normally wants to be at range, where he can take advantage of his powerful rifle and his range penalty skill levels.  However, he's built as something of a brick, which normally want to be close to the enemy.  All the teams close in fighters (Pooka, Moto Freeman, Galatea are much squishier than he is.  Of course, if he's ignored that much, he can start throwing down 16d6 haymakered rifle shots, which should get everyone's attention very quickly.

 

The rifle doesn't really need the charges, as focal has plenty of REC and END.  But it's supposed to be a normal advanced rifle, even if it's some sort of biotech.  So it should probably have charges, rather drawing energy from Focals might abs...

 

]

 

 

 

 

 
                                                                                                     400
                                value                                                        active cost
STR                              30(40 w/ Biosuit)                                                    20
DEX                              18                                                                   16
CON                              18(24 to resist stun w/ biosuit)                                      8
INT                              18                                                                    8
EGO                              18                                                                    8
PRE                              20                                                                   10
OCV                               7                                                                   20
DCV                               7                                                                   20
OMCV                              3                                                                    0
DMCV                              7                                                                   12
SPD                               4                                                                   20
PD                               10(22/6 w/ Biosuit up to 30/14 w/ Gravity Shield)                     8
ED                               10(22/6 w/ Biosuit up to 30/14 w/ Gravity Shield)                     8
REC                              10(18 w/ Biosuit)                                                     6
END                              25(50 w/ Biosuit)                                                     1
BODY                             13                                                                    3
STUN                             40(50 w/ Biosuit)                                                    10
Skills
 Bureaucratics                  PRE(13-)                                                           3   3
 Electronics                    INT(13-)                                                           3   3
 Mechanics                      INT(13-)                                                           3   3
 Oratory                        PRE(13-)                                                           3   3
 Paramedics                     INT(13-)                                                           3   3
 Stealth                        DEX(13-)                                                           3   3
 Scholar                                                                                           3   3
  KS: Sailing ships                (11-)                                                           1   1
  KS: Poetry                       (11-)                                                           1   1
  KS: Blues Music                  (11-)                                                           1   1
  KS: Ancient Military History     (11-)                                                           1   1
  KS: Law                          (11-)                                                           1   1
 Scientist                                                                                         3   3
  SS: Orbital Math              INT(13-)                                                           2   2
  SS: Gravitic Technology       INT(13-)                                                           2   2
  SS: Biotech                   INT(13-)                                                           2   2
  SS: Spacecraft design         INT(13-)                                                           2   2
 PS: Spaceguard Officer            (11-) (everyman)
 Fast Strike                       +2 OCV, +2d6 Strike                                             4   4
 Sacrifice Disarm                  +2 OCV, -2 DCV, Disarm (STR+10)                                 4   4
 Martial Dodge                     +5 DCV Dodge                                                    4   4
Perks
 The Valiant                       20 pts to base                                                 20  20
 
Powers                             description                                               active cost
 Spaceguard Biosuit                All OIF (-1/2)
  Bio-energy augmentation
   Part I                          +8 REC                                                          8   5
   Part II                         +25 END                                                         5   3
   Part III                        +10 STUN                                                       10   7
   Part IV                         +10 Strength                                                   10   7
  Armor
   Part I                          6 rPD / 6rED                                                   18  12
   Part II                         6 PD / 6 ED                                                    12   8
   Part III                        +6 CON (only to resist stunning (-1/4))                         6   3
  Spaceworthy                      Life Support: no breathing, safe in vacuum, high radiation     13   9
   Rescue Field                    add UBO up to 3 Others, recipients must remain close            3   2
                                    to grantor (+1/4)
  Radio and Radar
   360 Perception                  360 Degree Perception w/ radio group                           10   7
   Radio (HRRP)                    detect Broadcast spectrum transmissions (5) + Transmit (2)      7   5
   Radar                           Radar (5) + Targeting (10)                                     15  10
  Gravity Manipulation             30 point multipower                                            30  20
   Gravitic Shield                 up to + 8 rPD / 8 rED (costs END (-1/2))                       24   2m
   Gravitic Flight                 up to 30m flight (up to 72 km/h)                               30   4m
   Gravitic Anchor                 up to 12m knockback resistance (costs END (-1/2))              12   1m
   Gravitic Telekinesis            up to STR 16 telekinesis                                       24   3m
 
 Spaceguard Service Rifle          All OAF (-1)
  Telescopic Sight                 4 range penalty skill levels w/ service rifle                   8   4
  Variable Settings                60 pts Multipower (2 clips of 12 charges (+0))                 60  30
   Gravity Web                     6d6 Drain Flight                                               60   3u
   Stun Setting                    6d6 Blast (NND: ED Resistant Protection that                   60   3u
                                    Costs Endurance (+1))
   Normal Setting                  12d6 Blast vs ED                                               60   3u
   Hull Breach Cutter              3m tunneling through 20 Def Material                           40   2u
 
Complications                                                                                     75
 Everything is just                Social Complication frequently, Minor                          10
  slightly different
 No paperwork                      Social Complication infrequent, minor                           5
 Spacer Habits                     Distinctive Feature Concealable, Not always noteworthy          5
 Different Anatomy I               Physical Complication, Frequently, Slightly                    10
                                    (requires special medical care)
 Different Anatomy II              Distinctive Feature requires medical or                         0
                                    special senses to find
 Susceptible to herbicides         Physical Complication, infrequently, Slightly                   5
 Code Against Killing              Psychological Complication Common, Strong                      15
 Follows 'proper procedure'        Psychological Complication Common, Moderate                    10
 And Justice for All               Psychological Complication Common, Strong                      15
 

 

 

 

Spaceguard Cutter Valiant

Of the original crew of 12, only two (Focal and Bitrot) are left. Almost everything important is broken or severely damaged.  The ship have just been able to produce a few leaves to collect a trickle of sunlight and grow enough to seal the major hull breaches.  But barring a lot of work, it'll never fight again.  Interior: it's setup rather like a submarine inside, very space efficient; and get your elbow out of my eye.

 

(working on formatting, will fill out later)

 

 

 


 

 

 

Petty Officer 'Bitrot'

While Focal is part plant, Bitrot is an outright machine intelligence.  He shares 'ethnic appearance' (large eyes, coffee colored skin) with Focal, but if considerably smaller and 'cuter'.  Since Bitrot is bought as a follower of the Valiant, he should almost never leave the ship.

 

(working on formatting, will fill out later)

 

 

 


 

 

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Hmm, the editor doesn't seem to want to let me edit the last post in a thread.  So adding this post to see if it will let me edit the previous one now...

 

[edit]

Nope, just sometimes it doesn't want to let me edit?

 

Well, posting the stats for the Valiant and Bitrot here instead.

 

Spaceguard Cutter Valiant

Assume the Valiant is in geostationary orbit, which is around 35,786 kilometers above the equator.  This lets it cover half of Earth with it's teleportation.  In theory, it should have some way to putter around in orbit, so that if the campaign moves, the base could move to cover it. 

 

Alas, that would probably make the Valiant a vehicle, which would cost more points.  In theory, it should be able to move itself around with the same point total it takes to work the long range teleportation, but I don't know how to stat that.  The Valiant should weight something on the order of 100 tons, so would a teleport to move it require a greatly increased mass?

 

The END reserve means that the portal can be kept open for around 48 seconds, and then it would take around four and a half minutes to restore the END reserve to full power. Turning off the artificial gravity reduces charge time to around 3 minutes.  This makes getting thing that aren't people on and off the Valiant somewhat difficult.  But the team can probably sling plenty of groceries (or whatever) through in 48 seconds.

 

Honestly, 20x10x10 is probably way too big for a ships interior.  That amount of space sounds like civilian luxury for a crew of 12. :P

 

[edits

Have changed around the some, added mindlink for the whole team, made it 16x8x8 meters to increase claustrophobia.

From the outside the ship looks something like a piece of driftwood with several burn scars.  A few leafy branches are extended where another vessel would have solar panels.

 

On the interior, it's mostly polished wood (where things should be smooth) or textured wood (where things should be non-slip)  Normal lighting tends towards blue/green.

 

Changes to the END reserve and the fact the breathable air now cost end limit portal operation.  This is mostly to prevent and sort of clever thinking with wormholes style plans.  The portal can be opened for 1 minute now, with around 12.6 minutes to recharge fully.  Or it can do 4 quick scan + portal openings back to back, allowing the whole team to quickly relocate to the ship, then followed by the effectively 1 REC recharge time.  Which means around 4 minutes before of charging before another quick portal opening, or the full ~13 minute cycle for a 1 minute portal opening.  Turning off the air and artificial gravity can speed up the process.  Focal can use his rescue field on Pooka, who is the only team member that doesn't have self contained breathing. 

 

 

 

 

 

 
                                                                                                250  
Size                         3  16x8x8m                                                           6
PD                          10                                                                   12
ED                          10                                                                   12
Body                        10                                                                    8
                                                                                         active cost
Geostationary Orbit           Location: Distant, In Space                                    35  35
Backup Power                  Endurance Reserve (68 END, 3 REC) (OIF Immobile (-1.5))        19   8
 
Stealth Systems               Concealment 15-                                                15  15

Communications Systems
 Radio and Internet Link      HRRP (OIF Immobile (-1.5), Affected As Sight And Hearing       12   4
                               Group As Well As Radio Group (-1/2))
 The Googleplex               Computer Link: access to vast amounts of 'public' data          5   5
 Team wormhole communications Mindlink: limited group: team, Any distance, 8 individuals     30  11
                               (also blocked by anything that stops teleportation (-1/4)),
                               OIF Immobile (-1.5))
 
Artificial Gravity            Telekinesis: 10 STR (OIF Immobile (-1.5), Only To Pull         15   4  (1 END)
                               Objects Straight Down To The Floor (-1) Costs END (-1/2))
 
Life Support                  No breathing (OIF Immobile (-1.5), Costs END (-1/2))           10   3  (1 END)
Space Shielding               Safe in Vacuum, High Radiation                                  3   3
 
Wormhole Synchronizer         Detect Precise Location To Teleport To/From (Radio Group),     39  13  (4 END)
                               Discriminatory, Analyze (megaRange (1m = 10,000 km; +2),
                               OIF Immobile (-1.5), Costs Endurance (-1/2))

Wormhole Gate Creator         10m Teleport x4 mass, no velocity (Megarange 1m=10,000km (+2) 127  36 (13 END)
                                AOE: 2m Radius (+1/4), Constant (+1/2), UBO
                                Simultaneously creator and one other (+1/2), gate (-1/2),
                                OIF Immobile (-1.5), extra time: half phase action
                                to maintain (-1/2))

Robotic Crewman, Bitrot                                                                      75  75
 

 

 

 

Spaceguard Petty Officer 'Bitrot'

Originally, Bitrot was supposed to be an AI on the ship but it turns out that AI require additional things like senses bought for he base.  It was much simpler just to make a crewman, rather than an AI that inhabits the ship.  If someone else wants to come up with a 75 point AI to replace Bitrot, please give it a go.

 

Bitrot mostly has mindlink so I didn't have to change the fact that Focal's radio is in the biosuit, but that presents all sorts of problems if Bitrot can't talk to him, since there's no other way to get to the Valiant beyond the wormholes.

 

[edits

Turns out that followers don't get points from complications, so Bitrot just keeps with Psy Lim in case someone tries to mind control him.  Also, bases can't have followers, so the Valiant + Bitrot together are 50 points.

 

Tactics:

Bitrot isn't a combatant.  The lack of extra points from complications mean that he doesn't even have his gravity manipulation stuff anymore.  I supposed with enough point crunching, it would be possible to get a 10 or so point multipower so he can get back his various abilities, but it hardly seems worth the effort.

 

The mindlink is moved from Bitrot to the base, and can now encompass the whole team (4 members + Bitrot and Moto Freeman, with 2 slots left over). Assume it's some sort of esoteric communications technology that somehow works on animated statues, heavily cyborged people, magical animals, plant/human hybrids and outright robots. Since Focal is sorta a displaced anime character, maybe it actually does run on how hard you believe in it. After all, Galatea accomplishes her reality alterations by believing really hard...

 

]

 

 

 

                                                                                              75
                          value                                                      active cost
STR                         8                                                                 -2
DEX                        10                                                                  0
CON                        10                                                                  0
INT                        13                                                                  3
EGO                        13                                                                  3
PRE                        10                                                                  0
OCV                         3                                                                  0
DCV                         3(5 due to shrinking)                                              0
OMCV                        3                                                                  0
DMCV                        3                                                                  0
SPD                         2                                                                  0
PD                          6(8/2)                                                             4
ED                          6(8/2)                                                             4
REC                         5                                                                  1
END                        20                                                                  0
BODY                        8                                                                 -2
STUN                       20                                                                  0
Skills
 Computer Programming     INT(12-)                                                         3   3
 Cryptography             INT(12-)                                                         3   3
 Electronics              INT(12-)                                                         3   3
 KS: What's on TV            (11-)                                                         2   2
 KS: Hawt Robot Porn         (11-)                                                         2   2
 KS: Funny stories           (11-)                                                         2   2
 Mechanics                INT(12-)                                                         3   3
 Paramedics               INT(12-)                                                         3   3
 Security Systems         INT(12-)                                                         3   3
 Stealth                  DEX(11-)                                                         3   3
 Systems Operation        INT(12-)                                                         3   3
 
 PS: Starship Crewman        (11-) (everyman)
 
Powers                       description                                             active cost
 A Chibi Robot
  Small Size                 1 level of shrinking (0 END (+1/2), persistent (+1/4),       12   8
                              inherent (+1/4), Always on (-1/2))
  Machine Mind               5 pts Mental Defence                                          5   5
  No sense of smell                                                                       -5  -5
  No sense of taste                                                                       -5  -5
  Light Armor                2 rPD / 2 rED                                                 6   6
  Robot 'biology'            Life Support: no breathing, immune to poison and disease     15  15
  Spaceworthy                Life Support: safe in vacuum, high radiation                  3   3
  Low Maintenance            Life Support: eat and sleep once a week                       2   2
  Gravitic Flight            6m Flight (no NCM (-1/4))                                     6   5
 
Complications                                                                             15
 Loyalty to Oath             Psychological Complication Uncommon, Total                   15
  of Service and
  'Captain' Focal
 

 

 

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Still no comments? I r sad.  Do you find the 'life support UBO' adder in focals multipower to be kosher?  If not, how to model the idea that he can extend the personal force field slightly further out to give people life support?  It would seem odd to have to buy life support all over again when he already has it, and putting the whole life support power into a variable-slot in the multi-power would be odd, because then it could theoretically be turned off...

 

What are the actual advantages to putting your base 'in space' as opposed to somewhere else?  Is it just supposed to be what you pay to make your base much harder to locate and/or attack, occupy, or confiscate?  How can bases be made interesting without having a bunch of relatively expensive (and fiddly) powers attached to it?  Or is the GM just supposed to give you an extra base budget so no one feels really put out by paying 5 points to have 25 points of ilghtshow back at the base?

 

Is my implementation of Galatea's VPP something you would let go?  She has 20- on her power skill, meaning she needs a 14- to change out a power without a problem.  That's pretty much the same point break as a 14- activation roll, which is a (-1/4) limitation, which would make the control pool cost the same 43 points, assuming I went with takes no skill roll to change.  Of course, I'd then have to spend points on PS: singing.  But I guess there's very little that can be accomplished with PS: singing 20- when you have a lot of AOE transforms and change environments handy. sigh, I just wanted a bunch of Disney Princess singing abilities, but it turns out I'd need to pay for all sorts of different multipower slots without a VPP, and the ability to summon, say lots of ~10 point cute and fuzzy animals is not really worth it.  Of course, now I just have access to a lot of exactly the right tool for the job powers instead.

 

Is 'no more than a 16 meter range' and 'always attack mental defense (instead of power or flash defense)' worth a -1/4 limitation on the power pool? Lot of 'mentalist' powers are normally infinite range, so it sounds like it would matter...

 

Are two speed 3 characters (Hadaly + Motofreeman) fighting together about the same as one speed 6 character?  Admittedly, they 'effectively' have 60 stun and 24 REC together, and can do things like flash + haymaker in a single phase, on the other hand, they might not always be together.  And there are plenty of places a 200kg metal man may not be able to go.

 

Would you make Pooka need the appropriate craft skills to do his 'Pooka craftsdogship' transform?  It's mainly meant to give him the ability do things that aren't really done like grind grain, spin thread, and whatever other backbreaking drudge labor that the modern age has saved us from.  I guess he can assemble flatpack furniture like no one's business, and do a wonderful magical cooking montage.  But he actually has the skill to cook. 

 

Is not protecting from iron only worth a (-1/4) limitation?  In a superhero universe, most attacks will be energy blasts or with fists, or power armor made out of exotic materials, or whatever.  Almost no steel swords or knives in sight.

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Here some thoughts:

I like Galatea - although I did not see the concept behind until your recent posting. You actually want to have that Disney Princess romantic. :rofl:

Funny you have BOTH the most famous artificial women's names in your team. Galatea is from the old greek myth of Pygmalion. And Hadaly ist the heroine of a french sf novel of 1896, the first to use the expression Android.
https://en.wikipedia.org/wiki/The_Future_Eve

Her Singing VPP seems acceptable to me. It just is that "Requires Characteristic roll" isn't a limitation if the characteristic roll in question is only ever failed on a natural miss. But 14- is okay.
As you still are trying to save points: You might think about a limitation on the VPP: Singing needs air. With Focal's space station you might have several scenes where she is in vacuum. On the other hand: If Focal extends his Life Support she always will have air around, so it would be no limitation.
(I just built BLACK CANARY and her supersonic scream with "Needs clear air", so she will be handicapped by smoke, under water, and the like.)

Speaking of limitations:

Loyal to Hadaly 

Loyalty to Oath of Service and 'Captain' Focal
Remember: A disadvantage that is no disadvantage is no disadvantage.

For a follower, vehicle, or base "Loyal to Boss" is a default position and not worth any points. They are built from the character's perspective.
"Stubborn" is a Complication. Or "Wants to prove his/her/its independency". But not doing what the guy wants anyhow.

On he other hand I do not see much problem with the teleporting base:
Bases are explictly allowed (at least in 4E, I remember) to have movement powers. E.g. a Floating castle.

But if you will not use that power you do not have to pay for it. If the ships orbits earth most of the campaign and the GM just moves the stage once or twice, then the base's movement is a plot device, not a power. No advantage to you, so no costs.

 

 


 

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Part of the theme for the team was that none of them were quite human.

 

Some of the original idea for Galatea:

Hmm, I want to have all sorts of Disney Princess tricks, that sounds like change environment...  Crap Each change environment is a separate power, so I can't just do random things to the environment.  So, I'll just make a multipower with enough limitations that it's still pretty cheap... So I'll make it have no range and require incantations... Sigh, but I also want to ability to repair houses (via healing) which has no range...  Hmm, I could make another multipower with different limitations for any no range powers I want...  Or I could just look up how to put a VPP together...

Hmm, we want her to potentially be old enough to be the actual source for the Galatea myth, but then we'd have to buy all sorts of knowledge skills and languages and stuff... And I don't want her to have been inactive for large amount of history, that sorta defeats the point of being really old... So we'll borrow a page from CS Friedman and make the past just slip away from her.  That will also give us plenty of potential character hooks...

 

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The 'loyalty' complications on the followers were mostly there to explicitly make certain mind control orders more difficult.  If just being followers makes certain mind control orders more difficult by default, then changing Moto Freemans complication would be easy enough (his 50 points of complications are required by the campaign document).  BItrot doesn't get points from complications anyway, so it doesn't matter for him.

 

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The incantation limitation is already stopped by 'darkness vs hearing', and I'd assume that an implementation of vacuum would include that.  As Galatea doesn't need to breathe, she can sing just fine in an atmosphere of pure nitrogen, or whatever.

 

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'Focal' originally started as either the Golem of Prague or Adam (Frankenstein's monster) but I just wasn't feeling it.  So he ended up being a dimensionally displaced plant/man space police officer in power armor instead. :P

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