Crusher Bob Posted November 30, 2016 Report Share Posted November 30, 2016 (edited) 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 December 4, 2016 by Crusher Bob Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted November 30, 2016 Author Report Share Posted November 30, 2016 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 Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted November 30, 2016 Author Report Share Posted November 30, 2016 (edited) 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 December 4, 2016 by Crusher Bob Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted November 30, 2016 Author Report Share Posted November 30, 2016 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) Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted November 30, 2016 Author Report Share Posted November 30, 2016 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. [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 Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted December 1, 2016 Author Report Share Posted December 1, 2016 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. Quote Link to comment Share on other sites More sharing options...
death tribble Posted December 1, 2016 Report Share Posted December 1, 2016 I like Pooka. It appears to my sense of the bizarre. And a 'Weeping Angel' on the team. That is an interesting idea. All depends if people like Marvin th Paranoid Android or Jocasta from The Avengers. Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted December 4, 2016 Author Report Share Posted December 4, 2016 Have made some edits, mostly editing the team members to contribute points toward the base. Quote Link to comment Share on other sites More sharing options...
Hadmar von Wieser Posted December 6, 2016 Report Share Posted December 6, 2016 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. 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_EveHer 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' FocalRemember: 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. Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted December 6, 2016 Author Report Share Posted December 6, 2016 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... -------------- 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. -------------- 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. ------------- '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. Quote Link to comment Share on other sites More sharing options...
phydaux Posted December 8, 2016 Report Share Posted December 8, 2016 TV Tropes would say it needs to be a Five Man Band. http://tvtropes.org/pmwiki/pmwiki.php/Main/FiveManBand Quote Link to comment Share on other sites More sharing options...
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