Hermit Posted January 11, 2004 Report Share Posted January 11, 2004 Hmm, I had posted something about Disadvantages, but it looks like I missed that some had them already. Still seems like an incredibly mentally balanced team though Quote Link to comment Share on other sites More sharing options...
Vondy Posted January 11, 2004 Report Share Posted January 11, 2004 I think it would be cool if one of them had secret ties to China's dissident movement. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 It was a pretty High Powered game. Sam (and for that matter myself) didn't tend to write down too many of the disads. Especially for the villians. They were there, but sometimes developed on the fly. And since the game was back in '96 I don't have much of a clue. In that matter, I'm starting from scratch. I like the idea of ties into the dissident faction. However, in my game Taiwan is where the communists wound up. I need to look at Taiwan for some ideas. However, there's plenty of room for dissidents. Back to diads: Scavenger should have a few. He did when he had that bout of vampirism. Quote Link to comment Share on other sites More sharing options...
Gary Posted January 11, 2004 Report Share Posted January 11, 2004 I didn't do more than skim the characters, but I noticed that Vetali has Regenerate 1 stun per turn costs end for a cost of 3 real points. Couldn't she simply spend 2 pts for +1 Rec and get the same stun "Regeneration" at less cost, no End expenditure, the ability to "Regenerate" End, and Persistence? Quote Link to comment Share on other sites More sharing options...
Gary Posted January 11, 2004 Report Share Posted January 11, 2004 It looks like Scavenger is placing multipowers (The CORE Agent Powerstaff, the Ontiir Powerfist, and the Huntsman's Utility Belt) in his gadget pool. Technically speaking, you're not allowed to place one framework inside another. Of course if you have GM permission, that's not a problem. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Originally posted by Gary I didn't do more than skim the characters, but I noticed that Vetali has Regenerate 1 stun per turn costs end for a cost of 3 real points. Couldn't she simply spend 2 pts for +1 Rec and get the same stun "Regeneration" at less cost, no End expenditure, the ability to "Regenerate" End, and Persistence? It wasn't much of an ability, but it did have her waking up from being GM'd, etc... At -21 STUN she'd still get that one STUN back. And the point costs weren't an issue since we weren't going for complete point balancing. She was one of the more expensive PCs. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Originally posted by Gary It looks like Scavenger is placing multipowers (The CORE Agent Powerstaff, the Ontiir Powerfist, and the Huntsman's Utility Belt) in his gadget pool. Technically speaking, you're not allowed to place one framework inside another. Of course if you have GM permission, that's not a problem. Actually, I didn't have any control of what was in the pool. Sam decided which gadgets Scavenger had had access to. Though it's larger than it was when the campaign started due to a couple villian encounters. Quote Link to comment Share on other sites More sharing options...
Gary Posted January 11, 2004 Report Share Posted January 11, 2004 Originally posted by lemming It wasn't much of an ability, but it did have her waking up from being GM'd, etc... At -21 STUN she'd still get that one STUN back. And the point costs weren't an issue since we weren't going for complete point balancing. She was one of the more expensive PCs. Then you should get rid of the costs end. Nothing that costs end works if you're unconscious. Quote Link to comment Share on other sites More sharing options...
Gary Posted January 11, 2004 Report Share Posted January 11, 2004 Originally posted by lemming Actually, I didn't have any control of what was in the pool. Sam decided which gadgets Scavenger had had access to. Though it's larger than it was when the campaign started due to a couple villian encounters. That's cool. It's merely an issue you should be aware of. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 11, 2004 Author Report Share Posted January 11, 2004 Originally posted by Gary Then you should get rid of the costs end. Nothing that costs end works if you're unconscious. It did in this case. Off the End Reserves. not strictly legal, but then again, Stun Regen wasn't either. Quote Link to comment Share on other sites More sharing options...
lemming Posted January 25, 2004 Author Report Share Posted January 25, 2004 Blazer Blazer is the daughter of two UN diplomats and at first wanted to follow her parents career. That changed when it was found she was a mutant and shipped off to a special school. While there, she still kept up her studies, but along with some of her fellow students explored music. Then of course was the usual being attacked by supervillians. After graduation, she and others formed a punk band that while critically acclaimed, was always torn apart by internal conflicts. Nearly ten years later, Michelle now does scores for films with the occasional crimefighting. ----- Notes: She's from a diferent campaign. Character sheet has somes blatant rules breaking. She has two absorptions, one of which that feeds into all her flame powers including the absorptions. In theory, there's no actual limit. Practically, she shouldn't be able to get a higher power level than the source. I'll be revisiting this in any case. ------ Quote Link to comment Share on other sites More sharing options...
lemming Posted January 25, 2004 Author Report Share Posted January 25, 2004 Blazer Val Char Cost 15 STR 5 26 DEX 48 23 CON 26 15 BODY 10 18 INT 8 18 EGO 16 18 PRE 8 22 COM 6 8/28 PD 5 8/28 ED 3 5 SPD 14 8 REC 0 40 END -3 35 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 146 Cost Power END 38 Elemental Control: Elemental Control, 76-point powers 38 1) Flame Blast: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) [Notes: +1d6/5.0] 3 42 2) Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points) [Notes: +1/1 FF /4] 38 3) Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points) [Notes: 1"/2.5] 3 38 4) Abs -> EC: Absorption 3d6 (energy, 0), Can Absorb Maximum Of 34 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per Minute; +1/4), All Powers Simultaneously (+2) (75 Active Points) [Notes: +1d6/25 & +1 Max/5] 38 5) Abs -> #4: Absorption 4d6 (energy, 0), Can Absorb Maximum Of 104 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per Minute; +1/4) (75 Active Points) [Notes: +1d6/18.75 <-> +1 max/1] 38 6) Heat resistance: (Total: 76 Active Cost, 76 Real Cost) Absorption 5d6 (energy, 0) (Real Cost: 25) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Armor (7 PD/7 ED) (Real Cost: 21) [Notes: +1d6 Absorb/7.4 3/4 Reduction @ 37 + 1/1 armor / 10.36] 41 7) CE: Heat + Light: Change Environment 8" radius, +7 Temperature Level Adjustment, Long-Lasting 20 Minutes, Varying Combat Effects, Reduced Endurance (0 END; +1/2) (79 Active Points) [Notes: 1"/5] 67 8) RKA DS: RKA 2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (105 Active Points) [Notes: +1DC/17.5] 4 Life Support (Safe in Intense Cold; Safe in Intense Heat) 6 Mental Defense (10 points total) 5 Power Defense (5 points) 12 Sight Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points) 5 Infrared Perception (Sight Group) Powers Cost: 410 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 3d6 +v/5 Strike; You Fall, Target Falls; FMove Martial Arts Cost: 15 Cost Skill 20 +2 Overall Levels 3 Breakfall 14- 3 Mimicry 13- 3 Paramedic 13- 3 Acting 13- 3 Bureaucratics 13- 3 High Society 13- 3 Persuasion 13- 3 Jack of All Trades 2 1) PS: Guitarist (3 Active Points) 13- 2 2) PS: Scoring (3 Active Points) 13- 2 3) PS: Singer (3 Active Points) 13- 2 4) PS: Songwriting (3 Active Points) 13- 3 KS: Music 13- 3 Linguist 1 1) Language: French (Fluent Conversation) (2 Active Points) 1 2) Language: German (Fluent Conversation) (2 Active Points) 1 3) Language: Italian (Fluent Conversation) (2 Active Points) 1 4) Language: Japanese (Fluent Conversation) (2 Active Points) 1 5) Language: Russian (Fluent Conversation) (2 Active Points) 2 6) Language: Spanish (completely fluent) (3 Active Points) 1 7) Language: Swedish (Fluent Conversation) (2 Active Points) Skills Cost: 66 Cost Perk 4 Fringe Benefit: I'm with the Band, Passport 5 Money: Well Off Perks Cost: 9 Cost Talent 3 Perfect Pitch Talents Cost: 3 Total Character Cost: 649 Val Disadvantages 15 Public Identity: Frequently (11-), Major 20 Code Against Killing: Common, Total 10 Punk Rep: , Frequently (11-) 20 Hunted: 11- (Frequently), As Powerful, NCI, Harshly Punish 10 Hatred of H2O attacks: Uncommon, Strong 20 No Tact: Common, Total 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Tatoos: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses Disadvantage Points: 110 Base Points: 200 Experience Required: 339 Total Experience Available: 339 Quote Link to comment Share on other sites More sharing options...
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