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PS238 comic characters


Herolover

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Hello All.

 

I am going to be Judging a a local Convention (see the conventions forum for more info) and I am going to be running an adventure based upon the PS238 comic. For those of you not in the know, PS238 is a tongue-in-cheek comic about a secret school "Meta-Prodigy Children." You can find more information at http://WWW.ps238.com.

 

Someone has asked me to post the write-ups I am going to use for the characters in my game. So here they are.

 

NOTES:

I realize there are much more effective ways to writeup the characters. I tried not to use any power frameworks and tried to stick to the powers the character have shown in the comic. When I knew I had to err I errored in the favor of what I thought was playability with my adventue in mind.

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Zodon

 

Player:

 

Val Char Cost
8 STR -2
21 DEX 33
18 CON 16
8 BODY -4
24 INT 14
18 EGO 16
15 PRE 5
10 COM 0
17 PD 3
17 ED 1
5 SPD 19
6 REC 0
36 END 0
40 STUN 19
12" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 104

 

Cost Power END
Floating Chair, all slots OIF (-1/2)
24 1) Armor (12 PD/12 ED) (36 Active Points) 0
24 2) Running +12" (12" total), Reduced Endurance (0 END; +1/2) (36 Active Points)
26 3) LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points) 0
3 4) Extra Limbs (4) (5 Active Points) 0
Powers Cost: 77

 

 

Cost Skill
10 +2 with DCV
4 +2 with Stealth
10 +2 with any technological device
7 Analyze: Technology 16-
3 Bugging 14-
5 Computer Programming 15-
7 Electronics 16-
7 Inventor 16-
7 Mechanics 16-
3 PS: Master Villain 14-
5 Security Systems 15-
7 Systems Operation 16-
3 Tactics 14-
3 Scientist
2 1) SS: Chemistry 14- (3 Active Points)
2 2) SS: Computer Science 14- (3 Active Points)
4 3) SS: Electronic Engineering 16- (5 Active Points)
2 4) SS: Mathematics 14- (3 Active Points)
2 5) SS: Metallurgy 14- (3 Active Points)
2 6) SS: Nuclear Physics 14- (3 Active Points)
2 7) SS: Physics 14- (3 Active Points)
2 8) SS: Robotics 14- (3 Active Points)
Skills Cost: 99

 

 

 

 

Total Character Cost: 280

 

Val Disadvantages
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
5 Physical Limitation: Cant say any kind of obscene word. Instead says something nonsensical. (Infrequently, Slightly Impairing)
20 Physical Limitation: Unable to walk (All the Time, Greatly Impairing)
15 Psychological Limitation: Believes in his Superiority (Common, Strong)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
5 Quirks
5 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Suzi Fusion

 

Player:

 

Val Char Cost
10 STR 0
21 DEX 33
18 CON 16
15 BODY 10
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
17 PD 3
18 ED 2
5 SPD 19
11 REC 10
58 END 11
41 STUN 12
4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 111

 

Cost Power END
18 Heat and Fuzion Powers: Elemental Control, 36-point powers
28 1) Heat Beams: EB 12d6 (60 Active Points); Restrainable (-1/2) 6
18 2) Fuzion Force Field: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points) 0
15 3) Fuzion Flight: Flight 20", x32 Noncombat (60 Active Points); Side Effect (KA 2d6, 7" line behind engines, automatically occurs when flight is in use) (-1 3/4) 6
32 4) Radioactive Zone: Change Environment 32" radius, 6 levels (300 Rads) of Radiation (50 Active Points) 5
29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
Powers Cost: 140

 

 

Cost Skill
10 +2 with DCV
4 +2 with Stealth
3 Breakfall 13-
3 Climbing 13-
9 Power 14-
Skills Cost: 29

 

 

 

 

Total Character Cost: 280

 

Val Disadvantages
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
5 Physical Limitation: Poor Sight---Needs Corrective Lenses (Infrequently, Slightly Impairing)
15 Psychological Limitation: Easily Scarred (Common, Strong)
10 Psychological Limitation: Hesitant to use her powers (Common, Moderate)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
5 Unluck: 1d6
5 Quirks
10 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Captain Clarinet

 

Player:

 

Val Char Cost
50 STR 40
25 DEX 45
25 CON 30
15 BODY 10
10 INT 0
10 EGO 0
15 PRE 5
10 COM 0
20 PD 10
15 ED 10
6 SPD 25
15 REC 0
60 END 5
50 STUN -3
4" RUN-41" SWIM-110" LEAP0Characteristics Cost: 172

 

Cost Power END
7 Super Punch: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
15 Toughened Body: Damage Resistance (15 PD/15 ED) 0
35 Superhuman Flight: Flight 15", x4 Noncombat 3
29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
Powers Cost: 86

 

 

Cost Skill
10 +2 with DCV
4 +2 with Stealth
3 Breakfall 14-
3 Climbing 14-
2 PS: Clarinet Player 11-
Skills Cost: 22

 

 

 

 

Total Character Cost: 280

 

Val Disadvantages
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
10 Susceptibility: When exposed to material X, 2d6 damage Instant (Uncommon)
10 Vulnerability: 2 x STUN To Argonite (Uncommon)
10 Vulnerability: 2 x BODY To Argonite (Uncommon)
5 Quirks
15 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Emerald Gauntlet

 

Player:

 

Val Char Cost
10 STR 0
24 DEX 42
18 CON 16
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
17 PD 3
17 ED 1
6 SPD 26
6 REC 0
36 END 0
40 STUN 16
4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 99

 

Cost Power END
30 Emerald Gauntlets: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Restrainable (-1/2)
3u 1) Gauntlet Blast: EB 12d6 (60 Active Points) 6
3u 2) Energy Cage: Entangle 6d6, 6 DEF (60 Active Points) 6
3u 3) Energy Wall: FW (12 PD/12 ED) (60 Active Points) 6
3u 4) Energy Hand: Telekinesis (40 STR) (60 Active Points) 6
16 Gauntlet Force Field: FF (12 PD/12 ED) (24 Active Points); OIF (Gauntlet; -1/2) 2
25 Gauntlet Flight: Flight 16", x4 Noncombat (37 Active Points); OIF (Gauntlet; -1/2) 4
26 Gauntlet Protection: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (Gauntlet; -1/2) 0
8 Gauntlet Radio: HRRP (Radio Group) (12 Active Points); OIF (Gauntlet; -1/2) 0
33 Gauntlet Power Cell: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); OIF (Gauntlet; -1/2) 0
Powers Cost: 150

 

 

Cost Skill
10 +2 with DCV
4 +2 with Stealth
3 Breakfall 14-
3 Climbing 14-
11 Power 15-
Skills Cost: 31

 

 

 

 

Total Character Cost: 280

 

Val Disadvantages
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
10 Psychological Limitation: Thinks Aliens are behind everything (Common, Moderate)
10 Psychological Limitation: Always looks to use powers before anything else. (Uncommon, Strong)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
5 Quirks
25 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Average Boy

 

Player:

 

Val Char Cost
10 STR 0
13 DEX 9
13 CON 6
13 BODY 6
21 INT 3
13 EGO 6
10 PRE 0
10 COM 0
17 PD 3
17 ED 2
4 SPD 17
10 REC 10
35 END 5
40 STUN 15
4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 77

 

Cost Power END
75 Common Items: Variable Power Pool, 30 base + 45 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points)
12 Bullet Proof Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (Gauntlet; -1/2) 0
8 Special Communcator: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
7 Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 11- (-1), OIF (-1/2) 0
8 Normal Thought Processes: +8 INT
25 Average Boy Luck: Luck 5d6 0
Powers Cost: 135

 

 

Cost Skill
10 +2 with DCV
4 +2 with Stealth
24 +3 with All Combat
5 Acrobatics 13-
5 Breakfall 13-
3 Climbing 12-
7 KS: Common Sense 17-
4 WF: Common Melee Weapons, Small Arms
Skills Cost: 62

 

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6

 

 

Total Character Cost: 280

 

Val Disadvantages
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
15 Physical Limitation: Parents always putting him in danger (Frequently, Greatly Impairing)
5 Psychological Limitation: Scarred of getting hurt because he doesn't have powers (Uncommon, Moderate)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
5 Quirks
25 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Benard

 

Player:

 

Val Char Cost
60 STR 50
20 DEX 30
25 CON 30
20 BODY 20
8 INT -2
10 EGO 0
18 PRE 8
8 COM -1
25 PD 13
10 ED 5
4 SPD 10
20 REC 6
70 END 10
60 STUN -3
4" RUN-41" SWIM-112" LEAP0Characteristics Cost: 171

 

Cost Power END
20 The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
24 Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
12 Toughened Body: Damage Resistance (15 PD/10 ED) 0
29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
Powers Cost: 85

 

 

Cost Skill
4 +2 with Smash
10 +2 with DCV
4 +2 with Stealth
3 Breakfall 13-
3 Climbing 13-
Skills Cost: 24

 

 

 

 

Total Character Cost: 280

 

Val Disadvantages
10 Distinctive Features: Blue Form like father's (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
25 Psychological Limitation: Not very intelligent (Very Common, Total)
15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
5 Quirks
10 GM's Bonus

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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I do have some quibbles: First, Ron and Suzie do still need to breathe, and to eat and sleep. This is established in issue 4. Also in issue 4, we see that Bernard does in fact require a space suit, so presumably does not have Life Support.

 

My main problems, however, are with Zodon. Extra Limbs, sold-back Running, then Running bought through his chair, no Distinctive features? I'm sorry, but he's the archetypal example of "A Disadvantage that doesn'tlimit the character isn't worth any points." He seem to be a myesthenia gravis victim, or possibly a quadraplegic, but he get *no* points for these, as his hoverchair provides him with full mobility and manipulation, thus he suffers no limitation from that condition. If anything, he'd have "DF: Big-headed kid in a hoverchair." The chair is *not* removable as far as we've seen; it appears to be directly connected to Zodon, and thus is not a focus. Oh, and he masses approximately 150 kg with his chair. PS: Supervillain is fine, but not on a 14 or less; he's brilliant, but he's still only five. He and Victor von Fogg are capable and skilled for their age, but that's the key: For their age. I'd give Zodon an 11- at most. ALso, he has "Images," in a cone, "only to create light" from his chair's headlamp.

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Originally posted by Whitewings

First, Ron and Suzie do still need to breathe, and to eat and sleep. This is established in issue 4. Also in issue 4, we see that Bernard does in fact require a space suit, so presumably does not have Life Support.

 

If you read the writeups you will see that this is how are they are written up. I just kept the name Total Life Support, which I agree I shouldn't have, but did to save time.

 

Originally posted by Whitewings

My main problems, however, are with Zodon.

 

Many of the things I did in these writeups were for playability. I feel Zodan "could" though probably never happen be out of his chair.

 

I agree on the high skills and things are odd for children that are that young. However, I felt the way the comic was written and again for playability I had to pretty much ignore the fact that they are "children." I even played around with not giving them some of the "children" powers and disadvantages, but decided to leave it in for flavor.

 

In truth, if I were creating these characters for a regular game I would never write them up the way I did.

 

The way you would writeup Zodan is just as accurate, I just didn't want to do it that way.

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The only character I see problems with is Zodon.

 

First, he needs Ground Gliding, not just running, to operate as he does in the comic book.

 

Second, while he has a massive amount of skills, do note that he is totally useless in a fight, whereas every other character is pretty much only useful in a fight, having only physical skills and combat powers. Zodon has never actually fought anyone in PS238, so it's not necessarily true that he cannot fight effectively. You might consider giving him something, if just a HA for metal hands.

 

Lastly, I wouldn't buy up all those skills individually, but rather just increase Zodon's INT. He has demonstrated that in every area but experience and common sense, he is smarter than the tech (I forgot his name, the old guy who tinkers with stuff), including truly ridiculous PER rolls.

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Originally posted by Whitewings

My main problems, however, are with Zodon. Extra Limbs, sold-back Running, then Running bought through his chair, no Distinctive features? I'm sorry, but he's the archetypal example of "A Disadvantage that doesn'tlimit the character isn't worth any points." He seem to be a myesthenia gravis victim, or possibly a quadraplegic, but he get *no* points for these, as his hoverchair provides him with full mobility and manipulation, thus he suffers no limitation from that condition. If anything, he'd have "DF: Big-headed kid in a hoverchair." The chair is *not* removable as far as we've seen; it appears to be directly connected to Zodon, and thus is not a focus. Oh, and he masses approximately 150 kg with his chair.

I dont know anything about these characters, and have no interest in finding out, but a character that is parapalegic or equivalent but offsets it with a device or power are within their rights to take a Physical Limitation for their infirmity and then do a Limited Buy-off of this PhysLim, applying Focus or something equivalent to the buyoff.

 

Thus for example you could take PhysLim "Cant do X", -20 points

and then take a Custom Power such as "Buy Off PhysLim "Cant do X", OIF (-1/2) cost = +13 points

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First, let me say that I appreciate all the feedback everyone is giving me and hope that when I explain something you will understand where I am coming from.

 

1) It was very important to me that the charactes be balanced.

 

2) That the characters have pretty much the same powers they have in what comics I have.

 

3) That the characteers be easily played by people completely unfamiliar with HERO system.

 

In truth, I wouldn't consider these to be good characters. However, I do think for the purposes of one adventure they are close to their comic descriptions.

 

Zodan.

Yes, you can buy a disadvantage and then buy it off with a focus. Otherwise your telling me that a wheel chair can never be taken away. If if can't be taken away then you are correct.

 

No, he doesn't have any attacks. Do you really think Zodan walks around with attacks and the people at the school let him have them? In the adventure I am going to run Zodan will be able to use his tech skill to quickly repair some of the villians equipment and that is going to be his attacks.

 

Suzi Fusion

I had to give her some powers that she doesn't exhibit in the comic to make her balance out with the rest of the party.

 

Captain Clarinet

I hate superman characters. I tried to give him a little of everthing.

 

Emerald Gauntlet

This is the only character I gave a powerframework. I didn't want to, but it was the only way I could buy his powers and balance him with the rest of the party.

 

Benard

Once again, I had to give him more powers than he shows in the comic to balance him out.

 

Average Boy

The way I am going to rule his VPP is that if the player wants a common every day item he will just happen to have it. Also, I may give the players clues that he could pick up and the others wont be able to.

 

For his 5d6 luck I am going to use one of the alternate rules and let him change die rolls that directly effect him.

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Originally posted by Herolover

Zodon.

Yes, you can buy a disadvantage and then buy it off with a focus. Otherwise your telling me that a wheel chair can never be taken away. If if can't be taken away then you are correct.

I think that's the question: Can Zodon be removed from his chair without need of surgery? You say yes (which makes it a Focus), I say no (which makes it a special effect). Oh, and it might not matter in the adventure, but Zodon does have swimming; he states that his chair allows him to visit "scenic areas of the Marianas Trunch." His chair definitely has no attack powers, but he does have, apparently, some basic hand-to-hand skill (though not enough to justify Skill Levels or anything), and I agree that a couple dice of HA would be appropriate. But why Extra Limbs? In or out of his chair, he has two hands.

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Your right, he should have swimming. I forgot about that Marianas Trench thing.

 

I gave his extra limbs, because he has his two hand and it does how that his chair has "Waldo" type thingy's. I can remember the scene or comic, but I know it does.

 

This points to one of the problems I had. Now remember, I am creating these characters for a convention. If I give Zodon anye extra HA it will increase his points. That means I either A) Increase everyone else's points.

B) Take something away from him.

 

Anyway, I don't see Zodon in melee very often.

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Originally posted by Herolover

You're right, he should have swimming. I forgot about that Marianas Trench thing.

 

I gave his extra limbs, because he has his two hand and it does how that his chair has "Waldo" type thingy's. I can remember the scene or comic, but I know it does.

 

As for extra limbs, in the six issues I have (and the short strips in Nodwick, which I also have), Zodon's chair has only two arms. I've never seen any extra appendages: He has two hands, period. If you can find a scene with other appendages, let me know. It might be in some material I don't have.

 

And somehow, I can't really see Zodon in melee either. What sort of fighting would he use, egg fu? :)

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RE: Zodon Fighting. The thing with Tyler (AKA "Average Boy") was off-panel. We see that he's paired with Zodon for a throwing exercise, and then see him looking beat up.

 

BTW, with Crossgen all but shut down this is probably my favorite book right now -- along with Aaron's other book (Nodwick).

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