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another super-teen campaign w/ a shot of whiskey


animemun001

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-Gasp- Doctor Tempus has changed our local hero band into Teenagers with her dark arcane powers. Not only does it mean their powers are weaker and harder to use because of all the hormones kicking in again but the rest of the world thinks these heroes are and have always been Teenagers, EVEN THEIR PARENTS! what will our heroes do now? They have to attend school while looking for clues on how to change back. They have to make sure that their fiancees/husbands/wives don't date someone else just because they don't remember them. Worst of all, They might have to repeat their whole lives all over again with their parents and with the threat of the 'good' doctor hanging over their heads 'Sometimes second changes are worse than womans scorn' , But on a positive note the good doctor had to change the heroes arch-villians into Teenagers as well to balance her dark spell.

Welcome to Teen Guardians

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Re: another super-teen campaign w/ a shot of whiskey

 

100 Character Points

100 Disadvantage points

50pt Maxium on Active Powers

14 or less maxium on skills

Normal character Maxium disadvantage is in effect

(except in the use of powers that enhance them)

Social Limitation: Teenager +5

no followers/bases/vehicles

Welath perk must be bought with activation rolls(allowance perk)

Powers should have activation rolls or in some ways be hard to control.

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Re: another super-teen campaign w/ a shot of whiskey

 

I ran a campaign once, where the PCs were all students at a boarding school who ran afoul of a scientific accident (when will Henry Pym finally retire???) and became super-heroes. The campaign focused quite a bit on their struggles to maintain their secret identities and get around the curfew rules.

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Re: another super-teen campaign w/ a shot of whiskey

 

I ran a campaign once' date=' where the PCs were all students at a boarding school who ran afoul of a scientific accident (when will Henry Pym finally [i']retire[/i]???) and became super-heroes. The campaign focused quite a bit on their struggles to maintain their secret identities and get around the curfew rules.

thats sounds pretty interesting.

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Re: another super-teen campaign w/ a shot of whiskey

 

A good plot concept to shake up any campaign, as long as none of the team members have immortality (and been around for centuries), are undead (or other type of monstrosity), or some form of alien that age doesn't make a difference.

 

Very interesting. I'll keep it in mind.

 

Are you going to share the write-up of this Dr. Tempus (or where we can find it, if published)?

 

Thanks,

 

Mags

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Re: another super-teen campaign w/ a shot of whiskey

 

Doctor Tempus

Val Char Cost Roll Notes

12 STR 2 11- Lift 132.0kg; 2d6 HTH damage [1]

15 DEX 15 12- OCV: 5/DCV: 5

15 CON 10 12-

15 BODY 10 12-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

5 PD 3 Total: 5 PD (5 rPD)

5 ED 2 Total: 5 ED (5 rED)

3 SPD 5 Phases: 4, 8, 12

5 REC 0

30 END 0

29 STUN 0 Total Characteristics Cost: 100

Movement: Running: 8"/[Noncombat]"

Leaping: 4"/[Noncombat]"

Swimming: 4"/[Noncombat]"

 

Cost Powers END

10 Temporal Pocket Dimension: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Visible: Flash Of Energy (-1/4) 2

12 See The Earth Realm: Clairsentience (Sight And Hearing Groups), Single Dimension (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Activation Roll 14- (-1/2) 4

10 Teleportation 10" (20 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Visible: Energy Flux (-1/4) 2

20 Temporal Energy Reserve: Endurance Reserve (100 END, 10 REC) (20 Active Points)

5 Divine Defense: Damage Resistance (5 PD/5 ED)

112 Temporal Magic: Variable Power Pool (Magic Pool), 90 base + 22 control cost, (135 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4)

 

Martial Arts: [Martial Art Name]

Maneuver OCV DCV Notes

4 Nerve Strike -1 +1 2d6 NND

5 Offensive Strike -2 +1 6d6 Strike

5 Defensive Strike +1 +3 2d6 Strike

3 Legsweep +2 -1 3d6 Strike, Target Falls

4 Martial Escape +0 +0 27 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 22 STR for holding on

Skills

9 Acting 16-

9 Interrogation 16-

9 Power 16-

2 SS: Temporal Physics 11-

2 SS: Biology 11-

1 Seduction 8-

1 Persuasion 8-

20 +4 with Ranged Combat

4 Language: French (completely fluent; literate)

0 Language: Ancient Greek (completely fluent; literate) (4 Active Points)

10 +2 with a group of similar Skills

6 +2 Martial arts

4 Language: Russian (completely fluent; literate)

4 Language: Italian (completely fluent; literate)

4 Language: German (completely fluent; literate)

4 Language: English (completely fluent; literate)

9 Criminology 16-

9 High Society 16-

 

Total Powers & Skills Cost: 300

Total Cost: 400

 

300+ Disadvantages

20 Normal Characteristic Maxima

15 Psychological Limitation: Hatred Of High Technology (Very Common, Moderate)

15 Reputation: Dangerous Mutant, 11- (Extreme)

20 Hunted: U.S. Government 11- (As Pow, NCI, Harshly Punish)

15 Susceptibility: Teleportation by others: , 3d6 damage Instant (Uncommon)

10 Distinctive Features: Mutant Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

5 Unluck: 1d6

 

Total Disadvantage Points: 400

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