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[Online Game]New 'Marvel: Next Generation' game


Snake Gandhi

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Re: [Online Game]New 'Marvel: Next Generation' game

 

Rather than reading through 12 pages of character ideas I was wondering if we could have an update.

 

When is the submission deadline?

 

Are there any characters already selected? If so who?

 

Are there house rules or things you want to forbid?

 

Thanks.

 

Now I will go back and read 12 pages.

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Re: [Online Game]New 'Marvel: Next Generation' game

 

OK, I admit it. I tend to be verbose, and it's been a boring two days of work. Not sure if I did this right, haven't played much in a few years.

 

Electron

 

Val Char Cost

13 STR 3

26 DEX 48

26 CON 32

15 BODY 10

18 INT 8

18 EGO 16

20 PRE 10

16 COM 3

 

7/23 PD 4

14/38 ED 9

5 SPD 14

8 REC 0

52 END 0

41 STUN 6

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 163

 

Cost Power END

25 Electrical Powers: Elemental Control, 50-point powers

25 1) Electric Shield: Force Field (16 PD/24 ED), Hardened (+1/4) (50 Active Points) (uses END Reserve) 5

12 2) Ride the Wires: Teleportation 15", x32 Noncombat (50 Active Points); Limited Power, only through power lines, must enter/exit within 1" of some kind of circuit, Power loses about half of its effectiveness (-1) (uses END Reserve) 5

25 3) Ride the Lightning: Flight 20", Reduced Endurance 1/2 END (+1/4) (50 Active Points) (uses END Reserve) 2

35 4) Shocking Touch: Energy Blast 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), No Normal Defense vs Force Field Standard (+1) (60 Active Points) (uses END Reserve) 3

22 5) Living Battery: Aid: END 4d6, Area Of Effect (4" Radius; +1), Selective Target (+1/4) (90 Active Points); Limited Special Effect, Electrical Devices Uncommon SFX (-1), Only Restores to Starting Values (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 9

60 Electrical Powers: Multipower, 75-point reserve, all slots: (75 Active Points); Noisy, Audible and registers across entire EM spectrum, Power loses about a fourth of its effectiveness (-1/4)

6u 1) Electrical Blast: Energy Blast 15d6 (vs. ED) (75 Active Points) (uses END Reserve) 7

6u 2) Killer Shock: Killing Attack - Ranged 5d6 (vs. ED) (75 Active Points) (uses END Reserve) 7

6u 3) Nerve System Short-Out: Energy Blast 7d6 (vs. ED), No Normal Defense Standard (+1) (70 Active Points) (uses END Reserve) 7

6u 4) Nerve Deadening: Drain DEX 5d6, Ranged (+1/2) (75 Active Points) (uses END Reserve) 7

4u 5) EMP Explosion: Killing Attack - Ranged 1d6 (vs. ED), Does BODY (+1), No Normal Defense, Defense is not being an electrically-powered device Standard (+1), Area Of Effect (36" Radius; +1 3/4) (71 Active Points); No Range (-1/2) (uses END Reserve) 7

3u 6) Power Damper: Suppress END of electrical devices 6d6, Area Of Effect (3" Radius; +1), Selective Target (+1/4) (67 Active Points); No Range (-1/2), Only electrically-powered devices, Power loses about a third of its effectiveness (-1/2) (uses END Reserve) 7

4u 7) Mind of the Machine: Mind Control vs. Machines 12d6, Telepathic (+1/4) (75 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Normal Range (-1/4) (uses END Reserve) 7

12 High Range Radio Perception

32 Electrical Sense: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree)

15 Endurance Reserve (120 END, 5 REC) Reserve: (17 Active Points); Limited Power, in order to use an action for a recovery (any REC that is not post-12), requires full concentration/0 DCV and no other actions, Power loses about a fourth of its effectiveness (-1/4)

9 +14 REC for END Reserve (14 Active Points); Only when around active electrical sources Power loses about a third of its effectiveness (-1/2)

8 Charged Metabolism: Power Defense (8 points)

30 Power Converter: Absorption 4d6 (Energy), Variable Effect Two Powers Simultaneously (+1/2) (30 Active Points)

Powers Cost: 345

 

Cost Skill

3 Electronics 13-

3 Computer Programming 13-

3 Systems Operation 13-

3 Security Systems 13-

3 Mechanics 13-

3 Persuasion 13-

10 +1 Overall

9 +3 with any three maneuvers or a tight group of attacks (Multipower)

8 +4 vs. specific OCV modifier on a tight group of attacks

3 Power (INT-based) 13-

5 Rapid Attack (Ranged)

2 PS: Electrical Engineer 11-

1 Language: Russian (basic conversation)

3 AK: Northeastern U.S. Power Grid (INT-based) 13-

3 Scholar

2 1) KS: Power Systems (INT-based) (3 Active Points) 13-

2 2) KS: Electronics (INT-based) (3 Active Points) 13-

2 3) KS: Mathematics (INT-based) (3 Active Points) 13-

3 Scientist

2 1) SS: Electronics (INT-based) (3 Active Points) 13-

2 2) SS: Magnetism (INT-based) (3 Active Points) 13-

2 3) SS: Computer Science (INT-based) (3 Active Points) 13-

2 4) SS: Physics (INT-based) (3 Active Points) 13-

2 5) SS: Metallurgy (INT-based) (3 Active Points) 13-

Skills Cost: 81

 

Cost Perk

5 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 12-

Perks Cost: 5

 

Cost Talent

3 Absolute Range Sense

3 Bump Of Direction

Talents Cost: 6

 

Total Character Cost: 600

 

Val Disadvantages

10 Dependent NPC: Max Dillon, father 8- (Normal)

5 Vulnerability: 1 1/2 x STUN Water-based attacks (Uncommon)

5 Vulnerability: 1 1/2 x BODY Water-based attacks (Uncommon)

10 Susceptibility: Immersion in water 1d6 damage, per Minute (Common)

15 Social Limitation: Public ID (Frequently; Major)

10 Reputation: Doctor Octopus-killing daughter of supervillain 11-

15 Enraged: Mothers threatened (Uncommon), go 11-, recover 11-

20 Enraged: Father threatened (Uncommon), go 14-, recover 11-

15 Hunted: Various former partners of her father and their children 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)

10 Distinctive Features: Electric field shooting around her body during use of powers (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Psychological Limitation: Vengeful (Common; Strong)

15 Psychological Limitation: Dislikes public attention (Very Common; Moderate)

5 Rivalry: Professional (Arachne; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Disadvantage Points: 150

Base Points: 450

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Background:

Max Dillon had had a long and frequently embarrassing career as a supervillain named Electro. He'd tried to become a major player in the world of crime but, as he liked to say with his typical humor, he wasn't a particularly "super" supervillain. He was insecure and angry and stupid and he tried to take what he could for years. He was, as he said, not particularly "super" at, no matter what he tried, he never stayed out of jail for long. Then, one day after yet another prison break, he met Allison's mother, Lucille. Lucille laughed at his false bravado and smiled when he got flustered and, surprisingly, stuck around. Not too long after, Allison came along. Staring at her sleeping in her crib, Max decided he owed his infant daughter better. He kissed her and his wife goodbye and walked into the nearest police station and surrendered.

 

Max became a model prisoner, volunteering his time when he could, never responding to taunts or getting into fights, and began counseling younger metahuman prisoners as to how they could change their life. One day, he was asked to go speak at a non-metahuman prison to talk about how, even with all his power, his life had seemed empty and that a life of crime, regardless of your capabilities, is a dead-end street. The lecture was also to be attended by some teenage "Scared Straight" participants, delinquent teenagers who were going to be given the opportunity to see that even a powerful supervillain could come around. The other prisoners took this as an opportunity and rioted, figuring that with teenagers as hostages and Electro on their side, they could get what they wanted. Max refused to help or use his powers in any way (even to defend himself, he'd made a promise he wouldn't), and was badly beaten by the rioting prisoners. Max would never walk again, but the fact that he'd sacrificed himself to save children was picked up by the press. It didn't hurt that the uncle of one of those children was a United States Senator from New York, and the resultant public upswing of sympathy meant that, on Allison's 11th birthday, her father was paroled from prison. Max, at that point, dedicated himself to raising his family, still going out whenever asked to give his speeches and try to change the life of people around him.

 

The next ten years were happy, as Max, thankful for his new life, spent every moment he could with his daughter, seeing her through high school and encouraging her to pursue an electrical engineering degree at a local college. Electrical engineering was appropriate, as it was clear from an early age that Electro's powers had been passed on to the next generation. Allison could power lightbulbs in her early teens and her father did everything to encourage her to safely practice those abilities. Still, life was largely typical in their household, and neither Max's past nor Allison's abilities seemed to much matter in life.

 

Allison's 21st birthday was supposed to be a simple, family affair. Doctor Octopus, on the other hand, had different ideas. Otto Octavius, along with a number of Max's former "business" associates, had been frequent targets of ridicule and less-than-flattering references during Max's speeches. Rhino's body odor, Scorpion's whining, Kraven's love of interior design; noone much liked Electro anymore. Octavius, for whatever reason ("He was a just a jerk," Max would later explain), was the target of the worst of it, with Max getting great laughs out of everything from his accent to graphic suggestions as to what the good doctor did with those tentacles when noone else was watching. Max was just trying to get laughs and get people interested in his speeches. Octavius had decided what he wanted was revenge and somehow had figured out that the whole Dillon family would be at the park that day. A perfect, public opportunity to get his revenge.

 

She could still see it all happening in slow motion. A man, suspended on four giant metal limbs, running impossibly fast across the lawn. Her father, trying to respond, sending a brushed-away weak electrical blast at the man. The man laughing. The metal arm coming forward towards her mother. The arm bursting through her mother's back. The blood. The look of smug self-satisfaction on the man?s face as he turned towards Allison. The rage she felt. Her body tingling and then something exploding out of her. The look on the man's face changing from a cruel smirk to horror in the fraction of a second it took for the massive bolt of energy to erupt from her arms and hit him in the chest. A scream. Burnt flesh. One blood-soaked severed metal arm furtively wiggling on the ground for a few moments, before stopping forever.

 

After that, it was a blur. Investigations and interviews by the police, and then SHIELD. Worst of all, the media. The media was everywhere.

 

On the day in the park, some local news team was in the park filming a piece about a new playground built by a local superhero team when they spotted Doctor Octopus running across the lawn. Their cameras caught every moment and, within a day, the footage had spread around the world across the internet and to other TV stations. From that day forward, Allison was known everywhere as the girl who killed Doctor Octopus.

 

For a while, she refused interviews, dodged the press, and tried to hide until it went away, but her father pulled her aside and told her that, if his life could teach her one lesson and one lesson only, it would be that you can't run away from your problems. Allison, at that point, came out of the proverbial metahuman closet, giving several press conferences and interviews stating that she had inherited powers from her father and that she would be using them as a superhero. Choosing the name and costume as a deliberate homage to her father, Electron was born. While she has spent the last year actively employed as a superhero, she realizes that the resources available as a member of the Thunderbolts would offer her the opportunity to make a much bigger difference in the world.

 

Personality/Motivation:

Allison didn't become a superhero to make up for her father's past actions. Instead, she does what she does because he inspired her to do what he can. "A guy I know told me something really important one night," Max told her. "With great power comes great responsibility." "The guy" (Peter Parker) and her father have subsequently become good friends after years of fighting each other, and he's become a bit of a crimefighting mentor to her. She dislikes attention and the media in general, which is unfortunate, as the media seem to love her. Being the child of a former supervillain who killed Doctor Octopus in front of the world does, not surprisingly, tend to make you the center of attention, but Allison would greatly prefer just to be left alone.

 

Allison is, above all, fiercely protective of her father, and anyone threatening him will be immediately and extremely violently dealt with. Early in her career several supervillains attempted to kidnap or injure her father, and her extremely violent response has served to inspire most people on the wrong side of her law to give her father a wide berth. Between having rarely seen her father for a portion of her life and having lost her mother right in front of her eyes, Allison is very sensitive about protecting children and anyone who attempts to take a parent away from a child or the reverse tends to become an immediate target for her.

 

Quote:

"Listen, I could make some smart-*** comment about you being in for a shock or something, but I'm not in the mood. Give up or I'll hurt you."

 

Powers/Tactics:

Electron is a classic flying blaster, and always chooses to fulfill that role. Knowing that with her ED and Absorption she is a far more formidable opponent against energy projectors than bricks, she invariably chooses to use her flight and teleportation to keep her distance from hand-to-hand opponents and instead blast away from a distance. She will frequently half-move away from an opponent to get more distance and then blast away, trusting her excellent sniping skills (and skill levels vs. range) to give her an advantage in any ranged combat. Electron is not at all a quiet fighter, however, as her electrical blasts are loud both audially and register across the entire electromagnetic spectrum, meaning she tends to briefly interrupt radio and radar signals every time she uses her power. Stealth is not exactly her forte.

 

At her relatively early age, she has already achieved an impressive mastery over her powers. Besides a stable of traditional ranged attacks, Electron is capable of disrupting the response time of a target's nervous system (a DEX Drain), setting off a powerful EMP explosion (a no-range area effect NND RKA vs. devices), and taking control over various electronic devices. She can also teleport via electrical lines and, if necessary, act as a living battery to power devices in the area. She also has the ability to "see" the world around her via an "electrical sense" (Spatial Awareness), as she can "feel" the electromagnetic charges left by the various objects around her. Her powers run off an END reserve and she is able to refill it somewhat via ambient electromagnetic radiation in the atmosphere, but in the presence of electrical infrastructure (in cities), she is able to much more greatly draw on local power sources to refresh her energy sources. Because of this, she clearly prefers fighting near some sort of power system, as her reserves can run down quickly out in the middle of nowhere.

 

Electron, being more or less a living battery, does not much care for water, as it tends to short her out. While she can suppress the effects briefly (bathing is generally a good idea), being wet causes her actual pain.

 

Appearance:

Allison is about five and a half feet tall with brown hair and blue eyes. As she was rather overtly outed as a metahuman, a mask seems kind of pointless, so she doesn't bother to wear one. Her costume resembles that of her father, except hers is primarily yellow with green electrical markings coming up over both shoulders.

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Re: [Online Game]New 'Marvel: Next Generation' game

 

...update.

Thundebolts

Thunderbolts would be on the same scale as the Avengers team. 7 players, 450 + 150 disads characters. They wont be buying any Package, and they sure wont have al the fancy SHIELD help. Base and equipment will be whatever the players decide to spend point on, though I think something not so fancy would fit best. The theme would mainly be about redemption, and being a hero when you're not expected to be. Mostly 4 color in a modern way, with some action, some angst, and some fun in equal amounts.

 

...I'm willing to accept character ideas from anyone, including the folks who are already playing in the Avenger: Next Gen game should they want to play a character in this one. Keyes_bill, that games GM, is also more than welcome to submit ideas.

 

However, in the interests of fairness, folks who didn't make it into that game, or folks applying for the first time, will get first crack at the slots.

 

The game will be played on Hero Central

 

Characters will be 450 base with 150 disads, for 600 total. Only requirement is that you have a connection to a previous Marvel villian. Other than that the backstory is pretty open with the exception of whats already been set in other folks backgrounds..

 

When is the submission deadline?

 

I'm looking for 7 players' date=' and the deadline for characters is next Saturday.[/quote']

 

Are there any characters already selected? If so who?

 

Enforcer84 - Journeyman (brick)

GoldenAge - Echo (Energy Projector)

hooligan x -Dr. Eva Von Doom (unknown)

Haven Walkur - Dancer (Mage)

Pendaran - Invictus (Martial Brick)

radioKAOS - Nightstalker (Venom Brick?)

keyes_bill - Wolf (Ware Beast)

casualplayer - Mole Girl

Squid - Electron (Energy Projector?)

DocSampson - Crusher (Brick)

 

Also, these folks have expressed interest, but haven't decided on a character yet.

 

Squall

Agent 13

funksaw

WhammeWhamme

 

Are there house rules or things you want to forbid?

 

Frameworks are fine' date=' though I reserve to right to nix anything to outlandish. No real restrictions.[/quote']

 

 

Thanks.

 

Now I will go back and read 12 pages.

 

Did I forget anything/one???

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Re: [Online Game]New 'Marvel: Next Generation' game

 

Hey, Snake Gandhi, how do you feel about the Naked (Variable) Advantage style of Martial Arts? Mole Girl is written up now with Manuevers, but I'd like her to be able to do some quasi-mystical stuff and have some HTH versatility. Plus adding DCs to get her nerve strike and choke hold up to snuff makes her regular strikes obscene. She would have a 28 STR w/ +1 Variable Advantage (enough to do NNDs or some selective AEs, occasionally Autofire or IPE, most often just 0 END.)

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Re: [Online Game]New 'Marvel: Next Generation' game

 

Eva von Doom

Height: 1.73 m Weight 51 kg

Eye Color: Green Hair Color: Black

 

Background/History: Eva von Doom returned to Doomstahd in her nineteenth year. Many years abroad in various schools had left few happy memories of her home. Latveria had been intermittently ruled by her father in-between his plans of revenge and conquest. Less capable hands had ruled when he was imprisoned or occupied and her people suffered from his absence. He would return from his neglect and shower Latveria with prosperity which would last until his next absence. Eva felt the most Latvarian of all Latverians.

 

She had left her father's tutors and been enrolled in university under the false name DeSalle when she saw the news reports. Doom the despot, Doom the tyrant, Doom the madman. Doctor Doom was dead. She would miss him. As she missed him all her life.

 

As the Doombots carried her father's armored corpse to the Tibetan furnace where his first mask was forged, Eva addressed the country. There was a von Doom in Castle Doom again and Latveria's prosperity would endure. It took two weeks for the first coup attempt. Castle servants had let an assassin in the employ of a distant relative of King Rudolpho into her chambers. He was unprepared for the sorcery taught Eva by Doom's tutors.

 

A month passed with no word from Eva. Rumors of her death raced through the countryside. "King" Rudolpho II arrived at Doomsport to address his subjects. He was met by Doom.

Eva had forged her own armor based on her father's designs. The would be king asked of her what Victor von Doom could never give. Mercy. Doom's mercy was for him to be banished from Latveria along with his supporters. His funds were stripped and added to the states coffers. It was more than he could hope for.

 

Eva now has returned to Empire State University to get her medical degree. She is in constant contact with the Doombot on her throne. Latveria is prosperous once more.

 

 

Personality/Motivation: Eva von Doom seeks to change the image of her country in the world's eyes. She has decided that her talents could benefit all mankind, not just Latveria. Like her father, she is convinced she knows what is best for the world. Unlike Dr Doom, she doesn't need to conquer the world to save it.

 

She has her father’s arrogance and his sense of honor. Doom always keeps her word.

 

 

Quote: "Oh yes, poor enslaved Latveria. We have the highest standard of living and the lowest environmental impact in all of Europe. My people will take 'tyranny' and prosperity over elections and poverty any day!"

 

Powers/Tactics: Eva has followed the father in jointly studying science and magic. She has built a suit of armor styled after Dr Doom's. While in her armor, her strength, reactions, and senses are enhanced. She can fly, fire energy bolts from the suits gauntlets, create a force bubble to protect herself and others, and survive in the most extreme environments. The suit also has a defensive electric jolt to discourage people from touching her.

 

She also has built a small device to wear on her wrist. With it she can control her Doombots and communicate with others. She also has a weaker force field generator that can protect her in emergencies until she can don her armor. the force field will not work when surrounded by her armor.

 

While not as advanced as her father, Eva's magic allows her to teleport great distances, travel to other planes, bind her enemies, and defend herself with mystic bolts of energy. She is still studying sorcery and at present find using these powers to be exhausting.

 

Eva's Doombots are redesigned from her father's originals. They are female in shape and have realistic human features. When fully armored, they are indistinguishable from Eva herself.

 

 

 

Appearance: In her official capacity as Doom, Eva wears a suit of armor with a green tabard and cloak. She has a removable helmet she wears in combat that has a life support system.

 

As Eva DeSalle, she usually wears tasteful designer label couture. Her hair is black and usually worn shoulder length.

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Re: [Online Game]New 'Marvel: Next Generation' game

 

That's a well-envisioned character, hooligan x, and a nicely-written descriptive piece. Unfortunately, I hadn't thought about the magical legacy Eva would have from her father (naturally she would!) when I came up with Dancer. But the central "theme" of Dancer's magical abilities -- Travel and Air -- can be changed so that the characters don't overlap. And since you got in first with your character concept, I'm perfectly willing to be the one to make the changes.

 

Would you please PM me with more details of Dr. von Doom's magical abilities? What are her magical preferences; i.e. what does she like to use her magic for? And what "flavor" of magic is it (pure will, arcane spell, elemental might, something else)? Does she think of herself primarily as a mage, or as something else?

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Re: [Online Game]New 'Marvel: Next Generation' game

 

My character, without backstory which is still in the works. Note that while both STR and HA from staff have Variable Advantage, it's not to the same level. I can't do an 11 1/2d6 NND strike to the throat or solar plexus! The staff can only be set to 0 or 1/2 END, AP, 1 hex AE Selective, Indirect or Autofire.

 

Mole Girl

 

Player: Don Schamun/casualplayer

 

Val Char Cost

28 STR 18

29 DEX 57

30 CON 40

15 BODY 10

23 INT 13

15 EGO 10

18 PRE 8

20 COM 5

 

17/29 PD 11

15/27 ED 9

6 SPD 21

12 REC 0

60 END 0

44 STUN 0

 

13" RUN 0

5" SWIM 0

5 1/2" LEAP 0

Characteristics Cost: 202

 

Cost Power

24 Adamantite Mail: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)

5 Defense Against the Cruel Sun: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)

37 Staff of Majesty: Multipower, 75-point reserve, (75 Active Points); OAF (-1)

4u 1) A Chastening Blow: Hand-To-Hand Attack +6d6, Variable Advantage (+3/4 Advantages; Limited Group of Advantages; +1 1/4) (67 Active Points); Hand-To-Hand Attack (-1/2)

5u 2) Yield, Miscreant!: Energy Blast 7d6+1, No Normal Defense (Force Field, LS: Radiation; +1) (74 Active Points); 8 Charges (-1/2)

3u 3) A Blast to Stagger the Thing: Killing Attack - Ranged 5d6 (75 Active Points); 3 Charges (-1 1/4)

4u 4) Stone and Steel Melt Away: Tunneling 10" through 18 DEF material (74 Active Points); 6 Charges (-3/4)

2 The Reach of my Staff: Stretching 1" (5 Active Points); OAF (-1), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Power Power loses about a fourth of its effectiveness (No Fine Work; -1/4)

63 Her Father's Daughter: Spatial Awareness (Unusual Group), +6 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Microscopic: x10000, Telescopic: +6, Tracking

12 Her Mother's Daughter?: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

20 A Nuisance to be Avoided: Missile Deflection (Any Ranged Attack)

56 Martial Arts Mastery: Variable Advantage (+1 Advantages; +2) for up to 28 Active Points of STR (56 Active Points)

21 Fleet of Foot: Running +7" (13" total), Reduced Endurance (0 END; +1/2) (21 Active Points)

4 Athletic: Swimming +3" (5" total), Reduced Endurance (0 END; +1/2) (4 Active Points)

10 Monsters Were My Playmates: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)

Powers Cost: 270

 

Cost Martial Arts Maneuver

5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 33 STR to take weapon away; Target Falls

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6 1/2d6 Strike, Target Falls

4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6

4 Weapon Element: Empty Hand, Off Hand, Polearms and Spears, Staffs

Martial Arts Cost: 20

 

Cost Skill

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Concealment 14-

3 Contortionist 15-

8 KS: Subterranea 17-

3 Language: English (Deviant is native) (fluent conversation; literate)

3 Persuasion 13-

3 Security Systems 14-

3 Shadowing 14-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Tracking 14-

9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand, Staffs, Three-Section Staff

10 +2 with DCV

10 +2 with HTH Combat

10 +2 with all DEX Skills

10 +1 Overall

Skills Cost: 93

 

Cost Perk

5 75 pt Follower

Perks Cost: 5

 

Cost Talent

3 Ambidexterity (-2 Off Hand penalty)

3 Bump Of Direction

4 Double Jointed

Talents Cost: 10

 

Total Character Cost: 600

 

Pts. Disadvantage

10 Hunted: Mole Man 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish)

10 Hunted: Kro 8- (As Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Capture)

10 Money: Destitute

15 Physical Limitation: Petite (135 cm, +3" KB) (All the Time, Slightly Impairing)

15 Psychological Limitation: Uncomfortable in Sunlight (Very Common, Moderate)

10 Psychological Limitation: Agoraphobic (Dislikes Open Spaces) (Common, Moderate)

10 Psychological Limitation: Devoted to her Father and Subterranea (Uncommon, Strong)

15 Psychological Limitation: Headstrong, Willful (Common, Strong)

10 Reputation: Daughter of Mole Man, 8- (Extreme)

10 Rivalry: Professional (Eva von Doom), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20 Social Limitation: Secret Identity (Frequently, Severe)

15 Social Limitation: Unfamiliar with Surface-dweller Customs (Frequently, Major)

Disadvantage Points: 150

Base Points: 450

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Online Game]New 'Marvel: Next Generation' game

 

It occurs to me that we don't really have a full on brick with brick tricks and such things build, so I did an alt of Rafe more done with still indepth combat training, and generally salutary skill lists and command talent and etc, but more polished skill at being a brick instead of kung fu having. Way less damage code, but it's boostable with the brick tricks vpp if he makes his roll.

 

Anyway, alt build:

 

RAFAEL NEFARIA

Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6; [3]

30 DEX 60 15- OCV 10 DCV 10

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

30 EGO 40 15- ECV: 10

30 PRE 20 15- PRE Attack: 6d6

20 COM 5 13-

 

20/40 PD 6 Total: 20/40 PD (10/30 rPD)

20/40 ED 16 Total: 20/40 ED (10/30 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

18 REC 0

40 END 0

65 STUN 0 Total Characteristic Cost: 277

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 14" / 28"

Flight: 20" / 80"

 

Cost Powers END

10 Ionic Integrity: Power Defense (10 points)

19 Ionic Physiology: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in High Radiation; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

5 Ionic Eyes: Nightvision

9 Honed Will: Mental Defense (15 points total)

47 Brick Tricks: Variable Power Pool, 30 base + 17 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points); Limited Class Of Powers Available Limited (-1/2), Custom Modifier (no figured characteristics; -1/4)

10 Ionic Resilience: Damage Resistance (10 PD/10 ED)

17 Tireless Physique: +0 STR, Reduced Endurance (1/2 END; +1/4) (17 Active Points) (Modifiers affect Base Characteristic)

25 Nefarious legacy (Ionic Energy Channeling): Elemental Control, 50-point powers

35 1) Imperious Aegis: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)

25 2) Above the Rabble: Flight 20", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Custom Modifier (easily tracked flight path; -1/4) 2

 

 

Perks

15 Money: Filthy Rich

 

 

Talents

17 Combat Sense (Sense) 13-

 

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 PS: Investment banking 13-

3 High Society 15-

3 Tactics 13-

3 Deduction 13-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

1 2) Language: French (fluent conversation) (2 Active Points)

1 3) Language: Italian (fluent conversation) (2 Active Points)

1 4) Language: Latin (fluent conversation) (2 Active Points)

1 5) Language: Nepalese (fluent conversation) (2 Active Points)

1 6) Language: Spanish (fluent conversation) (2 Active Points)

3 Power: Brick Tricks 11-

3 Meditation 15-

3 Navigation (Air, Land) 13-

20 +2 Overall

10 +2 with HTH Combat

3 Scholar

1 1) KS: Art (2 Active Points) 11-

1 2) KS: Classical studies (2 Active Points) 11-

1 3) KS: History (2 Active Points) 11-

2 4) KS: Literature (3 Active Points) 13-

1 5) KS: Religion (2 Active Points) 11-

1 6) KS: Superhuman World (2 Active Points) 11-

3 Oratory 15-

10 Defense Maneuver I-IV

1 WF: Blades

 

 

Total Powers & Skill Cost: 323

Total Cost: 600

 

450+ Disadvantages

10 Reputation: Son of Count Nefaria, 11-

10 Distinctive Features: Red energy eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Anastaz von Strucker 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Hunted: The Mandarin and The Neo Upstarts 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)

15 Hunted: SHIELD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Social Limitation: Public ID (Frequently, Minor)

15 Psychological Limitation: Driven to Redeem the Family Name (Common, Strong)

5 Hunted: Papparazi 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Psychological Limitation: Vengeful (Uncommon, Strong)

10 Physical Limitation: Ionic Physiology makes medical treatment difficult (Infrequently, Greatly Impairing)

10 Psychological Limitation: Aristocratic attitude (Common, Moderate)

15 Psychological Limitation: Code vs Killing (Common, Strong)

0 Experience Points

 

Total Disadvantage Points: 600

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Re: [Online Game]New 'Marvel: Next Generation' game

 

I don't think that's going to be a problem. As I work on a female character I notice that we could populate an entire team of daughters of evil!

 

 

 

 

 

 

And Mole Girl has a 20 COM!! Yowza!

Tell me about it! Heaven! And my only competition is....

 

*sighs*

 

A pretty boy scion of nobility. Great.

 

:)

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