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[Super Team] Young Titans - GenCon 2007


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Re: [super Team] Young Titans - GenCon 2007

 

Crossroads, the messenger.

 

CROSSROADS (DANIEL KIBAKI)

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV: 4

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

6 PD 3 Total: 12 PD (12 rPD)

6 ED 2 Total: 12 ED (12 rED)

4 SPD 4 Phases: 3, 6, 9, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost: 85

 

Movement: Running: 7"/14"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 7”/Anyplace on Earth

 

Cost Powers END

23 Knows all Tongues: Universal Translator 15-

23 Knows Many Secrets: Universal Traveller 15-

Notes: Universal Area Knoledge, see Ultimate Skill: Universal Scholar, p.49

9 Hidden Paths: Running +1" (7" total), Usable As Flight (+¼), Usable as Teleport (+¼) (9 Active Points) 1

Notes: Character may move in thin air as easily as he moves on the ground, or may step from one place to another without passing through the space between

6 Divine Flesh: Damage Resistance (6 PD/6 ED)

5 Divine Blood: Rapid Healing

11 Moves Well in Combat: Armor (6 PD/6 ED), Hardened (+¼) (22 Active Points); Restrainable (-½), Nonpersistent (-¼), Must be aware of attack Power loses about a fourth of its effectiveness (-¼)

50 Eshu's Gifts (Space/Time Powers): Multipower, 50-point reserve

5u 1) One Step: Teleportation 5", x128 Noncombat, Safe Blind Teleport (+¼) (50 Active Points) 5

Notes: In one step, a distance of up to 5 hexes (10 meters) may be covered, or 640 hexes (1.28 kilometers) out of combat.

5u 2) The Long Walk: Teleportation 1", x8 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1" = 10,000 km; +1 ¼), Can Be Scaled Down 1" = 1km (+¼) (47 Active Points) 5

Notes: The Long Walk can be used to safely travel anywhere from 1 km to 10,000 km, enough to reach any point on Earth. When taking the Long Walk, Crossroads may also cary along up to eight willing companions.

5u 3) Step Out: Desolidification (affected by Space/Time Powers, Gravity Manipulation), Reduced Endurance (½ END; +¼) (50 Active Points) 2

5u 4) Eshu's Trick: Teleportation 9", Reduced Endurance (½ END; +¼), Ranged (+½), Usable As Attack (+1) (49 Active Points) 2

Notes: Allows the character to teleport the target against the target's will. Targets with Teleportation, EDM, and hardened Force Fields may resist this power.

5u 5) Eshu's Deadly Trick: Killing Attack - Ranged 1d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; +1), Does BODY (+1) (49 Active Points) 2

Notes: The character intentionally mis-teleports the target. Does not work on targets with Teleportation or Extradimensional Movement related powers.

3u 6) Eshu's Trap: Entangle 4d6, 6 DEF (50 Active Points); Vulnerable (Uncommon; EDM or Teleport Powers; -¼), Cannot Form Barriers (-¼) 5

Notes: Traps target in the middle of teleporting; target or another must exert enough force to break him free.

3u 7) Eshu's Deadly Gift: Killing Attack - Ranged 2d6-1, Penetrating (x2; +1) (50 Active Points); OIF (Object of opportunity; -½) 5

Notes: The character teleports a small object directly into the target

 

Skills

3 Lord of the Crossroads: Power 12-

2 KS: American Country and Western music 11-

2 KS: Yoruba Mythology 11-

0 Language: Swahili (idiomatic; literate) (5 Active Points)

0 PS: High School Student 8-

0 PS: Farm Worker 8-

 

Total Powers & Skill Cost: 165

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: 15 years old (Frequently, Minor)

10 Psychological Limitation: Deep and abiding love for American Country and Western music (Common, Moderate)

Notes: Talks about C&W constantly, quotes song lyrics

10 Psychological Limitation: Trickster (Common, Moderate)

15 Psychological Limitation: Strong belief in justice, little respect for law (Common, Strong)

15 Psychological Limitation: Hero worship of Always (Common, Strong)

 

Total Disadvantage Points: 250

 

Background/History: Daniel Kibaki spent his first eleven years with his mother on a farm outside of Nairobi, learning of the outside world through the radio and a one room rural school house. When he and his mother traveled to Japan to celebrate his twelfth birthday, it was like a dream.

 

When they arrived, it was like a nightmare. A smiling man took Daniel from his mother and delivered him to a hidden temple on a mountain side. The temple's main room held seven other frightened children, and a dozen men in robes and masks. The ugliest old woman Daniel had ever seen chanted, gestured and shrieked, and Daniel felt new knowledge flooding his mind. Daniel knew he was going to die.

 

And then men and women in costumes came, and saved everyone.

 

Daniel has spent the three years since learning to use his new powers. With mentors, friends and freedom, he is well on the path to becoming his own sort of Hero.

 

Personality/Motivation: Daniel is a trickster, but not malicious. He has little respect for laws and authority, but he does care about people, and is coming to accept the responsibilities that come with power. Daniel's chief interests are pranks, travel, and music, especially American Country and Western. He'll often quote Charlie Pride or Kenny Rogers lyrics, and usually dresses in American South Western fashions. Daniel used "the Gambler" as his code name for almost a year before he got tired of explaining he didn't have any luck powers.

 

Daniel idolizes his mentor, Alan Haas, the superhero "Always".

 

Quote: You got to know when to walk away, know when to run.

 

Powers/Tactics: Daniel's powers reflect Eshu's nature as the trickster and messenger of the Yoruba gods. Daniel has an instinctive understanding of all forms of communication, and of the geography, layout and basic history of any location he has visited or in which he finds himself. Daniel is faster and more durable than a normal human, able to survive small arms fire with little lasting effect and to recover quickly from even serious injuries. He can move through space effortlessly, reaching almost any point on Earth given a few seconds of concentration, or step partially out of space, becoming wraith-like. He can even force others through space, sometimes with devastating effect.

 

Daniel will normally try to put distance between himself and his target and then use Eshu’s Tricks to attack. He will typically use Eshu’s Trick or Eshu’s Trap against normal humans, teleporting them into the air or forcing them out of phase with reality. Eshu’s Deadly Trick and Deadly Gift are reserved for monstrous or overwhelmingly powerful foes.

 

When teleporting global distances, Daniel only needs to know a rough location, usually provided by his Universal Traveler power. He will rarely arrive exactly where he planned, but between his Safe Blind Teleport and ability to walk on air, this is usually not a problem. Daniel is unsure as to why he can only take passengers on journeys over 1 km in distance.

 

Mythology Notes: Eshu is the god of the crossroads and gateways, the messenger of the Yoruba gods, and a guide of the dead. A trickster, he is ultimately a friend of man. Eshu has many other names, including Legba.

 

Mentor Notes: Alan Haas, aka “Always”, is a veteran hero with the ability to alter his personal relationship with time. In practical terms, this gives him unmatched speed and the ability to remember multiple possible futures. Alan is a great believer in thinking through the consequences of actions, and in the possibility of redemption.

 

Campaign Use: Takes the Kid Flash slot as an unusual speedster. While his attacks aren't all that directly damaging, they're hard to defend against, and when used creatively can turn the tide of a battle. His Universal talents make him a good carrier of plot exposition as well.

 

Appearance: A handsome, lightly built African teen with an unidentifiable accent, usually dresses in American South Western fashions. As Crossroads, wears a closely fitted black suit, red shirt, black wide brimmed hat, and red half face mask.

 

Character by Robert Dorf, 2007

 

 

Re-wrote this character because his player kept wanting to use him as team transport in play test. Also, the player didn't seem to understand how Crossroads attacks worked. Hopefully this will be easier.

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Re: [super Team] Young Titans - GenCon 2007

 

Weaver, bow wielding protector of women, children and the home.

 

WEAVER (HELENE WEHEBE)

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

13 PRE 3 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

6 PD 3 Total: 18 PD (12 rPD)

6 ED 2 Total: 18 ED (12 rED)

4 SPD 7 Phases: 3, 6, 9, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost: 80

 

Movement: Running: 7"/14"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

2 Not Easily Impressed: +5 PRE (5 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)

2 Athletic: Running +1" (7" total) 1

40 I See the Pattern: +4 Overall

Notes: This is a subtle form of magic. By seening the patterns in events, the Weaver can achieve the near impossible.

17 I See the Truth: Detect Magic and the Supernatural 12- (Unusual Group), Discriminatory, Range, Sense

5 Divine Nature: Rapid Healing

12 Chosen of the Goddess : Combat Luck (6 PD/6 ED)

12 The Weaver's Robes: Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

26 Neith's War Bow: Multipower, 52-point reserve, (52 Active Points); all slots OAF (Enchanted Bow; -1)

2u 1) Neith's Arrows: Killing Attack - Ranged 2d6, Autofire (3 shots; +¼), Affects Desolidified Any form of Desolidification (+½) (52 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 2) Sekhemet's Arrows: Killing Attack - Ranged 2d6, Autofire (3 shots; +¼), Penetrating (+½) (52 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 3) Thoth's Arrows: Energy Blast 3d6, No Normal Defense (No or Reduced Need for Sleep; +1), Autofire (3 shots; +1 ¼) (49 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 4) Ra's Arrows: Killing Attack - Ranged 3d6-1, Autofire (3 shots; +¼) (50 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

Notes: Light/Heat SFX

2u 5) Nyx's Arrows: Darkness to Sight Group 4" radius, 8 Continuing Charges lasting 1 Turn each (+0), Personal Immunity (+¼) (50 Active Points); OAF (Enchanted Bow; -1) [8 cc]

2u 6) Neith's Hand: Missile Deflection (Any Ranged Attack), No Range Modifier (+½), Full Range (+1) (50 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

Notes: In a demonstration of Neith's role as protector of the innocent, the Weaver may shoot incoming attacks out of the air, protecting herself and others

 

Skills

3 Pattern Sense: Power 12-

0 PS: High School Student 8-

2 PS: Weaver 11-

0 Language: Arabic (Egyptian) (idiomatic; literate) (5 Active Points)

3 Language: Egyptian, Ancient (fluent conversation; literate)

4 Language: English (completely fluent; literate)

3 Scholar

1 1) KS: Egyptian Mythology (2 Active Points) 11-

1 2) KS: Mystic World (2 Active Points) 11-

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

3 Paramedics 12-

2 AK: The Eternal City of Babylon 11-

3 Breakfall 14-

3 Acrobatics 14-

3 Stealth 14-

3 Climbing 14-

3 Weaponsmith (Bows, Muscle-Powered HTH) 12-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 170

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: Only 15 Years Old (Frequently, Minor)

15 Psychological Limitation: Highly Competitive, believes in rules (Very Common, Moderate)

15 Psychological Limitation: Defender of Women and Children (Common, Strong)

10 Psychological Limitation: Enjoys Combat (Common, Moderate)

10 Psychological Limitation: Relentless Self Improver (Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Raised by a wealthy family in Cairo, Helene Wehebe was an athletic, competitive child, More than one boy was shamed by a loss to little Helene, but the girl's genuine friendliness convinced most to keep any bitterness to themselves. The younger children of the neighborhood soon started to turn to Helene as a protector, a mediator with and shield against local bullies. Helene's parents were distant, ignoring their daughter’s adventures. Helene took their distance well; she knew she had a destiny.

 

On her twelfth birthday, Helene's parents took her on a trip to Japan. Her parents handed Helene over to a stranger, who in turn took the girl to a hidden temple in the mountains. Helene saw seven other children, each as frightened as she was. She saw masked men in robes, and an old woman like something out of a nightmare. The old woman sang and chanted, and Helene felt a door open in her own mind. She saw, for just an instant, the pattern of her life, the warp and weft, and she thought the thread was going to be cut.

 

And then the heroes of the New Circle arrived.

 

Helene has studied since with the other children she met on that night, instructed by the heroes and heroines who'd saved them. She has grown particularly close to Boudica, whose experience as both an athlete and heroine Helene finds inspiring. Helene still believes in her destiny; she plans to spin it herself.

 

Personality/Motivation: A classic tomboy, Helene is driven and competitive, but in a friendly way. Being beaten in a fair contest will make her push herself harder, being beaten by someone who cheats will make her furious. She still stands as a protector of children and the helpless, an aspect of her personality that has only become more pronounced as her powers have developed.

 

Helene was raised as a secular Muslim, and has moments of painful self doubt when thinking too deeply about the source and nature of her powers.

 

Helene has a close relationship with her mentor, Boudicca, whom she views as an elder sister.

 

Quote: I can shoot you three times before you can move.

 

Powers/Tactics: Weaver's gifts are subtle but significant. Her ability to recognize all sorts of patterns is supernatural, making her an effective combatant. She also learns and masters new skills with exceptional speed. Finally, using ordinary materials, she is able to craft objects with paranormal properties. Most notably, she has used this ability to craft a costume that provides her with considerable protection and a bow and arrows with an array of powers.

 

In combat, Weaver will normally start out with her levels split between OCV and DCV, picking and choosing her arrows and switching her levels as seems prudent.

 

Mythology Notes: Neith is the Egyptian goddess of weaving, childbirth, and defensive warfare. She is a protector of women, children, and the home.

 

Mentor Notes: Boudica is an Olympic level athlete and absolute mistress of a range of weapons, including the bow, sword, and pistol. A somewhat grim woman, Boudica takes her task as Helene’s mentor seriously, acting as an athletic coach and big sister. Boudica has tried to impress Helene with the idea that there’s always a way to win in any situation, if Helene can just find it.

 

Campaign Use: Takes the Speedy/Arsenal slot in combat as a skills based sniper. Out of combat she's a minor skill monster, and will often have just the odd skill the group needs at a given time. Some overlap with the Judge, just as Speedy had some overlap with Robin.

 

Weaver’s pattern skill was included to permit her to occasionally pull off power tricks based around Pattern Magic.

 

Appearance: An attractive Egyptian teen, Helene normally wears track suits or comfortable jeans and t-shirts. In combat, she'll wear her Weaver's Robes, a light, loose fitting head to toe costume in white an gold silk, including a hood and a scarf that conceals the lower half of her face.

 

Character by Robert Dorf, 2007

 

Why she was re-written:

6 Overall Levels was just too powerful, and having to roll to use those levels was annoying. Also, the party needed one more character with the ability to spot magic.

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Re: [super Team] Young Titans - GenCon 2007

 

She has Side Effects defined as occurring on a failed skill roll on all of her spells' date=' but none of them require a skill roll.[/quote']

 

Her VPP is not cosmic; she must make her skill roll to arrange the points. The Side Effects occur when she blows that skill roll. Once the points are arranged, she no longer needs to roll every phase, but that's no different from any other use of RSR for constant powers. She's getting a small advantage on her Instant powers compared to other SE + RSR spell casters, but the GM (me) doesn't see that as worth reducing the value of the SE limitation for those powers. If you consider that unbalanced in your own campaign, and choose to use a similarly built character, consider requiring all Instant powers to take RSR; the player will be rolling twice the first phase she uses a power, but things will even out after that.

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