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New Game: Remnants of Hope


jkwleisemann

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Re: New Game: Remnants of Hope

 

Just out of curiosity, how far into Canada has the Collective stretched so far? Is it just starting nibble at the northern border of the provinces or are the battle lines closer to the more densely populated areas?

The reason I'm asking is that the concept that I'm favouring the most at the moment is a cyborg (created by the accidental merging of a human body with ancient alien tech) with at least two distinct forms and several built in weapons. The only home she had known is a very old, isolated research complex that was just recently discovered by the Collective, yet it should also be close enough that the other humans living there could escape to New Destruga, with the cyborg acting as the rear guard.

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Re: New Game: Remnants of Hope

 

Kaze: Certainly possible, though it might be easier in New Destruga than in the Fortress... being neighbors with Takofanes' turf and being undead might not be too bad, but as soon as he realized you were there... well, that's what necromancy is for in the *first* place. So that could be a possible issue to keep in mind.

 

Amber: Into the Yukon Territories and Northwest Territories, with occasional forays further south. So it's certainly possible for that to have happened.

 

Haven: Yes, I know that New Zealand is part of the equation to, but I know even *less* about that than I do about Australia, so I thought I'd ty covering up for it. Oh well.

 

Probably would have left the old governing structure in place, once it was suitably terrified of him (governance bores him). New Zealand (and coastal regions of Australia, Tasmania, and the Phillipines that are close enough for him to dominate and/or share with the Warlord) would probably serve as the breadbasket of the continent, with imports making up the rest.

 

Which brings us to the fact that it's not *that* entirely cut off, but distance is the big thing there. There are still ships that go back and forth with cargo; he can't afford to cut himself off entirely. If you could make it into the Fortress, it wouldn't be that hard to get onto a transport to Neo-Tokyo and then to where ever you chose to go from there (though stopping in Neo-Tokyo might not be too bad at first... I might have another char' there too.)

 

Anywho, off to work - further replies later!

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Re: New Game: Remnants of Hope

 

Question for you...

...Special Rules - Hooks: Characters should have at least 1-2 hooks for "power up events" - radiation accidents' date=' retraining, unlocking hidden reserves of internal power, whatever. These hooks, if used, will be worth 100-200 points of power increase. There will also be some in-game events that work like this for everybody (or do so effectively, possibly by reducing the power of a particular villain), but I'd like some that are personalized to the characters and the players who run them...[/quote']

Are you asking that there be enough open history for you to work with and interpret, or do you actually want us to write hooks in like "I see {something} happening sometime in the future"?

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Re: New Game: Remnants of Hope

 

Either one; mostly enough open history and enough openings where it could happen. A mutant, for example, might have a hard time suddenly developing massive amounts of new abilities, but the mystic and tech sorts have more options there.

 

I *like* the "I see [something] happening in the future" types, BTW - makes it easier to plot.

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Re: New Game: Remnants of Hope

 

Here's my character idea: (the background is somewhat cribbed from Nene Romanova in Bubblegum Crisis -- Police dispatcher/Hacker who craves real action)

 

Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.

 

Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.

 

Character sheet below:

 

The Knight Sabre

 

Player:

 

Val Char Cost
10/30 STR 0
20 DEX 30
13/28 CON 6
13/18 BODY 6
18 INT 8
11 EGO 2
20/30 PRE 10
16 COM 3
3/50 PD 1
3/50 ED 0
3/6 SPD 0
5/12 REC 0
26/56 END 0
25/70 STUN 0
6" RUN02" SWIM02"/6" LEAP0Characteristics Cost: 66

 

Cost Power END
4 Police Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) [8]
2 Instant change: summon battlesuit: Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) 6
80 Battlesuit Offense: Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [Notes: Uses END Reserve]
3u 1) Jamming I: Radio: Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 2) Jamming II: Radar Jamming: Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
3u 3) Jamming IV: Stealth: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
3u 4) Glue Bomb: Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5
5u 5) Particle Cannon: Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 6) Gauss Needler: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) 9
3u 7) Knuckle Bomber: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9
4u 8) Battle Punch: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
26 Battlesuit Power: Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)
20 1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 9
26 2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 3
19 Battlesuit Batteries: Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0
Battlesuit Electronics
9 1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0
4 2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) 0
9 3) HUD Helmet: (Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) 0
9 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) 0
15 5) Targeting Computer: +5 with a tight group of attacks: Multipower
Battlesuit Stats
11 1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2
17 2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
6 4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
17 5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
7 6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
8 7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)
12 8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)
Powers Cost: 335

 

 

Cost Skill
25 +5 with DCV
3 Language: English (fluent conversation; literate)
0 Language (idiomatic; literate) (5 Active Points)
4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13-
3 Acrobatics 13-
3 Breakfall 13-
3 Bureaucratics 13- (15-)
3 Combat Driving 13-
3 Cryptography 13-
9 +3 with any three related Skills
Hacking
8 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 2) Security Systems 13-
3 3) Electronics 13-
3 Persuasion 13- (15-)
3 Shadowing 13-
3 Streetwise 13- (15-)
3 Tracking 13-
3 CK: Neo-Tokyo 13-
3 Criminology 13-
3 WF: Small Arms, Vehicle Weapons
2 TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
0 PS: Police Officer (Everyman) 11-
0 KS: Neo-Tokyo Police (Everyman) 11-
Skills Cost: 93

 

Cost Perk
3 Computer Link
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Weapon Permit (where appropriate)
Perks Cost: 6

 

 

 

Total Character Cost: 500

 

Val Disadvantages
20 Normal Characteristic Maxima No Age Restriction
5 Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [Notes: Ami designed the Battlesuit]
10 Dependent NPC: Grandpa Hardcastle 8- (Normal)
5 Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching)
20 Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [Notes: Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters]
15 Psychological Limitation: Distrusts the Media (Common, Strong)
5 Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate)
10 Psychological Limitation: Thrillseeker (Uncommon, Strong)
5 Psychological Limitation: Never shows anger (Uncommon, Moderate)
10 Psychological Limitation: Always Polite (Common, Moderate)
10 Psychological Limitation: Curious (Uncommon, Strong)
5 Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor)
15 Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major)

Disadvantage Points: 145

 

Base Points: 350

Experience Required: 5

Total Experience Available: 0

Experience Unspent: 0

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Re: New Game: Remnants of Hope

 

Here's my character idea: (the background is somewhat cribbed from Nene Romanova in Bubblegum Crisis -- Police dispatcher/Hacker who craves real action)

 

Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.

 

Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.

 

Character sheet:

 

The Knight Sabre

Player:

 

Val Char Cost

10/30 STR 0

20 DEX 30

13/28 CON 6

13/18 BODY 6

18 INT 8

11 EGO 2

20/30 PRE 10

16 COM 3

 

3/50 PD 1

3/50 ED 0

3/6 SPD 0

5/12 REC 0

26/56 END 0

25/70 STUN 0

 

6" RUN 0

2" SWIM 0

2"/6" LEAP 0

Characteristics Cost: 66

 

Cost Power END

4 Police Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) [8]

2 Instant change: summon battlesuit: Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) 6

80 Battlesuit Offense: Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [Notes: Uses END Reserve]

3u 1) Jamming I: Radio: Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

3u 2) Jamming II: Radar Jamming: Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

3u 3) Jamming IV: Stealth: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2

3u 4) Glue Bomb: Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

5u 5) Particle Cannon: Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9

4u 6) Gauss Needler: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) 9

3u 7) Knuckle Bomber: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9

4u 8) Battle Punch: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0

26 Battlesuit Power: Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)

20 1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 9

26 2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 3

19 Battlesuit Batteries: Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0

Battlesuit Electronics

9 1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0

4 2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) 0

9 3) HUD Helmet: (Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) 0

9 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) 0

15 5) Targeting Computer: +5 with a tight group of attacks: Multipower

Battlesuit Stats

11 1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2

17 2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

6 3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

6 4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

17 5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

7 6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)

8 7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)

12 8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

Powers Cost: 335

 

Cost Skill

25 +5 with DCV

3 Language: English (fluent conversation; literate)

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

4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13-

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13- (15-)

3 Combat Driving 13-

3 Cryptography 13-

9 +3 with any three related Skills

Hacking

8 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-

3 2) Security Systems 13-

3 3) Electronics 13-

3 Persuasion 13- (15-)

3 Shadowing 13-

3 Streetwise 13- (15-)

3 Tracking 13-

3 CK: Neo-Tokyo 13-

3 Criminology 13-

3 WF: Small Arms, Vehicle Weapons

2 TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

0 PS: Police Officer (Everyman) 11-

0 KS: Neo-Tokyo Police (Everyman) 11-

Skills Cost: 93

 

Cost Perk

3 Computer Link

2 Fringe Benefit: Local Police Powers

1 Fringe Benefit: Weapon Permit (where appropriate)

Perks Cost: 6

 

Total Character Cost: 500

 

Val Disadvantages

20 Normal Characteristic Maxima No Age Restriction

5 Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [Notes: Ami designed the Battlesuit]

10 Dependent NPC: Grandpa Hardcastle 8- (Normal)

5 Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [Notes: Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters]

10 Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Distrusts the Media (Common, Strong)

5 Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate)

10 Psychological Limitation: Thrillseeker (Uncommon, Strong)

5 Psychological Limitation: Never shows anger (Uncommon, Moderate)

10 Psychological Limitation: Always Polite (Common, Moderate)

10 Psychological Limitation: Curious (Uncommon, Strong)

5 Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor)

15 Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major)

5 Vulnerability: 1 1/2 x STUN Electrical Attacks (Uncommon)

 

Disadvantage Points: 150

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: New Game: Remnants of Hope

 

Okay, here's a first draft. First the background as the character knows it:

 

APPEARANCE

Hair Color: Brown

Eye Color: Brown

Height: 5' 10"

Weight: 130 lbs

Description:

Seline is tall and thin with fair pale skin and dark brown long straight hair and dark brown hypnotic eyes and an unearthly beauty about her.

BACKGROUND

Seline has no past before 'the event' which transformed the Earth (some parts of it more then others); her first memory is that day. She surmises that she was either transformed from some previous existence, possibly as a human woman, or created from whole clothe on that day. She is sure that in either case, it was the tremendous power of Takafanes which caused her current existence, apparently an inadvertant side effect of the cataclysmic power of the magic he employed that day. She hasn't aged a day since then.

PERSONALITY

Seline sees herself as a sort of farmer, practicing animal husbandry upon her livestock, the human race. She cares for humans as precious resources, and avoids killing them when it's not too inconvenient. She greatly opposes the goals of The Collective, The Pains of the Dead, the Black Reaches, and anyone else who would cause the human race to become unpalatable. She has only been a vampire for about sixty years, and has avoided creating any fellow vampires, though she is aware that she can.

 

Humans fascinate her; she could watch them for hours. She doesn't really enjoy interacting with them all that much, but she loves to watch them go about their lives. She has over the years tried her hand at encouraging some humans to mate and produce offspring in an attempt to improve the breed, mostly for taste.

 

Seline will ally herself with humans trying to defend humanity as a race for her own existence's sake. She will ally with humans trying to resist injustice and fight for freedom out of a sense of curiosity. She finds repressive police states to be boring; less variety among the humans. Freedom creates much more interesting variety, in her opinion. Out and out anarchy seems to quickly turn into repressive tyranny, however, and she does not support it.

QUOTE

I? Oh I am a friend. Just a friend. You would not want to be more then that.

POWERS/TACTICS

Seline is at heart an observer, a spy. She can do some damage in a sudden, suprise attack, but is not suited to a stand up fight. She likes to collect secrets, and she likes to release rather then horde them, at strategic times for maximum entertainment effect.

 

Now, unbeknownst to the character I am thinking that all the world-class magic spells going off--especially Takofanes--had the effect of stripping all the existing undead of their independant intellects and making them into slaves, and that Seline had been a very old vampiress and very accomplished sorceress and managed to survive as an independent intellect but only as an amnesic shadow of her former self.

 

Not sure if that's a good fit, but it would explain why there weren't any other vampires (either above or below her in rank and status) and also gives a nice path to future 'power ups' as she regains pieces of memory and mystic lore and spells casting abilities or innate mystic-but experience/skill-based abilities.

 

Okay, the mechanics. Uh...I have to say up front that I am much more of a role-player then a strategist or design engineer, and my builds tend to be more about how I will play them then about being efficient. Um, not on purpose, just not good w attention span and such for building really intricate effective powers. I started with the base template of the Bestiary's "Greater Vampire".

 

Okay I am totally open to suggestions from others on making her more able to pull her own weight (like how to do the same thing for less points and buy up her defenses); here's some .hdc files (plural cause she's got a multi-form):

 

 

http://www.herodesigner.com/getCharacter/222063/Seline.hdc

 

http://www.herodesigner.com/getCharacter/222064/Seline%20-%20Bat.hdc

 

http://www.herodesigner.com/getCharacter/222065/Seline%20-%20Mist.hdc

 

http://www.herodesigner.com/getCharacter/222066/Seline%20-%20Rat.hdc

 

http://www.herodesigner.com/getCharacter/222067/Seline%20-%20Wolf.hdc

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Re: New Game: Remnants of Hope

 

I'm also interested in this game, but I haven't nailed down a character idea yet. I was wondering, however, if you could specify as to how far back the Empire Reborn has gone, so as to get an idea of what to expect.

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Re: New Game: Remnants of Hope

 

Jenny Hardcastle is a half-Japanese young woman (Grandparents fled the States for Tokyo when Destroyer took over, they had a son, who married a local). She works as a Police dispatcher and Data Analyst. Is actually a computer hacker.

 

Grandpa, still alive, was the kid brother of one of Hudson City's dark heroes. Jenny and her sister Ami grew up on his tales of the dark heroes of the 'old days'. Jenny usually fussed at home, chafing to see some 'action' because the sexist local police department, in spite of her excellent skills, stuck her doing Dispatch. In response, her sister built a super-tech battlesuit (superior to any other small mecha) for her. In the battlesuit, she was able to stop a rogue robot from Rampaging through the city. The company that made the robot was deliberately creating and releasing an occasional defective model to justify their military hardware sales. Her stopping the rampages of these rogue AIs has earned her the emnity of the company, which is actually a front for Dr. Destroyer in an attempt to take on Mechanon.

 

 

The Sabre

 

Val Char Cost

10/30 STR 0

20 DEX 30

13/28 CON 6

13/18 BODY 6

18 INT 8

11 EGO 2

20/30 PRE 10

16 COM 3

 

3/50 PD 1

3/50 ED 0

3/6 SPD 0

5/12 REC 0

26/56 END 0

25/70 STUN 0

 

6" RUN 0

2" SWIM 0

2"/6" LEAP 0

Characteristics Cost: 66

 

Cost Power END

4 Police Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4), Only In Non-Heroic Identity (-1/4), Real Weapon (-1/4), Beam (-1/4) [8]

 

2 Instant change: summon battlesuit: Cosmetic Transform 2d6 (clothes to Battlesuit) (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), IIF (Sending device; -1/4), Incantations (activation phrase; -1/4) 6

 

80 Battlesuit Offense: Multipower, 140-point reserve, (140 Active Points); all slots OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) [Notes: Uses END Reserve]

 

3u 1) Jamming I: Radio: Radio Group Flash 10d6, Explosion (-1 DC/2"; +1/2), Selective Target (+1/4) (52 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

 

3u 2) Jamming II: Radar Jamming: Change Environment 8" radius, -11 to Radar PER Rolls, Personal Immunity (+1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

 

3u 3) Jamming IV: Stealth: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2

 

3u 4) Glue Bomb: Drain SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 5

 

5u 5) Particle Cannon: Energy Blast 18d6 (90 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9

 

4u 6) Gauss Needler: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (Battlesuit; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4) 9

 

3u 7) Knuckle Bomber: Energy Blast 12d6, Penetrating (+1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 9

 

4u 8) Battle Punch: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0

 

 

26 Battlesuit Power: Elemental Control, 90-point powers, (45 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4)

 

20 1) Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 9

 

26 2) Flight 31", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 3

 

 

19 Battlesuit Batteries: Endurance Reserve (120 END, 12 REC) Reserve: (24 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 0

Battlesuit Electronics

 

9 1) Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 0

 

4 2) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (also hearing; -1/2), Only In Heroic Identity (-1/4) 0

 

9 3) HUD Helmet: (Total: 15 Active Cost, 9 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 3) 0

 

9 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2), Sense Affected As More Than One Sense [very common Sense] (Screen Must be Watched; -1/2), Only In Heroic Identity (-1/4) 0

 

15 5) Targeting Computer: +5 with a tight group of attacks: Multipower

Battlesuit Stats

 

11 1) +20 STR (20 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4) 2

 

17 2) +15 CON (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

6 3) +5 BODY (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

6 4) +10 PRE (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

17 5) +3 SPD (30 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

7 6) +13 PD (13 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)

 

8 7) +14 ED (14 Active Points); OIF (Battlesuit; -1/2), Only In Heroic Identity (-1/4)

 

12 8) +22 STUN (22 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4)

 

Powers Cost: 335

 

Cost Skill

25 +5 with DCV

3 Language: English (fluent conversation; literate)

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

4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 13-

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13- (15-)

3 Combat Driving 13-

3 Cryptography 13-

9 +3 with any three related Skills

Hacking

8 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-

3 2) Security Systems 13-

3 3) Electronics 13-

3 Persuasion 13- (15-)

3 Shadowing 13-

3 Streetwise 13- (15-)

3 Tracking 13-

3 CK: Neo-Tokyo 13-

3 Criminology 13-

3 WF: Small Arms, Vehicle Weapons

2 TF: Anthropomorphic Mecha, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

0 PS: Police Officer (Everyman) 11-

0 KS: Neo-Tokyo Police (Everyman) 11-

Skills Cost: 93

 

Cost Perk

3 Computer Link

2 Fringe Benefit: Local Police Powers

1 Fringe Benefit: Weapon Permit (where appropriate)

Perks Cost: 6

 

Total Character Cost: 500

 

Val Disadvantages

20 Normal Characteristic Maxima No Age Restriction

5 Dependent NPC: Ami Hardcastle (sister) 8- (Normal; Useful Noncombat Position or Skills) [Notes: Ami designed the Battlesuit]

10 Dependent NPC: Grandpa Hardcastle 8- (Normal)

5 Distinctive Features: Green Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Helecorp 8- (Mo Pow, NCI, Harshly Punish) [Notes: Helecorp is a multinational corporation that is a front for Dr. Destroyer or Mechanon. They justify their military contracts by sending faulty models to rampage through Neo tokyo. Jenny got her teeth cut in defeating those monsters]

10 Watched: Neo-Tokyo Police 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Distrusts the Media (Common, Strong)

5 Psychological Limitation: Spends most waking time with Computers (Uncommon, Moderate)

10 Psychological Limitation: Thrillseeker (Uncommon, Strong)

5 Psychological Limitation: Never shows anger (Uncommon, Moderate)

10 Psychological Limitation: Always Polite (Common, Moderate)

10 Psychological Limitation: Curious (Uncommon, Strong)

5 Social Limitation: "Foreigner" -- child of non-Japanese immigrants (Occasionally, Minor)

15 Social Limitation: Secret ID: Jenny Hardcastle (Frequently, Major)

5 Vulnerability: 1 1/2 x STUN Electrical Attacks (Uncommon)

 

Disadvantage Points: 150

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: New Game: Remnants of Hope

 

It's just like me: start to build a teleporter, end up with a brick.

 

[b][size=2]
[b]Proteus/Peter Poteran[/b]

[/b][b][font=Courier New][u]VALUE[/u]  [/font][font=Courier New][u]CHA[/u] [u]Cost[/u] [u]Base[/u] [u]Roll[/u] [u]Notes
[/u][/font][/b][font=Courier New] 65/90 STR  55   10   22- HTH Damage 13d6 END [3/5][/font]
[font=Courier New] 14    DEX  12   10   12- OCV 5 / DCV 5[/font]
[font=Courier New] 39    CON  58   10   13-[/font]
[font=Courier New] 20/25 BODY 20   10   13-[/font]
[font=Courier New] 13    INT   3   10   12- PER Roll 12-[/font]
[font=Courier New] 29    EGO  38   10   15- ECV: 10[/font]
[font=Courier New] 10    PRE  10        11- PRE Attack: 2d6[/font]
[font=Courier New] 10    COM  10        11-[/font]
[font=Courier New] 27/45  PD  14   13       45 PD (23 rPD)[/font]
[font=Courier New] 27/44  ED  19    8       44 ED (22 rED)[/font]
[font=Courier New]  4    SPD  16    2.4     Phases: 3, 6, 9, 12[/font]
[font=Courier New] 21    REC   0   21[/font]
[font=Courier New] 78    END   0   78[/font]
[font=Courier New] 73/78 STUN  0   73[/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][size=2][font=Courier New]  7    RUN   2    7"      END [1][/font]
[font=Courier New]  5    SWIM  3    5"      END [1][/font]
[font=Courier New] 13    LEAP  0   13"      13" forward, 7" upward END [3][/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New][b]CHA Cost: 235[/b][/font]
[font=Courier New][/font] 
[/b][/size][font=Courier New][size=2]
[/size][/font][u][size=2][font=Courier New][b]Cost[/b][/font][/u][font=Courier New][b] [u]POWERS
[/u][/b][/font][font=Courier New] 18 EC - [b]PsychoMolecular (PM) Control[/b][/font]
[font=Courier New] 19 a) 15" Flight - PM Levitation (+1/4, 1/2 END 37 AP) - 1 END[/font]
[font=Courier New] 18  5 rPD/5 rED Force Field - [b]PM Containment[/b] (+1/2 Invisible, +1/4 Only Costs END to Start 17 AP) - 1 END[/font]
[font=Courier New]     +8 rPD/7 rED Force Field - [b]PM Reinforcement[/b] (+1/4 Only Costs END to Start 19 AP) - 1 END[/font]
[font=Courier New]  9 c) Images vs Telepathy +10 - [b]PsychoMolecular 'False Mind'[/b] (+1/4 Only Costs END to Change/Start, -1/2 Limited Choice of Images, Center on Self Only -1/2 37 AP) - 3 END[/font]
[font=Courier New] 13 d) 5d6 Mind Scan - [b]PM Feedback[/b] (+1/2 Invisible, Center on Self Only -1/2) - 4 END[/font]
[font=Courier New] 19 e) Shapeshift, Any Form - [b]PM Rearrangement[/b] (30 AP 1/4 Only Costs END to Change Form) - 3 END[/font]
[font=Courier New][/font] 
[/size][size=2][/size][size=2][font=Courier New] 17 [b]Psychic Strength[/b] - 35 STR at 0 END (+1/2)[/font]
[font=Courier New] 10 10 rPD/rED Damage Resistance - [b]PM Residue[/b] - 0 END[/font]
[font=Courier New] 27 Life Support - Age/Breath/Disease/Pressure/Temp./Rad. - [b]Mind over Body[/b][/font]
[font=Courier New] 10 16 pts. Mental Defense - [b]Psychic Barrier[/b][/font]

[/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New] 45 MP Shapechange Pool, ([b]Psychometabolism - [/b]Linked to Shapeshift -1/4 56 AP)[/font]
[/b][font=Courier New]  2u 5d6 Aid -> Body ([b]PM Reintegration[/b] - -1/2 Normal Max Only, -1/2 Self Only) - 5 END[/font]
[font=Courier New]  5m 5x DI, ([b]PM Augmentation[/b] - +1/4 Only Costs END to Start 31 AP) - 2 END[/font]
[font=Courier New]  2u Desolid - not vs. AoE attacks, ([b]PM Fluidity[/b] - +1/4 Only Costs END to Start, -1/2 Not through Solids) - 5 END[/font]
[font=Courier New]  5m 5x Growth, ([b]PM Amplification[/b] - +1/4 Only Costs END to Start 31 AP) - 2 END[/font]
[font=Courier New]  7m [b]3[/b]d6 HKA ([b]PM Scythe[/b]) - 4 END[/font]
[font=Courier New]  4u Invisibility Touch + Sight/Sound Group, ([b]PM Transparency[/b] - +1/4 Only Costs END to Start 56 AP) - 4 END[/font]
[font=Courier New]  2m Missile Deflect Any ([b]PM Hardening[/b] - 15 AP) - 0 END[/font]
[font=Courier New]  4u 4x Shrinking, ([b]PM Reduction[/b] - +1/4 Only Costs END to Start 50 AP) - 4 END[/font]
[font=Courier New]  2m 3" Stretching ([b]PM Reach[/b] - 15 AP) - 1 END[/font]
[font=Courier New]  4u 7" 14 DEF Tunneling ([b]PM Boring[/b] - 55 AP) - 5 END[/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][size=2][font=Courier New][b]POWERS Cost: 242[/b][/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][u][size=2][font=Courier New][b]Cost[/b][/font][/u][font=Courier New][b] [u]SKILLS
[/u][/b][/font][/size][font=Courier New][size=2]
[/size][/font][size=2][font=Courier New]  3  Acting 11- (learned from teacher, and being on set a lot)[/font]
[font=Courier New]  3  Breakfall 12- (sometimes is a stunt double)[/font]
[font=Courier New]     Climbing 8-[/font]
[font=Courier New]     Concealment 8-[/font]
[font=Courier New]     Deduction 8-[/font]
[font=Courier New]  3  Disguise 11- (learned from teacher, and make-up department)[/font]
[/size][size=2][font=Courier New]     KS: Theater 8-[/font]
[font=Courier New]  2  LS: French & Spanish, fluent (2 pts. each)[/font]
[font=Courier New]  3  Paramedics 12- (teacher insisted he learn)[/font]
[font=Courier New]     PS: Prop & Lighting Man 8-[/font]
[/size][size=2][font=Courier New]     Shadowing 8-[/font]
[font=Courier New]  3  Stealth 12- (have to be quiet backstage)[/font]
[font=Courier New]  3  System Operation 12- (sound/lighting/control consoles)[/font]
[font=Courier New]     TF: Small Motorized Ground Vehicles[/font]
[font=Courier New]  3  WF: Theatrical Weapons[/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New]SKILLS Cost: 23[/font]
[font=Courier New][/font] 
[/b][/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New]Talents -[/font][/b][font=Courier New] Peter Poteran has no particular discovered talents, as such.[/font]
[/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New]PERKS -[/font][/b][font=Courier New] Peter Poteran has no particular perks.[/font]
[font=Courier New][/font] 
[/size][font=Courier New][size=2]
[/size][/font][b][u][size=2][font=Courier New]Val[/font][/u][font=Courier New] [u]DISADVANTAGES
[/b][/u][/font][font=Courier New] 15 Dependent NPC: Cousin, starlet Anne Potts, 8- (Normal DNPC)[/font]
[font=Courier New] 15 Hunted: Local Crime Gang (as Peter) 8- (Less Pow, NCI, Harshly Punish)[/font]
[font=Courier New] 15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)[/font]
[font=Courier New] 10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)[/font]
[font=Courier New] 10 Physical Limitation: Powers make Modern Medical Treatment inneffective (Infrequently, Greatly Impairing)[/font]
[font=Courier New] 15 Psychological Limitation: Kind-hearted (Common, Strong) will stop to do needless nice deeds[/font]
[font=Courier New] 15 Psychological Limitation: 'Human'itarian (Very Common, Moderate) will protect human rights and interests where and how he can[/font]
[font=Courier New] 20 Psychological Limitation: Code vs. Killing (Very Common, Strong) will avoid deaths if at all possible without dire peril[/font]
[font=Courier New] 15 Social Limitation: Secret ID: Peter Poteran, Props & Lighting Man (Frequently, Major)[/font]
[font=Courier New] 10 Social Limitation: Professional Obligations, must recover props for his employers (Occasionally, Minor)[/font]
[font=Courier New] 10 Social Limitation: Socially awkward 'country bumpkin' - missing some EM skills, gets lost a lot, socially clueless[/font]
[/size][font=Courier New][size=2]
[/size][/font][b][size=2][font=Courier New]DISADVANTAGES Points: 150[/font]
[font=Courier New][/font] 
[/b][/size][font=Courier New][size=2]
[/size][/font][font=Courier New][size=2]Base Pts: 350

[/size][/font][font=Courier New][size=2]
[/size][/font][size=2][font=Courier New]Total Character Cost: 500[/font]
[/size]

 

Background

 

"Peter, I'm just an old teacher, near his end. I've taught you what I can, about how to handle this rare and secret gift you have for psychometabolism. I don't know how it works. It's so dangerous to research and study anything these days outside of tyrant-controlled institutions, much less about powers that could draw the attention of the despots who have been tearing the world around us apart all my life.

"I've taught you some skills to help you get by, and you've been a good student. But now it's time for you to leave, and use the greatest things I hope you've learned from me, Peter. Values. Morals. Decency. Go, and seek others who can teach you to use your gifts for good, to reverse the terrible tide that has swept over the world. Go, Peter, and bring back the hope.

So Peter Poteran, urged by Everett Gonth, the only human being he had shared his secret with to make use of it for good, left the tiny hamlet of Hot Springs and headed for the city (New Destruga? GM to set). Even in Hot Springs, it was rumored there were subversives, resisters and heroes still. There was also the last living member of Peter's family, his cousin Anne, who had left to become a star years before.

 

When Peter found Anne -- not easy for a bumpkin unfamiliar with and overwhelmed by the urban jungle, still picking turnip out of his ears -- she was in trouble, trying to fend off the advances of local crime boss Len Fraser, who thought minor starlets ought to find him irresistible. Now, Anne finds herself having to protect 'helpless cousin Petey' and deal with Lounge-lizard Lenny, and keep her career afloat.

 

Her (very limited) influence, the horrible lack of able-bodied workers, and Peter's brawn, got him a job backstage (movie/B-movie/tv/video/web? Left blank for GM) working props. It's a job that gives him plenty of time as he is sent out frequently to retrieve unusual items for the production company - knick-knacks, knock-offs, one-of-a-kind items. Naturally the sort of work a fresh-from-the farm country boy has no chance of succeeding at... but he does succeed.

 

Which is how Proteus fell afoul of both the border patrol (which faction's patrol is open to GM) and the Destrugan paramilitary. Some items he's been sent to retrieve are quite common. Sombreroes. Ritual masks. Panels of flashing lights. Very common. On the other side of the border. You know.. the border into enemy territory.

 

Powers

 

Peter Poteran's mentality is innately masterful. He is a genetic or spiritual anomaly of the kind that cannot easily be discerned one from the other. His power is to be anything his will and imagination determine. He has with only the most preliminary training begun to realize the potential of his mind-body link. Now, this novice must venture into the world, and master himself, or be broken by it.

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Re: New Game: Remnants of Hope

 

Are our characters going to be mostly solo-ing with occasional cross-overs, or mostly working as a team? How worried do we have to be that our characters will need to be roughly comparable in power level? Do we need to be concerned whether our characters will upstage one another by having too much powerset overlap?

 

With 500 points there's lots of room for flexibility -- if we are worried about everyone filling a niche within a team, we will have to be careful to choose and mostly stay within that niche. But if we're mostly solo operators, that opens up the door more for character types who have a SFX that justifies pretty much anything.

 

I'd still like a bit more concrete guidelines for what power level we should be building towards as well.

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Re: New Game: Remnants of Hope

 

I'm *hoping* to eventually get the characters together, but to start out they may well be operating either solo or in smaller teams until events bring them together. That said, niches aren't going to be enforced too strongly, so long as the characters can work together (I can work with a team of all bricks... all VPP'ers might be somewhat harder to come up with challenges for, but....)

 

And what sort of guidelines are you looking for? Rules-wise, comparison to other characters, the sort of challenges they can take on...?

 

Peter Protean: I like the concept... just want to ask about something with his build; are you sure you meant Aid, not Healing, to Body? Because while Aid can boost him above his normal level, it also goes away eventually....

 

BTW - general requests and comments for house rules are also open. One that I *am* going to put in: 4th Ed. Instant-Change *is* a valid power (5 to change between your normal outfit and your heroic ID, 10 to change between heroic ID and anything you dang well please), you don't have to use the Transform construct from 5th.

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Re: New Game: Remnants of Hope

 

Another comment on Peter: A character whose primary (power-based) attack is a 6d6 HKA with Code against Killing... I assume he doesn't plan on using that against living targets too much?

 

And CvK is more typically Common, unless there's some other justification for its high level here.

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Re: New Game: Remnants of Hope

 

I'm *hoping* to eventually get the characters together' date=' but to start out they may well be operating either solo or in smaller teams until events bring them together. That said, niches aren't going to be enforced too strongly, so long as the characters can work together (I can work with a team of all bricks... all VPP'ers might be somewhat harder to come up with challenges for, but....)[/quote']

Shtick protection doesn't sound like a big deal for you then. If the characters do get together, are they likely to stay together? Just wondering, if we're going to form a permanent team, how this works as far as 'anything you can do, I can do better' syndrome goes. IMHO, if our characters are going to wind up on the same team, then we should make an effort to ensure that we don't have a character whose skillset/powerset is more-or-less a subset of another character's skillset/powerset, unless they are much more competent in their chosen specialty. Some powersets are broader and can be used to justify more things than others, so this should also be considered. If the PCs are going to associate with one another only as a casual team and not as a permanent team, with more solo- and small-group work, then this becomes less of an issue.

 

And what sort of guidelines are you looking for? Rules-wise, comparison to other characters, the sort of challenges they can take on...?

Specifically the latter two. For instance, please take a look and compare the two versions of Soulbarb I've provided links to. They are built to two different character power level standards, and are very different in terms of combat power despite not being too far apart points-wise. Due to changes to her MP, as well as the addition of velocity-based and martial maneuvers, the latter can put out considerably more DCs and can have a considerably higher CV than the former. So I'm looking for some more specific guidelines regarding how combat-effective our characters should be. If they are going to be on a team, I think those guidelines are important so that characters don't find themselves totally outclassed by facing off against an opponent meant for someone else, or totally running over all opposition designed for the rest of the team.

 

Maybe a reference character or two would help? Doesn't necessarily have to be complete writeups, just something to give an idea of what power scale we're dealing with for starting characters. (Note I don't have any source books so a non-published character writeup posted here on the forum would be most helpful.)

 

On a related note, how appropriate are things like megascale, EDM, FTL, large VPPs, and other stuff pertaining to high-end power stunts? Should characters expect to be able to effect widescale changes (even just temporary ones) off the bat, or are these and other hallmarks of truly powerful characters off-limits at the start, to be added later as characters gain power?

 

One thing I often do when I'm unsure about how well my PC will mesh with a group of other PCs, is to submit a lower-powered character built on fewer points than the other PCs, with the idea that if necessary I can use those saved points to power up the character later, as required to fit the power level of the game. I'll probably be doing that here.

 

Also nice to have would be an idea of how much are we likely to rely on combat vs. detective work/puzzle solving vs. roleplay to overcome challenges, whether the plot will be mostly episodic or a long-running serial with lots of history to remember, how 'gritty' is the feel you'll be aiming for, and so forth. (While the setting seems pretty gritty, there is a difference between how this would play out in a Silver Age game where the GM is on the side of the Good Guys, as compared with a Bronze Age game with no safety net for foolish or even merely unlucky PCs, or an Iron Age game where even what success the PCs accrue is fleeting at best.) You've posted a lot of details on the setting, but I have a less solid feel for what type of game you're planning to run within that setting.

 

Does that help narrow the question down for you? Thanks in advance for any information you're able to supply.

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Re: New Game: Remnants of Hope

 

Okay... replying to the various questions in smaller, more easily digestible (and write-able during my breaks...) chunks:

 

No, schtick protection isn't a big deal for me... so long as the characters are still distinguishable, and have *some* areas they're better in. For example - more than two teleporters is fine, as long as they're not both Cheshire Cat-styled. Two guys with tentacles is fine, as long as they're not going to run into swinging duels.

 

Personally - just about every concept out there has enough different ways it can be done that I'm not going to balk *just* because we've doubled up.

 

The players are a major factor here though. If somebody really, really wants to be the only person with their gimmick, say so.

 

That said, I'm generally agreed with your opinion on the matter, and aiming for *primarily* team-based (or small-team-based) work. Characters should aim for rarely being helpless, but if I run into two proposals that are so similar that I see the overlap issue coming up, I'm going to look at ways to fix it. I just don't have much in the way of hard and fast rules for fixing that type of issue.

 

(Not sure how helpful that all is....)

 

In terms of power level... sample characters will have to wait until I've had the chance to put a few together, but a fairly standard Destroid (I have yet to look at the writeup in detail to see if I'm going to have to pump them up any, but I don't think so yet) should be enough to give the typical character some significant challenge, but not be too hard for two heroes to handle.

 

On the other hand, the Megavillains themselves should, if prepared, be able to hand the team their tails unless they're *real* lucky. There are some power boosts being handed out to make this more likely for folks like Firewing and Eurostar.

 

EDM is permitted, but only with GM permission and the understanding that the GM reserves the right to say that some dimensions just don't exist (no EDM'ing into the Standard Champions Universe and pulling in the Justice Squadron, for example....) Similarly, FTL is allowed, but of fairly limited usefulness.

 

High-end VPP's... I'm actually looking at a character proposal that runs into that potential issue, so I'll have to get back to you on that after I've had time to consider the pitfalls.

 

Megascale: Sure, but I *do* enforce the "automatic NCM" and "this can cause very, very large-scale damage" issues. You might be able to run at relativistic speeds, but don't expect to hit anything like that very often... and if you're packing a Megascale Explosion, remember that there *are* usually civilians in the area before you pull the trigger. Unless, of course, you've decided that blowing up Millenium City (again) is the appropriate gesture of defiance against Destroyer, you might want to hold off.

 

More answers later, as I have them....

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Re: New Game: Remnants of Hope

 

That said, I'm generally agreed with your opinion on the matter, and aiming for *primarily* team-based (or small-team-based) work. Characters should aim for rarely being helpless, but if I run into two proposals that are so similar that I see the overlap issue coming up, I'm going to look at ways to fix it. I just don't have much in the way of hard and fast rules for fixing that type of issue.

 

(Not sure how helpful that all is....)

Ok for now. I'll just note that we might wind up with several 'do-anything' characters whose SFX justifies really broad powersets and the points to turn that justification into in-game reality, even without resorting to VPPs. This is more likely the higher-powered we get, so it will be something to consider.

 

In terms of power level... sample characters will have to wait until I've had the chance to put a few together

Understood. Unfortunately, I don't have a source for a Destroid writeup to compare with. The megavillains aren't at issue since we ought not to be encountering them at all until later in the game (after we've dealt with a number of flunkies) and they have the power of plot on their side in many cases.

 

High-end VPP's... I'm actually looking at a character proposal that runs into that potential issue, so I'll have to get back to you on that after I've had time to consider the pitfalls.

Right. Soulbarb is, later in her career, likely to graduate to a fairly sizeable magic-SFX VPP, but I don't want her to start with one. Instead, that is part of her power progression.

 

More answers later, as I have them....

Looking forward to it. The questions on campaign tone and power level in particular. :) No rush if you need to think about it, though.

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Re: New Game: Remnants of Hope

 

Oh, I know that the simple number of points makes it possible... I *do* recommend that points be put, at least to some extent, into ensuring a variety of advantages to help deal with those guys that the raw number of dice can't phase so well. Beyond that....

 

Tone: Bronze-ish. In the long run, I'm on the side of the good guys writ large, but that doesn't mean that they're not going to end up with casualties, even serious ones. Stupidity, bad planning, and bad luck can all get you killed, though stupidity has the highest fatality rate of the three. Definitely not the Iron Age approach; while the body count might end up racking up, the potential for long-term victories is there.

 

Also, don't count on the apparently dead staying that way. This goes for heroes as well as villains, and you may very well beat somebody only to have them come back at you, stronger and nastier than before, despite having thought that you were looking at the corpse a few weeks earlier.

 

There *is* potential for PvP conflict as well, BTW. I don't intend for it to become a major theme, but I've got at least one person who might be starting out with a double-agent, and there may be people who decide to give up the good fight in favor of the one they think they can win.

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Re: New Game: Remnants of Hope

 

Well here's a rough draft of Recluse

 

Recluse

 

25 STR 15

30 DEX 60

18 CON 16

30 BODY 40

18 INT 8

20 EGO 20

10 PRE 0

10 COM 0

5 PD 0

4 ED 0

6 SPD 20

9 REC 0

36 END 0

54 STUN 2

Characteristics Cost: 181

 

 

20 "Spider sensitivity to the slightest tremor" Ranged, Discriminatory, Targeting Touch

10 "Yes, I can stick to things" +0 STR Clinging

20 +10 Enhanced PER,"Touch",Detect

33 "The size of a large spider" 5 LVLS Shrinking(64mm,3.2g,+10 DCV,+15 KB),x2 Increased End

Cost(-1/2) 10

10 "Yes, I can stick you together" Healing 1

10 "Wolfspider leaping" +10" Superleap 3

45 "Yes I can stick you to things" 3D6 Entangle,entangle not damaged 4

3 Acrobatics 15-

3 Breakfall 15-

3 Contortionist 15-

3 Survival 11-

3 Paramedic 13-

6 AK: Home City 15-

3 Shadowing 11-

3 Stealth 15-

3 Streetwise 11-

3 Concealment 13-

15 5 Levels: Stealth, Shadowing, Concealment

3 Security Systems 13-

5 Defense Maneuver

 

Powers Cost: 204

Total Cost: 385

 

Base Points: 350

15 Psych Lim,"Shy",very common,moderate

15 Psych Lim,"In Love",common,strong

5 Hunted,"Local Official",less powerful,non-combat influence,

limited area,harsh,appear 8-

 

Disadvantages Total: 35

Experience Spent: 0

Total Points: 385

 

Her parents were killed when she was very young and she grew up alone doing nothing but honing her incredibly tuned ability to avoid everyone. She only made an exception for a local official who began his rise to tyrannical middle management with the denunciation of her parents. She stole from him on a regular basis. Then one day she saw someone special and powerful, someone who was trying to help people, and she fell in love with all the demented fervour of an adolescent. She started stalking him. Maybe he'd need help? And if she helped, maybe he'd be impressed?

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Re: New Game: Remnants of Hope

 

[b][size=2][font=Comic Sans MS][size=3][b]Cash Cat - Calvin Crohn, 'Gentleman Merchant'[/b][/size][/font]

[/size][/b]
[size=2][u][font=Courier New][b]VAL[/b][/font][/u][font=Courier New][b] [u]CHA[/u] [u]Cost[/u] [u]Base[/u] [u]Roll[/u] [u]Notes[/u][/b][/font][/size]
[size=2][font=Courier New] 75 STR  65   10   24- HTH Damage 15d6 [4][/font][/size]
[size=2][font=Courier New] 29 DEX  57   10   15- OCV 10 / DCV 10[/font][/size]
[size=2][font=Courier New] 33 CON  46   10   16-[/font][/size]
[size=2][font=Courier New] 11 BODY  2   10   11-[/font][/size]
[size=2][font=Courier New] 13 INT   3   10   12- PER Roll 12-[/font][/size]
[size=2][font=Courier New] 11 EGO   2   10   11- ECV: 4[/font][/size]
[size=2][font=Courier New] 15 PRE   5   10   12- PRE Attack: 3d6[/font][/size]
[size=2][font=Courier New] 10 COM   0   10   11-[/font][/size]
[size=2][font=Courier New] 33  PD  18   13       43  PD (24 rPD)[/font][/size]
[size=2][font=Courier New] 31  ED  24    7       41  ED (24 rED)[/font][/size]
[size=2][font=Courier New]  9 SPD  10    3.9     Phases: 2,3,4, 6,7,8, 10,11,12[/font][/size]
[size=2][font=Courier New] 22 REC   0   22[/font][/size]
[size=2][font=Courier New] 66 END   0   66[/font][/size]
[size=2][font=Courier New] 66 STUN  0   66[/font][/size]

[size=2][font=Courier New] 15 RUN   2    7"      [1][/font][/size]
[size=2][font=Courier New]  3 SWIM  1    3"      [1][/font][/size]
[size=2][font=Courier New] 15 LEAP  0   15"      15" forward, 8" upward [4][/font][/size]

[size=2][font=Courier New][b]CHA Cost: 273[/b][/font][/size]

[u][size=2][font=Courier New][b]Cost[/b][/font][/size][/u][size=2][font=Courier New][b] [u]POWERS[/u][/b][/font][/size]
[size=2][font=Courier New] 15  [b]Cats Ease[/b]: 30 STR at 0 END "[b]Temporal Acceleration[/b]" [4][/font][/size]
[size=2][font=Courier New] 14  14 rPD/rED Damage Resistance "[b]Defensive Deceleration[/b]" [-][/font][/size]
[size=2][font=Courier New]  5  [b]CatsEye[/b]: UV Vision - "[b]Frequency Shift"[/b] [-][/font][/size]
[size=2][font=Courier New] 10  Life Support - Immune to Age (4 pts.) & Radiation/Temperature "[b]Defensive Deceleration[/b]" [-][/font][/size]
[font=Courier New][size=2]  5  7 pts. Mental Defense - "Mind Lost in Time" [-][/size][/font]
[size=2][font=Courier New]  2  +1" Running "Fitness" total 7" [1][/font][/size]
[size=2][font=Courier New]  1  +1" Swimming "Fitness" total 3" [1][/font][/size]
[size=2][font=Courier New] 10  2 Floating Teleport Locations "[b]Temporal Nexus[/b]" [-][/font][/size]
[size=2][font=Courier New] 90  Multipower Temporal Pool[/font][/size]
[size=2][font=Courier New]  3u [b]Cats Whiskers: [/b]Clairsentience: Normal Vision Past & Future 0 END (+1/2) No Conscious Control (-2) 90 AP [0][/font][/size]
[size=2][font=Courier New]  3u [b]Timeclaw: Touch Im[/b]age +Sight/Smell/Sound Groups, 'winks' if timeline avoided, (+1/4) 1/2 END, from near future only (-1/2) 50 AP [2][/font][/size]
[font=Courier New][size=2]  2u [b]Timefur:[/b] 10 rPD/10 rED Force Field "Defensive Deceleration" Only Costs END to Start (+1/4), 25 AP [2][/size][/font]
[size=2][font=Courier New]  4u [b]Timepaw: [/b]Missile Reflect Any - "Spot Time Reversal" 40 AP [-][/font][/size]
[size=2][font=Courier New]  2u [b]Timelunge: [/b]+8" Running (15" Total) (+1/2) 0 END 24 AP [1][/font][/size]
[font=Courier New][size=2]  2u [b]Timestalk[/b]: 12" Teleport 24 AP [2][/size][/font]
[size=2][font=Courier New]  9u [b]Timeleap: 10" T[/b]eleport x16 Mass (+3/4) Megascale 1"=100 km, (+1/4) Vary Scale down to 1"=1 km, (+1/4) 1/2 END 90 AP [3][/font][/size]

[size=2][font=Courier New][b]POWERS Cost: 177[/b][/font][/size]

[u][size=2][font=Courier New][b]Cost[/b][/font][/size][/u][size=2][font=Courier New][b] [u]SKILLS[/u][/b][/font][/size]
[size=2][font=Courier New]      8- Acting [i]EM[/i][/font][/size]
[size=2][font=Courier New]      8- AK: New Destruga [i]EM[/i][/font][/size]
[size=2][font=Courier New]  2  11- AK: Smuggling Routes[/font][/size]
[size=2][font=Courier New]  3  15- Breakfall[/font][/size]
[size=2][font=Courier New]      8- Climbing [i]EM[/i][/font][/size]
[size=2][font=Courier New]  3  12- Concealment[/font][/size]
[size=2][font=Courier New]  3  12- Conversation[/font][/size]
[size=2][font=Courier New]      8- CK: Destruga [i]EM[/i][/font][/size]
[size=2][font=Courier New]      8- Deduction [i]EM[/i][/font][/size]
[size=2][font=Courier New]      8- KS: Seedy Hangouts [i]EM[/i][/font][/size]
[size=2][font=Courier New]     4 pts. LS: English [i]EM[/i][/font][/size]
[size=2][font=Courier New]      8- Paramedics [i]EM[/i][/font][/size]
[size=2][font=Courier New]  3  12- Persuasion[/font][/size]
[size=2][font=Courier New]      8- PS: Smuggler [i]EM[/i][/font][/size]
[size=2][font=Courier New]      8- Shadowing [i]EM[/i][/font][/size]
[size=2][font=Courier New]  3  12- Navigation[/font][/size]
[size=2][font=Courier New]  3  12- Trading[/font][/size]
[size=2][font=Courier New]  3  12- Security Systems[/font][/size]
[size=2][font=Courier New]  3  12- Streetwise[/font][/size]
[size=2][font=Courier New]  3  15- Stealth[/font][/size]
[size=2][font=Courier New]     TF: Small Motorized Ground Vehicles [i]EM[/i][/font][/size]

[size=2][font=Courier New][b]SKILLS Cost: 29[/b][/font][/size]

[u][size=2][font=Courier New][b]Cost[/b][/font][/size][/u][size=2][font=Courier New][b] [u]Talents[/u][/b][/font][/size]
[size=2][font=Courier New] 15  Danger Sense 12- (INT), Out of Combat[/font][/size]
[size=2][font=Courier New]  3  Lightning Calculator[/font][/size]
[size=2][font=Courier New]  3  Speed Reading[/font][/size]

[b][size=2][font=Courier New][b]Talents Cost: 21[/b][/font][/size]

[/b]
[b][size=2][font=Courier New][b][u]PERKS[/u][/b] -[/font][/size][/b][size=2][font=Courier New] Cash has had certain .. reversals. No perks. He's not actually that great a smuggler.[/font][/size]

[u][b][size=2][font=Courier New][b]Val[/b][/font][/size][/b][/u][b][size=2][font=Courier New][b] [u]DISADVANTAGES[/u][/b][/font][/size]
[/b][size=2][font=Courier New] 10 DNPC: Smuggling crew 8- (Much Less Powerful than the PC; Group DNPC: x4 DNPCs)[/font][/size]
[size=2][font=Courier New] 15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)[/font][/size]
[size=2][font=Courier New] 15 Hunted: Border Patrol 8- (Less Pow, NCI, Harshly Punish)[/font][/size]
[size=2][font=Courier New] 10 Hunted: Destrugan Paramilitary 8- (Mo Pow, NCI, Watching)[/font][/size]
[size=2][font=Courier New] 10 Physical Limitation: Accelerated Metabolism (Infrequently, Greatly Impairing) [/font][/size]
[size=2][font=Courier New]  5 Physical Limitation: Nonlinear Time Sense (Infrequently, Slightly Impairing)[/font][/size]
[size=2][font=Courier New] 15 Psychological Limitation: Straight Dealer//Business Ethic (Common, Strong)[/font][/size]
[size=2][font=Courier New] 15 Psychological Limitation: Humanitarian (Very Common, Moderate)[/font][/size]
[size=2][font=Courier New] 10 Psychological Limitation: Resents Authority (Common, Moderate)[/font][/size]
[size=2][font=Courier New] 10 Psychological Limitation: Takes Care of His Own Above All (Uncommon, Strong)[/font][/size]
[size=2][font=Courier New] 15 Social Limitation: Secret ID: Cal Crohn, Honest Underworld Merchant (Frequently, Major)[/font][/size]
[size=2][font=Courier New] 10 Social Limitation: Professional Obligations, must appear to deliver on call for his employers (Occasion, Minor)[/font][/size]
[size=2][font=Courier New] 10 Social Limitation: Reputation as unhesitant killer if betrayed (useful, but not always)[/font][/size]

[size=2][b][font=Courier New]DISADVANTAGES Points: 150[/font][/b][/size]

[size=2][b][font=Courier New]Base Pts: 350[/font][/b][/size]

[size=2][b][font=Courier New]Total Character Cost: 500[/font][/b][/size]

Character Design Notes

 

Time effects create a Smallvillesque speedbrick with respectable frequency-shifting senses and defenses, and a trademark temporal teleportation pool. His top-end attack and CV is far below the caps, but he's got room to grow and good potential to support a team.

 

Background

 

The 'mercenary' known as "Cash Cat" is a teleporter-for-hire with a reputation for honorable dealing, and a nasty streak if betrayed. It's a story even despots respect, however certain they are they remain above either the reach or the ambitions of this petty money-grubbing smuggler.

 

It's said Cash has no hesitation about using his feared Timeclaw attack to place the head of someone who is about to do him harm from the future into their own hands, as a warning not to cross him. The truth is, he'd much rather persuade a hostile party to back down and negotiate a reasonable compromise than tear them apart. There's no profit for a smuggler in tearing customers apart.

 

It is a harsh world, where a freebooter with a talent has to watch his back and make hard choices, especially in Destruga - his suspected home base. Even if said freebooter's catseye secretly sees the shining beacons that were the liberties and rights of a dim past. Even if said freebooter's catseye secretly foresees dimly hopes for their return in a brighter future.

 

 

So he skips the borders of a tyrannically divided world, cargoing what he can, buying his liberty at the price of doing occasional work for Destroyer or the Warlord or Firelord or Viper.. Well, Viper, they're not overfond of Cash right at the moment. Seems his cargo disappeared right after he delivered her to their nest, and they suspect him. Either way, they want him to pay back his fee. Suspicious lot, Viper. And she -- the cargo -- is perfectly safe.

 

Cat's mind is so bizarrely multidimensional, few mind-readers could delve his true thoughts and sift them from out of infinite timestreams-of-consciousness. They're likely to have more success at it than he does, at any rate. His danger sense has saved him more than once from discovery and capture. Cat seems to have the nine lives of his namesake.

 

So to the world, the mysterious Cash Cat is a teleporter who will serve the highest bidder for a price -- like any costumed supervillain might. To many who do not know it, however, the Claws of the Timewielder have rescued them from dire futures they will never realize. For all the power and insight his powers give him, Cash has not traded away his humanity. He remains, secretly, a Champion of Hope.

 

Cal, on the other hand, is considered little more than a low-grade merchant. Some in the underworld think he thinks he's better than they are -- what with his being better than they are -- but by and large he's respected for honest business, smuggling of contraband, and fencing of items that may have fallen off of the back of a military or government convoy.

 

Origin

 

Cal Crohn was born with only one real superpower - engineered immunity to aging. Well, that technology is all lost now, since his community, where the engineering was developed, was wiped out. Combined with a chance encounter with an experimental tachyon weapon used against his resistance unit in one of those countless failed uprisings, it was the only reason Cal survived while all around him hundreds withered and died agonizing deaths.

 

His brothers in arms, companions, friends all went down without a chance. But Cal.. Cal gained two things in that defeat. First, the very fabric of his being was welded to the timestream, allowing him to pluck its strings like a harp and see its many flows and lines. Second, he learned not to meet a stronger enemy head on, blindly and foolishly.

 

He's gathered a few of the orphans of the victims of 'Tachyon Ridge' around him as his crew. They smuggle to get by. And they bide their time.

 

Hooks

 

The mysterious nature of time powers, the chance of extra-dimensional jaunts which seem to take no time in the real world but leave the ageless Cal as affected as if years of intensive training had taken place, side effects of that anagathic engineering he was born with.. and curious, how the symbol of the laboratory that did the engineering was a fountain and a silver cup.. as well as what would happen if Cal were dressed up in a battlesuit or learned enough physics to use power stunts and expand his temporal repertoire.. all hooks.

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Re: New Game: Remnants of Hope

 

Well, the thing about his physical limitation and LS: Immune to Age is.. he could be from anywhere within seventy years in either direction, and not realize it.

 

I'll be editing the entry to fix minor things from time to time, thus encouraged.

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Re: New Game: Remnants of Hope

 

Recluse: I assume that she's normally human, with the spider abilities and the shrinking?

 

 

She looks human, yes. I tried to do something different with an arachnid character, so no webbing but instead she shrinks. She's optimised to be a spy. Of course she powers up easily enough just by giving her a little training and a lot of food.

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