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Yo-Yo - Character for Review


Dr Lucky

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This is Yo-Yo, a character, or pair of them, that I designed and was hoping for some comments. I wanted to play with the idea of a pair that had a reciprocal growth/shrinking effect.

Combat Information Page

Character Name: Yo-Yo

Alternate Identities: Rick and Vic Gemelli

Player Name: Ron

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CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 20 30/60 15- / 21- HTH Damage 6d6/12d6 END [3/6]
26 DEX 10 48 26 14- OCV 9 DCV 9
25 CON 10 30 25 14-
25 BODY 10 30 25/31 14- / 15-
8 INT 10 -2 8 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
             
             
20 PD 6 5 20/30   20/30 PD (9/19 rPD)
20 ED 5 6 20/30   20/30 ED (9/19 rED)
5 SPD 3.6 14 5   Phases: 3, 5, 8, 10, 12
12 REC 11 2 12  
50 END 50 0 50  
60 STUN 53 7 60/66    
10" Running 6 8 10"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6"/12" 168 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 32
Spent: 32
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 407
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"/12"
V. Leap (3") 3"/6"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 0"
Weight:  220 lbs
Description:
Each twin wears a simple costume, a tight blue and red body suit with a mask. Outside of combat, the twins are relatively average looking Italian men in their early twenties, with dark hair and a muscular build.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
20 +5 HTH Damage Class(es)
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +5d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +5d6 +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +9d6 Strike
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +5d6 +v/5; FMove
45 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 20/30 Current BODY:
Res. Phys. Defense 9/19  
Energy Defense 20/30 Current END:
Res. Energy Defense 9/19  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +2 with DCV , +2 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Defensive Strike 1/2 +1 +3 STR +5d6 Strike
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Throw 1/2 +0 +1 STR +5d6 +v/5, Target Falls
Nerve Strike 1/2 -1 +1 4 1/2d6 NND
Offensive Strike 1/2 -2 +1 STR +9d6 Strike
Sacrifice Lunge 1/2 +2 -2 STR +5d6 +v/5; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
54 Twins: Duplication (creates 407-point form), Cannot Recombine (+0) (82 Active Points); Feedback Only STUN Damage Feeds Back (-1/2)
5 Twin Sense: Mind Link (One Specific Mind), Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1)
45 Yo-Yo Power: Multipower, 30-point reserve, all slots: Reduced Endurance 0 END (+1/2) (45 Active Points)
3u
1) Really Big: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide, 6,387 kg mass) (30 Active Points)
3u
2) Really Small: Shrinking (0.2286 m tall, 0.1143 m wide, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, +9" KB) (30 Active Points)
1u
3) Oops... Too Big: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide, 6,387 kg mass) (30 Active Points); No Conscious Control (Activates In Proportion to Twin's 'Really Small' Power) (-2)
1u
4) Oops... Too Small: Shrinking (0.2286 m tall, 0.1143 m wide, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, +9" KB) (30 Active Points); No Conscious Control (Activates In Proportion To Twin's 'Really Big' Power) (-2)
30 Thick Skin: Armor (10 PD/10 ED)
5 Quick Healing: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
Notes: No Healing Max (see FREd p. 120).
147 Total Powers Cost
TALENTS
Cost  Name
18 Combat Luck (9 PD/9 ED)
18 Total Talents Cost

SKILLS
Cost  Name
10 +2 with DCV
10 +2 with HTH Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Teamwork 14-
Everyman Skills
0
1) Acting 8-
0
2) Climbing 8-
0
3) Concealment 8-
0
4) Conversation 8-
0
5) Deduction 8-
0
6) Paramedics 8-
0
7) Persuasion 8-
0
8) Shadowing 8-
0
9) Stealth 8-
0
10) TF: Small Motorized Ground Vehicles
29 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Dependence: Contact With Twin; Takes 2d6 Damage (Very Common; 6 Hours)
10 Distinctive Features: Always Refers To Self In Plural (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Enraged: Twin Being Incapacitated, Captured, or Killed. (Uncommon), go 14-, recover 11-
20 Hunted: Mafia 8- (Mo Pow; Kill; Extensive Non-Combat Influence)
20 Psychological Limitation: Code Versus Killing Common, Total
10 Psychological Limitation: Consistently Underestimates Female Opponents (Common; Moderate)
5 Psychological Limitation: Very Uncomfortable Without Twin (Uncommon; Moderate)
15 Social Limitation: Secret Identity (Rick and Vic Gemelli) Frequently (11-), Major
10 Susceptibility: To Alterations In Size Or Density From Sources Other Than Himselves, 2d6 damage, Instant (Uncommon)
125 Total Disadvantages Cost
Height: 6' 0" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Each twin wears a simple costume, a tight blue and red body suit with a mask. Outside of combat, the twins are relatively average looking Italian men in their early twenties, with dark hair and a muscular build.
Personality: Oddly, with their linked thoughts, the twins refer to themselves in the plural, even when acting alone or speaking about only one body. This habit is very difficult for either of them to break.

The twins are good people, which is part of their motivation for fighting crime in Millenium City. However, their wish to join a superhero team in in part motivated by their fear that the Mafia could catch up with them at any time. They figure that having a team of superheroes at their backs might make the mob think twice about attacking them.

Quote:
Background: Rick and Vic Gemelli, identical twins, were born in New York City in 1980. Their mother perished in a car accident shortly after their birth, which left them with their father. Their father was involved with the mob, but the boys knew little about it. They grew up very close, as their father was often busy or away, so the twins spent virtually all their time together. In 1995, their father decided they should move away from the city. He had cheated his mob employers, and decided to get away from the city, though he did not tell the boys this.

For a few months, life seemed good. They had moved to a small town in mountains, and the boys were finally able to spend time with their father. This life style did not last long, however, as the mob soon caught up with them. One afternoon with the three of them fished in a lake near their new home, a bomb detonated inside their boat. Ric washed up on shore, badly burned and injured, but alive. His father and brother were not so lucky. Ric passed out in the woods near the lake, terrified that he would never see his brother again. This trauma seems to have unlocked his bizarre set of body manipulation powers.

When Ric awoke, he was not alone. Lying next to him was a perfect copy of himself, who he believed was his brother. In reality, it was not his brother but a manifestation of his powers, his superhuman body trying to recreate his lost brother.

Ric discovered that he and his clone shared an astonishing amount with eachother, including a mental connection, though they also fealt each other's pain.

Virtually everyone, including the police, believed the boys to be Ric and Vic, which is exactly how they acted. The police privately told the boys that their father was probably killed in a mob hit, but they had no proof. The boys spent the next few years in foster homes, keeping their powers secret. They learned that they could alter their size, but only in reciprocal. When they reached adulthood, they started a two man crusade to disrupt Mafia business in New York city as Yo-Yo. However, their reservations about killing have left them with a lot of unhappy mobsters. Realizing that their revenge plan was not particularly well thought out, Yo-Yo fled New York, heading to Millenium City. Yo-Yo has been working into the superhero scene in Millenium City, hoping to become part of a superhero team.

Powers/Tactics: The size powers of the twins only work in reciprocal. As one became larger and heavier, the other becomes smaller and lighter. Either of them can control the powers, which results in a yo-yo effect if they do not agree on which size they will be. In tense situations, the twins often use their powers with little or no reguard to what might happen to the other twin. For instance, one twin might abort to use his "Really Small" power, hoping to avoid incoming attacks, without considering the effects the growth might have on his twin.
Campaign Use: 
Character created with Hero Designer (version 1.46)
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Originally posted by Killer Shrike

shouldnt those be multislots rather than ultra slots on the reciprocal size MPP?

 

No, ultra is right. With an ultra slot, you don't have to use all the points allotted to the slot, you just can't use any of the points alloted to it elsewhere. It still allows the character to only use some of the thirty points into one of the powers. This way, it makes sure the character can only ever be using one slot at a time, because each slot is an ultra taking up the entire pool. I didn't think it would make sense to let the character use 20 points of Shrinking and 10 of Growth, or some other combo.

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Originally posted by Dr Lucky

No, ultra is right. With an ultra slot, you don't have to use all the points allotted to the slot, you just can't use any of the points alloted to it elsewhere. It still allows the character to only use some of the thirty points into one of the powers. This way, it makes sure the character can only ever be using one slot at a time, because each slot is an ultra taking up the entire pool. I didn't think it would make sense to let the character use 20 points of Shrinking and 10 of Growth, or some other combo.

Ok then.
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This is an interesting character Doc. A well done background and an all around solid character design. I do have some questions though.

 

1)How far apart do they have to be before they start feeling "very uncomfortable" and what exactly happens in that given situation when they are far enough apart to feel very uncomfortable? I only bring this up because in a good fight one of these twins is going to be taking some serious knockback while the other one wont be likely to move at all unless he wants to. Also taking that much knockback is likely to incapacitate the poor guy fast, and then you have an enraged giant on your hands. If this was intentional and knowing you it probably was;) then its all well and good but if its an oversight on your part I wanted to hopefully help you notice it.

 

2)With their mindlink and the teamwork skill and their supposed concern for their brother I would think they wouldn't have many occurances of using a power "with little or no regard to what might happen to the other twin". Unless their just so new to the entire superhero bit that their still figuring out how to work together. With the teamwork skill, their mindlink, and their background story though this tells me they're experienced and shouldn't do things like that except in extreme circumstances. Just my opinion though. However, I could totally see you playing this character.:D

 

If you want to keep that accidental changing thing then might I suggest this possible change instead. Drop the teamwork skill and the +2 DCV. Neither twin really benefits from the DCV bonus due to their power, the giant sure isn't going to benefit from +2 DCV and the shrinker doesn't need an additional +2 on top of his shrinking DCV bonus.

 

This would give you 13 pts back and I would buy mental DEF with these points and call it Two minds are better then one ; you would have a 15 mental DEF when it was all said and done. Or put the 13 extra points somewhere else if your not big on the mental DEF. I like the character though overall, are you thinking of playing these guys when you come back down in the fall or will you be sticking with Gravitic?

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The issue of being uncomfortable without the twin is just meant to reflect being apart in social situations; ie. a mission necessetates that only one of them go. Being a few hundred feet apart in combat wouldn't be an issue.

As far as the DCV levels go, I need to be really careful with the twins, because if you look at the Duplication power, they feedback STUN damage. Since they are essentially working from a common pool of STUN, I want them to get hit as little as possible. Barring a few weird attack types, such as a Drain vs STUN, they will always have the same STUN, so they will usually be staggered or unconsious at the same time. Incapacitated would usually mean one took enough BODY damage to be unconcious, an Entagle they could not get free from, etc.

As far as the bit about using the powers without thinking about the other, I just mean a few reaction type things. Usually, I feel they would coordinate well, but would occasionally put the other in danger accidently, usually because I think it might be funny.

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But what if VIC did live? The cops didnt find his body afterall. He was taken in by the fella that planted the bomb; he might have been a hardened criminal killer, but he couldnt leave the injured Vic laying there on the shore (he didnt see Ric -- he washed up on the other side of the lake). Vic was rendered amenisiac by the explosion, and the hitman raised him as his own. He works for the mob in NY now, and is moving his way up the ranks.

 

Does he have the same powers? Or did his powers manifest differently? It might be cool if he had more of a Multiple Man duplication going, lots of identical (but mostly normal) dupes. Perhaps with a multiform into a combined Voltron-esque from, with growth, DI, etc to make him a brick when he needs to be. Thrown in a brawler/scrapper/street fighting MA and youve got a nasty character. Name? How about Mob Rules?

 

:D

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Yeah, but theyve got like 30 DEF -- thats Brick level def in our campaign. Most folks have around 15 to 20. So they are already resistant to getting hit. What Im talking about is since they are sharing the same STUN total, the grown brother will get hit a lot anyway and its as if the other got hit, so the +2 DCV isnt really helping much.

 

Whatever; its good either way; I was just trying to free up some points to round the character out better. Sounds like typical Ron "Im okay guys; I only took a little over half of my hitpoints from that 1 hit" thinking to me..... :D

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Personally I like the character. My only concern is he's basically a Martial Artist - Brick, and our party is already heavy on the Martial Artist - Brick end of the scale.

 

Gravitic is about the only character that isnt a MA or a Brick or both in some regard; replacing him with Yo-Yo would tip the group solidly into testosterone land.

 

However, I can totally see him as a cameo character or as the centerpiece of story arc; he could do a walk on to fuel a mob-related story; there is some synergy there with Rook's background in the NYC mob to play off of as well. Its even possible that Yo-Yo hears about Rook and comes looking for him; he was active in the NYC mob only about a year maybe year and a half prior.

 

Since Gravitic gets beat up a lot and doesnt have any form of quick healing (seems like he's the only one in the party at that who doesnt :D), and is off doing principal photography for various films at times, its totally conceivable/doable for you to have an alternate character.

 

I think this character is more solid than Echo, thats for sure, but there is nothing stopping you from rotating between the 3.

 

The Millennial Men already has a large revolving roster even with 1 PC per Player (9 at current count and extending to 10 soon with the upcoming addition of METIS -- although the Green Knight is definitely defunct there's nothing preventing his return as an NPC or if a player wants to give him a spin later on), but there is certainly nothing to stop players from having alternate characters on the roster, even as auxillaries and sometime allies. The Avengers have like 12 million members (slight exaggeration) and if its good enough for them, its good enough for the Millennial Men! :D

 

Of course, the group acts more like the Secret Defenders than an actual team ("Who showed up today? Well, thats the line up :) ), but Im actually starting to like that model; as long as you guys have some way to get in touch with one another in-character it can work out.

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I really have little interest in taking Gravitic out of the action for any longer than necessary. I really love that character, and am really enjoying playing him. I'm not sure what to use these other characters for, but I figure it can't hurt to keep making them. I just figure that its never a bad thing to have a stock of ready made characters around, either as NPC's, possible future PC's, whatever. This concept seemed like a lot of fun, so statting it out made the most sense. Plus, I seem to have nothing but time lately.

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Originally posted by Dr Lucky

I really have little interest in taking Gravitic out of the action for any longer than necessary. I really love that character, and am really enjoying playing him. I'm not sure what to use these other characters for, but I figure it can't hurt to keep making them. I just figure that its never a bad thing to have a stock of ready made characters around, either as NPC's, possible future PC's, whatever. This concept seemed like a lot of fun, so statting it out made the most sense. Plus, I seem to have nothing but time lately.

No arguments from me. You know my theory; More characters = GOOD. :D
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Originally posted by Dr Lucky

I'm not sure what to use these other characters for, but I figure it can't hurt to keep making them. I just figure that its never a bad thing to have a stock of ready made characters around, either as NPC's, possible future PC's, whatever. This concept seemed like a lot of fun, so statting it out made the most sense. Plus, I seem to have nothing but time lately.

The "best" thing to do with all of the characters that you design is just what you've done here: post them for us free-time challenged GM's who barely have time to plan an adventure, let alone build all kinds of new characters. :D

They are all most appreciated, so PLEASE, keep on postin'!

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Originally posted by st barbara

You realize that the Yo-Yo that we now think of as a toy was originally a weapon, don't you ? What about giving the character a series of trick yo-yo's in addition to the other powers (or instead of) ?

ER, I think the Yo-Yo bit refers to thier weeble-wobble reciprical mass trading, and maybe as a joking reference to the NYC preference for "Yo" as a form of address.

 

Giving them trick Yo-yos would make them into the super powered equivalent of the Smothers Brothers. And none of us want that {shudders} :D

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