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Inceptum Terminus: I Present The Dream Team


The_Patriot

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I present to you The Dream Team.

 

Dreamscape

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

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

13 CON 6 12-

13 BODY 6 12-

14 INT 4 12- PER Roll 15-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

8+8 PD 5 Total: 8/16 PD (0/8 rPD)

8+8 ED 5 Total: 8/16 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 8

28 END 1

27 STUN 0 Total Characteristic Cost: 117

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

44 Dream World Living Gateway : Cosmetic Transform 6d6 (Real world into the dream world, Sleep), MegaScale (1" = 1 km; +¼), Reduced Endurance (0 END; +½), Affects Desol Any form of Desolidification (+½), Persistent (+½), AOE (11" Radius; +1), Improved Results Group (+1) (142 Active Points); Linked (Dream World Denziens; Lesser Power can only be used when character uses greater Power at full value; -¾), No Range (-½), Always On (-½), Limited Target ([Limited]; Doesn't affect living creatures; -½)

44 Dream World Denziens: Summon 1,024 100-point creatures, MegaScale (1" = 1 km; +¼), Reduced Endurance (0 END; +½), Expanded Class of Beings Limited Group (Dream Denizens; +½), Persistent (+½), Ranged (+½), Uncontrolled (+½) (262 Active Points); NCC (-2), Limited Power Summoned creatures disappear when the dream world disappears. (-2), Strong-Willed +4 on EGO Rolls (-½), Always On (-½)

125 Variable Power Pool, 100 base + 25 control cost, (150 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Can only be changed when switching forms; -½); all slots Only in Dream Warrior Form (-½)

0 1) Dream Warrior Blade Arm: HKA 1 ½d6 (2d6 w/STR), Autofire (5 shots; +½) (37 Active Points); Only in Dream Warrior Form (-½) Real Cost: 25 4

0 2) +3 PER with all Sense Groups (9 Active Points); Only in Dream Warrior Form (-½) Real Cost: 6

0 3) Darkness to Sight Group 1" radius (10 Active Points); Only in Dream Warrior Form (-½) Real Cost: 7 1

0 4) Dream Warrior Whip Arm: Entangle 2d6, 2 DEF (20 Active Points); Only in Dream Warrior Form (-½) Real Cost: 13 2

0 5) Dream Warrior Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Only in Dream Warrior Form (-½) Real Cost: 12

20 Shape Shift (Sight Group, four (max) shapes), Instant Change 2

Notes: The original shape is her natural 16 year old body. The second shape is a 12 year old girl. The third shape is an adult Dream Warrior approximately 32 years of age.

 

Total Powers & Skill Cost: 233

Total Cost: 350

 

200+ Disadvantages

35 Enraged: Berserk When the 12 year old girl form is threatened (Common), go 14-, recover 11-

20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish)

10 Hunted: Wetware 11- (Mo Pow; Watching)

20 Psych. Lim.: Multiple Personality Disorder (Common; Total)

Notes: Dreamscape has three personalities and corresponds to a specific form. The first form is her natural form and this personality carries with it all the emotional scars. The second form is the innocent 12 year old girl that is mischievious. The third form is an adult dream warrior that is overzealous.

20 Psych. Lim.: Honorable (Very Common; Strong)

20 Soc. Lim.: Subject to orders from Wetware (Very Frequently; Major)

25 Soc. Lim.: Gifted (Very Frequently; Severe)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Neuron

 

Val Char Cost Roll Notes

29 STR 19 15- Lift 1392.9kg; 5 ½d6 [3]

20 DEX 30 13- OCV: 7/DCV: 7

15 CON 10 12-

15 BODY 10 12-

16 INT 6 12- PER Roll 12-

16 EGO 12 12- ECV: 5

14 PRE 4 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

10+8 PD 4 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

10 REC 2

50 END 10

41 STUN 3 Total Characteristic Cost: 139

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

86 Shrinking (5.585E-5 m tall, 2.842E-12 kg mass, -30 PER Rolls to perceive character, +30 DCV, takes +45" KB) (150 Active Points); Activation Roll 14- (-½), Doesn't work outside of the dream world (-¼) 15

56 Shrinking Offensive Powers: Multipower, 70-point reserve, (70 Active Points); all slots Doesn't work outside of the dream world (-¼)

2u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Doesn't work outside of the dream world (-¼) 3

6u 2) Body Ripping: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), No Normal Defense ([standard]; Life Support Immortal; +1) (70 Active Points); Doesn't work outside of the dream world (-¼) 7

5u 3) Immune System Drain: Drain CON 6d6 (60 Active Points); Doesn't work outside of the dream world (-¼) 6

48 Defensive Abilities: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼)

1u 1) Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2

3u 2) Flight 15", x4 Noncombat (35 Active Points); Doesn't work outside of the dream world (-¼) 3

 

Skills

4 KS: Human Anatomy 13-

 

Total Powers & Skill Cost: 211

Total Cost: 350

 

200+ Disadvantages

35 Enraged: Berserk When Dreamscape is threatened (Uncommon), go 14-, recover 8-

20 Hunted: Wetware 14- (Mo Pow; NCI; Watching)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Psychological Limitation: Enjoys scaring people (Common; Total)

25 Psychological Limitation: Loyal to Dreamscape (Very Common; Total)

20 Reputation: Killer in dreams, 14- (Extreme)

10 Rivalry: Professional and Romantic (Impulse; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Nightmare

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

14 CON 8 12-

14 BODY 8 12-

16 INT 6 12- PER Roll 12-

30 EGO 40 15- ECV: 10

25 PRE 15 14- PRE Attack: 5d6

10 COM 0 11-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

8 REC 4

40 END 6

35 STUN 7 Total Characteristic Cost: 158

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

65 Nightmare Offensive Powers: Multipower, 81-point reserve, (81 Active Points); all slots Doesn't work outside of the dream world (-¼)

1u 1) Find Fear: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Only to find greatest fear (-1), Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 4

1u 2) Forms of the Nightmare: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Instant Change (44 Active Points); No Conscious Control (Limited to a form determined to be a target's greatest fear; -2), Doesn't work outside of the dream world (-¼) 4

107 Dream Forms Specific Powers: Variable Power Pool (Mimicry Pool), 80 base + 27 control cost, all slots Variable Special Effects (Any SFX; +½) (140 Active Points); all slots Character Has No Choice Regarding When Or How Powers Change (Whenever form is transformed powers change to suit the new form; -1), Doesn't work outside of the dream world (-¼)

2 Dream Will: Mental Defense (8 points total); Doesn't work outside of the dream world (-¼)

13 Shield of Nightmares: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2

 

Skills

3 Mimicry 12-

 

Total Powers & Skill Cost: 192

Total Cost: 350

 

200+ Disadvantages

25 Distinctive Features: In his normal form he's a monstrous looking individual comprised of many different nightmares (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

35 Enraged: Berserk Whenever Dreamscape is attacked (Uncommon), go 14-, recover 8-

20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching)

25 Psychological Limitation: Enjoys scaring people (Very Common; Total)

20 Psychological Limitation: Protective of Dreamscape (Common; Total)

15 Reputation: The bad man in nightmares, 14-

10 Rivalry: Professional and Romantic (Ego; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Impulse

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

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

14 CON 8 12-

14 BODY 8 12-

20 INT 10 13- PER Roll 13-

30 EGO 40 15- ECV: 10

30 PRE 20 15- PRE Attack: 6d6

18 COM 4 13-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 8

47 END 10

36 STUN 8 Total Characteristic Cost: 190

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

64 Impulse Control Offensive Powers: Multipower, 80-point reserve, (80 Active Points); all slots Doesn't work outside of the dream world (-¼)

4u 1) Impulse Control: Mind Control 10d6 (Human class of minds), Armor Piercing (+½) (75 Active Points); Stops Working If Mentalist Is Knocked Out (-¼), Only makes the target perform the first action that comes to mind (-¼), Doesn't work outside of the dream world (-¼) 7

2u 2) Impulse Mind Reading: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 4

3u 3) Telekinetic Strike: Hand-To-Hand Attack +8d6, Armor Piercing (+½) (60 Active Points); Hand-To-Hand Attack (-½), Doesn't work outside of the dream world (-¼) 6

48 Impulse Control Defensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼)

1u 1) Telekinetic Shield: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2

1u 2) Telekinetic Mental Shield: Mental Defense (8 points total) (2 Active Points); Doesn't work outside of the dream world (-¼)

3u 3) Flight 15", x4 Noncombat (35 Active Points); Doesn't work outside of the dream world (-¼) 3

 

Skills

3 Acrobatics 14-

16 +2 with All Combat

3 Deduction 13-

3 Interrogation 15-

3 Tactics 13-

3 Teamwork 14-

3 Tracking 13-

 

Total Powers & Skill Cost: 161

Total Cost: 350

 

200+ Disadvantages

25 Distinctive Features: Looks like a large imp with bat wings and has an exposed brain. (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching)

20 Psychological Limitation: Enjoys making people do crazy and insane things (Common; Total)

20 Psychological Limitation: Enjoys tormenting humans and their frailties (Common; Total)

10 Psychological Limitation: Dislikes humans and detests their dreams of hope (Common; Moderate)

20 Reputation: He made me do it!, 14- (Extreme)

10 Reputation: Murderer of Dreamscape's father, 11-

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

20 Social Limitation: Public Identity (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Ego

 

Val Char Cost Roll Notes

17 STR 7 12- Lift 263.9kg; 3d6 [2]

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

14 CON 8 12-

14 BODY 8 12-

25 INT 15 14- PER Roll 14-

30 EGO 40 15- ECV: 10

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 8

45 END 9

40 STUN 10 Total Characteristic Cost: 185

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 15"/60"

 

Cost Powers END

48 Ego Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼)

5u 1) Under My Influence: Drain EGO 6d6 (60 Active Points); Doesn't work outside of the dream world (-¼) 6

2u 2) Fratricide: Mind Control 12d6 (Human class of minds) (60 Active Points); Single Effect: Attack Team Mates (-1), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 6

5u 3) You're the Most Important!: Major Transform 4d6 (Psychological Limitation: Narcisist, Psychiatric Visits) (60 Active Points); Doesn't work outside of the dream world (-¼) 6

5u 4) You're in awe of yourself: Ego Attack 6d6 (Human class of minds) (60 Active Points); Doesn't work outside of the dream world (-¼) 6

50 Ego Defensive Powers: Multipower, 63-point reserve, (63 Active Points); all slots Doesn't work outside of the dream world (-¼)

1u 1) Shield of the Mind: Mental Defense (8 points total) (2 Active Points); Doesn't work outside of the dream world (-¼)

1u 2) Sheer Will: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2

4u 3) Now you see me...: Teleportation 15", x4 Increased Mass, x4 Noncombat (45 Active Points); Doesn't work outside of the dream world (-¼) 4

5 Wings, Halo: Extra Limbs (3)

 

Skills

3 Acrobatics 14-

3 Acting 13-

3 Analyze: Combat 14-

3 Breakfall 14-

3 KS: Psychology 14-

3 Persuasion 13-

3 Science Skill: Psychology 14-

3 Stealth 14-

3 Streetwise 13-

3 Survival 14-

3 Tactics 14-

3 Teamwork 14-

3 Tracking 14-

 

Total Powers & Skill Cost: 166

Total Cost: 350

 

200+ Disadvantages

40 Dependence: Must take Prozac Powers Gain 14- Activation Roll (Common; 1 Segment)

25 Distinctive Features: Looks like a large Angel to put people at ease (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching)

25 Hunted: Dark Talon 14- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation: Pities humans and their simplistic desires (Common; Total)

20 Psychological Limitation: Enjoys destroying friendships (Common; Total)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Summoned Dream Denizen

 

Val Char Cost Roll Notes

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

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

11 CON 2 11-

12 BODY 4 11-

12 INT 2 11- PER Roll 11-

12 EGO 4 11- ECV: 4

16 PRE 6 12- PRE Attack: 3d6

10 COM 0 11-

 

8 PD 6 Total: 8 PD (0 rPD)

8 ED 6 Total: 8 ED (0 rED)

3 SPD 5 Phases: 4, 8, 12

10 REC 12

23 END 1

25 STUN 1 Total Characteristic Cost: 70

 

Movement: Running: 8"/16"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 Butcher Knife: Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR) (15 Active Points); OAF (-1) 1

23 Fright: Ego Attack 4d6 (Human class of minds) (40 Active Points); Normal Range (-¼), Subject To Range Modifier (-¼), Visible (-¼) 4

 

Total Powers & Skill Cost: 31

Total Cost: 100

 

100+ Disadvantages

 

Total Disadvantage Points: 100

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

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Re: Inceptum Terminus: I Present The Dream Team

 

I was ready to be TERRIFIED by Nightmare - a mentalist with a 30 EGO is nothing to sneeze at, after all. And yet, with Telepathy as the only true mental power, I found myself experiencing the "tempest in a teacup" feeling.

 

Then I got to the next two, and resumed wetting myself. 10 ECV in every campaign I've played in is essentially mental ninja, and add 10 or 12 dice of mind control to the mix and you've got the makings of a disaster.

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Re: Inceptum Terminus: I Present The Dream Team

 

I was ready to be TERRIFIED by Nightmare - a mentalist with a 30 EGO is nothing to sneeze at, after all. And yet, with Telepathy as the only true mental power, I found myself experiencing the "tempest in a teacup" feeling.

 

Then I got to the next two, and resumed wetting myself. 10 ECV in every campaign I've played in is essentially mental ninja, and add 10 or 12 dice of mind control to the mix and you've got the makings of a disaster.

 

Well glad that you liked them all and Nightmare does have a VPP. ;)

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  • 2 weeks later...

Re: Inceptum Terminus: I Present The Dream Team

 

Some questions/comments.:

 

Dreamscape -

a) Cosmetic Transform 6d6 (Real world into the dream world, Sleep) etc. I'm guessing here that he's transforming the real world into a dream world but what does Sleep mean since it doesn't affect living creatures?

B)Dream World Denziens: Summon 1,024 100-point creatures, etc.

You mention NCC (No Conscious Control -2, I assume). Do they have any purpose? If it's NCC, they could do almost anything from causing havoc to sipping a martini to going to the beach and having a volleyball game. It's not clear why they're being summoned and once summoned what they do since it is NCC...

 

Neuron -

a) Shrinking (5.585E-5 m tall, 2.842E-12 kg mass, -30 PER Rolls to perceive character, +30 DCV, takes +45" KB) etc. At 15 End/Pha for the Shrinking power alone, Neuron's not going to last long with 50 End.

B)Body Ripping: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), No Normal Defense ([standard]; Life Support Immortal; +1) (70 Active Points); Doesn't work outside of the dream world (-¼) If you're trying to hurt someone, you'll need to buy the DOES BODY advantage.

 

Question: how is anyone supposed to fight this guy with +30 DCV? I see what you're trying to do but still...

 

Nightmare -

Find Fear: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Only to find greatest fear (-1), Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼)

I would not allow the above underlined as the power will naturally, of course, stop if Nightmare was knocked out. How is it a disadvantage?

 

Same question applies to Impulse's & Ego's Mind Control

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Re: Inceptum Terminus: I Present The Dream Team

 

Some questions/comments.:

 

Dreamscape -

a) Cosmetic Transform 6d6 (Real world into the dream world, Sleep) etc. I'm guessing here that he's transforming the real world into a dream world but what does Sleep mean since it doesn't affect living creatures?

B)Dream World Denziens: Summon 1,024 100-point creatures, etc.

You mention NCC (No Conscious Control -2, I assume). Do they have any purpose? If it's NCC, they could do almost anything from causing havoc to sipping a martini to going to the beach and having a volleyball game. It's not clear why they're being summoned and once summoned what they do since it is NCC...

 

Neuron -

a) Shrinking (5.585E-5 m tall, 2.842E-12 kg mass, -30 PER Rolls to perceive character, +30 DCV, takes +45" KB) etc. At 15 End/Pha for the Shrinking power alone, Neuron's not going to last long with 50 End.

B)Body Ripping: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), No Normal Defense ([standard]; Life Support Immortal; +1) (70 Active Points); Doesn't work outside of the dream world (-¼) If you're trying to hurt someone, you'll need to buy the DOES BODY advantage.

 

Question: how is anyone supposed to fight this guy with +30 DCV? I see what you're trying to do but still...

 

Nightmare -

Find Fear: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Only to find greatest fear (-1), Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼)

I would not allow the above underlined as the power will naturally, of course, stop if Nightmare was knocked out. How is it a disadvantage?

 

Same question applies to Impulse's & Ego's Mind Control

 

1. Sleep heals the transform since the person is going directly to the dream world. Dreamscape's power only cosmetically changes the real world into the dream world, but it isn't the dream world. The summoned creatures serve no other purpose then to wreak havoc on our world. She can't control them and they also reinforce the idea that this is the dream world now.

 

2. Neuron's shrinking ability is to enable him to get down to microscopic levels and enter a person's body. He turns the shrinking off once inside and kills them. The amount of shrinking he has is enough to get him down to 55 microns which is the average size of a neuron. He can be hit. It just takes AOE attacks that target the hex and not him.

 

3. Thank you for catching that. It'll be removed from the power. :)

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