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OddHat

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Posts posted by OddHat

  1. Challenge AnsweredThis character is a variation on an NPC from my competent Normal thread. He's playable, and odd...;)

    Combat Information Page

    Character Name: MASTER THESPIAN - Jack Love

    Alternate Identities: John Lieberman

    Player Name:

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    15 STR 10 5 15 12- HTH Damage 3d6 END [0]
    20 DEX 10 30 20 13- OCV 7 DCV 7
    12 CON 10 4 12 11-
    12 BODY 10 4 12 11-
    18 INT 10 8 18 13- PER Roll 13-
    20 EGO 10 20 20 13- ECV: 7
    75 PRE 10 65 75 24- PRE Attack: 15d6
    20 COM 10 5 20 13-
                 
                 
    3 PD 3 0 3   3 PD (0 rPD)
    2 ED 2 0 2   2 ED (0 rED)
    4 SPD 3.0 10 4   Phases: 3, 6, 9, 12
    5 REC 5 0 5  
    24 END 24 0 24  
    26 STUN 26 0 26    
    6" Running 6 0 6"    
    2" Swimming 2 0 2"    
    3"/1 1/2"" Leaping 3 0 3" 151 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 0
    Spent: 0
    Unspent: 0
    Base Points: 200
    Disad Points: 150
    Total Points: 350
    MOVEMENT
    Type Total
    Run (6) 6" [12" NC]
    Swim (2) 2" [4" NC]
    H. Leap (3") 3"
    V. Leap (2") 1 1/2"
    APPEARANCE
    Hair Color:  Black
    Eye Color:  Green
    Height:  5' 10"
    Weight:  150 lbs
    Description:
    Extraordinarily handsome with a slim, ahtletic build and perfect physique.

    DEFENSES
    Type Amount Notes
    Physical Defense 3 Current BODY:
    Res. Phys. Defense 0  
    Energy Defense 2 Current END:
    Res. Energy Defense 0  
    Mental Defense 0 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 7 DCV: 7
     
    Combat Skill Levels:
    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
    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
    22 Protected by the Script: Desolidification (affected by Surprise Attacks, Invisible Attacks, Attacks that can't be dodged), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2), Restrainable (-1/2), Can't pass through tiny spaces (-1/4) 4
    25 Multiple Picture Contract: Healing 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
    5 Life Support , Longevity: Immortal
    37 +0 STR, Reduced Endurance 0 END (+1/2), Affects Physical World (+2) (37 Active Points) (Modifiers affect Base Characteristic)
    89 Total Powers Cost
    PERKS
    Cost  Name
    15 Money: Filthy Rich
    11 Fringe Benefit: International Driver's License, License to practice a profession, Member of the Aristocracy/Higher Nobility, Membership, Passport
    Notes: "Member of the Aristocracy" and "Membership" both represent the wide range of fringe benefits Jack receives as one of the world's most popular actors. People in official positions will bend over backwards to help him, an army of lawyers is only a phone call away, powerful politicians listen to his opinions, etc.
    26 Total Perks Cost
    TALENTS
    Cost  Name
    5 Eidetic Memory
    4 Speed Reading (x10)
    9 Total Talents Cost

    SKILLS
    Cost  Name
    3 Bribery 24-
    3 Bureaucratics 24-
    3 Conversation 24-
    3 High Society 24-
    3 Oratory 24-
    3 Persuasion 24-
    3 Seduction 24-
    3 Trading 24-
    3 Acting 24-
    3 Streetwise 24-
    3 Disguise 13-
    3 Breakfall 13-
    3 SS: Psychology (INT-based) 13-
    3 Jack of All Trades
    2
    1) PS: Movie Star (PRE-based) (3 Active Points) 24-
    1
    2) PS: Investing (2 Active Points) 11-
    2
    3) PS: Pop Psychologist (PRE-based) (3 Active Points) 24-
    3 Linguist
    2
    1) Language: French (completely fluent) (3 Active Points)
    2
    2) Language: Spanish (completely fluent) (3 Active Points)
    2
    3) Language: Italian (completely fluent) (3 Active Points)
    2
    4) Language: Cantonese (completely fluent) (3 Active Points)
    2
    5) Language: Japanese (completely fluent) (3 Active Points)
    3 Scholar
    1
    1) KS: The Occult (2 Active Points) 11-
    1
    2) KS: Acting Theory (2 Active Points) 11-
    1
    3) KS: Hollywood History (2 Active Points) 11-
    1
    4) KS: Myths and Legends (2 Active Points) 11-
    1
    5) KS: Literature (2 Active Points) 11-
    1
    6) KS: Thaumaturgy (2 Active Points) 11-
    3 Traveler
    1
    1) AK: Hollywood (2 Active Points) 11-
    1
    2) AK: World Capitals (2 Active Points) 11-
    1
    3) AK: Major Cities (2 Active Points) 11-
    75 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    5 Distinctive Features: Tests positive as a metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
    10 Distinctive Features: Impossibly Handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    15 Reputation: World Famous Movie Star 14-
    15 Social Limitation: Subject to orders from The Director (Occasionally; Severe)
    15 Social Limitation: Public Identity (Frequently; Major)
    20 Hunted: The Director 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
    25 Hunted: Demon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
    10 Psychological Limitation: Ladies Man (Common; Moderate)
    5 Rivalry: Professional and Romantic (Other Actors; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    15 Psychological Limitation: Overconfidence (Very Common; Moderate)
    15 Psychological Limitation: Glory Hound (Very Common; Moderate)
    150 Total Disadvantages Cost
    Height: 5' 10" Hair: Black
    Weight: 150 lbs Eyes: Green
    Appearance: Extraordinarily handsome with a slim, ahtletic build and perfect physique.
    Personality: Jack is shallow, self centered, insanely self confident, and desperate to be loved. In other words, he's a typical actor. He feels some slight guilt over what he must do to pay back his part of the bargain, but not enough to break it. Not yet. Played as a hero, Jack will eventually find the strength to pay off his Subject to Orders and Watched disads, maybe replacing them with Hunted by The Director. As a villain, he will eventually slip into meglomania.
    Quote:"Surrender Villains, for I am Master Thespian!"

    "Don't worry little girl. I won't hurt you."

    Background: John Liebowitz, AKA Jack Love, AKA Master Thespian, wanted to be an actor. More, he wanted to be a Star! He wanted it more than anything, and devoted his life to his dream. He learned everything about the art of acting, everything about stage fighting and prat falls, everything about the audience. He was good, but he just couldn't break through. Then one day, he got his lucky break. "Jack" found a book containing a ritual that promised the one who performed it everything he could want, in exchange for his soul. Jack performed the ritual, calling forth the demon he refers to as "The Director." A deal was struck. Jack would become the greatest star there ever was, and in return, sometimes he'd do a few small favors...
    Powers/Tactics: As Master Thespian, Jack is impossibly impressive and persuasive. If the "may use skills to perform impossible feats" rule is being used, Jack has a 14 or less chance to persuade almost anyone of almost anything ("And then I mimed a sword..."). He'll usually open by using oratory and make a PRE attack demanding that his targets give up. Almost any non-metahuman will. If forced into combat, Jack will dodge and leap about impressively, Protected by The Script, and attempt to trick his oponent into fleeing with outrageous lies ("This eggplant is acutally an atomic bomb! If I drop it the whole city will be destroyed!"). With Jacks 24 or less persuasion, it will seem very believeable...
    Campaign Use: Played as Evil, Jack is a fake hero with a very dark secret. Played as a flawed Good guy, Jack makes a great sponsor for a hero team or team member with a tragic flaw.
    Character created with Hero Designer (version 1.47)
    Next challenge: A character with Time Powers, from the past.
  2. Originally posted by JmOz

    On the root of the issue however is the story of "Lenny"

     

    Lenny is a cab driver in NY, a nice friendly guy who can do his job well, but no better or worse than a bunch of other guys.

     

    Well one day he felt weird, he all of a sudden teleported (something he is not capable of doing on himself), it seems the lady he had helped one day (He had seen her in the rain and given her a free ride because she looked so miserable) was a street mage and because of his help she was able to summon him

     

    Now as lenny is a specific person by the book it would require the +1, however common sense says that it should not require it, until he becomes something more extrodinry (If his taxi develops magical powers then yes)

     

    Why does common sense say that it shouldn't cost a +1 advantage for the mage to always summon Lenny? First off, he's probably a darn cheep summon to begin with, at most a 50 point character. His new master will always know what she's getting with Lenny, and won't have to risk summoning a less competent Taxi Driver. As time goes on they'll develop a relationship, and maybe a kind DM might let Lenny become more useful.

     

    If she spent enough points on summon that Lenny is too weak to waste her time on, then why is she calling him? Let her start calling on someone more powerful to be her chaufer.

  3. Re: Re: Re: Jekyll & Hyde

     

    Originally posted by McCoy

    I had considered adding regeneration, but wondered if I was getting into adding powers not shown in the movie just because they were cool.

     

    As I said, excellent write up, and I understand not wanting to add powers. What it comes down to for me is that Hyde is afraid of guns; if he can bounce bullets, he doesn't know it. On the other hand, the realities of gaming show that sooner or later he will get shot, and if you want him to come back in the next scene you need some way to keep him in play. Armor is a good option, maybe with the explanation that he doesn't know he's bullet proof. Personally I like 50% PD DamRed, Resistant, plus regen. All's fair...

  4. Originally posted by McCoy

    [

    Challenge:

    A plot involving a former Pro athlete, the First Lady (present or former), or a hot air baloon.

     

    Hmm...

     

    Martina Kounikovina was the world's leading women's Tennis player, and made a small fortune as a model. Now, age has slowed her reflexes, and time has stolen the shine off of her looks. Meanwhile, super bimbos are running around in spandex costumes at 80 looking as good as they did when they fought the Nazi's in '42. Well Martina has had enough of that! She's contacted Demon, and through Demon contacted an extra-dimensional being that calls himself A.M. Belial. Gathering together a cadre of aging actresses and female celebs (including the failed gubernatorial candidate ex-wife of an American president), AMB's Angels are kidnapping America's super-women and robbing them of their youth and powers, growing more powerful with every victory! Can they be stopped!!!

     

    Scene One: American Dream-Girl, WWII heroine (or substitute your own), shows up at the heroes HQ / in the office of an appropriate hero, without her powers, and looking every day of her 80 years. She asks for help, and gives some info about her capture. Unfortunately she can only remember being asked to visit a charity function, tasting something odd in her drink, and passing out in the limo.

     

    Scene Two:

    The limo driver remembers being told to drop ADG off at a downtown hotel. He was surprised when she passed out, but she was picked up at the door by a pair of women who looked vaguely familiar, almost like the actresses Susan Sorandom and Glinda Far, but older. The hotel room (track down through super scent, computer scans, bribes, whatever) where ADG was taken is now vacant. It had been rented in the name of AMB Enterprises.

     

    Scene Two A: Entertainment Every night does a TV interview with Adomina, aging pop star. Adomina looks 20 years old again and reveals that she has become a Super / Meta / Nova! Her powers do not match those lost by ADG, but do match those of the 1960s heroine Sunshine Water (a roll vs. KS: Superhumans or Superhuman World will reveal this). SW was active in California until last month, when she disappeared.

     

    Scene Three:

    Any investigation of AMB Enterprises causes an attack of demon goons upon our heroes. Demon is involved! The demon goons have as back-up a female brick with powers exactly like those of a famous heroine of the 70s, now missing (Sister Power). The brick looks just like former TV star Chesty Snow (from the TV series Three's a Crowd)! If captured, she will let out some of the plot, and then disappear (teleported away). If she escapes, she will flee to the warehouse. Either way...

     

    Scene Four:

    In a large warehouse, a group of Demon Agents performs a ritual, lead by a female morbane. The heroes (possibly chasing Chesty Snow) interrupt. While the heroes are occupied the morbane calls for help, and the heroes are attacked by a woman with all the powers of ADG! That woman looks exactly like ex-TV star Laura Cartier! If defeated, the removal of LC's magic belt, tiara and slave bracelets will cause her to lose her stolen powers and return those powers to ADG. ADG will youthen again in a few minutes, while LC will age. But how deep does this plot go?

     

    Meanwhile, in her dirigible headquarters high above the city, the power mad Martina and the possibly madder first lady plot their next move...

     

    Note: Any PC heroine with LS: Immune to Aging will be a target.

     

    Next Challenge:

     

    Something with severed heads, an ancient curse, or talking animals.

  5. Originally posted by Fireg0lem

    I've got a question to add on to this thread. Necro the Necromancer can summon any spirit of the dead less than a certain amount of spiritual strength (ie character points). He can choose whose spirit he summons (so long as he has some way of knowing). Is the way to build this with Summon, Any Spirit of the Dead (+1), Summon Specific Being (+1)? If not, what is?

     

    That looks right to me.

  6. Originally posted by Hugh Neilson

    These should be GM-defined IMO. How great it is to summon a specific being rather than generic examples depends greatly on who that specific being is.

     

    If I can summon "spirits of the dead", that seems to me more powerful than "summon the spirit of a specific dead person". At least I can keep trying until I get someone with the info I want.

     

    But it would definitely be advantageous to Summon the spirit of someone I know had that info.

     

    "Summon Spirits of the Dead" gives you no guarantee of getting a spirit who knows anything at all. "Summon Spirit of Akahntant, Chief Librarian of the Akashic Library," guarantees you a spirit with a clearly defined list of skills and abilities that your PC probably knows. If you want to both be able to summon multiple specific beings from a list and/or general beings, advantages and/or power frameworks will let you do it.

     

    It's only a disadvantage if your specific summoned target is useless in a given situation (and situations change) or you get it killed. At that point, a kind GM will let you learn how to summon someone else.

  7. Originally posted by braincraft

    I had meant 'interesting' in the sense of 'cool or unusual' moreso than 'cost-effective', in case I have not made myself clear.

     

    One I hadn't seen elsewhere. I had a southern belle supervillainess with a PRE of 90, COM 40, and lots of PRE skills. She wanted to become the first female president and eventually rule the world by asking people politely. Could have been a heroine except for her lack of empathy and tendency to make remarks like "I wish someone would do something about that man" in front of love-stuck thugs. Had PD, ED, and KB resistance defined as "You just can't make yourself attack her."

  8. Hoping to get a few more responses here. :) C'mon, some of you must have a few low powered supers in the back of the drawer.Here's another, prime material for a boyfriend or an annoying villain:

    Combat Information Page

    Character Name: Bob "BOB" Smith

    Alternate Identities:

    Player Name:

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    10 STR 10 0 10 11- HTH Damage 2d6 END [1]
    10 DEX 10 0 10 11- OCV 3 DCV 3
    10 CON 10 0 10 11-
    10 BODY 10 0 10 11-
    18 INT 10 8 18 13- PER Roll 13-
    10 EGO 10 0 10 11- ECV: 3
    40 PRE 10 30 40 17- PRE Attack: 8d6
    18 COM 10 4 18 13-
                 
                 
    2 PD 2 0 2   2 PD (0 rPD)
    2 ED 2 0 2   2 ED (0 rED)
    2 SPD 2.0 0 2   Phases: 6, 12
    4 REC 4 0 4  
    20 END 20 0 20  
    20 STUN 20 0 20    
    6" Running 6 0 6"    
    2" Swimming 2 0 2"    
    2"/1"" Leaping 2 0 2" 42 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 0
    Spent: 0
    Unspent: 0
    Base Points: 50
    Disad Points: 50
    Total Points: 100
    MOVEMENT
    Type Total
    Run (6) 6" [12" NC]
    Swim (2) 2" [4" NC]
    H. Leap (2") 2"
    V. Leap (1") 1"
    APPEARANCE
    Hair Color:  Black
    Eye Color:  Green
    Height:  6' 6"
    Weight:  220 lbs
    Description:

    DEFENSES
    Type Amount Notes
    Physical Defense 2 Current BODY:
    Res. Phys. Defense 0  
    Energy Defense 2 Current END:
    Res. Energy Defense 0  
    Mental Defense 0 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 3 DCV: 3
     
    Combat Skill Levels:
    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
    COMBAT MODIFIERS
    Range 0-4 5-8 9-16 17-32 33-64 65-128
    RMOD 0 -2 -4 -6 -8 -10

    PERKS
    Cost  Name
    15 Money: Filthy Rich
    11 Fringe Benefit: International Driver's License, License to practice a profession, Member of the Aristocracy/Higher Nobility, Membership, Passport
    Notes: "Member of the Aristocracy" and "Membership" both represent the wide range of fringe benefits Bob receives as one of the world's wealthiest business men. People in official positions will bend over backwards to help him, an army of lawyers is only a phone call away, powerful politicians listen to his opinions, etc.
    26 Total Perks Cost

    SKILLS
    Cost  Name
    3 Bribery 17-
    3 Bureaucratics 17-
    3 Conversation 17-
    3 High Society 17-
    2 Language: French (fluent conversation)
    3 Oratory 17-
    3 Persuasion 17-
    3 PS: International Business: High Finance (INT-based) 13-
    3 Seduction 17-
    3 Trading 17-
    3 Acting 17-
    32 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    5 Distinctive Features: Tests positive as a metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
    15 Hunted: Business Rivals 11- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
    5 Social Limitation: Fame (Frequently; Minor; Not Limiting In Some Cultures)
    15 Psychological Limitation: Overconfidence (Very Common; Moderate)
    10 Psychological Limitation: Ladies Man (Common; Moderate)
    50 Total Disadvantages Cost
    Height: 6' 6" Hair: Black
    Weight: 220 lbs Eyes: Green
    Appearance: 
    Personality: Bob is overconfident, but not insane. He is well aware of his physical limitations. On the other hand, Bob believes from experience that he can sell anything to anyone, that people need a leader, that great times call for a great man, and that he is that man. If playing Bob as "Evil," he has a messiah complex tinged with meglomania. As the sponsor of a hero team or a romantic interest, Bob has a deep and genuine desire to help others.
    Quote:"Hello, my name is Bob Smith, and I'm here to help you."

    "You look absolutely lovely tonight."

    Background: Bob Smith: Bon Vivant, Sponsor of a hundred charities, personal friend of the rich and famous around the world has a secret. Bob is a metahuman. He can't fly, or shoot lightning from his hands, or heal. But Bob is very, very easy to like. People listen to him, and tend to take his advice. He got his first corporate job at the age of 19 by wandering into a board meeting and asking for it. By the time he was 25, Bob was a world-reknowned wheeler-dealer, charming his way across the globe. Now one of the world's richest men, Bob seeks new challenges. The world of his fellow metahumans is about to change.
    Powers/Tactics: Bob has a low level telepathic ability to influence those around him. Given time he can befriend almost anyone through persuasion, acting and seduction. Most people will do almost anything for a friend like Bob. If faced with an imediate physical threat, Bob will use a PRE attack boosted either by Oratory or Persuasion to try to talk his foes down until he can get help.
    Campaign Use: Played as Evil, Bob makes a fun minor villain working for someone far more powerful. He'd work well as a corupt politician or member of a conspiracy. Played as Good, Bob makes a perfect sponsor for a hero team, and he'd also work well as the DNPC love interest of a female hero.
    Character created with Hero Designer (version 1.47)
  9. Originally posted by MisterVimes

    If you note the restrainable limitation, his Martial Arts are Software he accesses (hence the MATRIX reference 'I know Kung-Fu')

     

    Gotchya. Sorry I missed it.

     

    Originally posted by MisterVimes

    I disagree... Not having legs and one arm is pretty much an "all the time" limitation... You'll note that "No Hands" n FREd p.218 concurs with this thinking.

    [/b]

     

    The FREd entry assumes that the character will be paying a real price in game for the disad. How often will this guy be caught without his arm and legs? Almost never in combat and rarely outside of combat, unless he tools around in a motorized wheelchair and armless in his secret ID. A limitation or a disadvantage that doesn't have as much of a game effect is not worth full value. Sometimes it's not worth anything.

     

    Of course you are the GM. Vimes and Granny Weatherwax always knew that breaking the rules was fine as long as they were the ones doing it. ;)

     

    Originally posted by MisterVimes

    Thanks for your input.:) [/b]

     

    Peace and all that.

  10. Cool character, good concept. Some thoughts:

     

    1) Where do his martial arts come from? Nothing in his skills or psych limits points back to them. A 1 point KS: Wu-Shu Kung Fu might be apropriate, or you could explain it as something programmed into his limbs from old Jackie Chan flicks. ;)

     

    2) Software Engineer wouldn't be an everyman skill in my campaign, but if your house rules allow a free profesional skill then coolness.

     

    3) It's a bit cheesy to sell back stats then buy them again through cybernetic limbs, especially when all he's losing is some End and Stun. Better to just sell back the End and Stun.

     

    4) He's a bit light on defences in this version. Some flight and and/or an invisibility shield would do wonders for him in combat (unless I'm missing something).

     

    5) The no legs and one arm physical limit is only going to show up very occasionally unless he wanders around as a triple amputee whenever he's not actively in combat. Even then, it's not an All the Time limit.

     

    Again, cool concept, just some design disagreements.

  11. I'd say it's a straight -1/4 limit. It halves the usefulness of the ability, but the figured characteristics are untouched. Going at it from a different direction, +1 of leaping costs 1 point, +1 PD costs 1 point, +1 Rec costs 2 points, +1 Stun costs 1 point, and (as pointed out above) +DC in MA costs 4 points, +5 STR in a MA maneuver costs 1 point. I'd say that "+5 STR, only for lifting" might reasonably be worth 1 point. Of course that means buying all of the benefits for +5 STR other than the damage separately would cost 6 points, or 8 if the character wants to use the STR for Grabs and Escapes. Life is hard. ;)

     

    A physical limit would also make sense; probably worth 10 points or so.

  12. Re: Jekyll & Hyde

     

    Originally posted by McCoy

    Lots of decisions need to be made before you can even start on Dr. Henry Jekyll's character sheet. Most important, what triggers the transformation to Edward Hyde?

     

    Excellent write-up of the movie version of the character. Nothing in the film about it, but I might drop the armor and add some regeneration. Hyde was afraid of being shot, and it's not unraeasonable to assume that a formula that makes him into a giant might also heal him up a bit. Maybe some Damage Reduction defined as "Evil Never Dies."

  13. Let's see if this works

    Combat Information Page

    Character Name: DIANA-BOL Diana Westerly

    Alternate Identities:

    Player Name:

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    80 STR 10 70 80 25- HTH Damage 16d6 END [8]
    29 DEX 10 57 29 15- OCV 10 DCV 10
    33 CON 10 46 33 16-
    20 BODY 10 20 20 13-
    10 INT 10 0 10 11- PER Roll 11-
    10 EGO 10 0 10 11- ECV: 3
    30 PRE 10 20 30 15- PRE Attack: 6d6
    10 COM 10 0 10 11-
                 
                 
    40 PD 16 24 40   40 PD (40 rPD)
    25 ED 7 18 25   25 ED (25 rED)
    6 SPD 3.9 21 6   Phases: 2, 4, 6, 8, 10, 12
    23 REC 23 0 23  
    66 END 66 0 66  
    77 STUN 77 0 77    
    17" Running 6 0 17"    
    2" Swimming 2 0 2"    
    16"/8"" Leaping 16 0 16" 276 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 0
    Spent: 0
    Unspent: 0
    Base Points: 200
    Disad Points: 150
    Total Points: 350
    MOVEMENT
    Type Total
    Run (6) 17" [34" NC]
    Swim (2) 2" [4" NC]
    H. Leap (16") 16"
    V. Leap (8") 8"
    APPEARANCE
    Hair Color:  Brown
    Eye Color:  Blue
    Height:  5' 0"
    Weight:  150 lbs
    Description:
    Diana is short, very lean and absurdly over-muscled. She often dyes her hair. She dresses provocatively when not in combat, and has very considerable charisma, though her face and body are not at all attractive by conventional standards.

    DEFENSES
    Type Amount Notes
    Physical Defense 40 Current BODY:
    Res. Phys. Defense 40  
    Energy Defense 25 Current END:
    Res. Energy Defense 25  
    Mental Defense 0 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 10 DCV: 10
     
    Combat Skill Levels:
    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
    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
    7 Metahuman Physiology: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
    22 Inhuman Speed: +11" Running (17" total) 2
    22 Inhuman Toughness: Damage Resistance (40 PD/25 ED) (33 Active Points); Ablative BODY Only (-1/2)
    51 Total Powers Cost

    SKILLS
    Cost  Name
    3 Acrobatics 15-
    3 Stealth 15-
    1 Language: Spanish (basic conversation)
    3 Persuasion 15-
    3 Interrogation 15-
    3 Streetwise 15-
    2 PS: Bodybuilding 11-
    2 SS: Steroid Pharmacology 11-
    3 Climbing 15-
    23 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    30 Enraged: If subjected to Ego powers (Uncommon), go 14-, recover 11-, Berserk
    15 Enraged: If insulted (Very Common), go 8-, recover 14-
    15 Enraged: If she thinks she has been lied to, tricked or manipulated (Common), go 8-, recover 11-
    25 Hunted: Law Enforcement Agencies 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
    15 Reputation: Psychotic Berserker Brick-Chick 11- (Extreme)
    15 Psychological Limitation: Very low empathy, very little guilt (Very Common; Moderate)
    Notes: With a great effort, Diana can relate to someone on a human level. She rarely makes that effort.
    20 Psychological Limitation: Will Not Back Down or Compromise (Very Common; Strong)
    10 Psychological Limitation: Likes and admires physical strength and those who display it (Common; Moderate)
    5 Distinctive Features: Extreme muscularity on a small frame (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
    Notes: Semi-pro level female bodybuilder look.
    150 Total Disadvantages Cost
    Height: 5' 0" Hair: Brown
    Weight: 150 lbs Eyes: Blue
    Appearance: Diana is short, very lean and absurdly over-muscled. She often dyes her hair. She dresses provocatively when not in combat, and has very considerable charisma, though her face and body are not at all attractive by conventional standards.
    Personality: Diana is Id unleashed, an angry young woman out to get what she wants. She has no empathy and no guilt, and kills with little provocation. Attempts to control or manipulate her drive her into a psychotic rage. Kind-hearted heroes are likely to ascribe her warped personality to her transformation, and to attempt to reform her. The truth is more complex: the monster Diana became is who she always was inside. Her powers just gave her the chance to set it free. There is one place where Diana is still able to relate to people as fellow humans; the weight room. She often spends time in hard core bodybuilding dungeons with people who "understand" her. She can even take a joke or two in those settings without killing anyone at all.
    Quote:"Do you think I'm pretty? Think carefully, I have an axe."

    "Do you like me?"-then kills someone.

    Background: Diana Westerly was an unhappy, angry child, and showed every sign of growing into an unhappy, angry woman. Short, skinny, and unpopular, she was able to shine in one area of her life; sports. Despite her size, she was faster and stronger than a girl her age had any right to be. She got into weightlifting and bodybuilding, and built her first real friendships among the gym rats. Then, in her late teens, a friend hooked her up with some of Trainer Dan's "The Juice." Diana tried it. She responded, strongly. Within a month she had added over thirty pounds of muscle, and her strength had passed the level of anything human. She had also gone from being athletic looking to being freakishly muscled. The first time a school-mate teased her about it she broke his neck. She never felt any guilt. When the cops came to her house later that day she killed two, crippled her father, and left home. Later that week the Japanese heroine "Magical Girl" mind controlled her and marched her into a local police station. Diana broke free, tracked her down and beat her to death. Since then, Diana has been on the run, taking what she wants, learning how to survive on the streets and leaving a long trail of corpses in her wake. She'd like to join a group or organization that would let her get what she wants without killing (purely for convienince sake), and sees Enforcers Inc. as a chance to build a "real career." She took the name Diana-Bol as a joke. She thinks its very clever. If you don't like it, she'll kill you.
    Powers/Tactics: Diana is very fast for a brick and has no sense of fair play whatsoever. She likes to attack from behind or by surprise, and against slower targets will perform move-bys and move-throughs whenever possible. If she manages to stun an opponent she'll always follow up with a move-through. Oddly enough she likes other bricks, and won't actively try to kill most of them. On the other hand she hates magicians and egoists, and will use stealth, acrobatics, or whatever it takes to close on them and take them down by surprise. She is most vulnerable to mental powers and energy attacks.
    Campaign Use: Diana is a high level brick with a story hook; her youth and size make many heroes feel that she could be lead to "reform." She can't be. In the campaign where she was first used she eventually entered into a romantic relationship with a brick-mage-gadgeteer who provided her with a suit of enchanted armor that protected her against Mental Powers and Drains and an enchanted axe that permitted her to perform a number of brick-tricks.
    Character created with Hero Designer (version 1.47)
  14. Originally posted by Crimson Arrow

    True, prison doesn't sem to work much in terms of reforming criminals. However, it is the legal punishment (which should be important if you are upholding the heroic ideal). Many heroes would have problems with forcibly changing someone's mind permamently, even for ostensibly good reasons.

     

    Just arguing the other side. Thus the smiley. :)

     

    It all depends on how "realistic" your campaign is and the moral tone you chose to set. Real world morality tends to be a bit more complicated.

  15. Re: Re: Breaking Personality Stereotypes for the Archetypes

     

    Originally posted by altamaros

    Basically, imagine some national/ethnic values having to be defended for one reason or the other by a foreigner/stranger. or someone having to defend ideals he/she doesn't belong to.

     

    Heh. :)

     

    Picture all of the anoying American kids who spend a week in Japan and then prance around in a yukata or kimono...

  16. Originally posted by Crimson Arrow

    Sorry, gone a bit OT. I don't think Mind Controlling people into not committing crimes is particularly heroic (see the "Squadron Supreme" mini-series). It's better than prison (at least it might to the average member of the public), but it has unsavoury connotations.

     

    I liked that Squadron Supreme story arc. Very well done (in a four-color with shades of grey kind of way).

     

    That said, look at the other side; Is it "heroic" to beat, threaten and bully people into reforming? To warehouse them in prisons where they're subjected to daily brutality and atrocious living conditions? Prisons where they learn to be better criminals? Isn't it more "heroic" to simply free them of the psychological damage and misplaced drives that have turned them into criminals, and let them pay back society for the damage they've done? ;)

     

  17. Originally posted by Agent X

    I didn't get the feeling that Fin was a bad guy. Of course, he could be written that way. Then again, most of those "heroic" Irish figures were fond of raping women so it's all relative.

     

    Never said he was. I thought we were looking for a "good guy" who could be used as a bad guy?

  18. Originally posted by umbra

    You could give them all a code against killing, and have them watched by the church for disads.

     

    Yes to both, plus Subject to Orders from the church heirarchy, Membership in the church as a perk, and maybe hunted by Demon or the Crowns of Krym. Psych limits like "True Faith" or "Secret Agnostic."

     

    Works great as a rival super-team, as emergency back-up, or as victims that need rescuing. Could even work as a hunted for Supers with a Demonic origin, or as a plot hook for an adventure investigating coruption in the church.

  19. Originally posted by umbra

    Since you all are sticking mostly to male suggestions why not make 'em all female nuns or something? Sorta like the nun character in that movie with Bruce Willis. You could still have all the different types (bricks, speedsters etc).

     

    I like this idea. The Order of Saint Joan the Defender, a Catholic Church sponsored women's super-team.

     

    Even in a dead serious campaign that could work.

  20. Re: Re: Re: Breaking Personality Stereotypes for the Archetypes

     

    Originally posted by McCoy

    Which reminds me of the badly dated pre-Reunification joke: "Is he juicing? He's got enough male hormones in his body to legally qualify as an East German woman!"

     

    :D

     

    The updated version:

    "Is he juicing? He's got enough male hormones in his body to legally qualify as a female Chinese swimmer!"

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