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Zed-F

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  1. Re: Poison's FREE Character Drawing Contest - #1 Sylph - Tatyana Konopolous [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15/55 12- / 20- HTH Damage 3d6/11d6 END [1/5] 20 DEX 30 20 13- OCV 7 DCV 7 18 CON 16 18/27 13- / 14- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 12- 14 EGO 8 14/18 12- / 13- ECV: 5/6 13 PRE 3 13/23 12- / 14- PRE Attack: 2 1/2d6 / 4 1/2d6 18 COM 4 18/24 13- / 14- 5 PD 2 5/24 5/24 PD (0/11 rPD) 5 ED 1 5/20 5/20 ED (0/13 rED) 4 SPD 10 4/6 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 7 REC 0 7/17 36 END 0 36/54 50 STUN 18 50/75 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 4 LEAP 1 4"/12" 4"/12" forward, 2"/6" upward CHA Cost: 111 Cost POWERS 41 Vegetative Grace: Multipower, 62-point reserve, (62 Active Points); all slots OIF Plant of Opportunity (-1/2) 2u 1) The Green Path I: Swinging 18", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; +1/2) (31 Active Points); OIF Plant of Opportunity (-1/2) ..........Notes: Uses any sort of plant as a movement aid. Usable as Other Movement, 0 END, etc. 1u 2) The Green Path II: Teleportation 4", x8 Noncombat, Safe Blind Teleport (+1/4), Variable Advantage (+1/4 Advantages; +1/2) (31 Active Points); Only to Step Between Trees (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Megascale, Reduced END, etc. 1u 3) Thyrsus Strike I: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Grows a holy spear to strike in melee. 0u 4) Thyrsus Strike II: Hand-To-Hand Attack +7d6 (Latent Power), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4); Hand-To-Hand Attack (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Latent Power. VarAdv - Explosive Cone, ADSO, AP, Indirect 2u 5) Wild Growth: Entangle 6d6, 4 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Vulnerable to Fire (Very Common; -1), OIF Plant of Opportunity (-1/2) 2u 6) Entangling Vines: Entangle 2d6, 3 DEF, Takes No Damage From Blunt/Crushing Attacks, Limited Group (+1/4), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (62 Active Points); Vulnerable to Fire (Very Common; -1), OIF Plant of Opportunity (-1/2) 3u 7) Grasping Vines I: Telekinesis (40 STR) (60 Active Points); OIF Plant of Opportunity (-1/2), Physical Manifestation (-1/4) 0u 8) Grasping Vines II: +30 STR (Latent Power); No Figured Characteristics (-1/2), Only to Grab, Throw, Squeeze, or Lift (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Latent Power. Vines assist Sylph's natural strength. 3u 9) Poison Ivy: Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense ([PD Forcefield, Inherent rPD, Fire Powers, Full Skin Covering, or LS: Plant Toxins]; +1/2) (61 Active Points); OIF Plant of Opportunity (-1/2), Cannot Be Bounced (-1/4) ..........Notes: Contact poison, has no penetrating ability. 3u 10) Intoxicating Fragrance: Suppress EGO 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF Plant of Opportunity (-1/2), Not vs. LS: Plant Toxins or Self-Contained Breathing (-1/4) 3u 11) Leafy Shape: Desolidification (affected by Fire, Magic), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Becomes a mass of leaves, twigs, & vines. 2u 12) Divine Nectar I: Healing 2 1/2d6, any Characteristic one at a time (+1/4) (31 Active Points); OIF Plant of Opportunity (-1/2) 1u 13) Divine Nectar II: Aid Characteristics 1 point, Can Add Maximum Of 20 Points, any Characteristic one at a time (+1/4), Delayed Return Rate (points return at the rate of 1 per Turn; +1/4), Continuous (+1) (31 Active Points); Concentration (0 DCV to Activate; -1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Gradually builds up to 20 points of Aid. Continuous only so long as this slot is active. 1u 14) Commune With The Green: Clairsentience (Mystic Group), Costs END Only To Activate (+1/4), MegaArea (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (Full Phase, -1/2), Vague and Unclear (-1/2), Only Through Plants (-1/2), OIF Plant of Opportunity (-1/2) ..........Notes: Plants don't see or hear; this is only useful for gathering 'impressions'. 1u 15) Seeds of Creation I: Major Transform 1d6-1 (Plants to Other Plants), Improved Target Group: Any Plant (+1/4), Reduced Endurance (0 END; +1/2), Continuous (+1) (27 Active Points); OIF Plant of Opportunity (-1/2), Limited Target (Plants Only; -1/4) 2u 16) Seeds of Creation II: Summon 16 25-point Guardian Plants, Limited Range: 20" (+1/4), Any Guardian Plant (+1/4), Slavishly Devoted (+1) (62 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), OIF Plant of Opportunity (-1/2) ..........Notes: e.g. Mulch Men, Giant Sundew, Triffids, etc. 13 One With Nature I: Danger Sense (self only, out of combat, Function as a Sense, Intuitional) (20 Active Points); OIF Plant Of Opportunity (-1/2) 15- 5 One With Nature II: Armor (5 PD/5 ED) (15 Active Points); OIF Plant Of Opportunity (-1/2), Requires A Danger Sense Roll (-1/2), Restrainable (-1/2), Nonpersistent (-1/4) ..........Notes: Similar to Combat Luck 7 One With Nature III: +3 with DCV (15 Active Points); OIF Plant Of Opportunity (-1/2), Requires A Danger Sense Roll (-1/2) Maenad Aspect: List, all slots OIHID (-1/4) 32 1) Strength of the Maenad: +40 STR (40 Active Points); OIHID (-1/4) 14 2) Stamina of the Maenad: +9 CON (18 Active Points); OIHID (-1/4) 16 3) Speed of the Maenad: +2 SPD (20 Active Points); OIHID (-1/4) 14 4) Intensity of the Maenad: (Total: 18 Active Cost, 14 Real Cost) +4 EGO (8 Active Points); OIHID (-1/4) (Real Cost: 6) plus +10 PRE (10 Active Points); OIHID (-1/4) (Real Cost: 8) 2 5) Unearthly Beauty: +6 COM (3 Active Points); OIHID (-1/4) 2 6) Maddened Mind I: Mental Defense (6/7 points total) (3 Active Points); OIHID (-1/4) 15 7) Wild Strength: +55 STR (55 Active Points); Only to Calculate Casual STR (-2), No Figured Characteristics (-1/2), OIHID (-1/4) ..........Notes: 55 Casual STR. 2 8) Not As Think as You Drunk I Am: Life Support (Immunity: Alcohol) (3 Active Points); OIHID (-1/4) 8 Bacchanalia: Elemental Control, 20-point powers, (10 Active Points); all slots OIHID (-1/4) ..........Notes: Wild magic of Dionysus. 7 1) Wild Resilience I: Armor (6 PD/8 ED) (21 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4) ..........Notes: Toughens skin and bones by magic 3 2) Wild Resilience II: 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), OIHID (-1/4) 5 3) Aura of Madness I: Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4) ..........Notes: Ignores pain from impact trauma. In time, may learn to ignore other kinds of pain. 5 4) Cavorting Leap: Leaping 12" (Accurate), Reduced Endurance (1/2 END; +1/4) (21 Active Points); Only to Calculate Half-move (-1/2), no Noncombat movement (-1/4), OIHID (-1/4) ..........Notes: 12" Accurate Half-leap. 6 5) The Wild Dance: Mind Control 1d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2), Continuous (+1), Cumulative (48 points; +1 1/4), Area Of Effect (16" Radius; +1 3/4), Selective (+1/4) (31 Active Points); Set Effect: Only to Relax Inhibitions for Dionytic Rites (-1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Mandatory Effect EGO +10 (-1/4), OIHID (-1/4) ..........Notes: Slowly causes others to want to join in whatever Dionytic rite or dance Sylph is performing. POWERS Cost: 224 Cost SKILLS Everyman 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Language: English (idiomatic) (4 Active Points) 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) PS: Performer 13- ..........Notes: Performing Arts, especially dance, music, opera, and theatre, but also including minor forms. 0 9) Shadowing 8- 0 10) TF: Small Motorized Ground Vehicles 0 11) WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 3 Acrobatics 13- 3 Breakfall 13- 9 +3 with Magic 3 Deduction 12- 1 Language: Greek (basic conversation) 3 Power: Magic 13- 3 Scholar 1 1) KS: Botany / Ecology (2 Active Points) 11- 1 2) KS: Fine Arts (2 Active Points) 11- ..........Notes: Especially including performing arts, but also other physical and visual arts. 1 3) KS: Metahuman World (2 Active Points) 11- 1 4) KS: Mythology (2 Active Points) 11- 3 Stealth 13- SKILLS Cost: 32 Cost PERKS 1 Contact: Alaric Von Koeln, UNTIL Commander's Son 8- 2 Contact: Magnesia, Centaur, Sister Servant of Dionysius 11- 1 Contact: Penelope Peterson, Retired Newshound 8- 1 Money: Well Off, $100k/annum 1 Vehicles & Bases PERKS Cost: 6 Value DISADVANTAGES Sylph Psych Lims 10 1) Psychological Limitation: Overly Compassionate (Common; Moderate) ..........Notes: Helps people in trouble, even at her own expense. 15 2) Psychological Limitation: Timid (Very Common; Moderate) 10 3) Psychological Limitation: Code vs. Killing (Common; Moderate) ..........Notes: Reluctant to switch to Maenad aspect as a result 15 4) Psychological Limitation: Multiform Amnesia (Uncommon; Total) ..........Notes: Cannot remember actions taken in Maenad identity. Maenad Psych Lims 0 1) Psychological Limitation: Overconfident (Very Common; Strong) 0 2) Psychological Limitation: Reckless (Common; Strong) 0 3) Psychological Limitation: Wild Thing (Common; Strong) ..........Notes: Violent, sexy, uninhibited fun is her thing. 20 Accidental Change: Intoxication, Always (Uncommon) ..........Notes: Usually but not always by chemical means. Changes back when KOed or asleep. 15 Accidental Change: Stunned or Takes BODY as Sylph, 11- (Common) ..........Notes: Changes to Maenad aspect. 5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: Dion Bach 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 15 Hunted: Agents of not-so-friendly Greek Gods 8- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Mildly Punish: Challenge) 5 Physical Limitation: Heavy Sleeper, -3 PER to wake up (Infrequently; Slightly Impairing) 15 Social Limitation: Secret ID (Frequently; Major) 10 Vulnerability: 1 1/2 x STUN Mental Powers (Common) DISADVANTAGES Points: 150 Base Pts: 200 Exp Required: 23 Total Exp Available: 35 Exp Unspent: 12 Total Character Cost: 373 Background/History: Tatyana hadn't really intended to go to the party. Raves at the secluded mansion that is home to the reclusive Dion Bach aren't really her normal style. She had a botany exam to study for, a ballet rehersal to attend, a mythology paper to write... and she was too shy to feel comfortable hanging out at a party with a bunch of strangers anyway. But one of her classmates somehow managed to get ahold of an invite, and then got sick and couldn't go at the last minute, and her partying friends were all either going themselves or otherwise busy, and one of them suggested Tatyana should go. It would do her good, they said, and besides, what about her classmate's poor date? So, with some reluctance, Tatyana allowed herself to be pressured into going. It was an amazing experience -- completely not what she expected. She expected to be a wallflower, to try to convince her blind date to let her go home early. But there was something in the air that night... something that set her afire. Soon she stopped worrying about her exam, her rehersal, and her paper. She stopped caring what others might think of her, got out on the dance floor, and really started putting on a performance. She danced a kind of wild, powerful, sexy, uninhibited dance she'd never dreamed of before. She totally let herself go, abandoned herself completely to the mood of the evening, neither considering nor caring about the consequences... Sometime later she awoke. The rave hall was completely in shambles. Her clothes were torn asunder, the walls had gouge marks aplenty, furniture was upended and, in many cases, broken. She found a note near her, along with a single long-stemmed rose. "My compliments on a most enjoyable evening. You were certainly the highlight of the evening's entertainment, and I do not say so lightly. Though you may not have realized it until now, you and I share a gift, my dear. It is my hope that you will explore this gift further, as it can be most rewarding. You will find fresh clothes and a powder room past the red door at the end of the hall; when you have freshened, one of my servants will lead you out. I hope that I can count on your presence the next time I host a party. Until then, Dion." Puzzled and confused, Tatyana on impulse threaded the rose through her hair, and did as she was bid, and soon found herself outside the mansion and taking a bus back to residence. It wasn't until a couple weeks later that she first realized there was something different about her. She'd taken to wearing flowers in her hair a lot more than she had in the past -- it just felt right, somehow, and she never seemed to have much trouble making them last. But what got her attention one day while shopping for some new, all-cotton and flax clothing, was the feeling that something was wrong, something behind her. Responding instinctively to the feeling, she suddenly spun and dodged to one side, faster than she would have thought possible, just in time to watch the purse snatcher who was going after her purse sail by, hit a display of potted plants outside another store, and fall in. And once he got in, he couldn't seem to extricate himself. At least, not until mall security had come to take him away and hold him until the police arrived. Dozens of spectators watched the man struggle, laughing at the strange coincidence... but Tatyana wasn't one of them. She knew better. There was no coincidence... she had felt what the plants had sensed, how they needed to grow to hold the man down, and she had encouraged them to grow in just that way... by allowing some of the petals of the flowers in her hair to float over to the potted plants and communicate her wishes. And the potted plants had obeyed. Tatyana stood frozen until the crowd had dispersed, introspective, before finally continuing on her way. By the time she'd arrived back in residence and put away her new clothes, she had reached a conclusion. Other people might need help, too. There had been stories of superheroes in the newspaper every day the last week, hadn't there? Perhaps she could help others in ways only superheroes could. Perhaps she had become a superhero herself, now. And if so, didn't she have an obligation to help others that need it? It would be the right thing to do, wouldn't it? Her natural reticence nearly caused her to balk, but she decided she must at least give it a try. So, she spent the day practicing speaking to plants, getting some idea of what she could do. And tonight, she will embark on her first night ever as a superheroine. Personality/Motivation: Tatyana is a bright but naturally shy and timid young woman. She tends to assume everyone is as responsible and good-hearted as she is, even though intellectually she knows it's not true. Tatyana is very giving and always strives to do what she feels is right, but she also suffers from low self-esteem and tends to surrender her judgement to others too freely, which has sometimes caused problems for her. Occasionally her strong conscience wars with her timidity and desire to fit in, which typically leaves her unsure about what to do. Since her transformation, she has become more giving of herself than ever, spending less time at her studies and more time helping out where it seems others are unable to. She is still new to her powers and to superheroing in general, however, afraid of what might happen if she makes a mistake, and afraid of biting off more than she can chew. Especially she is afraid of what might happen if she allows herself to lose control again, like she did at Dion Bach's party. She's still not really sure what happened, but it looked... destructive. How can she know someone won't get seriously hurt the next time? Tatyana's Maenad aspect / personality is as wild as her normal personality is reserved. She is a true party animal, and the more raucous and violent the party, the better. She's not evil by nature, and has vague intentions of acting for the greater good (especially Dionysus's greater good) but lets herself get carried away easily and isn't at all cautious about using her great strength. While in Dionysus's presence, she'll follow his every command to the letter, to the best of her ability, without care for the consequences to herself or anyone else; otherwise she'll generally do whatever seems to be the most fun. While Tatyana's normal personality never remembers what happens while her Maenad aspect is in control, the converse is not true. If Tatyana gets in trouble in her normal form, her Maenad aspect has no trouble at all knowing whom to beat up. ---------- Now, a few months later, Tatyana has now gotten her feet wet in the hero business. She's coming to terms with her wild side and is close to discovering a bit more of the nature of her service to Dionysius. She will soon come to understand at least some of the implications of Dionysius's power: the creative and destructive powers of madness, genius, and freedom from society's restraints and taboos. Despite Dionysius's reputation for unpredictability -- and despite her Maenad aspect having the same reputation -- his nature is to promote freedom of will and expression, not deny it. Tatyana will shortly realize that when Dionysius elects to interfere with a mortal's life, whether to promote greatness or ruin, he works within the context of a person's true inner nature. As long as Tatyana remains essentially good-hearted, she has nothing to fear from her mentor's plans for her; he cannot and would not use her as a tool for evil. The path that has been leading to this conclusion has been a long and arduous one for Tatyana, and though she's not quite reached the end of it yet, it has still left her with significantly improved self-esteem. She is growing in confidence in her ability to make the right decisions for herself, and in her ability to handle whatever trouble or danger she might come across. She has also become more in tune with her wild side, and has learned to relax more and have fun when the opportunity arises, realizing that she doesn't need to take the weight of the whole world on her own shoulders, that there are others around who can and will take up the slack when she needs a break, and that she must take care of herself first if she is to help others. She has not yet gained enough self-mastery to be able bring forth the Maenad side of herself at will, but this will come soon. When she is fully ready and it does, she will be more willing to do so in dangerous situations, and less afraid of potential ramifications. At that time, she will begin to be able to recall events that have taken place while she is acting as Dionysius's Maenad champion after she has returned to normal. For by then, Tatyana's Maenad side will no longer be so far removed from her own baseline personality as it once was, either. She will no longer quite so reckless, either physically or socially... though she'll still has a lascivious sense of humor and of abandon about her. She'll also be even more alluring than before, with just enough extra humanity about the eyes to offset her otherworldly mein. Tatyana hasn't quite got to this point yet -- she still has one or two final discoveries to make about herself first. But the end of this road is in sight... and with it, the beginning of new roads of self-discovery. Quote: Sylph: "Stop that! I don't want to have to hurt you..." Maenad: "Come on and dance!" Powers/Tactics: In her normal form, Sylph has been granted the ability to control plants. This is a sliver of divine magic she has been gifted by Dionysus, by way of apology for her becoming a Maenad, and as a token of his favour. In combat, she normally prefers non-violent means, and will typically seek to entangle or drug foes rather than bash them over the head. She's also capable of using plants as a means of locomotion and defense, of transforming one type of plant into another, and even tapping into the awareness of plants in the area to increase her alertness and responsiveness to danger. Her most surprising ability is to literally become a collection of twigs and plants herself, which she will often use if seriously threatened, as in this form most attacks pass through her without causing significant harm. All of these abilities require that some form of plant be nearby, either so that she can merge her awareness or form with that of the plant, or so that she can grow that plant into whatever shape she requires. She typically wears a living garland of flowers, or at least some flowers in her hair, that she can use for this purpose. If all else fails, she has the option to assume her Maenad form. Sylph is loath to do this as she has no control over what she does while in this form, and what that form does is often violent and destructive; moreover, when she awakes from her transformation, she has no memory of what happened. She will also transform involuntarily if she becomes intoxicated or entranced in some way, and so Sylph avoids intoxicating substances as best she is able. ----- Tatyana's Maenad personality is pretty much a straightforward brick, if a speedy one, though she does have a couple special attacks. Her primary one is her ability to summon a magical thrysus, or a fennel staff tipped with a large pine cone, with which she can strike with great force and through which she can channel wild magic. Her other special attack is the ability, by dancing, to stimulate others near her to join in the dance, to the exclusion of being able to do anything else. This latter ability is more suited to use against the weak-willed, however. In time she may learn other abilities. Until then, however, she also has some access to various mystical and mundane resources through her patron deity... though such resources are currently assigned at Dionysus's behest, and not her own. She is a servant of the god, more than a supplicant, though Dionysus might use her to perform some task on behalf of one of his supplicants. Campaign Use: Tatyana will probably be fighting battles in her normal ID more often than most characters would. It is important to the character that the decision to switch to heroic ID be a difficult decision, and one not taken lightly. As she'll generally need to be in over her head before she'll consider switching to her heroic form, she will often take at least one hit before doing so. She needs sufficient defenses to avoid being hit too easily and sufficient durability to not get one-shotted if she is. However, she can't have too much durability or she'll never really need to switch forms. Accordingly, she should have low defenses and moderate CON but relatively high BOD/STUN in normal ID (so she can take that first hit,) with both defenses and STUN improving substantially in heroic ID. Character development: Sylph has figured out two sides of the triangle she needs to decipher. She's started to worry less about 'what if' regarding the Maenad and she's realized that she and the Maenad are the same person. She's also learned not to take on too much responsibility at one time and relax a bit more when she gets the opportunity. The third side that she still needs to learn, is that Dionysius has plans for her, and that those plans are not bad ones in the long run. For her to be useful to Dionysius as a champion, he can't go against her nature... and her nature is basically good. In Greek mythology, even the gods are bound by their choices. Once she's learned this, she'll have progressed enough for her two personalities to merge closer together... which will result in some readjustment of her disadvantages and some new problems for her to overcome. Planned future abilities: - Thyrsus Strike II - Grasping Vines II - Seduction skill Experience: Green Day: 2 XP Red Path, White Noise: 5 XP Orange You Smart, Silver Scream: 7 XP Yellow Fever: 4 XP Serpent's Tooth Part 1: 4 XP Wild Dance Re-work: 1 XP Purple Majesty, Scales of Green, Serpent's Tooth Storyline: 12 XP Appearance: Tatyana is a lithe and willowy young woman, with a dancer's lean but muscular physique, and a youthful innocence about her that makes her seem younger than her 20 years. Her fine-boned frame belies the fact that she is actually quite wiry and fit. She looks like a strong breeze could blow her over, and her reserved demeanor doesn't make this seem any less likely. Though she is fair-skinned, her race is nearly impossible to determine from first inspection, for in truth she's quite the mongrel; she's got Russian Jew, German Protestant, Italian Catholic, and of course Greek Orthodox in her family tree, though she's a third generation American herself. When dancing or at school, she will of course wear appropriate attire or uniform clothes, but otherwise she wears comfortable casual clothes made of natural fibers, with an eye toward value rather than the latest styles. When she's adventuring, her clothing literally comes alive, blooming with green growth and flowers; moreover, her features develop an otherworldly cast to them, which makes it difficult to recognize her when compared with her normal appearance. Expanded Appearance section for Poison's Art Thread Height: 170cm (5'7") Weight: 50kg (110 lbs) Eyes: Green Hair: Blonde Complexion: Caucasian (fair-skinned) I'm imagining a composite picture showing both Sylph and Maenad, with Sylph on the left side of the page and Maenad on the right side, each facing either forward or slightly toward the middle of the page. Sylph is wearing a crop shirt with sleeves that reach just above her elbows and which ends just above her navel, capri pants, and ballet flats. However, all of these are composed of living fibers and as such are a variegated green in hue and covered with small flowers of various colours. There may be textural patterns in the clothing as well by way of decoration. She is standing in a ballet 3rd position (heel of her right foot against the middle of her left, pointing outwards perpendicularly) and is holding an apple on the palm of her outstretched right hand, her elbow at her waist. The apple is a sweet variety, such as a golden delicious or gala apple, and as such is golden yellow, possibly with orange or green hints to it depending on the exact variety. Her hair is held up in a ponytail, bun, or similar, and she has a large number of bright flowers acting as the clasp that holds them in place. Her expression is an elfin smile over fine-boned features, proferring the apple pleasantly but demurely. Maenad, in contrast, is not at all demure. She is currently dancing; her right leg (toward the center of the page) is her weight-bearing leg at the moment, but she is either en pointe or has just made a small hop off it as her foot is curled so her toes point straight down. Her left leg is retire devant, i.e. bent at the knee such that the toes of her left foot are at the hollow of her right knee. She may be doing a pirouette, or about to perform a battement or some other move from that position. Her arms are thrust above her head, and hold a large two-handed spear in a balanced manner; the spear is a thyrsus, made of fennel, and its tip is a large pine cone. Just under the base of the pine cone there are a number of fern fronds that serve as visual distraction and blood sops, much as the tassel on an oriental spear (e.g. Qiang) does. Maenad's blonde hair is long (reaching her waist), and loose, and has flowers strewn throughout it, her face is slightly upturned with the rapture of the dance. The top half of her costume is a flower lei that isn't quite wide enough to conceal the sides of her breasts. The bottom half of her costume is a string bikini of the style where the waistband rides high above the hips. The strings of the bikini are composed of vines (grape vine) and these form the sides of the crotchpiece as well; the middle of the crotchpiece is composed of flowers which nestle between the vines. She is barefoot, but has more vines twining loosely around her calves in lieu of legwarmers, and also around her arms between wrist and elbow. Overall it's a very skimpy outfit.
  2. Re: What would your sidekick be named? An honest-to-goodness kid sidekick, like from the silver age? None of my PCs would encourage anything so irresponsible; they all would draw the line at a follower who was under the age of majority, or at least around their own age if they themselves were still underage. Soulbarb already has Nocturne, a 0-pt. AsPow DNPC love interest. On the other hand she does often do her investigation in her secret ID, and any tag-alongs at that time are potential temporary sidekick material... but she's certainly not going to get them involved when the fur really starts flying. Sylph similarly has a couple NPCs that she tends to hang around with, Alaric and Magnesia. As far as I know they are AsPow NPCs though. She'd consider herself too young and inexperienced to take on an actual sidekick to mentor. Beastwarden has Glaive, but she's not really a sidekick either. Like Beastwarden, she's a refugee from another time, lost in the mists of history. In Beastwarden's current game, she's fallen a bit from her heroic roots and become a super-mercenary; one of his current goals is to try to redeem her. Glaive is a bit less powerful than Beastwarden.
  3. Re: Poison's Champions Art Thread I'd be potentially interested.
  4. Re: Hero Version of The Everyman Even if I were to agree with you on those damage rankings -- and I'm not sure that I do -- that's why hero simulates CINEMATIC realism. If you want to play real life boxing... go get in the ring or watch a match. I mean come on. If Hero were the real world, we'd have all sorts of other absurdities to contend with. Two average people with average strength, no particular skill at fighting, and no weapons but their fists, would never be able to kill each other. But we all know that does happen from time to time, and even more it sometimes happens in one blow -- flatly impossible in Hero terms even taking hit location modifiers into account. There is such a thing as taking the quest for realism too far. We are here to have fun playing characters and being the hero or the villain, not worry about simulating everything down to the Nth degree. A certain amount of simulation is good for suspension of disbelief. Too much will wreck your game.
  5. Re: Hero Version of The Everyman You know I really don't think the game physics don't model real physics all that closely. There are lots of instances of people physically toughening themselves up so they can take more punishment on a regular basis. Iron shirt techniques, Guiness book of world records stuff, etc. Do these help against falls from 10 story buildings? Probably not. But unless you want to model every kind of defense as a limited defense against certain kinds of damage, there is such a thing as aiming for too much correspondence between the game world and the real world it can never simulate with perfect accuracy. I say let the game be the game, give your characters more than 3 PD, and don't worry about it so much.
  6. Re: Hero Version of The Everyman If you want to bother keeping track of all that stuff for a normal with a bat in a supers game, go for it.
  7. Re: Hero Version of The Everyman Well it depends on whether you're doing it in a superheroic setting or a heroic setting, I suppose. Usually in supers settings there are no STR minima.
  8. Re: Hero Version of The Everyman I'd call a baseball bat a +3d6 or +4d6 HA myself, making it a 5d6-6d6 attack when wielded with 10 STR.
  9. Re: Your PCs might be Underpowered if...
  10. Re: Your PCs might be Underpowered if... ... they can't eat their Wheaties because they have trouble picking up the box.
  11. Re: Your PCs might be Underpowered if... I think the usual claim is that you can build any concept in Hero, not that you can do it on 350 points. I've occasionally seen people argue that you can build an 'early version' of most comic-book supers on 350 points, but for some characters whose first appearance was at a high power level, that early version might be a version of the character that never actually appeared in the comics. That said, I do think most concepts can be adequately built on 350 points... for certain values of adequate. I don't think you're trying to argue against the possibility of approximating a character for less points than a full build would take, though, so I'll leave it at that.
  12. Re: Your PCs might be Underpowered if...
  13. Re: Your PCs might be Underpowered if... You know, the rule book does have a variety of starting point levels for different power level games. I'd suggest that a character designed to hang out with the JSA probably shouldn't be using the detault standard superhero basis from that list. You can have a 700-point starting superhero for a cosmic level game just as easily as you can have a 450- or 600-point basis for high powered supers that aren't quite cosmic, or 350-point starting superhero for a 'standard' supers game, or 250 for low-powered street level. In fact, you can make up whatever point basis you like to suit your game, and the rulebook encourages you to do so. So I don't get where all the angst over point totals is coming from. *shrug*
  14. Re: The fall of your character Soulbarb would be way too involved to go into here. I've just about got a life story mapped out for her in my head -- the bare bones of one at least. Maybe someday I'll write up enough of it to go into more detail. Sylph is the Champion of Dionysius and isn't likely to die (at least not permanently.) Most likely, when the time comes for her to retire, she will wind up taking up residence in the Land of Legends, and Dionysius will choose someone else to take up her mantle. Ruin has died several times already. He gets better, much to his chagrin. He would love to finish the job once and for all, but there's this little matter of a curse involving a love triangle that needs to be tended to first. He'll either have to have his obsession with his love interest be truly requited, or will have to give up on it entirely and willingly in favour of a rival, for his finale to play out and for him to die a final death. John McCormack (aka Revenant) has already died as well, he just doesn't know it yet. He'll have to find and recognize his granddaughter, and realize the true nature of his continued presence in the world of the living, before he might be willing to move on. On the other hand, that could just be an occasion for a radiation accident, wherein he decides upon a new calling for himself on Earth, and opts not to go quite yet after all...
  15. Re: Starting power level for a superhero game Depends on the tone you want to take. If it's Dark Champions, focusing mainly on agents, conspiracies, investigation, and so forth, with the occasional supervillain thrown in here and there somewhat sparingly, then I'd go with 150+100 for the PCs. If it's going to be full on Champions, facing multiple supervillains at once, large numbers of agents, less grit and less lethality, then I'd go with 200+150. DEMON works well as a primary antagonist at either point level.
  16. Re: Slumming it: Champions/Dark Champions Game Well, I already tackled Soulbarb and Sylph above, assuming I had to adjust the tone of the character as well as the power level; i.e. Soulbarb @ 250 has a very different (and darker) feel than Soulbarb @ 350. For the sake of argument, supposing I had to drop power level for Sylph but keep the feel / personality of the character intact... the easiest thing to do would be to say (for whatever reason) her Maenad aspect won't come out to play for that session. That should get her to around 250 points but keep her personality mostly the same. Of course, she's still got a very 4-colour attitude which might not play all that well in a Dark Champions game. Some other characters I'm currently playing: Beastwarden is an animal shapeshifter built on 350. He has a very 4-color attitude (though not as much as Sylph) and as such he doesn't really fit in a Dark Champions game; however, his DNPC (Glaive) does, and is built to the right points level. I might bring her instead. Alternatively, I suppose I could just drop his animal multiform and leave him as a detective/shaman... the only problem is he's not very useful in combat without his multiform. I couldn't very well keep the multiform in a 250-point game, though -- it'd be far too much work to convert all his animal form writeups to that level. Still, if the GM doesn't mind him not being terribly useful in combat and is prepared for him to contribute in other ways, that could work out. Revenant is easy. He's already built on about 250 points. He's a hard-boiled pulp detective in a supers setting. (He also happens to be dead, but it hasn't stopped him so far.) He should transition to a Dark Champions game as is with barely a ripple. Ruin, at 400 points, is for what amounts to a quite high-powered Dark Champions game already. For a lower-powered game, he has a big-ol-VPP of Wuxia chi powers and superskills that he could drop. That would turn him into a fairly generic martial artist, though, which would certainly hurt the feel of the character. I'd be more inclined to rework his VPP so it's about 1/2 to 1/3 the size it currently is, remove some of the higher-powered slots, and reduce characteristics and other stats accordingly. That would take some work. On the upside, his personality and motivations can handle the adjustment pretty much unchanged.
  17. Re: What's in the moon? A giant block of green cheese?
  18. Re: Who homages the Watchmen or those the Watchmen homaged? This is exactly the sort of problem my character Soulbarb, a Dark Champions character, struggled with for the early part of her career. She had always been willing to use less than ethical means to succeed -- only when push came to shove, not as a matter of course -- and was always as careful as she could possibly be to not make any mistakes. To succeed. The problem is, even if you don't make any mistakes, sometimes you just can't predict all the ramifications of your actions. Soulbarb eventually does come to realize this and starts striving to mend her ways, though only after things blow up on her due to circumstances beyond her awareness or control. That event is the transition point from the early Dark Champions part of her career to the later Standard Champions portion.
  19. Re: Enter Fluffy (or "Aw, can't we keep 'em?") Soulbarb is not a pet person. She doesn't know much about aliens either. She is from Houston though... maybe someone from NASA could help. Sylph would find it cute, mostly, and she can certainly appreciate the motivation to change forms into something fairly scary, when in danger. She's just not sure she's the best person to look after a pet. She doesn't really have time to take it for walks or anything. Odds are very good she'll call up UNTIL and find out what, if anything, she's supposed to do when confronted with a cute alien puppy-monster-thing. Beastwarden would be fascinated. He'd be all for studying it, but not with a microscope or scientific tests. He'd be far more interested in just letting it do it's thing and observing it. As an animal shapeshifter, he'd be very curious to see if he could bond with it sufficiently to be able to adopt the puppy's form and abilities himself.
  20. Re: Superhero Legacy. Passing on a Name Soulbarb has powers that stem primarily from being soulbound to a powerful demon. She isn't going to be thinking about legacies at all until she can throw off that particular set of shackles. Had she never been soulbound in the first place she would have become a powerful mage, and still might someday once the demon has been dealt with; if that comes to pass she might start thinking about legacies at that time. Sylph has a powerset that amounts to being blessed and chosen by a particular Greek god (Dionysius.) She can't really train people in that, but with more experience under her belt I could see her becoming a mentor for someone who had been similarly empowered and needed help dealing with the changes that result therefrom. Especially if their powers result in a lot of weirdness suddenly cropping up and disrupting their lives. (Her advice -- go with the flow, do what seems right, and don't worry about making mistakes. Mistakes are inevitable but as long as you are trying your best and are morally centered, things will work out in the long run.) For the moment, though, she's too new and still too uncertain of herself to really consider herself a potential role model.
  21. Re: Who homages the Watchmen or those the Watchmen homaged? For my own roster, sadly no. But Random, one of the characters in Outside People on Hero Central, is pattened after a somewhat more limited Dr. Manhattan. He still has a cosmic VPP but it's limited to self-only powers and is quite a bit smaller than what Dr. Manhattan shows; no teleporting crowds home for Random. Still it's enough to do many of Dr. Manhattan's stunts as portrayed in the movie.
  22. Re: Ultimate Suppresser When he first started out I don't recall him being that powerful... I thought he got more powerful as he went along. But I could be mistaken.
  23. Re: Your PCs might be Underpowered if... ... your team has to be saved by the Wonderpets.
  24. Re: Limitations on VPP Pool I would say if you really want to go that route, use the idea of paying for the real point reserve and the AP reserve separately as has been described as a house rule elsewhere. Then if you want to buy a single shot VPP to represent one charge powers, you buy a 'real points' reserve of 20 RP, and an 'active points' reserve of 60 AP. I don't recall the house rule costs for that, but I believe in most such house rules you can still apply the '1 charge' limitation to the 60 AP reserve if that is the limitation that must always be taken. Though if it's a total of 4 charges... I would cost the lim on the AP reserve at that level, which I think is -1. Each individual power would still have to take 1 charge to be at the -2 level and thereby fit in the real point reserve. Assuming the RP reserve is still a 1:1 point cost, that the active reserve is still a 2:1 point cost, and that you don't take any advantages on the active reserve to make it as easy to use as the MP would normally be (remember VPPs are slower to change by default), that would come out to 20 CP for the real reserve and (60/2) / (1+1) = 15 for a total of 35 points. That will get you 4 one-shot trick arrows, but it will take a while to find the right one in the quiver when you need it. Just remember it requires a house rule.
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