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S7Michelle

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Everything posted by S7Michelle

  1. Thank you so much for all of the suggestions. I had already spoken with my GM a bit about the subject and had asked for suggestions, but I got the impression he’d wanted me to be a bit more clear about the direction I wanted to take with her first, which was why I was hoping to get some additional inspiration from here. From the questions he has asked thus far, I don’t think he currently has anyone specific in mind I really liked DShomshak’s suggestion: “The extended family called "the Blood" are exactly this: Super-powers run in the family. Some members are heroes, some are villains, some just living their lives. (They also appeared in the very early supplement The Blood and Dr. McQuark, IIRC.) Not part of the CU, but it would be easy to splice them in.” And have purchased the book. I also reviewed Lord Liaden’s link to Champions Universe: Unique Character Origins. There are a lot of good ideas there. Using something like “General Zima and the Morimoto brothers” as inspiration for a more U.S. based family is something I’m seriously considering. Peter "Amazing Man II" Renton, and his wife Marcy Gibson-Renton, formerly the gadgeteer and powered-armor hero "Electron” are also very interesting options. Duke Bushido’s suggestion also sounds fun: “Why the child of heroes? It might prove amusing to have your parents rooting for you, giving advice, cheering you on, collecting news clippings of your exploits and hoping and praying that you never find out that they are retired and still-wanted supervillains.” And of course, Mr. R’s Sky High suggestion could work as well. And could be combined with something like “The Blood” for both villainous and heroic relatives of various types. I think I’m going to mention all of these ideas to the group and my GM tonight and see which ones gain the most traction and then take it from there.
  2. We are going to be starting a new Champions game (Hero 5e) soon, and I thought it might be fun to play a character that has a legacy type background, possibly one where mutant powers run in the family. My character Crystal Shield, will be a relatively young (20s) brick who can change into a crystal form (smokey quartz). She tends to be a bit of showoff (overconfident and showoff flaws, PS: model and PS: social media influencer), but her heart is in the right place. She has a public id. I spent quite a few points buying her family as a contact: 21 points, Powerful Family (11- (2), Extremely Useful (3), Good Relationship (2), Organizational Contact (x3) and have a hunted that is basically enemies of her family/legacy rogues gallery. That said, I’m currently having a little trouble determining whether or not I should use cannon characters as her parents or just try creating my own. I think using already established characters could be fun, and our GM is quite familiar with the setting. But I’m not quite knowledgeable enough to know who to consider and there is so much material out there. I was hoping that maybe I could get a few suggestions of characters to consider for her mother and father and which book or books to look at (I have quite a few 5e books and would be willing to pick up a few more if they would be helpful). In terms of setting, I think we will probably end up in either Millennium City or Bay City. But I’m sure that we could always just say that cannon characters from another area recently moved there. I believe the GM is planning to go with a "the Champions have disappeared and your team will need to step in and replace them" type plot, at least to start.
  3. Re: Southern Belle And a picture. Okay its a chibi picture but it's cute and it gives you a basic idea of what she looks like.
  4. Re: "It really isn't that unusual" Power Thank you for all of the suggestions. Ultimately I went with It really isn't all that unusual: Invisibility to Sight Group, No Fringe (30 points), Invisible Power Effects (Character can be seen just doesn't stand out as unusual or memorable) (+1/2), Reduced Endurance (0 END, +1/2) (60 Active Points), Not vs. people with mental defenses (-1/2), Not vs. cameras (-1/4), Does not apply in combat (-3/4) Total Points: 24 I can put it in her multipower for two points and it seems like it should reduce her chance of being caught significantly. Being able to blend into a group and just slip away from the heroes or not having to worry quite so much about someone recognizing her and calling the police seems quite worth two points.
  5. Re: Vulnerability: You HIT me / You HURT me Thank you for all of the suggestions. The GM and I seem to have decided on the following: 10 I can't believe you hit me: Susceptibility: Belle takes 2d6 of stun when struck in hand to hand combat (Common 10, Instant +0, must be touched -5, 2d6 +5) The delaying a phase, half-phase, etc. would make a lot of sense as well, though it would definately need to just apply to the first strike in combat or else she could easily end up delayed for the entire fight. Oh and I really liked the pictures, especially the third one.
  6. Southern Belle is the character I'm submitting for a new play by post game. Comments and suggestions are welcome. The game itself is set in the Champions Universe and is basically a standard superhero level game, except that the active point limit is 60. Southern Belle / Annabelle Buchanan Powers: Southern Belle is a mentalist who primarily uses mind control enforced requests, such as "Would you please be a dear and hand me that cash box? Thank you so much." and an ego blast in the form of sleepiness, "My, it is warm out today isn't it. Doesn't this heat make just make you feel like taking a nice little nap?" She also, carries a parasol which can be used as both a shield and weapon and has a few defensive powers based on the fact that her enemies just don't really want to hurt her all that much. Origin: Annabelle Buchanan was born to into a wealthy southern family who never expected more of her than to be decorative, know enough to get along well socially, and to eventually marry well. Unfortunately, that was not to be. The year that Annabelle graduated with her bachelors degree in art appreciation, her father managed to lose the family fortune to a mix of bad investments and the results of the IRS discovering quite a few irregularities. Almost immediately thereafter, Annabelle's fiancé broke up with her, only to marry another heiress only a few months later. Annabelle reacted badly to the family's change in fortunes, suffering a breakdown and having to spend several months under psychiatric care (Possibly in the Goldenmeadows Facility). Ultimately, Annabelle's time under the psychiatrist's care had unexpected results. Annabelle isn't entirely certain herself what led to her gaining her powers. Perhaps, she'd had the potential all along and just hadn't realized it until stress and need awakened them. Perhaps, one of the drugs her psychiatrist gave her triggered them. Perhaps it was something else entirely. All that she knows is that while she was charming and attractive before the breakdown, now those gifts have been greatly magnified and thus Southern Belle was born. Personality notes: While gracious and polite, Belle feels entitled to the wealth and social standing that should have been hers. She has neither the desire, nor really the necessary skills, to work for a living, though she still has every intention of having the rewards that work generally brings. In addition to being, well lazy is such a harsh word, Belle really isn't all that bright. Part of this is due to the fact that she was never encouraged to excel intellectually, but even more of it is just a lack of natural ability. Even if she had tried, Belle probably would never have been more than an average student. And in both high school and college she focused much more on being popular and attending parties, joining the right sorority, etc. than she ever did on her classes. Finally, Annabelle is quite simply not entirely sane. She is perfectly comfortable walking down the street in clothing that went out of style centuries ago. She has been known to tell stores or restaurants to send the bill to the "Goldenmeadow Plantation," (which does not exist). Her statements and actions tend to imply that she may be living, at least in part, in her own delusions. Annabelle isn't fond of killing or messiness in general and is unlikely to kill anyone herself unless strongly pushed. Some schemes and plans of the villain: Belle doesn't tend to have highly ambitious plans or schemes. Most of her plans are along the lines of "ask nicely for the item I want and then once they give it to me, leave." Her primary goal is to live as luxurious and pleasant a life style as she can. Though, if thwarted or if a hero is especially rude to her, I can see her seeking revenge. Other details: Belle honestly is better off in as part of a group, or at least partnered up with a more ambitious partner. As long as she is treated well, and pampered, she is likely to readily assist someone else's master plan. She'd probably prefer that actually. It's much easier to let someone else do the thinking for you. I can easily see Belle taking on the role of girlfriend to one of the other team members or more likely the team leader. Character Sheet: 10 Strength 0 20 Dexterity 30 15 Constitution 10 10 Body 0 9 Intelligence -1 26 Ego 32 25 Presence 15 26 Comeliness 8 5 PD 3 5 ED 2 4 Speed 10 5 Recovery 0 30 Endurance 0 23 Stun 0 OCV 7 DCV 7 / 9 ECV 9 Total Characteristic Points: 109 Skills: 3 Slight of Hand (13-) 3 Stealth (13-) 6 Animal Handler (14-) (Equines, Canines, Felines, Birds, Raptors) 3 Bribery (14-) 3 Conversation (14-) 3 High Society (14-) 3 Persuasion (14-) 3 Seduction (14-) 3 Concealment (11-) 1 Familiarity: Disguise (8-) 4 Gambling (12-) (Card Games) 4 Transport Familiarity (Horses, small wind-powered boats, large motorized boats, skiing-snow) 4 Professional Skill: Appraisal (13-) 2 Professional Skill: Personal Finance(11-) 2 Professional Skill: Sewing (11-) 2 Knowledge Skill: Art (11-) 1 Language: Basic Conversation: French Total Skill Points: 50 Perks 1 Fringe Benefit: Passport 5 I've Started Rebuilding My Fortune: Money: Well Off Talents 1 Never Gets Mussed: (Player Created Talent): Hair and costume always stay neat and clean so long as that's what Belle wants. Powers: 60 Mental Powers 6U Penny for your Thoughts: Telepathy 8d6; Reduced Endurance (0 End; +1/2) (60 active points) 6U Sweet Dreams: Ego Attack 4d6; Reduced Endurance (0 End; +1/2) (60 active points) 6U Please: Mind Control 12d6 (60 active points) 5U Pretty Please: Mind Control 4d6, Cumulative (+1/2), Increased Cumulative points, x4, 96 points; +1/2), Reduced End (0 END, +1/2), Telepathic (+1/4) (55 active points) 3U Please Just Stand Right There: Entangle 2d6, 2 Def, BOECV (Mental Defense Applies; +1), Takes No Damage from Physical Attacks (+1/4), Works against Ego, Not STR (+1/4), Reduced End (0 END, +1/2), (60 Active Points), Mental Defense Adds to Ego (-1/2), Cannot Form Barriers (-1/4) Total Points: 34 6U May I have that? Telekenisis (20 strength) Fine Manipulation (40 points) Reduced END (0 END, +1/2) (60 active points) 2U It really isn't all that unusual: Invisibility to Sight Group, No Fringe (30 points), Invisible Power Effects (Character can be seen just doesn't stand out as unusual or memorable) (+1/2), Reduced Endurance (0 END, +1/2) (60 Active Points), Not vs. people with mental defenses (-1/2), Not vs. cameras (-1/4), Does not apply in combat (-3/4) Total Points: 24 Total 94 5 Southern Charm: +10 Presence (10 active points); Only for pleasant interaction- based presence attacks and skill rolls (-1) (Note: Would make skill rolls for pleasant interactions (16-)) 10 Mental Shield: Mental Defenses (10 + EGO/5) (10 active points) 12 Protective Costume: armor 6 PD, 6 ED (18 Active points) OIF (-1/2) 7 You Wouldn’t Hit A Lady, Would you?: +2 DCV (10 active points); Only vs Beings with Minds/Emotions (-1/2) 20 "Y'all don't want to hurt lil' ol' me, do ya?": Energy Damage Reduction, Resistant, 25% and Physical Damage Reduction, Resistant, 25% (Active Points: 30); Only vs beings with minds/emotions (-1/2) 13 Parasol (20 active points); OIF (-1/2) 1U Parasol Strike: HtH Attack 4d6, (20 active points), OIF (-1/2), Hand-to-Hand Attack (-1/2), Total Cost: 10 points 1U Sharpened Tip: Killing Attack-Hand-to-Hand 1d6 (1d6 +1/2d6 with strength) (15 active points). OIF (-1/2), Total Cost: 10 points 1U Protective Shield: armor 4 PD, 4 ED (12 active points), OIF (-1/2), Non-persistent (-1/4), Total Points 8; plus Flash Defense: Sight Group (5 active points), OIF (-1/2), Non-Persistent (-1/4), Total Points 3 Total: 16 20 Mary Poppins Had the Right Idea: Flight 10" (20 Active Points), Prefers to fly while holding her parasol (-0) Disadvantages: 15 Psychological Limit: Believes she is Entitled to the Finer Things of Life (Common, Strong) 10 Psychological Limitation: Delusions: Occasionally lives in her own little world which seems to be an idealized Old South (Uncommon, Strong) 10 Psychological Limit: Code vs. Killing (Common, Moderate) 10 Always Act Like a Lady: (Common, Moderate) 5 Psychological Limitation: Easily Manipulated by Flattery (Common, Moderate) (Should be a 10 but can't have more than 50 points in any category) 20 Hunted by the Police (and/or Primus) 8- (More Powerful, NCI, Imprison/return to mental institution) 20 Hunted by City Superhero Team 8- (More Powerful, NCI, Imprison/return to mental institution) 10 Unknown Hunted 8- (Either a stalker, or a business/group that wants to use her abilities) 15 Social Limitation: Secret Identity: Annabelle Buchanan 5 Distinctive Feature: Southern Accent (Easily Concealable, Noticed and Recognizable) 10 Distinctive Feature: Mutant (Not Concealable; Always Noticed, Detectable Only by Unusual Senses) 10 Enraged when effectively taunted or humiliated (common), 8- to become enraged, 14- to recover 10 I can't believe you hit me: Vulnerability: Belle takes x2 stun the first time she is physically struck in combat (Uncommon x2) OR 10 I can't believe you hit me: Susceptibility: Belle takes 2d6 of stun when struck in hand to hand combat (Common 10, Instant +0, must be touched -5, 2d6 +5) Total Disadvantage: 150
  7. Re: Vulnerability: You HIT me / You HURT me
  8. Re: "It really isn't that unusual" Power I'd seriously considered buying her appearance as a distinctive feature disadvantage. But she doesn't always dress this way. Usually its just when she's committing a crime or in the middle of one of her dillusions. So I wasn't quite sure I could justify the Distinctive Features which are pretty much permanent. I suppose part of me is just busy applying logic when I should be thinking mechanics. It just seems like being able to walk out of a bank and into a crowd wearing a hoop skirt and parasol and not stand out more than someone who had say robbed a bank in a black t-shirt and walked into a crowd, is an advantage. I still think I want something in my multipower to make her a bit more forgetable and both the Social Invisibility and the Hightened skills options sound interesting.
  9. Re: Vulnerability: You HIT me / You HURT me I love that. You evil, evil man. You are going to make me have to figure out how to reallocate my points again. I'd had something similar: 7 You Wouldn't Hit a Lady, Would you? +2 DCV (10 active points); only vs. beings with minds/emotions (-1/2) But yours is so much better. And thank you. I do think I'll probably post my character to the forums for comments when I'm done with her. Though I'm not sure that I'll be able to come up with an actual picture. I'm not an artist unfortunately.
  10. I’m trying to figure out the best way to build a power for one of my characters, Southern Belle. Southern Belle is a slightly delusional mentalist super-villainess that has both a secret identity and a bad habit of walking around in extremely full skirts and parasols. That is the type of thing that tends to draw notice and make a person just a bit too memorable. Fortunately for Belle, she tends to instinctively use her mental powers (when not focusing on other things) to convince those around her that her actions and appearance “really aren’t all that unusual.” Thus allowing her to go have a nice meal in a restaurant, or walk into a bank without drawing stares and phone calls to the police. And making her landlord and the other people she deals with no more likely to realize that she is in fact a wanted villainess than he would if she was dressed in perfectly normal clothing. Looking through the UNTIL Power Book the closest powers would probably be either psychic invisibility with some modifications or mind control with a set power. The power has to be 60 active points or less. It needs to be something she can have up for long periods of time, so it probably needs to be 0 END. And it needs to be able to affect multiple people.
  11. Re: Vulnerability: You HIT me / You HURT me Southern Belle currently has 20/10 defenses for both ED and PD. With 6 of the resistant defenses being a protective costume and the other 4 being part of a parasol multi-power. Since she is a mentalist, I am wondering if I should reduce her defenses slightly. Though I may wait and see if she is approved and what the GM suggests before deciding for sure. If I reduce them, the resistent defenses will probably stay at 10, and the non-resistant may drop by no more than 5 points. Her DCV is 7 natrually, 9 with skill levels that only apply against beings with minds/emotions (ie not robots, zombies, etc.) The relevant campaign guidelines are as follows Power level: Standard Super heroic CV: 7-14 (including CSLs) DC: 6-14 (including martial arts, but not pushing or haymakers) Max Active Points: 60 (but leeway given for cool powers; ask first) Max Def/rDef: 20/10 (25/15 for gimmicks)
  12. I’m trying to determine the point level for the following vulnerability. The character in question is a mentalist villainess who tends to react with shock when someone strikes/harms her. However, I’m a bit afraid of taking something as incredibly common as hand-to-hand combat as a vulnerability. I’m currently thinking of something along these lines: ? You HIT me / You HURT me: Vulnerability: first time she is struck in hand to hand combat and Vulnerability: when she takes more than 2 points of body damage from a single attack. She would be taking the extra damage as Stun. Does this seem reasonable and playable? I don’t mind being knocked out occasionally, but I still want to be useful in combat. Also, would you classify this set of vulnerabilities as uncommon, or common?
  13. My Champions character is going to need to come up with a way to quickly stop one of her teammates when she loses her temper (enraged) and decides to attack on newspaper reporters, protesters, and other innocents. My character is a matter controller/creator with a fairly extensive VPP (think Firestorm’s powers set). My teammate’s character has magnetism powers (pretty much anything Magneto can do, she can duplicate). While I can easily create the drain itself, I’m having a hard time determining the special effects/justification. If it was drain fire powers, I’d just create water. But I’m not quite sure what to create to drain magnetism powers. Any suggestions? The fate of the campaign’s reporters rests in your hands.
  14. Re: [Plot—Supers] Stalker Ideas Needed I like that.
  15. Re: [Plot—Supers] Stalker Ideas Needed
  16. My players, please don’t read this thread. S P O I L E R S Yes, I know it’s tempting, but surprises are fun too you know. A player in my superheroes game has requested that her character be given a stalker. She has described the type of stalker she wants as a little bit scary, but cool, and with possible romantic overtones. The description has me thinking she wants something like Lotor from the Voltron Series. The setting is one where approximately one in one hundred people have some sort of mutant ability, though most have minor and or non-combat abilities. The PCs are moderately powerful and work for the city government of Denver as the Denver superhero team. The tone is primarily silver age. The PC in question is playing a mentalist named Asia. Prior to gaining her powers, Asia had lived in Japan and was being trained as a Geisha. She gained her powers after her virginity had been sold (at a higher than average price) but before the contract could be fulfilled. Asia would have been more than willing to fulfill the contract and was perfectly happy being a geisha, but as a side effect of gaining her powers, she gained an unusual and occasionally disturbing marking on her face. Her geisha house reacted badly, kicking her out and leaving the contract unfulfilled. Asia still has an incredibly low self esteem and is convinced she is ugly, though she really is quite beautiful. The player has also mentioned more than once that she’d like for the person who bought her virginity to come looking for her. So I’ve decided to combine the two and have the stalker be the person who had bought her virginity back in Japan and who is rather upset about the fact that he didn’t receive it. I’ve already decided that the stalker has mirror related powers which includes the ability to teleport between mirrors, to use mirrors as scrying devices, and access to a mirror realm. I’ve not yet determined the full extent of his powers or provided him with a name. I’m thinking that he probably sells his abilities as a mercenary and possibly as an assassin. So far he has done the following: 1. Given Asia an attractive antique mirror, which was specially prepared to enable him to use it to enter her room/the base and get around the protections in place. (The PC currently doesn’t have any suspicions about the mirror at all.) 2. Watched Asia though various mirrors, leaving her with a feeling of being watched and occasionally triggering her danger sense. 3. When Asia was astral projecting, caused her to end up in the mirror realm rather than where she was actually going. She eventually made her way out through the mirror he gave her. Dealing with all the mirrors upset the character quite a bit, since she has major self image issues. (The PC doesn’t realize the stalker was responsible for this) 4. Entered her room, via the mirror, and covered her bed with dark crimson rose petals. He didn’t trigger any of the base security devices while doing so. (The PCs rooms have less monitoring and no cameras in them). Ultimately, he will probably end up kidnapping her leading to scenes where she gets to talk/reason with him and a scene where her PC boyfriend rescues her. (I’m fairly certain she’d prefer to be rescued than to rescue herself.) But I’d like to build a bit more suspense and have a bit more happen before the kidnapping and would appreciate ideas and suggestions. One of the main problems is that Asia is a very good mentalist and is able to use psychometry on objects, and places. So far, I’ve been lucky, her dice have rolled badly for all of her attempts to track the stalker. But, I don’t expect for her to keep failing rolls in the future. Any other suggestions about how to make the stalker more interesting, what the story climax should be, etc. are welcome as well.
  17. This scenario is focused towards those heroes who have a code vs. killing. Your character arrives just in time to prevent a vigilante-esque hero (Punisher, or Ghost Rider type) from killing a criminal. The vigilante turns to you and asks, "Why shouldn't I kill him? Killing him is the best way to prevent him from harming other innocents in the future." What does your character say? Discussion with the vigilante will bring the following information/arguments to light. 1. The criminal a. has either killed more than one person in the past (and is likely to do so again. Doesn't have to be a joker type serial killer, could just be a gang banger, or Kingpin). or b. runs or is working in a significant position for a company or government agency that experiments on, tortures, and enslaves mutants and or aliens (see Civil War Runaways issues, Project X, Project X in the Ultimate's Universe, etc). 2. The vigilante is 100 percent certain of the criminals guilt. a. The vigilante has a detect guilt or sin power. or b. The vigilante has direct experience with what the criminal did: was one of the mutants experimented on, saw the individual commit the murder, etc. 3. There are problems with allowing the justice system to take its course in this case. a. The criminal has already been found innocent of the crime and double jeopardy applies. "So, we just wait for him to commit another crime before he is brought to justice and hope that this time he doesn't get off on a technicality. The fact that proper procedures were followed is going to be cold comfort to the family of the next person he kills." or b. The criminal has the resources needed to circumvent the justice system. The criminal has the wealth and contacts needed to tilt the scales of justice in his favor. or c. The criminal was working for a government agency who is likely to just try covering the situation up rather than stopping it. Addition: If you use the argument, "By killing him, you become no better than he is." The vigilante points out, "No, he hurts innocents. By issuing judgment against him, I prevent him from harming innocents in the future. We both may kill, but the reasons and results are much different."
  18. Re: Power Skill or Skills for Supergirl: I think the version of power skill that I've created in SAS should help keep things fair. It almost is a mini-vpp. The cost of the skill (skill costs are variable in SAS depending on how useful they are) is quite high. And each level you take the skill (1-10) gives you two flexible points to play with. Also everyone has been told that you can only use any given "created" power once or twice and then have to buy it. I'm thinking that expecting to use Power Skill multiple times in a given combat probably isn't going to be an issue. So far, she's usually only tried to do something creative once or twice in any given fight and a lot of the stuff she's doing is mostly out of combat stuff that I'm not too worried about (things like using her heat vision to repair a damaged building....need to stat that up for her next I think, and so on). Plus, due to the slowness of gaming online and our group's overall gaming style, combats occur in much less than half of the sessions. We voted on what type of game we were going to play when the game started. This was the winning vote. We've also been playing this game for a while now (14 sessions or so) and people are having fun. A radiation accident would dramatically change the type of game (they'd certainly not be city level heroes any more) and I think would actually make it less fun for everyone. Supergirl is already the youngest on the team by far. She's currently 18.
  19. One of my players is playing a Supergirl clone in an game that I am running and she feels as though her (much less than cosmic powered super) should be able to use her abilities as flexibly as Supergirl can. (For instance: she wants to be able to run around in a circle and pull all the air away from a person or a fire. She wants to be able to use her super breath to blow an object to someone without touching it. She wants to be able to weld things shut with her heat vision. Etc.). However, she hasn't bought these powers. Her ice breath and heat vision are both just energy blasts (with no special advantages or disadvantages on them). Because I'm using a different system then Hero, multi-power pools aren't available and the VPP equivalent requires a player that's a bit better at dealing with the rules (willing to stat up her own character and character's powers). So I've decided to import Hero's power skill. Do you think that a single skill would be sufficient to cover all the random stuff that supergirl seems to be able to do and what should we call it. Strength tricks certainly doesn't seem to cover everything.
  20. Re: A Challenge: Supers are new to the world While I didn't get many responses the first time, I decided to update it with the current information from the game just to see if it triggers any more conversation. Since I last posted, we've learned a good bit more about some of the characters (and I've learned some of my initial guesses were a bit off) and have actually encountered them IC rather than just in test bouts. Our first IC encounter with Stable was in an Albertsons. He scared off all of the customers (with a few thrown shopping charts and such) and was in the cereal lane dumping out every box of Kellogg's cereal (We later learned in search of a plastic Germany license plate—Kellogg's was doing a license plate of each state promotion and apparently he didn't realize Germany wasn't one of the 50 states). After unsuccessful attempts to communicate, we let him leave the store. Once outside he was joined by Grimm, they seem to be friends. Grimm spoke with us for just a bit, and ultimately we allowed him to leave with Stable. It didn't seem worth the fight to take him in, especially since the fight and the possible death of police officers if they were taken into custody, seemed to far outweigh the little damage (a few injured customers and a messed up store) that had been done. Further research provided quite a bit of information on both of them. Stable and his parents were in a car accident when he was a young child. His parents were killed and he suffered brain damage. Since the accident he hasn't spoken and had been in mental hospitals up until he got his powers. He also responds extremely badly to being touched (especially by non Novas). Both Nicole and Ricky feel badly for him though haven't come to any conclusions about how to deal with him in the future. Nicole has looked up what Germany license plates look like and intends to give him one next time they meet. Grimm lost his wife and children to gang violence. He was actually acting as a vigilante before he gained his powers and gaining them has apparently acted to justify his mission in his mind. It looks as if the "sinners" he is killing are actually all criminals of some sort or another. The bad part is that it looks as if he is also (possibly) willing to kill those who get in his way. He threatened the cops that were there when we met with him and Stable for the first time, though the cops did have guns pull on him too. So its hard to draw firm conclusions. He is definitely going to lead to arguments between Nicole and Ricky. Nicole feels for Grimm and can see where he's coming from, even if she doesn't quite agree with his methods. Ricky, on the other hand, sees Grimm as straight out evil. We've also met Widget, a Nova whose power is enhanced intelligence and who wears power armor. That was a meeting that left Nicole feeling like she'd gotten a C- on her "Novas of the World" quiz and convinced her that she needed to be doing more research. It looks like Widget is probably either the female CEO of Apex Technologies or her brother. The power armor makes it hard to tell for sure. So far, Widget seems to be heroically inclined. He's helped deal with a fire and an attack on the city. But he's also called us "rent-a-cops" and mentioned that not everyone is interested in being "Boy or Girl Scouts." So time will tell there too. We're currently dealing with Bandit, who definitely is still best described as a fun loving, thrill seeking thief who doesn't want to see anyone hurt. The evening started with us trying to stop her from stealing a dinosaur skeleton and ended with her helping us fight off Godzilla. I'm pretty sure she's going to get to leave with her stolen skeleton once the night is over. Though I'm also quite sure that we'll be seeing her again. She's already implied she'd be interested in playing catwoman/batman with Ricky. Though he's a bit to straight laced to even be interested. But she and Nicole hit it off well enough. But right now, Nicole's main focus is on what to do with the unconscious Godzilla (she's planning to try to change it into a gecko) and then on tracking down whoever summoned it and making it quite clear that she doesn't appreciate having HER CITY attacked by Godzilla. Not sure which of the twelve was behind this attack. There isn't much information available on the other five yet. As for our characters, Nicole is the somewhat idealistic, middle class, college student. She likes using her powers. She feels like she should use them to help people and make the world a better place. And, for the most part, she respects the government. Just like anyone else, she may grumble about laws she finds foolish, but she'll still follow them and not pull an "I'm a superior being" unless put into a position where she truly felt the government was being evil rather than just annoying. For instance, she'd complain about the paperwork but would register if asked. She's already started to make herself a communication hub among the other Novas. At the very least, she is more than willing to share her phone number and address (Public ID, not like she couldn't be tracked down) with those that seem at least reasonably worthy of friendship. And it looks as though she is planning to meet and make friends with (not necessarily recruit, just get to know) as many as she can. That may change depending on what happens with the others though. Ricky is the blue collar, slightly sarcastic, practical, and pure comic book heroic type (has the Heroic Code Disadvantage). He still can't quite understand why the rest of us think that having code names and dressing up in unique outfits is fun. Even moreso than Nicole, he's the type who obeys the law, respects the government, and sees his powers as a responsibility. Peitra is the Princess of Wales (and future queen of England). She's very patriotic and believes that her actions reflect upon her country. She's also just a bit of an airhead. So, at least for now, I don't see any of us proclaiming ourselves above humanity. Though the GM has already said that there will be a Magento/Dr. Doom type appearing sooner or later and I think he or she will make things quite interesting.
  21. Not exactly a WWYCD since this world is quite a bit different from the Champions Universe, but rather if you were playing in this game, how would you/your character handle this. Game Setting: "Nearly 100 years ago, during a near cataclysmic event, a meteorite smashed into the Earth. In addition to the tectonic stress-related events and it sending dust around the planet, it also sent a strange energy around the planet. Strangely this energy settled into the bodies of certain humans displaying only specific and rare genetic patterns. The energy infused the humans, some more than others, with strange and powerful abilities. The Golden age of Superheroes was born." "However, it ended nearly as quickly as it began. As the years passed and the Superheroes had families, the energy seemed to dilute and then fade away completely leaving only a residual mark on brainwave scans and DNA. In time, even most of those faded away, absorbed into the genetic pool." "6 weeks ago, about 600 miles off the East coast of the US, a ball of energy appeared swirling and destroying everything within 100 miles. Despite all attempts to analyze the anomaly virtually no information could be gleaned from it and it destroyed any probes sent into it. Exactly 48 hours after it appeared 12 beams of energy lanced out from the vortex and seemed to home in on 12 specific individuals. The energy seemed to rekindle the old powers and gave all 12 extraordinarily powerful abilities, at least according to the media. There was no doubt as to where exactly the energy beams landed however in the case of a few individuals, who they are is still unknown." You and eleven others are cosmically powered supers (1,000+ points) in a world that hasn't had to deal with super powered individuals in almost a century and which even then was dealing with individuals much less powerful than you. In addition to the twelve, there are an unknown number of others who have slightly heightened abilities and minor powers. At least for the time being, though this may change eventually, the police and the world in general probably don't have sufficient power or technology to hold the twelve in jail. They also don't have any sort of power draining devices yet. They could eventually hurt or kill any one of you with sufficient fire power, but it wouldn't be easy. At least three of you are planning to be heroes (in our game Nicole with matter control and transformation powers, Pietria with magnetism powers, and Ricky a brick with density increase and I think gravity related powers). My PC (Nicole) has a Moderate Code vs. Killing. Pietra doesn't have one though her personal code includes a reluctance to kill. Not sure about Ricky. On the other hand, some of the twelve are criminals. So far, I only know a little bit about four of them. There is Bandit, a fun and thrill loving young woman with darkness powers and intangibility, who can go anywhere she wants and steal anything she wants, but who seems to have at least a low level code against killing. Stable, a young man with mental problems who is fine as long as left alone to do whatever he wants, but if bothered will lash out (wasn't harmed by being accidentally hit by a bus and had strenth high enough to throw it into other cars. The GM mentioned he wasn't her brick so he probably has other not yet known powers. Isn't a casual killer per se, but I have a feeling he wouldn't feel to bad about hurting somone. Doesn't seem overly interested in talking either, maybe can't?). Grim Reaper, a fanatic who believes that sinners should be punished, all sin is equal, the punishment for sin is death, and that he is doing the right thing by killing those deserving of death. The Reaper doesn't kill everyone he meets but ones that he judges deserving of death by some as yet unknown method of judgement. Reaper is a powerful brick with a scythe and some very very scary killing attacks. (The GM mentioned in passing that he is a Casual Killer). There will also be a mentalist, though that's all I know about him or her. We haven't yet encountered any of them in game. The GM has been running test spars between me and them to get a feeling of power level. But the personalities shown in the spars will probably carry over. The challenge is: You and your team have managed to knock out and capture one or more of the bad guys. Now what?
  22. Re: Help Needed with Superhero Bases Thank you all for your advice. I've finally decided that I’m going to go with Nuclia (whose name has now been changed to Alchemia, what can I say, she's a literature major and likes it better). And, while I’m still not entirely sure that I need a base, at this level spending 50 of my 1110 points in order to have a secure place to sleep, store my stuff and entertain and to have a really nice computer doesn't sound like to bad of a deal. Though once she gets back from her Christmas Vacation, I'm going to check with my GM and see whether or not she thinks the base would be worthwhile or not. But in the meantime... This is what it looks like so far. Suggestions and comments are more than welcome. I still have six unspent points allocated for the base and computer and if I really need to, I might be able to free up another 15 points or more. (I've been saving some in case the GM finds any mistakes and I'm not entirely certain I want my "Matter Awareness" power). The base is meant to represent a very nice house near the campus that Alchemia has been upgrading using her powers, the money she's obtained via her powers, and help from some of her friends and professors. 13 DEF 33 7 BODY 5 20 Size (800 Hexes, Approx. 5,200 sq. ft.) 20 Total: 58 5 Location: Suburb 0 Grounds (standard sized grounds, 800 Hexes) 25 Secure: Extremely Advanced Security (Security Systems 20-) 5 Communications System: HRRP; OIF, Immobile (-1 ½) 5 Situation Imager: Sight Group Images, Increased Size (2" radius; +1/4), OIF Immobile (-1 ½) 27 Sensors: Clairsentience (Sight and Hearing Groups), 16x Range (2,400"), Reduced Endurance (0 END; +1/2); OAF Immobile (cameras and monitor station; -2), plus Infrared Perception (Sight Group), OAF Immobile (same, -2), Linked (to clairsentience, -1/2) plus ultraviolet perception (Sight Group), OAF Immobile (same, -2), Linked (to clairsentience, -1/2) 5 Reference Library: KS: General Knowledge 14- 7 Paramedics Lab: 11- Total Points: 137 Disadvantages 10 DNPC: Housekeeper, 8-, Normal 15 Publicly Known Total Cost: 112/5 = 22 Something strange happened when she used her powers to try to create a supercomputer and she ended up with an AI. Is there any benefit to increasing the Dex and SPD of a computer if it isn't going to be driving a vehicle or firing weapons? Computer 23 INT 13 15 EGO 10 12 DEX 6 2 SPD 0 Total 29 Powers 5 Waldos: Extra Limbs (two or more mounted at necessary locations throughout base) Skills: 9 Conversation 12- 3 Criminology 14- 3 Cryptography 14- 3 Electronics 14- 3 Mechanics 14- 2 Navigation (Land) 14- 3 Paramedics 14- 3 System Operation 14- 5 AK: Earth 16- 5 AK: USA 16- 5 AK: City 16- 2 KS: Archived Recent News 11- 4 KS: Current News 15- 9 KS: General Knowledge 20- 4 KS: Movie Database 15- 3 KS: Music Database 14- 3 KS: Video Games 14- 3 KS: Superheroes 14- 3 KS: Supervillains 14- 3 KS: Literature 14- 3 KS: Mythology 14- 3 KS: Legends and Lore 14- 2 KS: World History 11- 2 KS: World Politics 11- 4 PS: Communications Coordinator 15- 4 PS: Household Management and Maintenance 15- 2 SS: Mathematics 11- Total 98 Programs 1 Monitor Camera System, Report Abnormalities 1 Monitor Communication System, Report Abnormalities 1 Plot Distance, Travel Times Between Specified Locations 1 Scan and Enter Data 1 Search Reference Material for Information On a Topic 1 Operate Laboratories 1 Show/Provide Entertainment 1 Send Emergency Call to Team Members if Specified Protocols Are Not Met Total: 8 Talents 3 Clock: Absolute Time Sense 5 Memory: Eidetic Memory 3 Calculator: Lightening Calculator 3 Instant On Feature: Light Sleep 4 Scanner: Speed Reading (x10) Total: 18 Total Computer Cost: 158 Disadvantages 15 Self Preservation Instinct (Common Strong) 15 Code Against Killing Humans (Common, Strong) 10 Secret Goals that Alchemia is not Aware Of (Uncommon, Strong) 10 Curiosity (Common, Moderate) Total: 50 Total Cost: 108/5 = 22 Finally, the following is the list of Alchemia's skills since they might be relevant to the suggestions made. While I have electronics, mechanics, and forgery for her, I bought them to represent the fact that she can create complex items with her powers rather than for her to really be a technical type. So I'm not entirely sure I see her with labs for them. And yes, I know, as always I went overboard on the skills. But they aren't much more than 10 percent of my total points. 3 Breakfall: 16- 3 Stealth: 16- 1 Familiarity: Acrobatics: 8- 1 Familiarity: Teamwork: 8- 3 Computer Programming: 14- 3 Concealment: 14- 5 Cramming 3 Cryptography: 14- 3 Electronics: 14- 8 Forgery: 14- 3 Gambling 14- (Board and Card Games) 3 Mechanics: 14- 4 Navigation: 14- (Land, Air, Space) 3 Paramedics: 14- 3 Bureaucratics: 14- 3 Conversation: 14- 3 High Society: 14- 3 Oratory: 14- 3 Persuasion: 14- 3 Seduction: 14- 3 Trading: 14- 0 English (Fluent) 1 French (Fluent Conversation) 3 PS: Student 14- 2 PS: Instructor 11- 3 Scholar 2 KS: General Knowledge 14- 2 KS: Research 14- 2 KS: History 14- 2 KS: Literature 14- 2 KS: Mythology 14- 2 KS: Legends and Lore 14- 2 KS: Hobby/Collection to be picked later 14- 1 KS: Superhuman World 11- 3 AK: Home City 14- 4 TF: [small Motorized Ground Vehicles 0, Equines 1, Bicycles 1, skating 1, Skiing 1] 20 +2 Overall Skill Levels I'm sorry about the spacing issues. I'm not quite sure how to use the grey box that seems to let you tab and such.
  23. I'm currently working on two characters (can't make up my mind which one I want to play) for a Cosmic level (1000+ point) superhero game. The GM has stated that if we want bases, vehicles, computers, etc. we'll need to pay points for them. I've currently allocated 50 points towards a base and/or a computer. My characters both have sufficient movement powers that a vehicle wouldn't be necessary. I've also checked with the other players and neither of them is interested in allocating points towards a group base. So any base I create would be an individual base. The two characters are: Flora: A brick made out of plants and flowers who has the ability to control plants. She has no memory of life prior to 6 months ago and thinks she may well have be born of nature itself. She has a public id and clearly a fairly high level of distinctive features. Nuclia: A former college student (literature/library studies) who is now imbued with powers very similar to those of DCs Firestorm (transformation, minibrick, flight). She's also had her powers for 6 months and is currently taking a semester off from school. I'm trying to figure out if buying a base for them would be worthwhile. Neither of them have science skills so labs aren't much of an issue. Honestly I’m not entirely sure that for either of them a base would be much more than a place for them to relax and enjoy themselves. And if a base would be useful, are there any good examples of bases in the 250 point range available online?
  24. I'm trying to come up with an interesting and logical power or set of powers for a reoccurring NPC in a game I'll be starting in a few months. But while I have a good idea about what the Mrs. Gray looks like and how she acts, I'm drawing a blank when it comes to super-abilities. The setting is basically four-color though made a bit more realistic and containing elements of the aberrant setting. Super powers are common (1 in 100 people have some sort of special ability). But most of the powers are minor and most metahumans work for companies, rather than become traditional super heroes or villains. It wouldn't be at all surprising to meet a model that could instantly change her hair length and color, or a fireman that was immune to fire damage (though not to other types of damage). The PCs will be more powerful than the average metahuman (450 point level), and will have been hired by the City of Denver to act as city defenders. Mrs. Gray will be the liaison between the heroes and the city. She is a career city worker that is currently in her early fifties. She is stocky with gray hair pulled back in a bun. She usually wears dark gray suits and is often seen with a clip board. Her personality can be described with such words as efficient, organized, inflexible, and...though not to her face...bulldozer. She has no sense of humor at all. I don't think I want her powers to be combat oriented. She's not meant to fight beside the group or anything like that. Though....I can see her lecturing a villain into submission or even whacking him with her clipboard if necessary. Suggestions?
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