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AmiTeufel

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Everything posted by AmiTeufel

  1. I end up doing something similar. The campaign I'm running now includes some specific NPCs that are important to the story so they get fully statted out and backgrounds (assuming they are public figures). Although the outline of the campaign may not have the PCs enter into combat with them or even get into some kind of skill challenge, players often do the unexpected. While I have no issue coming up with average skill levels for NPCs they may encounter or standard armor/weapons for the security detail, I like to keep key figures fleshed out and abilities consistent for story continuity. Plus it means I don't have to remember as much during each session since there's plenty changing on the fly based on PC actions=p If I have time and am feeling creative, I'll come up with NPCs from scratch, but have no issue plastering a new name on something I created 10 years ago or found here on the boards...it's recycling and good for the planet! As for world building, the ones I've had the most fun with are based on real world timelines. While I've created new worlds, unique magic systems, etc., it's difficult to rein it all in. They end up being too open-ended for me and often for the players as well - almost too many possibilities. The campaign I'm running now changes some events in our timeline based on the actions of superpowered NPCs, which has a supers registry being enacted, but then later dissolved based on the altered timeline, which I also include since it may provide players with some background ideas. That's where the PCs find themselves - supers run companies, star in movies, and hawk energy drinks. I write up the names of corporations, its CEOs and such for flavor and potential NPCs with whom to interact, and some living and dead supers. I've found that a table with design and ability guidelines helps give the players an idea about where their character will land if things get messy. In my experience, leaving it too open has resulted in a character that the player spent days or weeks fleshing out gets knocked out or killed in the first few phases. While taking some liberties with rolls to keep the game moving isn't a problem, the PC with no rDEF getting hit by, well, almost anything including a fall out a window is going down and everyone knows it. I often plan sessions or encounters ahead of time, just to be prepared for what the PCs may do. That said, I want them to be able to have an effect on the world. I like to have a lot of background before the game begins to provide the players with inspiration - names, places, some history. For my current campaign, I wrote dozens of pages about the origins of supers and the biological reasons for it as well as research being done to replicate it. I found myself getting bogged down by the details and painted myself into a corner several times so I never presented it to the players. I didn't want us getting into long discussions during the game about stuff like this. Villain A is trying to recruit new supers for her cult; many are found dead and no longer detect as supers. How the PCs track her down and what they do is up to them - if their methods are fun or creative, they'll make more progress and, like the last game, create more NPCs based on roleplaying. If the PCs want some of them to come along on a mission, grab a generic template, give them a name and quick story and move out! My short reply ended up being way longer than I planned...
  2. A bit late to the party, but didn't see either of these listed: Katherine Kerr - the Deverry Series (Books 1-8, at least). It's been a long time since I read them, but they left a lasting impression. The magic system was well thought out (the Celtic feel was a nice touch) and her description of elves was unique and far more interesting to me than most "standard" fantasy novels. I've often tweaked fantasy games I've run by making the elves more like those in her novels rather than LotR or D&D (my current Fantasy Hero game is a combination of the Yrth (Banestorm) setting where elves are not the ideal). C.S. Friedman - Black Sun Rising (Coldfire Series #1). I read these a long time ago but thought the magic system was interesting and played in at least one campaign based on the books=)
  3. I like Lord Liaden's plant elemental idea, mostly because I've had that idea percolating in my mind for a few weeks and it's something different than the usual earth/fire/air/water theme I've done countless times. I made a warrior/brick for a fantasy hero game years ago that was both fun and effective. If you're still looking for magic-based, what about a brick whose basic characteristics were changed in the accident you described to match those of your run-of-the-mill brick (i.e., high STR, CON, Defenses, etc.), but can access new and more varied powers by casting spells? While these spells may or may not require all of the standard "spell" limitations the original Star Mage had, perhaps it reflects how his body has changed completely but not his mind? Depending on how much you want the new character to be a standard brick, he could cast spells/focus his magical energy to alter his body in a variety of ways and adapt to situations (e.g., Aid his STR or other characteristics, Growth, Density Increase, Absorption, Enhanced Senses). His body of magical energy might allow him to become desolid to get our of situations where a high STR won't help or shape shift so he can infiltrate an enemy base rather than smash a hole in the front door. My character's "spells" were often built as charges that lasted x phases/minutes/hours, which I liked because I had to decide when or where to use certain abilities. It added variety (and sometimes regret) to my brick/tank. Or, instead of spells that involve body manipulation, come up with powers that are more utilitarian and help the other party members by filling in gaps. If one of the party members has low defenses, he can deflect attacks or create barriers with his spells. Perhaps he can even heal other characters, but only by draining his personal magical energies (increased END)?
  4. Here is Sunset. Hopefully, the export format looks okay. Background/History: Sunset opened her eyes. She glanced at the other girls in the car. They were injured, but their seatbelts kept them from being thrown from the vehicle. They appeared to be alright, but Sunset had more important business to take care of. She disappeared from the backseat of the car and simply reappeared in the shadows near the treeline. From there, she could see the men who had caused her crash. They had made no effort to help or see if the passengers in the other car were safe. They stood there, drinking and laughing, making gestures with their arms that must have been the other car rolling down the embankment. She should have been angry with them, but instead quickly analyzed the scene in front of her. Her night vision allowed her to recognize the driver as the police chief's eldest son. There would be no justice unless it was dispensed right here and now. She drew upon the darkness within and shrouded her features and figure in utter blackness; only her icy blue eyes and seemingly black hair were visible. She covered the car and men in darkness, so that she could recognize the dark thoughts in their minds. Predictably, the darkness frightened them which made them made them think about what they had just done so she could pick out the guiltiest among them. She frosted the ground beneath them and the car to hamper their escape attempts and add to the confusion. She covered herself with crystals of ice to protect herself from the two whose thoughts immediately went to their guns. The men laughed nervously as she willed the utter darkness away, the light of the moon and stars providing allowing them to grasp it for the courage not to turn on each other. Sunset appeared in the shadow of their truck, crouched with her head down. They did not see her until she stood up, her icy blue eyes almost glowing in contrast to her dark form. The fight did not last long and the sheriff's son pulled out a gun, just as she anticipated. After teleporting him from one patch of shadow to another several times, she encased him in bonds of ice. Sunset walked up to him and told him that if any of the passengers in the car died because of him, she would find him and his friends and Make sure they never hurt anyone again. His first good faith effort would be to tell the sheriff of this county what really happened that night. He did as he was told and Tanja's friends were fine, but the Police Chief has been looking for the vigilante who got his boy into trouble with the law. Personality/Motivation: Sunset knows that she shares time on Earth with Sunrise and to a lesser extent, Tanja. However, when the sun sets she immediately transforms her appearance to that of Sunset. She would rather use her Strategic Retreat than transform back into Tanja Eckert, but has done so a handful of times to lure her target into a trap she set. Fortunately, the transformation has no effect on her powers. She feels cheated because she has no memories before Tanja’s dreams began at age 15. Tanja’s doubts and insecurities triggered that first dark dream and the being that would eventually become Sunset. Fortunately, she was able to guide Tanja’s dreams, though her physical manifestation removed her ability to send telepathic thoughts. In those dreams, she honed her powers and waited, hoping Sunset would manifest before Sunrise did. It was simply a matter of time before Tanja’s super powers would be triggered by some event. Powers/Tactics: Sunset almost always opens with a Darkness power of some kind (over an area or at a person) so she can use the powers that only work in darkness/shadow if she needs to. If she needs information or a solid enough reason to act against someone, she’ll use her Telepathy power first and then Freezing Blast to entangle them. She has no issue with teleporting targets straight up into the air and simply letting gravity do her dirty work or using Chill you to the Bone to wear down targets without the right defenses. Appearance: Sunset is 5’8” tall and wrapped in darkness. Her icy blue eyes practically glow in contrast to her form and seem to cast shadows that allow others to see her facial features. Tanja Eckert Sunset VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [2] 18 DEX 16 13- 15 CON 5 12- 15 INT 5 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 8/23 PD (0/15 rPD) 8 ED 6 8/23 ED (0/15 rED) 12 REC 8 45 END 5 13 BODY 3 39 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward TELEPORTATION 44m/88m Characteristics Total: 147 Cost Powers 5 Night Eyes: Nightvision - END=0 5 What dwells in the minds of men: Mental Awareness - END=0 5 Instant Change: Cosmetic Transform 1d6 (Any clothing to costume; reverses at will), Persistent (+1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (7 Active Points); Limited Target the clothes currently worn by the character (-1/2) - END=0 36 Ice Armor: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4 5 Teleportation: Floating Fixed Location (1 Locations) - END=0 67 Darkness and Cold: Multipower, 67-point reserve - END= 4f 1) Black Ice: Change Environment (-2m of any mode of Movement, -4 to Characteristic Roll or Skill Roll, Long-Lasting 1 Minute), Personal Immunity (+1/4), Area Of Effect (16m Surface; +1) (40 Active Points); Limited Power Can only be applied to horizontal surfaces (floors/ground) (-0) [Notes: Create thin layers of ice; -4 to DEX rolls. Anyone entering or moving through the area on the ground must make a DEX Roll every Phase to move safely; failure indicates the character has slipped and fallen down (he may continue sliding in the direction he was traveling, if he were moving fast enough). -4 to Running because of ice.] - END=4 3f 2) Freezing Blast: Entangle 5d6, 5 PD/5 ED, Area Of Effect (16m Radius Explosion; +1/4) (62 Active Points); Vulnerable (Light/Heat; -1) - END=6 7f 3) Chill you to the bone: Blast 6d6, Reduced Endurance (1/2 END; +1/4), NND (Life Support (Safe Environment: intense cold); +1) (67 Active Points) - END=3 5f 4) Darkblast: Blast 10d6, Personal Immunity (+1/4) (62 Active Points); Limited Power Only vs. targets in Darkness/Shadow (-1/4) - END=6 5f 5) Pockets of Darkness: Darkness to Sight and Mental Groups 6m radius, Area Of Effect (Any Area, six (6) 2m radius area; +0) (+0), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points) - END=2 5f 6) Clinging Darkness: Darkness to Sight Group 3m radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack (Defense is Light or Heat Powers; +1 1/4) (49 Active Points) - END=2 4f 7) I can see the darkness in your soul: Telepathy 13d6 (65 Active Points); Receive Only (-1/2), Limited Power Only vs. targets in Darkness/Shadow (-1/4) - END=6 45 Self-Preservation: Multipower, 45-point reserve - END= 4f 1) Shadow Step: Teleportation 20m, No Relative Velocity, Reduced Endurance (0 END; +1/2) (45 Active Points); Limited Power Only in Darkness/Shadow (-1/4) - END=0 3f 2) Just Go Away: Teleportation 12m, x2 Increased Mass, Area Of Effect (2m Radius; +1/4), Usable As Attack (+1 1/4) (42 Active Points); Limited Power Only vs. targets in Darkness/Shadow (-1/4) - END=4 2f 3) Strategic Retreat: Teleportation 12m, x4 Increased Mass, MegaScale (1m = 1 km; +1) (44 Active Points); Increased Endurance Cost (x3 END; -1) - END=12 Powers Total: 210 Cost Skills 0 Acting 8- 0 AK: Pennsylvania 8- 0 Climbing 8- 3 Concealment 12- 0 Conversation 8- 3 Deduction 12- 3 Interrogation 13- 0 Language: English (idiomatic) (4 Active Points) 0 Paramedics 8- 3 Persuasion 13- 0 PS 11- 3 Security Systems 12- 5 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 0 TF: Custom Adder, Small Motorized Ground Vehicles 3 +3 with a single Mental Power (Telepathy) Skills Total: 29 Cost Talents 14 Danger Sense (self only, in combat, Function as a Sense) (17 Active Points); Limited Power Doesn't work in bright light or daylight (-1/4) 12- Talents Total: 14 Value Complications 20 Accidental Change: When character is convinced (e.g., Mental Illusions or Images) that it is after sunrise. Always (Uncommon) 15 Social Complication: Secret Identity (Tanja Eckert) Frequently, Major 10 Hunted: Police Chief Aaron Rogers Frequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish) 10 Psychological Complication: Feels underappreciated (Common; Moderate) [Notes: Rather than the character having a low opinion of herself, she perceives that others have a low opinion of her and resents it. A character who Feels Underappreciated feels that, no matter how hard she tries or to what degree of excellence she acts, her efforts go unnoticed. This causes resentment on the character's part toward those she feels are under-appreciating her. The character can avoid these feelings if she makes a successful Ego Roll.] 10 Psychological Complication: Justice, Not Law (Common; Moderate) [Notes: Character believes that it is more important that "justice is done" than the letter of the law be followed. She is willing to go out of her way to ensure this quality of justice, and will often break laws to achieve the desired result. She is generally willing to let the law take its course in matters where justice is not at stake, however.] 10 Psychological Complication: Street Loyal (Common; Moderate) [Notes: This character in general only looks out for herself. However, if someone does her a favor, she pays it back. Perhaps not immediately, but eventually. She treats with respect those that treat her with respect, and treats fairly those who treat her fairly. She will not betray someone she considers worthy of her loyalty. Those who aren't worthy are fair game, however.] Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  5. Thanks again for all the feedback. Real life interfered with getting a WIP posted sooner and I got a bit carried away with the background Here is Sunrise, the True Form. Sunset will be in a separate post (her background/history begins where Sunrise's ends). Hopefully, the formatting is okay. Background/History: It started as a dream. Tanja was 15 years old and living in Pennsylvania when the dreams first began. Stories about super-powered beings managed to reach the small, rural town she lived in as a teenager, but no one she knew had actually seen one and even the stories were somewhat vague. The first dream she remembers was of her being awakened by the sunrise an hour before her alarm went off. In her dream, she got out of bed and the sunlight seemed to reflect off every mirrored surface in her room. She remembers thinking about how odd it was that even her reflection in the mirror seemed brighter, although the sunlight wasn’t striking the mirror itself. For several nights after that first one, her dreams gradually became more intense. She was a superhero, using her new powers to rescue people in her town and stop villains who were terrorizing the populace. It seemed everyone in the town loved her and she woke up every morning excited to start the day. She told her friends about the first few vivid dreams of being a superhero and they all laughed at the idea of her dressed in spandex. It didn’t take long for people outside her circle of friends to hear about her dream. Being fifteen isn’t easy and the drawings of her in a cape and spandex taped to the lockers didn’t help. A few days after the drawings started appearing, her dreams began to change. The sunlight and warmth disappeared, replaced by darkness and what must have been a biting cold. In Tanja’s dream, however, both brought her comfort the same way the light and warmth had in the dreams she used to have up to this point. She realized that she no longer cared what the kids at school said or did; they were children and she would be something...more. Tanja woke the next morning, but rather than being disturbed by her dream the night before, she felt relieved. The day belonged to her and she used it to burn away the feelings of doubt and insecurity, somehow knowing they would not trouble her dreams either. The dreams of sunlight and warmth did not return, but were replaced with dreams that always took place at night. She still helped people, but that seemed to be more of a side effect of stopping criminals than actively helping those in need. The dreams of daylight didn’t return, but Tanja didn’t mind. She always felt refreshed in the morning and satisfied knowing that her nighttime alter ego was keeping the streets of Pennsylvania safe (in her mind at least!). She kept those dreams to herself, though. Tanja worked hard to make positive changes at her high school and in her community. She made a speech at her graduation and received a standing ovation. Tanja and her friends decided to head to the nearby county and celebrate by having dinner at a restaurant rather than one of the local diners where everybody knew everyone else’s business. However, as the day went on and evening approached, she felt like she might be getting sick. She had the chills and just felt like being alone that night for some reason. Several phone calls later, she was dressed and ready to go. The restaurant was nearly 50 miles from their hometown and Tanja mostly forgot about not feeling well as the drive continued. They all watched as the sun started to set behind them, when a truck with several men sped past them on the two-lane highway and suddenly slammed on the brakes in front of their car. Brigitte, the driver, slammed on the brakes and tried to swerve around the car. As the car rolled down the embankment, Tanja watched the last rays of the sun disappear behind the horizon. Personality/Motivation: Sunrise still thinks of herself as Tanja. Both Sunrise and Tanja are personable and friendly. Sunrise would much rather solve a problem diplomatically than with force but she is not naïve enough (anymore) to think it will always work. Appearance: She uses light to create an illusory disguise for herself when she becomes Sunrise. Her hair is normally blonde and her natural blue eyes shine with an almost orange color. Her costume is white with shimmering patches that appear to change color depending on the position of the sun. Tanja Eckert Sunrise VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 23 DEX 26 14- 15 CON 5 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 18 PRE 8 13- PRE Attack: 3 1/2d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 6 PD 4 6/18 PD (0/12 rPD) 8 ED 6 8/23 ED (0/15 rED) 10 REC 6 45 END 5 13 BODY 3 39 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward TELEPORTATION 18m/36m Characteristics Total: 156 Cost Powers Multiform - Changes into Sunset - END= 27 Sunset: Multiform (400 Character Points in the most expensive form) (80 Active Points); No Conscious Control (Changes form involuntarily at sunrise and sunset.; -2) - END=0 Light-Based Enhancements - END= 5 Instant Change: Cosmetic Transform 1d6 (Any clothing to costume; reverses at will), Persistent (+1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (7 Active Points); Limited Target the clothes currently worn by the character (-1/2) - END=0 5 Partially Penetrative (blocked by living tissue, wood, glass b/c it refracts light) with Normal Sight - END=0 38 Photonic Shielding: Resistant Protection (12 PD/15 ED/5 Flash Defense: Sight Group) (48 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=5 35 Self-Preservation: Multipower, 35-point reserve - END= 3f 1) Photonic Barrier: Barrier 14 ED, 5 BODY (up to 6m long, 2m tall, and 1/2m thick) (35 Active Points) - END=3 3f 2) Blink: Teleportation 18m, No Relative Velocity, Armor Piercing (+1/4) (35 Active Points) - END=3 66 Light and Heat: Multipower, 66-point reserve - END= 6f 1) Light Bolt: Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2 4f 2) Laser Blast: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/4) (62 Active Points); Beam (-1/4), No Knockback (-1/4) - END=6 6f 3) Plasma Sphere: (Total: 66 Active Cost, 57 Real Cost) Sight Group Images, Area Of Effect (2m Radius; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Only To Create Light (-1) (Real Cost: 8) plus Killing Attack - Ranged 1d6, Area Of Effect (2m Radius; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Penetrating (+1/2), Uncontrolled (+1/2) (49 Active Points) (Real Cost: 49) - END=0 4f 4) Visual Illusions: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (8m Radius; +1/2), Reduced Endurance (0 END; +1/2) (44 Active Points) - END=0 2f 5) Chasing Away the Darkness: Sight Group Images, +/-4 to PER Rolls, Costs Endurance Only To Activate (+1/4), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Area Of Effect (8m Radius; +1/2) (44 Active Points); Only To Create Light (-1) - END=4 6f 6) Burning Away the Darkness: Dispel Darkness to Sight Group 20d6 (60 Active Points) - END=6 6f 7) Mass Lightbending: Invisibility to Sight Group , No Fringe, Usable Nearby (+1) (60 Active Points) - END=6 3f 8) Blinding Aura: Sight and Mental Groups Flash 3d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2) (50 Active Points); No Range (-1/2) - END=0 Powers Total: 219 Cost Skills 0 Acting 8- 0 AK: Pennsylvania 8- 0 Climbing 8- 0 Concealment 8- 3 Conversation 13- 5 Oratory 14- 3 Deduction 12- 0 Language: English (idiomatic) (4 Active Points) 3 Paramedics 12- 5 Persuasion 14- 0 PS 11- 3 Shadowing 12- 3 Stealth 14- 0 TF: Custom Adder, Small Motorized Ground Vehicles Skills Total: 25 Value Complications 20 Accidental Change: When character is convinced (e.g., Mental Illusions or Images) that it is after sunset. Always (Uncommon) 15 Social Complication: Secret Identity Frequently, Major 10 Psychological Complication: Calm and philosophical (Common; Moderate) [Notes: This character sees the world differently from most other people. She is always looking for the hidden meanings and lessons of life. A building fire might not be bad if you're the oak tree that grows from its ruin. Buddhist monks are good examples of people with this Disadvantage. However, others might not approve of philosophical statements during stressful times, and could react strongly to one being uttered.] 15 Psychological Complication: Makes Friends Easily (Common; Strong) [Notes: Character tends to befriend anyone she meets who shows her even a modicum of respect, politeness, and courtesy. This is not to say that she actually becomes friends with the other person (such things require, at the least, the cooperation of the other), but rather will consider the other person friendly and trustworthy enough to become a friend. She will always be open and friendly with others unless they have shown some reason for her not to be; but on first meeting, her impulse is to be friendly. In order to avoid acting in this manner, the character must make an Ego Roll.] 15 Psychological Complication: Wants to make the world a better place (Common; Strong) [Notes: This character directs her actions toward improving conditions around the world. Social changes, environmental changes, whatever it takes. The character will take what actions are necessary in order to make improvements. The Strength and Frequency of this Disadvantage determines how and when she will pursue her goal of world improvement. At Strong, she will do so unless she makes an Ego Roll.] Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  6. Thanks for the feedback! I will definitely post a WIP in a few days. I don't know who the team members will be (game hasn't started yet), but if anyone with Mental Illusions is present, I'll be sure to reduce the NCC Limitation. Skills will be different for each form (that's what got me thinking about Partial Multiforms in the first place) and other than Accidental Change, Complications will vary to highlight the theme and make each form a distinct personality.
  7. I’ve been having a difficult time figuring out how to build this character (6e, 400/75 superheroic). The concept seems simple, so maybe I’m complicating it more than I need to. While the sun is out, Aurora is known as Sunrise and her powers are based on light and heat. Once the sun goes down, she answers only to Sunset. At night, her light powers go dormant and she instead taps into powers based on darkness and cold. I had originally thought about building her using a Multipower with slots (fixed most likely) for both light- and darkness-based powers. Each slot would have a limitation (Only works day/night) and her Complications (e.g., Psych Lim: Multiple Personality) would drive whether she acted more as Sunrise or Sunset. I then thought about building her using Partial Multiforms, but I realized that would be better for a character whose personality and skills changed, but not powers. I’ve finally settled on building her using Multiform. What’s tripping me up is whether the Multiform power should have a Trigger with a time limit or whether it could be No Conscious Control (it’s based on the rising/setting of the sun, which she’d have no control over)? In addition, I envisioned the change of forms being not necessarily physical but that it could be an Accidental Change as well. For example, if an enemy uses Mental Illusions on her and makes her think that it’s day instead of night, it would be enough to make her involuntarily change into her alternate form. Once she breaks out of the Mental Illusion, she would revert to the form that’s appropriate for the time of day. I may answered my own questions somewhere in here, but would appreciate help finding the best ones!
  8. Version HDv6

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    This is a Prefab of Cybernetic Implants we used for a 6e Star Hero game. I think every implant or enhancement is based on one found in Kazei 5, some may include modified Limitations or Advantages. It includes Cyberears, Cybereyes, Bodyware, Cyberweapons (melee and ranged), Auto-injectors, Filtration Systems, as well as items like a Vehicle Control Link and Encrypted Transmitter.
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