"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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I’d like to try running a Savage Worlds Necessary Evil (NE) campaign. Executive summary : the PC’s are super-villians, and are Earth’s last defense against a race of aliens that came to visit, wiped out all the Earth’s super-heroes, and are now taking over the Earth.

If you’re interested, you’ll need the SW Deluxe (SWD) core rules, and a copy of the Superpowers Companion, 2nd edition (SPC2). You do *not* need to buy the NE Player’s Guide (altho it’s only $4.99) - I’ll provide you with all the necessary background info.

You’ll start out as Novice humans (if you want to be an alien, see below), with 20 PP for superpowers (for free, no Edge needed).

However, it’s *really* easy to build one-dimensional supers that are over-powered, so I’m imposing some restrictions on your builds :
- You can only put 6 points max, before negative modifiers, into any Power.
- You can only take 2 levels of Armor, Attack, Deflection, Explode, Force Control, Matter Control, Parry, Telekinesis, and Toughness at Novice level.
- The Stackable modifier is not available to Attack, Melee at Novice level.
- Heavy Armor, Extra Actions and Extra Limbs are not available at Novice level. Mind Control is not available at all.
- Failure on being Stunned or Paralyzed (via superpower or weapons) results in 1 Wound, not Incapacitation.
- Super Karma and The Best There Is Edge are not available.
- In addition, I reserve the right to suggest changes to builds I feel are overpowered.

I know these sound like a lot, but I’m looking for well-rounded, multi-faceted supers, not a PC with one extreme special ability. In addition, you’ll gain 10 PP per Rank (for free), and many of the above restrictions will be relaxed or go away.

Being an alien : you’ll have to have a credible backstory as to why you’re on Earth (and probably stranded). If you’re basically humanoid but with slightly different features (blue skin, forehead ridges, a slit for a nose, antennae, etc.), that costs you nothing. But if your form is *completely* different than two-arms-and-two-legs, see the Alien Form major Hindrance in SPC2.

If you’re interested, please create a PC and present them! It’s best to start with the SWD’s core creation rules, then add your superpowers. I’ll keep Recruitment open for about a week.

Character Creation Notes:

Blood & Guts, Born a Hero, Fanatics, Heroes Never Die, and Joker’s Wild are all standard Setting Rules (SWD) in supers campaigns – be sure to read them *before* creating your PC! The Unarmed Defender rule is ignored for this genre of game.

Check *all* the Modifiers for the Powers you’re considering!

I’d suggest, but not require, that you stick with one “Power Type” (SPC2) and/or one “Trapping” (SWD, chapter 5) for all your powers. Don’t forget to describe the specific Trapping for each of your Powers!

You start with $1000 instead of the SWD’s $500. Items purchased after you create your character are at *10 cost for being Black Market (outlawed by the V’sori), and require a Streetwise roll to obtain. The items listed in the SWD and SPC2 are similar enough to those offered by NE, but if you want to shell out the $4.99 for the Player’s Guide and buy from there, feel free!

All SWD Medieval and Modern Hand Weapons are available, as are the Molecular Knife and Molecular Sword (which only has AP 2, but both are considered Heavy Weapons). All SWD Medieval and Modern Armors are available. All SWD Medieval, Modern, and Futuristic Ranged Weapons are available. There are also some unique Ranged weapons listed in SPC2, as well as some Hand Weapon Modifications (which could be very helpful!).

Extra available armor :
Ablative Armor +2 Wt. 10 $200 Heavy Armor; covers torso, head; drops by 1 when you would take a Wound
Duraweave Suit +1 Wt. 5 $500 Heavy Armor; covers torso, arms, legs

The Vow(Fight the V’sori) and Wanted(by the V’sori) Hindrances are not allowed.

Villain Concepts
How did your character get his powers? Was she the victim of a horrible accident? An experiment gone horribly wrong? Or is it the mastery of arcane magic or high-tech gadgets that gives your villain her powers?

Why did your character become a villain? Why did your character become a villain? Was he a petty crook who found the means to be something more? An evil genius bent on world domination? A feared and hated mutant who wanted to lash back at the world that turned its back on him? Or is she one of the rare few superheroes who survived the V’sori attack?

Evil, not Psychotic! While villains may be murderous and megalomaniacal, they don’t tend to be mindless killers without purpose. The super-villain you make up should at least have the potential for working with other super-villains. While playing a completely anti-social psychotic does have its charms, it does not usually make for good team game-play.
Take some time to consider why your villain would cooperate with other villains, especially under the circumstances. Your villain could certainly murder his fellow compatriots at a later date to serve his own goals, but for the time being, he ought to realize he’s more powerful with others by his side.

And, don’t forget to describe your costume!


What's the starting power level? Street heroes, 4 color... pulp?

I'm working on a villain named Wolf Spider, that's going to be themed as if Spider Man gave in to all the crap in his life and turned evil part way through his career.


Ooh. Interesting. I've got another SW supers character to make, so I'll keep my mind open to see if my muse jumps on this.


Rungok - well, technically it's 4-color "Rising Stars", but you get 10 points free per Rank instead of having to take an Edge for only 5 points.


Okay, I'm just trying to figure out how many points we're starting with. I think that means we have 30pp to work with at novice?

I've got Wolf Spider all done if that's the case. If it's a different total I'll fix it.


Nope, sorry, 20 PP to start with. The 10 free PP per rank start at Seasoned.


Oh, okay. Here I fixed it

Wolf Spider 20pp:

Name: Wolf Spider
Race: Human
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Lockpicking d6, Notice d6, Shooting d6, Stealth d8, Streetwise d6, Throwing d8
Pace: 6/6, Parry: 11, Toughness: 6, Charisma: 0
Gear: Unarmed Strike d8 (Str), Computer (Handheld), Flashlight, Rebreather, Wolf Spider Suit Mk 4
Special Abilities:
•Overconfident(*): Believes he can do anything; Accepts all challenges
•Quirk (Complete wiseass): Minor humorous foible
•Wanted (Super Villain): Sought by authorities for crime
•Acrobat: +2 on acrobatic maneuvers; +1 Parry if no encumbrance
•Super Powers: Gain the Super Powers arcane background
•Dodge: Attackers are -1 to hit; +1 Agility vs. area effect attacks
Super Powers:
•Danger Sense•Contingent -1 (Heightened Senses): Notice roll to detect hidden dangers
•Deflection(Lvl3)•Contingent -1 (Heightened Senses): Each level subtracts 1 from Shooting, Throwing, or other ranged attacks against the deflector up to a max of –6.
•Heightened Senses•Perception: The character’s senses are heightened.
•Parry(Lvl4)•Contingent -1 (Heightened Senses): The hero’s Parry increases by +1 per level.
•Regeneration(Lvl1)•: Make a Vigor roll every hour. If the roll is successful, your character heals one wound.
•Super Attribute(Lvl1)[Strength]•: This power increases your character’s attributes one step per level.
•Super Attribute(Lvl2)[Agility]•: This power increases your character’s attributes one step per level.
•Toughness(Lvl1)•Hardy: Toughness improves by +1 per level
•Wall Walker•: The hero can walk on horizontal surfaces or even upside down at their normal Pace.
Personal Details: Timothy Tillman had been accidentally dosed with a powerful DNA scrambling serum that only stabilized when he was bitten by a swarm of newly born wolf spiders.
At first, Tim wished only to use his powers for good. However, a series of poor receptions from the local population and the particular aggrivating news articles posted by the local news magnate had the public believing he was already a villain.
Scorned wherever he went, fighting off heroes and villains alike, it was enough to break any man. Tim snapped during his second year of heroics, and after throwing the newsman off the roof of his own building, the Wolf Spider gave in and fully embraced his evil side.
Years passed, and his faltering beginnings as a hero faded in public memory as yet another vague tragedy.


"Better living through chemistry! Mwa-ha-ha-ha! Beware the touch of Doctor Toxic!"


I have this old PC from a now defunct Necessary Evil game. Might need to power him down a bit as he earned XP but I'll look at that later when I have more time.


Rungok - the PC looks pretty good, but you can only take 2 levels of Parry and Deflection. Maybe put 2 of the extra points into Swinging for that true "Spider-Man" feel?

And, how did you calculate your Parry? I count it as 12 with 2 levels of Parry and Deflection, and including Acrobat and the "-1 to hit" from Dodge...altho I might have missed something.


Oh, I didn't take swinging cause wolf spiders don't use webs. I could perhaps try something else.

I can only take 2 ranks of each? Hmm... okay, my fault for missing that in the build rules. Let me fix that.
Okay with 2 parry, he has a parry score of 9:2+4 (half fighting)+2 from powers and +1 from acrobat edge. I think you missed acrobat, which gives +1 to parry whenever I'm unencumbered.

Okay, with the points I got back, I took 2 points of leaping and 1 point of speed, which are under the trapping of "Wolf Spider Mutation" they are a type of spider that run and jump on prey. They're pouncers, which is partially why they're called 'wolf' spiders.


@ZenFox: Not played SW before but am interested - are you looking for veteran's of the system?

Philo Pharynx wrote:
"Better living through chemistry! Mwa-ha-ha-ha! Beware the touch of Doctor Toxic!"

Hey Philo - Black Dow (Mamon from our M&M game) - would you be interested in a collaboration? I'm mulling a muck-monster pitch (tentative codename: Sludge) - makes sense he might have some history (or owe his creation to) Doc Toxic


Here's Dr. Toxic, my little blob of goo.

origin story:

Veljko Tačić was a smart young chemical engineer. After graduating, he joined with the UN commission on toxic weapons. He helped to run the plants that neutralized these horrible weapons through chemical reactions. Some of the treatments were as hazardous as the weapons. He was out on the plant floor when a superbattle erupted and he was engulfed into a vat of toxic, acidic slime.

But Veljko was not the type to merely succumb and dissolve. If you can't beat 'em, join 'em. In this case, he became toxic, acidic slime. Needless to say, this did not do a lot for his social life. Or his state of mind. He tends not to trust people and has to steal to support his odd biology.

Still, he does try to avoid killing. Most of his victims will recover quickly with a little treatment.

Since the aliens have arrived, he's kept a low profile. Literally. He often hides out in sewers and drains to avoid them.

crunch:

Name: Doctor Toxic (Veljko Tačić)
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d8, Healing d8, Knowledge: Chemistry d8, Notice d6, Stealth d8, Throwing d8
Pace: 10/6, Parry: 6, Toughness: 8, Charisma: -4
Gear: Unarmed Strike d8 (Str), Commlink, Computer (Handheld)
Special Abilities:
•Alien Form (A blob of Goo)(*): Charisma -4, get Healing at -4
•Obese: +1 Tough; -1 Pace; Roll d4 for running
•Poverty: Half starting funds, lose money
•Super Powers: Gain the Super Powers arcane background
•Luck: +1 Bennie each game session
•Quick: Redraw initiative cards of 5 or lower
Super Powers:
•Altered Form• Reach, Viscous: Body is made of unusual material, or they can stretch or manipulate it. Can expand/contract 50%, and +1 Reach
•Decay•: Each round of contact destroys 10 pounds of matter. Living beings must make a Vigor roll or suffer a wound.
•Poison•Ranged Touch Attack (Throwing): On succesful Touch Attack, Vigor roll or Fatigue
•Resistance(Lvl1)•: +4 resistance vs chemical attacks.
•Speed(Lvl1)•: Your character can run at incredible speeds depending on the number of points you put into it.
•Toughness(Lvl2)•: Toughness improves by +1 per level
•Wall Walker•: The hero can walk on horizontal surfaces or even upside down at their normal Pace.


Dotting for interest. Gogo team Normal Human!

Shade:

Agility d8
Smarts d4
Spirit d6
Strength d6
Vigor d6

Charisma 0
Pace 6
Parry 8
Toughness 6

Skills: Fighting d12, Intimidation d6, Stealth d8, Notice d6, Investigation d4

Hinderances: Overconfident (Major), Stubborn (Minor), Vow (do not kill; minor)

Edges: Martial Artist, Dodge, Improved Dodge

Equipment:

Backstory:

This is a story all about how, my life got flipped/turned upside down. Let me take a moment/Sit right there. I'll tell you all about how I became... the incarcerated villain I am today.

In [insert campaign city here] I was born and raised, in the boardroom is where I spent most of my days. Makin' mad money and relaxing in my mansion up on the hill.

When a couple of thugs, they were up to no good, started making trouble in the city hood. I started one little gang war, and the comissioner got scared, he said you're stopping your vigilantism or I'm throwing you in jail. If anything I'd say that this cat was corrupt, but I thought no forget it, let's keep fighting evil.

True to his word, he threw me in jail! I looked at this prison, I was finally there, to break all these thugs, as the vigilante of [insert city here]

Okay, sorry, I started writing his background and I had the theme from the fresh prince of belaire in my brain, so you got the above. My character is going to be a vigilante who as was arrested after going to war on the street level crime in the city. He was warned by the commissioner that he would not brook vigilantism, but kept fighting the villains, gangsters, and crooks anyway. He slipped up and got surrounded, and was taken into custody. He was sentenced to multiple consecutive life sentences for crippling quite a few people, but mostly so the government could say that they are cracking down on unregistered vigilantes.

When the disaster occurred, he watched it from the prison tv, then just started laughing.

TL:DR He's a crazier batman who has less gadgets and is a bit more focused on combat and less on investigation.


Ooh! I've always wanted to play Necessary Evil!!

Dark Archive

Do we need the companion if we already have the players guide?


Atlas2112 wrote:
Do we need the companion if we already have the players guide?

Id highly recommend it. It has a ton more powers and even fixes up some of the NE guide's powers.


Dot dot dot.


This is my first time playing around with the SPC2E, so I have a question and sorry if it's a dumb one. A modifier to a Power, is that a straight-up one-time cost, or for a power with levels, is that per level?

Like if I was buying, say, Animal Control with the Summonable modifier, would that be 6 power points per level then?


No they're straight adjustments to the cost.


Thanks! I started going through some of the villains in the back to run the numbers, lol


"You can only put 6 points max, before negative modifiers, into any Power."

Does that total include modifiers or just the cost of the power? I assume the former but wanted to make sure.

ie: The aforementioned Animal Control is 2/level and Summonable is a +4 so you could only have Level 1 in that power if you were taking that modifier?

Or am I reading that wrong?

(I'm not actually taking Animal Control, it was just an easy example in the beginning of the powers area)


I'll see what if I can think of something.


Yeah your example is correct. The most you can spend on a power before negative modifiers is 6, so positive modifiers will nudge that up to the 6 cap.


Wow - lots of activity overnight! :)

Rungok : I didn't realize that Dodge and Deflection only affected Ranged Attacks. And I didn't notice the "Contingent" on your Deflection, so that only effectively increases your Ranged Attack TN by 2 when your Heightened Senses are active, so TN 7 then (see next post).

However, making several things Contingent on Heightened Senses means you *have* to give Heightened Senses the Requires Activation Modifier. One of the game developers has said "Contingent doesn't work with permanent powers unless they have Requires Activation". So, the good news is, you have another PP to play with!

Thanks for answering the other players' questions, I agree with all of your answers.

Black Dow - newcomers to the system are welcome! I'll help you with anything you need.

Atlas2112 : if by "companion" you mean the SPC2, yes, all of your superpowers come from there. And as Rungok pointed out, their PP costs have all been tweaked from the NE player's guide (and for the better).

Vrog : you *can* play a normal human if you really want to, but honestly, he'll be very "squishy" and less useful in combat compared to the other PC's. I would strongly urge you to make him a Super. You can still stick with the same theme, but just make him "better, stronger, faster".


ALL - regular characters have a Target Number (TN) of 4 vs. being shot at.

The Deflection and Uncanny Reflexes superpowers, and the Dodge Edges, increase this. Please note in your character description your PC's "Ranged Attack TN" (4 by default).

Rungok, by my count your RA TN is 5 normally, and 7 when your Heightened Senses are active - do you agree?


ALL - concerning "Requires Activation" : while the SPC2 says "Once activated, the power remains in effect until the hero decides to drop it. The power also deactivates if the character is Incapacitated, knocked unconscious, or otherwise cannot consciously maintain it.", there have to be limits as to how long you can *not* decide to drop it.

I'm going to say that any Power that requires activation stays on for the duration of the combat, then stops. Sort of like it's the adrenaline surge of combat that allows you to activate it. And while you can activate it if you think you're *about* to get into combat, or are in a nervous situation (like entering a darkened building) it deactivates once it's clear that you're in no immediate danger.

Sound good? Any concerns?

(Rungok - I think that means for you that you should take the extra PP from Requires Activation on Heightened Senses, and take Danger Sense at full cost, so that it can be useful *before* combat begins...)

Dark Archive

Some technical questions:

1) Does an Intangible character need to roll when trying to materialize with a body part inside someone else? (Since 1 wound is harmful to WCs but fatal to extras). I've never bought that it should be a full-up fighting roll since any attempt to they make to parry isn't effective.

2) Does WallWalker stack normally with SuperSpeed? I can't see any reason why it wouldn't, but then it makes the Surface Tension extra obsolete (which might not be a bad thing.)

3) Is the Stun Wand available? Is the Z-belt available?

4) By "only take 2 levels of Armor, Attack...etc...at Novice level. " Do you mean we can take 2 levels of Armor and 2 of Deflection, or if we take 2 of armor, we can't take anything else in that list?

6) Can I take Mind Reading but have it affect dead people? Does it make it easier if it only affects dead people?


Some technical answers ;):

All of this is open to discussion/debate...

1. Well, the SW boards are down, so I can't go there for help, and Reddit wasn't any help, so I'm winging it here...

Intangible doesn't mean Invisible. If I saw that someone who was intangible was coming at me with their hand outstretched, I'd probably try to get out of the way.

In addition, Parry isn't just about using a weapon - to quote a system developer, "Parry isn't just about blocking a weapon, it's also covers dodging blows...".

How about : the intangible character has to make a Touch Attack (Fighting+2) against their opponent's Parry?

2. Well, Surface Tension requires at least Sonic Speed (12 points), so you won't be getting it anytime soon. And it does say that if the speedster stops moving, they will sink or fall, which Wall Walker would negate (it doesn't explicitly state that you *have* to be walking), so sure, I'd allow the combination.
But if you mean would Wall Walker allow someone to run at fast-but-less-than-Sonic speed along a wall...no. There's gotta be a good reason it costs 13 PP to do that!

3. Ah - I see you have the NE Player's Guide. Yes, they are available (but note the change to how Stunning works in my OP).

4. You can take up to 2 levels of everything in the list.

5. (I saw the OP...)

6. The main problem I see in Mind Reading dead people is that Mind Reading is an Opposed Smarts roll, and what's the Smarts of a dead person? How about a Smarts-2 roll? And sure, if it *only* works on dead people, that'd be a -1 Modifier.


"I think dead people."?

Doc Toxic's base Ranged attack TN is 4, 5 when he's squeezing down.


ZenFox42 wrote:

ALL - concerning "Requires Activation" : while the SPC2 says "Once activated, the power remains in effect until the hero decides to drop it. The power also deactivates if the character is Incapacitated, knocked unconscious, or otherwise cannot consciously maintain it.", there have to be limits as to how long you can *not* decide to drop it.

I'm going to say that any Power that requires activation stays on for the duration of the combat, then stops. Sort of like it's the adrenaline surge of combat that allows you to activate it. And while you can activate it if you think you're *about* to get into combat, or are in a nervous situation (like entering a darkened building) it deactivates once it's clear that you're in no immediate danger.

Sound good? Any concerns?

(Rungok - I think that means for you that you should take the extra PP from Requires Activation on Heightened Senses, and take Danger Sense at full cost, so that it can be useful *before* combat begins...)

Yes. That's all correct. My TN for ranged attacks is 5, by normal, and 7 when my heightened senses are activated. I'll move the free'd up PP into getting Danger Sense. Yay spidey sense!

OH! Here's a thing. If you're trying to shoot someone in melee range, you attack them at their Parry defense, not the default shooting TN. Just going to come up cause Wolf Spider gets up in people's grilles.

As for the Requires Activation, I always go to the Exalted tabletop time increment of 'One Scene'. Meaning that when you turn it on, it's on for the rest of the scene. So when you do a cut from where/when we are to move on to the next floor, or we drove downtown, or we rest the night, the 'scene' changed and therefore we've let our activated abilities lapse.

Dark Archive

Dotting. Will submit a character later. It should go without saying, but...

ZenFox, please do not let the fact that you are in one of my games color your selection of PCs. If I don't make it in, there are no hard feelings.


WhtKnt wrote:

Dotting. Will submit a character later. It should go without saying, but...

ZenFox, please do not let the fact that you are in one of my games color your selection of PCs. If I don't make it in, there are no hard feelings.

Why does this feel more ominous than not saying anything?

Dark Archive

Philo Pharynx wrote:
WhtKnt wrote:

Dotting. Will submit a character later. It should go without saying, but...

ZenFox, please do not let the fact that you are in one of my games color your selection of PCs. If I don't make it in, there are no hard feelings.

Why does this feel more ominous than not saying anything?

Zenfox, please do not let it influence you that you know who I am and you know that I have a very particular set of skills. Skills I have acquired over a very long career. Skills that make me a nightmare for people like you...

So, y'know, no pressure. =P


I love this game, though I've never gotten to play it. I liked it enough to create characters for my local gaming group so they wouldn't have to. And later, I created more than a score of villains for a project for a friend. If anyone wants to play and doesn't have an idea of a concept or the mechanics, let me know.

Here's the one I want to use. Hopefully it will keep the formatting. The Gimmick is that he has a watch that teleports his armor onto him. Without the armor, he's a very squishy mundane.

H.I.E.N.A. (Heavy Infantry Experimental Nano Armor)
The H.I.E.N.A. project was masterminded and headed by Dr. Henry Nelson, a pre-eminent expert in the fields of nanotechnology and robotics. The concept behind the project was to develop an exo-skeletal suit of armor that an average soldier could don to effectively combat the so called “supers” that run rampant. In addition to high durability and survivability, the suit also had to be able to match the inhuman strength of many “supers” and provide adequate stopping power to nullify them.
Under the brilliant tutelage of Dr. Nelson, the prototype lived up to and surpassed these requirements. Incorporating not only fully body nano-armor of a lightness and durability unseen previously, but also a powered exoskeleton and integrated ballistic weapons, the H.I.E.N.A. promised to be the next generation of war machine.
Until it was discovered that Dr. Nelson was selling the secrets of his research to foreign powers. The rogue scientist was confronted by his superiors and escorted from the research facility and preparations were made to try him for international espionage.
Unfortunately, the authorities underestimated Dr. Nelson’s cunning and desperation and he managed to escape. That night, there was a massive explosion at the robotics lab and all of the data pertaining to the H.I.E.N.A. project was destroyed. Worse, the prototype as well as the P.H.eM. prototype from the neighboring lab came up missing.
For a time, it was hoped that Dr. Nelson and the missing prototypes were destroyed in the explosion. However, the fact that the H.I.E.N.A. prototype, with numerous upgrades has recently appeared and been used to commit a number of crimes shows that this is not true.
Codename: H.I.E.N.A. Civilian Identity: Henry Nelson (20 Points)
Height: 5’8” Weight: 170 Eye color: Blue Hair color: Brown
Attributes: Derived Characteristics:
Agility: d6 (d12) Pace: 6
Smarts: d8 Parry: 5[8]
Spirit: d6 Charisma: 0
Strength: d6 (d12) Toughness: 5 [12(6)]
Vigor: d6
Skills: Repair d8, Notice d8, Knowledge (Engineering) d8, Fighting d6[d12], Shooting d6[d12], Guts d6
Hindrances: Gimmick (Watch), Greedy (Minor), Quirk (Giggles when nervous or excited)
Edges: McGyver
Powers: Ranks Modifiers Results Cost
Armor 2 Device, Heavy +6 Armor 4
Attack, Ranged 2 Device 3d6 4
(Gatling Laser)
Super Skill 4 Device 3 Fighting 3 Shooting 2
Super Attribute 4 Device 3 Agility 3 Strength 4
Attack, Melee (Claws) 2 Device, AP 4 d12+2d6 AP 4 4
Toughness 1 Device +1 Toughness 2

Dark Archive

Philo Pharynx wrote:
WhtKnt wrote:

Dotting. Will submit a character later. It should go without saying, but...

ZenFox, please do not let the fact that you are in one of my games color your selection of PCs. If I don't make it in, there are no hard feelings.

Why does this feel more ominous than not saying anything?

Not my intent, I assure you. I honestly do not want him to favor me because I am his GM.


Love this game and would love to try again. I am a veteran of a couple of games that died.

If this is still open I would love to apply.

Question of Atlantean/Hybrids:
Do these folks come under the Alien house rule?

Dark Archive

Good to see you back, Poor Wandering One.

And thank you.

For everything.

(Heh. I was just talking about you. =)


Thought I recognized that dragon.

Good to see you as well.

Dark Archive

Okay, here is Biohazard.

Name: Biohazard
Race: Human
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d6, Throwing d8
Pace: 6, Parry: 5, Toughness: 7, Charisma: -6
Gear: Unarmed Strike d6 (Str)
Special Abilities:
•Bloodthirsty(*): Never take prisoners; -4 Charisma if known
•Distinctive Appearance (Walking disease factory): See notes
•Ugly: -2 Charisma; Shunned by opposite sex
•Gain the Super Powers arcane background
•Fast Healer: +2 Vigor for natural healing
Super Powers:
•Immune to Disease•: Your character is immune to disease.
•Immune to Poison•: Your character is immune to poison.
•Infection•Carrier: Requires a touch attack with a called shot to hit exposed skin. A target struck by the attack must make a Vigor roll.
•Poison•Lethal, Ranged Touch Attack (Throwing): On succesful Touch Attack, Vigor roll or Fatigue
•Regeneration(Lvl3)•: Make a Vigor roll every hour. If the roll is successful, your character heals one wound.

Personal Details: Victor Malaise was a two-bit petty criminal before he broke into a research lab looking for things that he could fence. During his visit, he was exposed to a super virus that ravaged his body but also amplified his immune system. As a result, he has become a walking pile of flesh-eating disease that constantly regenerates the loss of flesh.

Costume: A special bio-suit that prevents him from infecting those around him.

If selected, I will prepare an alias.


WhtKnt wrote:
Philo Pharynx wrote:
WhtKnt wrote:

Dotting. Will submit a character later. It should go without saying, but...

ZenFox, please do not let the fact that you are in one of my games color your selection of PCs. If I don't make it in, there are no hard feelings.

Why does this feel more ominous than not saying anything?
Not my intent, I assure you. I honestly do not want him to favor me because I am his GM.

I was just teasing. There's no need to take my character idea. :)

Dark Archive

:) I was thinking that you were going to be more a walking mudpile, but yeah, I can see the similarities.


Okay. I settled on a concept and I *think* I got everything.

Question though - with 1pt from Hindrances, is that an extra $500, or $1000?

Shackle:

Jeremy Holland grew up poor in a bad neighborhood, his father long gone and his mother Kelly struggling to keep a roof over their heads. Jeremy was an introvert, bullied in school (the worst of which was Chuck Dennis), but he studied hard and got good grades. He liked computers, games, and was a social outcast other than a couple of friends who were nerds like him. He kept his head down and dreamed of better days, worlds of fantasy, and revenge. He made it through high school with little problem other than bullying and loneliness, worked odd jobs and saved up money so he could start college where everything would be better. Except it wasn't. It was more of the same. So he persevered, studied hard and graduated early.

After college, he became an intern with a couple of scientists, and later a research assistant for the scientific genius Dr. Henry Caulson, an expert in the fields of electromagnetism and metallurgy. The two worked on a project that would allow for vehicle that would run on the magnetic field of the earth itself, requiring no fuel and no wheels either but would instead float a bit off the ground. In addition they were concurrently working on a project for the United States military, one involving both personal railgun-type weapons as well as close combat weapons utilizing electromagnetic energy to form a blade capable of cutting through tank armor.

Dr. Caulson caught Jeremy copying data and attempting to sell it. The two argued and fought, and Jeremy shoved Dr. Caulson in to the magnetic generator they used for the experiments. One of the gauges must have been damaged for the generator overloaded and exploded shortly thereafter. Dr. Caulson was killed and Jeremy was badly injured and comatose. When he awoke from the coma, everything seemed normal until a few days later. He found he had been changed somehow by the accident, and could control electromagnetic energy and metal.

Of course, being the greedy person he was, he immediately became a super-villain and tried to get rich quick! He fought, and was defeated by, the Hollow Hood many times, yet still managed to make enough money for some fun now and again, as well as afford some parts for machinery. He built a small black box that he could carry with him to help him get in to places and download data to sell on the black market.

Then the V'Sori came and everything changed.

Crunch:

Name: Shackle
Identity: Jeremy Holland
Age/Gender: 26/Male
Height/Weight: 5'10"/165 lbs.
Hair/Eyes: Brown/Brown
Appearance: Jeremy is a fairly average man, not terribly good-looking but not ugly either. He stands a few inches shy of six feet tall, and has a mostly-fit build to him. His brown hair is kept short, though it gets a bit fuzzy and shaggy sometimes. His eyes are deep brown, and he usually has a bit of a trimmed beard, goatee or something for facial hair. He wears non-descript clothing with a hat and sunglasses usually.
As Shackle, he wears a stylized metallic armored suit, silver and black, with red highlights, with an almost medieval yet futuristic feel to it. He has a bulky sword hilt on his hip with no blade and on each wrist are what look like manacles (not connected to each other).

TRAITS
Agi: d6; Sma: d8; Spi: d8; Str: d4; Tough: d6
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5 (+2 power, +6 armor)

SKILLS
Fighting (Agi): d4
Intimidation (Spi): d4
Investigation (Sma): d6
Knowledge (Electromagnetism) (Sma): d6
Knowledge (Metallurgy) (Sma): d6
Notice (Sma): d6
Repair (Sma): d4
Shooting (Agi): d6
Stealth (Agi): d4
Streetwise (Sma): d6

EDGES
Arcane Background (Super-powers)
Marksman

HINDRANCES
Greedy (Minor)
Monologuer (Major)
Ruthless (Minor)

POWERS
Attack, Ranged 2 (3d6) = 5pp
-Armor Piercing AP 4 (+2)
-Requires Material (-1)

Flight 2 = 4pp

Interface = 1pp
-Code Breaker (+1)
-Device (hand-held little Black Box) (-2)

Malfunction = 5pp
-Area Effect (+2)
-Slow to Activate (-1)

Matter Control 2 (Metal) = 4pp
-Range (+2)
-Requires Material (-2)

Toughness 2 = 1pp
-Requires Activation (-1)

GEAR

Cellular Smart Phone ($100)
Commlink ($100)
Combat Armor (Armor +6, Negate AP4 Ballistic, Wt 4, $200)
Energy Weapon Short Sword (Str+d8, AP4, Heavy Weapon, Wt 4, $700)
-Spare Power Packs (2) (Wt 2, $100)
Flashlight (10” beam) (Wt 3, $20)
Handheld Computer (Wt 1, $250)
Lighter ($2)


Oh and as this is my first SW Supers character, I welcome any feedback. =)


Quick question: Are we Evil or are we Villains?

Dark Archive

We are villains. Evil is relative.


Evil. Is. Good.

Dark Archive

Just took a look at Philo's character (I hadn't up to now) and I see that we were both thinking along similar lines. Since he was first, I'll work up a different idea and post it.


Poor Wandering One - Atlanteans and Hybrids are built using the SWD Races rules, so they don't count as Alien Forms.

EbonFist - first off, I'm of split mind as to whether your armor is a Device with a -1 or a -2 Modifier. As a watch, it's -2, but as armor it's -1. Since you'd be in combat while wearing the armor, not the watch, I'm inclined to say it's -1. But if you want to add Requires Activation to everything, that's bring you back to a -2. Sound good?

Now, regarding your Powers :
Armor - the cost is ok, but in my OP I said that Heavy armor was not available. So that gives you 4 more PP to put somewhere.
Attack, Melee - no problems
Attack, Ranged - you forgot to apply the -2 Modifier, so that's 2 more PP to put somewhere
Super Skills - no problems
Super Attributes - *each* 3 die step increase costs 6 PP, modified down to 4 PP, for a total of 8 PP, not 4. Sounds like a good place to move the Heavy Armor cost to.
Toughness - +1 Toughness costs 1 PP, not 2, so you have another 1 PP to put somewhere.

So in short, you have 3 more PP to play with.

ignuspyre - The Superpowers Edge doesn't cost anything, so unless you spent some Hindrance points on Skills (I'm not going to figure all that out), you have another Edge coming to you. Your Powers look good (from a cost point of view)!

P.S. - I just noticed your question about applying Hindrance points to money (so ignore my comment about getting an extra Edge) : you'd get an extra $1000.

Philo Pharynx - I've noticed that you used some of the NE Power descriptions, whereas we'll be using the SPC2 descriptions.

In particluar, Altered Form's description is : "The hero can stretch or contort his body into basic shapes, raising or lowering his effective Size by 3. This isn’t actual mass, however, so he doesn’t gain or lose Toughness.
Altered heroes have no vital organs (or they’re very resistant, protected, or hidden). Called shots have no effect on them. They also take only half damage from falling or collisions, both of which can only Incapacitate—not kill them." No extending or compacting your body size by 50%, and no +4 to Armor!

And, Decay's description adds "Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined."

Other than that, your point costs look good (which is weird, since two of the Powers changed point costs between NE and SPC2!).

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