
"Mud" Adam Storn |

- Removed 25 points from the Multipower and put most into increasing Str to 50.
- Added total Life Support
- Evened out the Armor, because I added 20 Str to figured PD.
- Used Explosion instead of Area effect for Entangle
- Reduced the END of the Bulk up! for easier math: +5 Str costs 0.5 End x3 End vs. +10 Str x3 End. I put the Str usage by End at the bottom. If the End cost is not high enough, please adjust as you want. I like the concept and don't want to break the power level
- Added Stretching, so he could still use 55 Str with it.
- Skills represent some Boy Scout training (Navigation) and mostly experience living on the run. The Modern Everyman skills in the book said that he gets a Professional skill at 11-. I was thinking about restaurant jobs.
- Included Defense Maneuver, because in full mud form, he wouldn't have facing.
Proposed Disads are on Page 2. I didn't know how to build the without papers. If we need more disads, he would have trust issues, for one who has been living on the run.
cheers

mdt |

Alrighty. I'll read up on untrained skills today, I think. :) Thanks Kittyface! From what I can tell those are basically everyman skills, and they're really hard to do.
I'm guessing most skills can have reasonable combat applications?
Like Taru's KS comics could reasonably be put to use to tell her not to hit the human torch with fire? While Aegis could maybe determine the properties of the metal in the cars on the block and decide to throw the considerably better-structured '67 Chevy at someone (and forever become hated by Shadowcat in the process)?
Also, please tell me Gridlock gets bonuses to bluffing for his stony demeanor ;)
Grid has a +15 PREsence in stone face, so yes, he does.

Hotaru Hoshiko |

Hehe. That's amazing. I approve. :)

mdt |

That's still too cheap on endurance.
Ok, how about this then. I want that to be a very expensive power, because it twists the DC limits into a pretzel. So, if you want simple math, have I got a deal for you! +30 Str, 10x Endurance cost! Every point of str you use costs you 1 pt of endurance, easy peasy! Max it out at 90. You can burn through your endurance in no time! With the restriction that you can't then push your strength again. This is basically giving you the ability to push your str by 30 instead of 10.
I'll need to look through and convert it over and make sure the numbers work. Total Life support is usually about 30 pts, not 46, so not sure how you're putting it in your EC.

"Mud" Adam Storn |

5th edition writes Total Life Support is now 45 points, instead of 30. (pg 197)
cheers

mdt |

Yes, you'd max out at +90 str, for 45 Endurance, which is basically what I originally had, but with the ability to push lower str at less end. But if you prefer easy math, that's fine with me.

Dark Goo |

Right now it's: 4u Shapeshift (Sight, Touch, Hearing Groups, any shape) Instant Change; for (41AP)
I would like to change it to:
2u Shapeshift (Sight(10), Touch(3), Hearing Groups, any shape, limited shapes inanimate objects only (10) ) Instant Change, limited, objects always black (-1/4); for (18AP)
To me this makes a little more sense as Goo can't even talk right and if he could shape change into people he would just transform into his old self. Anyway this would net me 2 AP's to add to my experience points to play around with. What do you think?

The Rocket |

Hey mdt, here's my take two at revising Rocket
Speed-cleaning I just noticed that you bought my change env as 60 AP, with +20 for long lasting. Is that needed?
Change Environment costs END. Once the
character stops paying END to maintain the Change
Environment, the Power stops functioning, though
its effects may linger for some time thereafter. For
example, if a character used Change Environment
to make all plants in the area bloom, those blooms
remain when he turns off his CE, but quickly wither
and die without the power of the Change Environ-
ment to keep them alive (unless normal conditions
in the environment would keep them alive). An ice
sheet created by Change Environment melts (at a
rate dictated by environmental conditions, but typi-
cally in 1-5 hours) after the Change Environment
stops functioning. If the change has little or no
combat effect (for example, a speedster’s or witch’s
ability to clean a room in the blink of an eye), then it
may even be permanent. At the GM’s option, long-
lasting Change Environment eff ects require the
Long-Lasting Adder (see below)
I think of this power as instantaneous duration, after which physics takes over (so if I made a pile of dishes thirty feet high, it’s not going to be permanent, it’ll topple momentarily...but if I wash a dish, it stays clean until someone eats off of it.)
What do you think about changing this to:
2u Rapid Tasks Variant 4) Change Environment (5 AP) 4" radius (+10 AP), Varying Effect (+10 AP)
(25 APs); No Range (-1⁄2); 2 END
Blowing away smoke/gas
First, I realized what it’s name should be: ”I’m your biggest fan!”
Second, I reread suppress vs dispel. I think dispel’s what I want. Suppress suppresses a constant power for as long as I’m paying END for it, where Dispel gets rid of a one-time thing (e.g. a smoke bomb or gas grenade) permanently. I understand that that means I can't have a partial effect on a power, or keep a power that's being actively maintained down for more than a phase. Modified below.
--
Hyper-running MP v2
Design notes: Inspired by Sammy. Switched back to running (adding clinging separately)
50 hyper running
10m 1) +19” running (38 AP), ½ end on this+base (50*0.25=12) = 50 AP
5u 2) +9” running x32 non combat (38 AP), ½ end on this+base (50*0.25=12) = 50 AP
5u 3) +14” running (28 AP), ½ end & megascale on this+base (40*0.5=20) = 50 AP
1u 4) Change Environment (rapid cleaning) (5 AP) 4" radius (+10 AP), varying effect (limited group) +½ (22 APs); No Range (-1⁄2); 2 END
3u 5) “I’m your biggest fan!” Dispel Gas/Smoke power 11d6, any Gas/Smoke power one at a time (+1⁄4), ½ END (+¼) (50 AP), no range (-1⁄2); 2 END
1u 6) Dodging bullets (20 AP) any physical projectile, costs END to activate -¼ (12pt cost), END 1
2u 7) Icarus special (or suck’m down) - 8d6 Dispel Flight (special effect: whirlwind below them), half end +1/4 (30 AP), only vs foes directly above him +½; END 1
2u 8) spin'm til they're dizzy! - 1" change env, -2 OCV, -2 DCV (31 AP: change env (5), -2 OCV (5), multiple combat effect (5), -2 DCV (10), ½ end +1/4); no range -½; END 1
=79-84=-5 pts
--
ADD
1 : Teamwork familiarity 8- Delayed as makes sense, until we've had sufficient time working together
2 : Parachute: Gliding 6”, trigger (when 31KO’d (automatic) or when he pulls the cord (zero phase), requires Full Phase to reset; +¼) (7 Active Points); OAF (-1), Limited Movement (character cannot gain altitude, and must move at least 12” downward for every 1” forward; -½), 1 Recoverable Continuing Charge (lasts until character hits the ground or ’chute is fouled; -¾). Delayed as makes sense, until Ace & etc can supply one
13: 4 HTH levels (20 AP), only to counter penalties to multiple actions (grab, moveby, etc.) -1/2
8 : Clinging (10 AP) must move at least a half move (-¼)
=+24 pts
DROP
-3 : reinforced gloves
-3 : Fast Draw
=-6 pts
Replace Speedster tricks with:
Design notes: per your direction, I took off the +1 DC. We’re looking at max 9d6 at max velocity, which I know is high. To limit that, I haven’t taken any maneuvers that add damage at all if I lack velocity, so I’ll be doing 4d6 vs entangles, grabbers, or otherwise in situations where I can’t benefit from momentum. If that still seems too high let me know. I’d probably knock my STR back down from 20 to 15 and add in “Rapid Punch ½ 5 +1 -2 STR + 4d6 Strike“ (making me able to do 7d6 without having to move, or 8d6 at full velocity)
Maneuver OCV DCV Notes
5 Flying Dodge — +4 Dodge, Abort, FMove
5 Flying Grab -2 -1 Grab 2 Limbs, +10 STR, FMove
5 Passing Disarm -1 -1 Disarm, +10 STR, FMove
5 Passing Throw 0 0 STR + v/5, Target Falls, FMove
4 Spinning Escape +0 +0 +10 STR vs. Grabs
-40+24=-16 pts
Net change = +1 XP

mdt |

What is Slot 6? Missile Deflection? DR?
A little leery of 8 slots on the MP at game start. First four slots are good. How about picking your favorite two of the last 4?

The Rocket |

Yes, slot 6 was missile deflection. I've dropped that + the "spin 'em dizzy" Change Env power from the multipower.
I've also made some switches to hyperrunning (details below) and took the points I got back from cutting two MP slots to add 3 pts to Stealth.
Hyper-running MP v3
Design notes: switched back to Running w/ “usable as flight (only on surfaces)” instead of Sammy-style running+clinging. This costs a bit more but lets me run on water too, should that ever come up. It also lets me keep running’s (lack of a) turn radius except when I’m in “flight mode”, which I like too.
60 hyper running
12m 1) +18” running (36 AP), ½ end & usable as flight (only on surfaces) on this+base (48*0.5=24) = 60 AP
6u 2) +8” running x32 non combat (36 AP), ½ end on & usable as flight (only on surfaces) on this+base (48*0.5=24) = 50 AP
6u 3) +14” running (28 AP), ½ end, usable as flight (only on surfaces), & megascale on this+base (40*0.75=31) = 50 AP
1u 4) Change Environment (rapid cleaning) (5 AP) 4" radius (+10 AP), varying effect (limited group) +½ (22 APs); No Range (-1⁄2); 2 END
3u 5) “I’m your biggest fan!” Dispel Gas/Smoke power 11d6, any Gas/Smoke power one at a time (+1⁄4), ½ END (+¼) (50 AP), no range (-1⁄2); 2 END
1u 6) Icarus special (or suck’m down) - 8d6 Dispel Flight (special effect: whirlwind below them), half end +1/4 (30 AP), only vs foes directly above him +½; END 1
=89-84=5 pts
--
ADD
1 : Teamwork familiarity 8- Delayed as makes sense, until we've had sufficient time working together
2 : Parachute: Gliding 6”, trigger (when 31KO’d (automatic) or when he pulls the cord (zero phase), requires Full Phase to reset; +¼) (7 Active Points); OAF (-1), Limited Movement (character cannot gain altitude, and must move at least 12” downward for every 1” forward; -½), 1 Recoverable Continuing Charge (lasts until character hits the ground or ’chute is fouled; -¾). Delayed as makes sense, until Ace & etc can supply one
13: 4 HTH levels (20 AP), only to counter penalties to multiple actions (grab, moveby, etc.) -1/2
3 : Stealth 15-
=+19 pts
DROP
-3 : reinforced gloves
-3 : Fast Draw
=-6 pts
Replace Speedster tricks with:
Design notes: per your direction, I took off the +1 DC. We’re looking at max 9d6 at max velocity, which I know is high. To limit that, I haven’t taken any maneuvers that add damage at all if I lack velocity, so I’ll be doing 4d6 vs entangles, grabbers, or otherwise in situations where I can’t benefit from momentum. If that still seems too high let me know. I’d probably knock my STR back down from 20 to 15 and add in “Rapid Punch ½ 5 +1 -2 STR + 4d6 Strike“ (making me able to do 7d6 without having to move, or 8d6 at full velocity)
Maneuver OCV DCV Notes
5 Flying Dodge — +4 Dodge, Abort, FMove
5 Flying Grab -2 -1 Grab 2 Limbs, +10 STR, FMove
5 Passing Disarm -1 -1 Disarm, +10 STR, FMove
5 Passing Throw 0 0 STR + v/5, Target Falls, FMove
4 Spinning Escape +0 +0 +10 STR vs. Grabs
-40+24=-16 pts
Net change = +0 XP

mdt |

OK, I'm watching Supergirl tonight, and then probably tomorrow at lunch I'll get characters finalized, then we'll move forward.
Any changes please make sure I have them tonight.
So far, only Goo and Rocket (And Mud) have changes.

Janice "Snapdragon" Li |

Oh! I'd like to change my healing form around a bit, I think, if it's all kosher (did you see my updated version of that?)

Hotaru Hoshiko |

Have you been watching the reboot of Heroes? If so, how do you feel about it, aside from 'Evo' being the worst attempt at a slur imaginable.

Janice "Snapdragon" Li |

Yeah, "evo" is super dumb. New Heroes is also super dumb, but so were seasons 2 through n of Old Heroes, so, eh.

Saffron "Aegis" Sinclair |

I want to give up one of aegis block, 5 points from power defend and spend 2 xp to get her speed up one
Thats all the changes I want

Hotaru Hoshiko |

All that I have is swapping out Introvert (which isn't really fun to roleplay, and doesn't fit for the situation) for ADD or the equivalent. :)
Otherwise, Taru grows!

Whippoorwill |

How much will it cost to add additional ranged tricks? I'm thinking adding a flash grenade, or maybe even a goo/freeze entangling attack.
Is that prohibitively expensive?

Janice "Snapdragon" Li |

Oh, right, to clarify (since it turned out Regeneration can't heal ability damage), here's my final proposed revision for Lotus Meditation (if I did the math right):
11 CP - Regrow Structure: Healing Variable 2d6, Can Heal Limbs, Variable Effect (Can restore any one characteristic or plant-SFX power; +1/4), Reduced Endurance (1/2 END; +1/4), (37 APs), Concentration (1/2 DCV, unaware; -1/2), Only in contact with natural ground (-1/2), Self-Only (-1/2), Visible (-1/4)
(2 END cost)
11 CP - Photosynthesis: Recover 7 (14 APs), Only in Daylight (-1/4)
18 CP - Cellulose Skin: Armor (7 PD/5 ED)
10 CP - Sessile Mind: Invisibility to Mental Group, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 APS), Only while unconscious (-1)
Effectively, Janice can recover from "death" over the course of minutes, making her healing slow enough to not be useful in a fight, but fast enough for her to shrug damage off as soon as she's not occupied with anything else. (And with Fast Healing, her injuries still heal over a few hours if she's unable to shape shift due to flying/hiding her breathing/pretending to be human)
Regrow Structure can be used to recover STUN (or anything else), but it also takes END to use, and is now an active power, requiring actual "meditation" (some concentration, and some shoots and saplings and what not regrowing).
Meanwhile, Photosynthesis lets her recover a bit faster from being KO'd, or just recover her energy.

Drider |

The only actual change I'm really looking at is replacing the damaging Web Blobs with a more utility power, probably some area denial mobility debuff like the Change Environment I'd mentioned earlier.

Project Violet |

I'm good with Violet as she is. No changes from me.

Dark Goo |

@Table A: I think the consensus is that we contribute towards a base, any thoughts on how many points so we can spend our XP. I am not as familiar with base rules so if someone with more knowledge would chime in I'd appreciate it. If everyone wants to hold off on a base I'm fine waiting.

Project Violet |

Violet's good with putting in up to half of her XP total as of the end of this chapter.

mdt |

Ok, so, MUD.
I need more disads.
DNPC is inappropriate, you're a runaway, they can't show up every week.
Vulnerability to cold, while having life support 'safe in cold' is a non-starter. :)
Never mind, got 'em.

The Rocket |

I'm happy to put up to 1/2 XP into group goodies too. I'm not sure that I understand enough yet to know what that base/gear would be though.
Lets see what Ace & gang tell us about our futures...not to mention what mdt says. I mean, I don't think we know much of anything in character yet (where we'll be living, what we're going to be doing) other than that they've just tested us...and presumably we've only mostly failed...which is almost kinda like partly succeeding. ;-)
Heck, we might be staying in this silo for the foreseeable future.

"Mud" Adam Storn |

Ok, so, MUD.
I need more disads.
DNPC is inappropriate, you're a runaway, they can't show up every week.
Vulnerability to cold, while having life support 'safe in cold' is a non-starter. :)
OK No, problem. Couple of questions:
1. His parents are still looking for him as a Missing Person or getting the runaround by the government who hasn't acknowledged that they lost him. He could be dodging them while preventing them from getting threatened. Also, his sister could coincidentally go to college in New Orleans. That's why I left the DNPC.
2. I didn't think Life Support (LS) affected special effects of Energy Blasts or Killing Attacks. I thought LS primarily affected NND (No Normal Defense) attacks. "For example, a character who can survive Intense Heat can walk around in the desert without suffering any discomfort or ill effects from the heat, and can tolerate a “Heatwave” created by Change Environment without harm, but still takes damage from fire- or heat-based attacks or being dunked in lava." (5th Ed. pg 197) The meta explanation is such that it is the temperature gradient and shock that causes damage; not the heat itself. If this is correct, shouldn't a vulnerability still be appropriate?
Please let me know how many points I need to fill.
cheers

mdt |

Hotaru Hoshiko |

You've still got her as an introvert, but I don't think it's a big deal. I can totally be an introvert -after- the exciting is gone. I'm good at that.
Otherwise, good to go!

The Rocket |

Hey Rocket, looks good. Only notes:
I think you missed:
3u 5) “I’m your biggest fan!” Dispel Gas/Smoke power 11d6, any Gas/Smoke power one at a time (+1⁄4), ½ END (+¼) (50 AP), no range (-1⁄2); 2 END
...and you listed this as 1d6 Dispel, which seems like a typo:
1u 6) Icarus special (or suck’m down) - 8d6 Dispel Flight (special effect: whirlwind below them), half end +1/4 (30 AP), only vs foes directly above him +½; END 1

Saffron "Aegis" Sinclair |

Cool thanks for the update

Janice "Snapdragon" Li |

Sounds good! (I guess everyone's budgeting for a base?)
I was also planning to train Breakfall, if we can, but I figure I can add minor updates to my character profile and just get new character sheets every once in a while.

Drider |

Split between four effects, the Change Environment (Drider's Web) seems to be spread a bit thin. Thematically, they all make sense for a field full of webbing, but I think it would be more fulfilling to use if it concentrated on hampering modes of movement?

Hotaru Hoshiko |

I know for certain Team WARPVG (So Metal) is buying a base, from the looks of it. I'm not so sure about Team PeMDaS (Order of Operations). I'm guessing you are? :)

Janice "Snapdragon" Li |

I know for certain Team WARPVG (So Metal) is buying a base, from the looks of it. I'm not so sure about Team PeMDaS (Order of Operations). I'm guessing you are? :)
Yeah—we're setting aside points now, I guess, with the assumption that acquiring the actual "base" will take time. Something with a training room, and maybe bedrooms for the half of our team that's homeless. The idea would be to start stockpiling things in Snapdragon's apartment and then move them once we get a building lease, potentially months down the line, and with an assistance of some wealthy benefactor through the meta-meta-team.
Snapdragon's (or possibly the player's) idea is to register as an experimental start-up company, attempting to bio-engineer synthetic spider silk. Lets us get all the equipment we need to analyze metahuman genes and let Drider spin weave clothing, while raising absolutely zero suspicion; since New Orleans is full of storm cellars, we convert ours into a martial arts training room, and travel deep into the nearby bayou on moonless nights when we need to train outside.
EDIT: I don't actually know what a "bayou" is other than that they have them in LA.

Whippoorwill |

I doubt you'd find many storm cellars in New Orleans, actually. The ground is so saturated they don't even bury their dead in the ground. Dig a hole and it fills with water. That's life living below sea level.

mdt |

Dat show a shockin, I say shockin, amount o' ignorance, I guarontee!
A bayou, she a place you never forget if you see her!
Well, to be honest, there are storm shelters... they are large heavy concrete buildings. The main one is called the Super Dome. Lots of local high school gymnasiums are also storm shelters.
However, none of them are holes in the ground.
There's a reason why the New Orleans cemeteries are all above ground with concrete blocks over the coffins. If you don't, every time a good rain comes along, the coffins punch up out of the ground when it get's too soft.

Hotaru Hoshiko |

So... what is the very unhappy-looking dangly stuff you always see hanging off of those trees in the horror movies (and rarely, not-horror movies) you see set near those?

mdt |

Project Violet |

The really fun part about WARPVG is that if we pretend we're Romans, it's still pronounced "Warpug".
Nuts! N-V-T-S, Nuts!

Drider |

I think a ground based Running/Leaping debuff? Pulling the points from the Dex and Perception penalties, one could be at -3 and the other -4 in the area without altering point cost.

Hotaru Hoshiko |
1 person marked this as a favorite. |

Please excuse typos and formatting. I'm on my kindle and didn't pay too much attention to what it was spewing out. So, you get things like killjoy instead of killshot. Which may or may not have edited properly.

Project Violet |

Heredforshire hands? o.O

Hotaru Hoshiko |

Don't think I've ever managed to get anything like that. Unless it just randomly decided 'They are talking about a town!'
No, most of mine is where I go to hit space and get a bcv or ..
It usually splits them. But sometimes you go from hevwent to helvetica. :)

Hotaru Hoshiko |

And I stand corrected!
Heredforshire was somehow created from 'over-expressive'. Goodness only knows.