"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Hey guys. =)

Actually this source has many many helpful details in it. (They openly admit that they all but re-printed the book. ^_^

AS far as roles, Enkidu shape-changes, and is pretty good at melee. Dark Angel flies...and is good at melee. I can stealth all of the things, so we sort of lack the skills-monkey slot, and the ranged slot, and maybe some magic, or psionics?


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hmm. I'm thinking I can still base my guy on Norse mythology (and keep him as an awakened Jotun) but go the more psionic/magic route ala Loki.

Villain Concepts
How did your character get his powers? Hrungir was born with them. He is a demigod after all. (He can just be a normal super that thinks he's a god...it doesn't really matter)

Why did your character become a villain? Hrungir doesn't think of himself as a villain. He is always simply defending his honor, or competing with others. Of course, his vanity, pride and foolhardy sense of rightness often causes him to take positions that others might consider "villainous"

Evil, not Psychotic! Hrungir certainly falls into that category. He doesn't pursue evil goals for evil's sake, he mostly opposes "good" guys as a means to compete and prove his own superiority.

And, don’t forget to describe your costume!
Hrungir dresses like a god. Gold, silks, rings on his fingers. He wears a golden diadem on his head to show his noble jotun heritage.


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

We are using the Savage World: Super Hero Companion 2nd Edition. It works quite differently than the default super powers arcane edge; in this setting you get it for free, and it provides a GM determined amount of points to purchase customizable powers, sort of like a less refined Muntants and Masterminds. I believe we're up to either 26 or 28 pp at present. Make sure to read the OP in the Recruitment thread, as there were a few restrictions on available powers listed there.

nilesr, were you picturing Hrugnir as a stone giant, as described in the legend, or were you going to modify that a little? He could be always made of stone, but have a growth power to change size, or he could be a humanish fellow that can change into a stone giant, or change to stone and then grow.

As for the super-tough heavy hitter, Enkidu is pretty good at that, but Hrugnir would have a totally different flavour, so I wouldn't mind someone filling a similar roll.

Like Thomas said above, we kind of have melee, sneaking and infiltrating, and a flyer. We recently lost our teleporter, so some type of transportation niche would be useful. Crowd/environmental control would be good too, so something like a fire/ice/earth/plant manipulator, or Super Sorcery, as that allows you to do a bit of everything (If Hrugnir had earth/stone/concrete manipulation powers, such as being able to make walls of stone, or cause earthquakes, that might be useful, and set him apart from being just a tough melee guy). A flyer/blaster would also be novel. A leader/tactical coordination type could be helpful as well, whether it was a Captain America, Cyclops, or Manchester Black. (Manchester is an interesting leader type, since as a psychic, he can coordinate the team telepathically, which can be a big advantage).


Everything the other players have said is all good. But I'd rather you pick a character concept that *you're* into, rather than shoehorn your PC into something that's needed to round out the team (altho if it does both, that's great!).

Enkidu's questions about nilesr's PC being a stone giant is important, as you will need to use some of your available "super Power Points" to implement that if you want to do that, which will give the PC a lot of flavor, but not much super-abilities (altho maybe a higher Toughness?).

The PDF that Thomas referenced is the one I use, it was created by PEG (the creator of SW) and released before the official 2nd edition Supers book came out. It contains all the official "crunch" of the 2nd edition.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Okay. Someone check this out for appropriateness.

Hrungir the Destined
The Jotun diety of Pride and Competition.

Human Male
Rank: Novice
Attributes: Agility: d6, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d6
Skills: Intimidation: d4, Knowledge (History): d4, Knowledge (Mythology): d4, Knowledge (Occult /Magic): d6, Notice: d6, Persuasion: d6, Piloting: d4, Riding: d4, Shooting: d6, Stealth: d4, Throwing: d4
Pace: 6; Parry: 2; Toughness: 9 (4)
Edges: Extra Edge (racial), Power Points
Hindrances: Arrogant (major), Distinctive Apperance (minor), Overconfident (major), Vengeful (minor)
Gear: (none)

Super Hero Powers (Four Color Hero, A Rising Star)
Hurl Whetstone Shard (Attack, Ranged) - Level 2 - 5 points
Hrungir hurls a shard of his Whetstone at a foe. The Whetstone shard is sharp and pierces armor.

  • Armor Piercing: +1
    Hardened Skin (Armor) - Level 2 - 2 points
    Hrungir's Jotun heritage manifests itself as hardened skin the color of flint.
    Step Into the Bifrost (Teleport) - Level 1 - 6 points
    Hrungir, as a Jotun, has access to the Bifrost enabling him to teleport to locations far and wide.
  • Traverse: +3
    The Mind of the Jotunnar (Super Attribute: Smarts) - Level 1 - 4 points
    As the Demigod of Pride, Hrungir often uses his mental power to compete with the more physically gifted denizens of Asgard and Midgard.
  • Not Today: +2
    Mind Reading - Level 1 - 2 points
    Your Mind is Weak (Stun) - Level 1 - 3 points
    The Jotun of Pride uses his immense mental power to cause his foes to become stunned and in awe of his glory.
  • Strong: +1
    The Jotun Tongue (Speak Language) - Level 1 - 1 points
    Hrungir speaks the Jotun tongue he can speak any language of Earth. (He cannot speak non Earth based languages)
  • Contingent: -1
    My Mind Speaks to Yours (Telepathy) - Level 1 - 2 points
    The Jotun may contact the minds of all lesser beings.


  • Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

    I decided that for flavoring his Jotun heritage, I'd take the distinctive form hinderance and make it a part of his "Armor" super power. His skin is made of stone.


    Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

    I'm missing an edge, I think the command edge would be useful....Hrungir could "command" you via telepathy to get up and fight on.


    M Dhampir Monk/Fighter/Rogue/Assassin

    Hey Zen Fox, I got your message the other day and I wouldn't mind resurrecting an old m&m character I had, his name was Professor Paradigm and he was modeled after the Technomages of Babylon 5 fame. I could certainly turn him evil.. let me know if that works and I'll work on statting him up.


    Well, I was mildly torn between resurrecting Crackerjack, a villain from an M&M game who was a tinker, and another idea, but Bloodmonn pushed me over the other way, so that's rad.

    Had an idea for an undead character, or at least undead themed one. Grafted on parts, a paralyzing touch or something, not sure what's available in that book yet but I'll take a lok this evening. So I'll probably re-use this alias, even though Deadman wasn't actually...dead in that game.


    Looking at stuff, and almost everything i had in mind is available. I was thinking as I was scrolling, an "everything i touch with my left hand rots" power would be cool, and it's ALMOST there. Decay with the Midas Touch drawback is almost there. Could I drop Midas Touch to a -1 instead of a -2 for only being always on in one hand (but only channelable through that hand)?

    Does "Undead" count as a power for the purpose of "Max 6 points in a power"?

    Also, are we still Novice/ how many Advances have we had?


    nilesr - your build looks good.

    SBM - a technomage would be really cool!

    Storm Dragon - a -1 for Midas Touch with only one hand sounds about right. Unfortunately, yes, Undead is a Power. I'd be willing to give you an Undead Edge (with vastly reduced benefits over the Power, more like Deadlands Harrowed). If you're interested, let me know and I'll come up with something.

    ALL - I believe the original players have gotten 3 advancements (and with each advancement, 2 more super PP - you can spend them immediately, or "bank" them for a more powerful power later). So once you've built your PC, apply the advancements (all Novice).


    M Dhampir Monk/Fighter/Rogue/Assassin

    Sounds good. I'll try to finish him this afternoon.


    Encounter Map

    GM, do a super's allies count as "troops" for the leadership edges?


    Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

    Updated Hrungir with 3 advances and 6 more pp.

    Hrungir the Destined
    The Jotun diety of Pride and Competition.

    Human Male
    Rank: Novice
    Attributes: Agility: d6, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d8
    Skills: Intimidation: d6, Knowledge (History): d4, Knowledge (Mythology): d4, Knowledge (Occult /Magic): d6, Notice: d6, Persuasion: d6, Piloting: d4, Riding: d4, Shooting: d6, Stealth: d4, Throwing: d6
    Pace: 6; Parry: 2; Toughness: 10 (4)
    Edges: Extra Edge (racial), Power Points, Command, Common Bond
    Hindrances: Arrogant (major), Big Mouth (minor), Overconfident (major), Vengeful (minor)
    Gear: (none)

    Super Hero Powers (Four Color Hero, A Rising Star)
    Hurl Whetstone Shard (Attack, Ranged) - Level 2 - 6 points
    Hrungir hurls a shard of his Whetstone at a foe. The Whetstone shard is sharp and pierces armor.

  • Armor Piercing: +1
  • Heavy Weapon: +1

    Hardened Skin (Armor) - Level 2 - 2 points
    Hrungir's Jotun heritage manifests itself as hardened skin the color of flint.

    Step Into the Bifrost (Teleport) - Level 1 - 11 points
    Hrungir, as a Jotun, has access to the Bifrost enabling him to teleport to locations far and wide.

  • Teleport Other: +5
  • Traverse: +3

    The Mind of the Jotunnar (Super Attribute: Smarts) - Level 1 - 4 points
    As the Demigod of Pride, Hrungir often uses his mental power to compete with the more physically gifted denizens of Asgard and Midgard.

  • Not Today: +2

    All Truths are Known to the Jotun (Mind Reading) - Level 1 - 2 points

    Your Mind is Weak (Stun) - Level 1 - 3 points
    The Jotun of Pride uses his immense mental power to cause his foes to become stunned and in awe of his glory.

  • Strong: +1

    The Jotun Tongue (Speak Language) - Level 1 - 1 points
    Hrungir speaks the Jotun tongue he can speak any language of Earth. (He cannot speak non Earth based languages)

  • Contingent: -1

    My Mind Speaks to Yours (Telepathy) - Level 1 - 2 points
    The Jotun may contact the minds of all lesser beings.

    Remaining Power Points: 0


  • Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

    Re: Stormdragon: I'd argue that the Undead "power" is really just a collection of lesser powers, as opposed to an actual 10 pt power, and should be an exception. Alternatively, you could take the "Construct" power, which at 8 pts is within the limit, and gives you 90% of the powers of Undead. Flavour-wise, you could be a Flesh-Golem, or an animated corpse, using a magical trapping instead of electrical. Once we hit 30 pp overall, you could upgrade to the Undead Power.

    Hrugnir: I wonder if you are not trying to force a concept you had for a character into something that covers certain bases, but ends up not being much like the original concept envisioned. When I read through the legend of Hrugnir, I most certainly did not get an image of a super-intelligent quasi-psychic. Don't get me wrong, we could use a psychic, but this build looks like a set of powers shoe-horned into something that to me, ends up barely resembling the inspiration. Hope that doesn't offend. I would say you should either play a Norse inspired stone-giant, or play a psychic, or a Norse inspired Psychic, if there is one, but I don't think Hrugnir would be him. Mechanically, this character is kind of all over the place, without much of a theme. He ends up a lightly armoured psychic that throws rocks, teleports, and has a d4 strength.

    I'm not sure if his Bi-Frost power is legal or not under the rules... is it the entire power that must be under 1/3 the total number of available points, or just the core power itself, while the extras can exceed it? if that were the case, I would suggest buying ranks of Switchable for your bigger ticket powers, as otherwise you are sinking a lot of points into powers that are only occasionally useful.


    GM_ZenFox42 wrote:

    Storm Dragon - a -1 for Midas Touch with only one hand sounds about right. Unfortunately, yes, Undead is a Power. I'd be willing to give you an Undead Edge (with vastly reduced benefits over the Power, more like Deadlands Harrowed). If you're interested, let me know and I'll come up with something.

    ALL - I believe the original players have gotten 3 advancements (and with each advancement, 2 more super PP - you can spend them immediately, or "bank" them for a more powerful power later). So once you've built your PC, apply the advancements (all Novice).

    That's fine; I statted up pretty much everything from Undead as separate powers for 2 points cheaper afterward. All I miss out on is the free +4 to whatever and "ignore 1 wound penalties" thing, which is just an Edge anyway.

    An Edge would be interesting though. So far half of my PP are pumped into passives to get the Undead flavor basics down (immunity to disease/poison, don't breathe, ageless, etc.) so taking some of that burden off for more powers that DO something actively sounds tempting.


    M Dhampir Monk/Fighter/Rogue/Assassin

    Here is a rough version of Professor Paradigm, I haven't done a lot of his extra sorcery powers nor any hindrances, yet, just the ones he would use the most. This includes the 3 advances and 6 extra points. Let me know how he looks an I'll finish him up and make an alias for him. (This is a HeroLab output)

    Name: Professor Paradigm
    Race: Human
    Nationality: British
    MOS: Scientist
    Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6
    Skills: Fighting d6, Investigation d4, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d10, Survival d4
    Pace: 6, Parry: 5, Sanity: 6, Sanity: 6, Toughness: 11(6), Charisma: 0
    Gear: Attack, Ranged d6 (4d6, 12/24/48), Unarmed Strike d6 (Str), Attack, Ranged d6 (2d6, 12/24/48), Telekinesis d6 (d12, 24), Natural Armor (+6), Boots, Goggles, Greatcoat, Mess Kit, Normal Clothing
    Special Abilities:
    •Super Powers: Gain the Super Powers arcane background
    •Danger Sense: Notice roll at -2 to sense danger
    Super Powers:
    •Armor(Lvl3)•Hardy: Your character gains 2 points of armor each time this power is purchased.
    •Attack, Ranged(Lvl3)•Armor Piercing, Lethal: Hero has a ranged attack. The range is 12/24/48, the damage is 2d6, +1d6 per extra level.
    •Attack, Ranged(Lvl1)•Heavy Weapon, Lethal, Super Sorcery: Hero has a ranged attack. The range is 12/24/48, the damage is 2d6, +1d6 per extra level.
    •Broadcast•More Range, Super Sorcery: The hero can tap into and control local radio and television broadcasts within one mile of the network
    •Illusion(Lvl1)•Super Sorcery: Hero can create imaginary images and sounds. The illusions cannot actually affect the real world, but can pretend to.
    •Super Sorcery(Lvl4)•: Grants any other power via spellcraft
    •Telekinesis(Lvl2)•More Range: Hero has the ability to move objects or creatures (including one’s self) with pure thought or will.
    Personal Details: Paradigm was taken at an early age to become a Technomage in another galaxy. Unfortunately, he took to his studies to well and began to overshadow the other apprentices, even engineering for them to fail. He was cast out of the order and sent back home, but one of the elder mages saw his potential and allowed him to keep his gift, as he watches Paradigm from afar... Now Paradign uses his powers to find ways to increase his knowledge of the technology within him. He will stop at nothing to master it...


    Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.
    Enkїdu wrote:

    Hrugnir: I wonder if you are not trying to force a concept you had for a character into something that covers certain bases, but ends up not being much like the original concept envisioned. When I read through the legend of Hrugnir, I most certainly did not get an image of a super-intelligent quasi-psychic. Don't get me wrong, we could use a psychic, but this build looks like a set of powers shoe-horned into something that to me, ends up barely resembling the inspiration. Hope that doesn't offend. I would say you should either play a Norse inspired stone-giant, or play a psychic, or a Norse inspired Psychic, if there is one, but I don't think Hrugnir would be him. Mechanically, this character is kind of all over the place, without much of a theme. He ends up a lightly armoured psychic that throws rocks, teleports, and has a d4 strength.

    I'm not sure if his Bi-Frost power is legal or not under the rules... is it the entire power that must be under 1/3 the total number of available points, or just the core power itself, while the extras can exceed it? if that were the case, I would suggest buying ranks of Switchable for your bigger ticket powers, as otherwise you are sinking a lot of points into powers that are only occasionally useful.

    I'm actually going less for the *actual* Hrungir at this point and more for the Norse Psychic theme but with the name Hrungir (simply because I resuse alias' and that one is available.) re:Teleportation I can certainly remove the Teleport other option and put those PP into his ranged attack. Also, I think you might be missing over his most powerful ability....Stun. He can potentially incapacitate any enemy in one attack.


    M Dhampir Monk/Fighter/Rogue/Assassin

    Updated with Hindrances and some more Sorcery Schticks...

    Name: Professor Paradigm
    Race: Human
    Nationality: British
    MOS: Scientist
    Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6
    Skills: Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d10, Survival d6
    Pace: 6, Parry: 5, Toughness: 11(6), Charisma: 0
    Gear: Attack, Ranged d6 (4d6, 12/24/48), Unarmed Strike d6 (Str), Attack, Ranged d6 (2d6, 12/24/48), Telekinesis d6 (d12, 24), Natural Armor (+6), Boots, Goggles, Greatcoat, Mess Kit, Normal Clothing

    Special Abilities:
    •Arrogant(*): Flaunt superiority; Seek master in battle
    •Ruthless: Will do most anything to accomplish goals
    •Super Powers: Gain the Super Powers arcane background
    •Danger Sense: Notice roll at -2 to sense danger

    Super Powers:
    Force Field: Armor(Lvl3)•Hardy: Your character gains 2 points of armor each time this power is purchased.
    Fire Bolt: Attack, Ranged(Lvl3)•Armor Piercing, Lethal: Hero has a ranged attack. The range is 12/24/48, the damage is 2d6, +1d6 per extra level.
    Gravity Manipulation: Telekinesis(Lvl2)•More Range: Hero has the ability to move objects or creatures (including one’s self) with pure thought or will.
    Technomagery: Super Sorcery(Lvl4)•: Grants any other power via spellcraft
    ---•Destruction: Attack, Ranged(Lvl1)•Heavy Weapon, Lethal, Super Sorcery: Hero has a ranged attack. The range is 12/24/48, the damage is 2d6, +1d6 per extra level.
    ---•Interstellar Network: Broadcast•More Range, Super Sorcery: The hero can tap into and control local radio and television broadcasts within one mile of the network
    ---•Doppelganger: Chameleon•Super Sorcery: This power allows the character to assume the appearance of another being or animal.
    ---•NoDoz: Doesn't Sleep•No Sleep, Super Sorcery: Requires half the normal amount of sleep
    ---•Gravitic Platform: Ensnare•Super Sorcery: Victim suffers a –2 penalty to Pace and skills linked to Agility and Strength until freed. With a raise, full restraint.
    ---•Electron Incantation: Illusion(Lvl1)•Super Sorcery: Hero can create imaginary images and sounds. The illusions cannot actually affect the real world, but can pretend to.
    ---•Nanomachines: Interface•Code Breaker, Super Sorcery: Hero can interface with electronic gadgets. He gains +4 to rolls involving the use of computers or electronics.
    ---•Universal Translator: Speak Language•Super Sorcery, Written Word: Your hero can speak any language.

    Personal Details: Paradigm was taken at an early age to become a Technomage in another galaxy. Unfortunately, he took to his studies to well and began to overshadow the other apprentices, even engineering for them to fail. He was cast out of the order and sent back home, but one of the elder mages saw his potential and allowed him to keep his gift, as he watches Paradigm from afar... Now Paradign uses his powers to find ways to increase his knowledge of the technology within him. He will stop at nothing to master it...

    Look: Professor Paradigm has no hair on any part of him. It is burned off in a ritual to cleanse him of taint... His clothes are simple black suit with black cloak and boots. If you look closely at his skin, you can see silvery strands of metal interlaced with his flesh.


    Here's what I have so far:

    Agility d8 (2p) Smarts d8 (2p;H2) Spirit d6 (A) Strength d8 (2p) Vigor d6 (1p;A)

    Skills: Fighting d8 (3p), Shooting d8 (3p), Notice d8 (3p), Tracking d6 (2p), Streetwise d6 (2p), Lockpicking d8 (3p;H)

    Hindrances:

    Distinctive Appearance (Minor; left hand glows faintly purple, pale skin, glowing blue eyes)
    Mania (Minor; Sociopath)
    Dependency (Major; requires a pound of raw flesh per day)

    Edges:
    Free Human: Marksman
    Level Headed

    Advances:

    1.) Edge (Level headed)
    2.) up Spirit to d6
    3.) up Vigor to d8

    Powers (26pp):

    "Undead" (10p, see below)
    Decay (4) + strong (1), Midas Touch (Left hand, -1)
    Danger Sense (2)
    Fear (3), Terror (2), Scary (-2)
    Gifted (2)
    Heightened Senses 3 (Infravision, Low-Light Vision, Super Sense Smell)
    Wall Walker (1)
    Speak language (1)

    Custom Undead Power Set:

    Fearless (2)
    Immune Poison/Disease (2)
    Regeneration (2)
    Doesn't Breathe (2)
    Ageless (1), Very Old (1)

    Need to buy gear, but this is probably all set in stone. Quick background/concept: Deadman (or Deadhand, may make a new alias after all) is an assassin. He's been around a few hundred years, after he died tangling with a mark who turned out to be too much for him and he woke up in the grave days later. He's honorable, but ruthless and (obviously) willing to kill. An alien invasion is bad for business, so they've gotta go.


    nilesr - yes, I'm afraid the Teleport Other must be dropped to keep the Teleport Power within the 6 PP limit (but note that you can Carry Others automatically, albeit with a penalty to the roll).

    Regarding Command, I don't know what the "official" ruling is about allies being Troops, but I'm going to say that you can affect your allies.

    SBM - in the original recruitment I asked that no Power use more than 6 PP (*before* negative modifiers), and 4 levels of Super Sorcery goes above that. Maybe you thought that the extra PP's that came with the advancements could go over that limit, but the original players have not done that (as far as I know), so that would be unfair to them. How much does it wreck your build to drop to 3 levels of Super Sorcery?

    Also, why do you have a "regular" Ranged Attack and a Super Sorcery Ranged Attack?

    Storm Dragon - the only problem I see is that you can only boost 1 Attribute per Rank, and you're still Novice, so you'll have to drop either the Spirit or Vigor boost and take an Edge or boost some Skills.

    Regarding the Undead package, I've seen it said in the SW forums that an Edge is worth about 2 super PP, so any Edge I could come up with would only save you 2 PP to put elsewhere. Are you still interested in an "Undead" Edge?

    Also, out of all 26 PP, you've only got one attack. Granted, it inflicts Wounds (ignoring Toughness and points of damage), but the victim gets a "saving throw", which will reduce its effectiveness, as will any Armor (of which there's a lot in this setting), requiring multiple successful attacks to get thru. To improve its flexibility, I might suggest you consider dropping Danger Sense or Gifted, and add the 2 PP Ranged Touch Attack modifier to Decay.

    <time passes>...ok, Fear is pretty good too, but again the targets get a "saving throw". Just so you know in advance, Extras will move their Pace+Run for one round, then stand still while they try to become un-Shaken, and once un-Shaken, they will most likely attack again.


    Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2
    GM_ZenFox42 wrote:

    nilesr - yes, I'm afraid the Teleport Other must be dropped to keep the Teleport Power within the 6 PP limit (but note that you can Carry Others automatically, albeit with a penalty to the roll).

    SBM - in the original recruitment I asked that no Power use more than 6 PP (*before* negative modifiers), and 4 levels of Super Sorcery goes above that. Maybe you thought that the extra PP's that came with the advancements could go over that limit, but the original players have not done that (as far as I know), so that would be unfair to them. How much does it wreck your build to drop to 3 levels of Super Sorcery?

    Enkidu has been raising his Shapeshift as we have increased in power points, keeping it within the 1/3 of total points rule (6 ranks at start when we had 20 pp, 7 pts when we increased to 22, and 8 pp when we increased to 24). Since we just increased to 26, he can't increase it again at this point (the next increase requiring a total of 27 pp or more).

    I don't think I was the only one doing that either.


    GM_ZenFox42 wrote:


    Storm Dragon - the only problem I see is that you can only boost 1 Attribute per Rank, and you're still Novice, so you'll have to drop either the Spirit or Vigor boost and take an Edge or boost some Skills.

    I...was actually not aware of that rule. I'll fix that.

    GM_ZenFox42 wrote:
    Regarding the Undead package, I've seen it said in the SW forums that an Edge is worth about 2 super PP, so any Edge I could come up with would only save you 2 PP to put elsewhere. Are you still interested in an "Undead" Edge?

    Well, since I have an extra Edge to take, I'd like to at least see it. 2pp is enough for me to get a new power I wanted next Advance.

    GM_ZenFox42 wrote:

    Also, out of all 26 PP, you've only got one attack. Granted, it inflicts Wounds (ignoring Toughness and points of damage), but the victim gets a "saving throw", which will reduce its effectiveness, as will any Armor (of which there's a lot in this setting), requiring multiple successful attacks to get thru. To improve its flexibility, I might suggest you consider dropping Danger Sense or Gifted, and add the 2 PP Ranged Touch Attack modifier to Decay.

    <time passes>...ok, Fear is pretty good too, but again the targets get a "saving throw". Just so you know in advance, Extras will move their Pace+Run for one round, then stand still while they try to become un-Shaken, and once un-Shaken, they will most likely...

    Well, I'll also have...guns and stuff to deal damage with. Unless powers are necessary/weapons are non-viable in this campaign? I initially had an attack/multiple attacks power, but that's 2-4 PP I could spend on stuff that's interesting.

    I also think you're underestimating Decay a bit (or maybe I'm OVERestimating it?) it destroys armor, making it worst case a debuff; dropping an enemy's Toughness down to their base Vigor+Edges makes it easier for the party to kill them. I should also be able to destroy weapons and other equipment with a touch attack.

    Fear on the other hand I did overestimate; I thought people couldn't move while Shaken. Still, AoE "every enemy could lose their action and don't get their freebie hit before eating wounds" is pretty good already.


    Agility: d8, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d8 Pace: 6; Parry: 2; Toughness: 12 (6) Bennies 4/3

    Ok, so this is Hrungir's more final form. I dropped the teleport other power and added a little to his armor and added "switchboard" so he can literally connect the entire party's minds and communication becomes a snap.


    Funnily enough, it looks like my Attributes are unintentionally accurate. I upped my Vigor to d6 originally and bumped it to d8 with the Advance, so I'll just drop it back to d6 and everything should be kosher.


    M Dhampir Monk/Fighter/Rogue/Assassin

    GM- Let's see.. I can bring that down again to level 3, not a problem, I just thought that with the advancements, it releases the creation limitation. My apologies. The non sorcery things are stuff that Paradigm has mastered and thus can do them without having to cast. The fire bolt and tk are his basic attacks, whereas the destruction power is a new sorcery that he is working on. I'll try to fix that with the points this weekend and go from there.


    Storm Dragon - guns are always good! If you don't have the Necessary Evil Player's Guide, I can post some weapons' specs so you can choose.

    You can pick any one of your 2 PP "Undead Package" Powers and turn it into an Edge.

    Shaken characters can only take Free Actions, but Movement is a Free Action.

    Please note, targeting an enemy's weapon with Decay will be at a penalty (probably -4, following the Disarm rules).

    SBM - please see above from Enkidu, other players have been going over the 6 PP initial limit, so you can keep the Super Sorcery at 4 levels (the 4th level being from an Advancement).

    ALL - I finally found my own ruling about the cap on PP per power : "but the total PP you could put in one Power would slowly creep up : 7 PP at the first advancement, 8 PP at the second, 9 at the fourth, etc."!


    M Dhampir Monk/Fighter/Rogue/Assassin

    Okay, then if he works for you, I'll make an alias and get him setup for the game!


    @GM: I don't have it, no. There's 3-4 of them on PEGINC's website so I'm not sure which one we're using anyway.

    Re: Edge: Neat! I may not take one after all; I realized Extraction would probably be good to have so I can dart in to Decay people and then dance back out to shoot them, but thanks for considering it.

    Re: Decay: Yeah, I figured. Still should be pretty strong in the grand scheme. I;ll look at stuff and see if maybe there's a way to make it easier, though I don't remember ever seeing an Edge that makes Called Shots easier.

    I'll finish up Deadhand probably tonight and post the alias.


    Storm Dragon :

    Actually, now that I'm really looking over the weapons, you could just pick any modern pistol, shotgun, rifle, or "machine gun" from the SWD Core rules. There are some more advanced weapons available in NE, but they're either V'sori or very expensive.

    ALL : please note you start with $1000.

    When you've got your alias ready, please post here one last time, then I'll introduce you to the others in Gameplay.

    Please include a "tag line" (under your alias name) that lists all the main relevant stats for your PC. Check out some of the current player's tag lines in Gameplay for examples.

    It's traditional in SW to list your total Toughness including Armor, then include Armor separately in parenthesis. So if your "natural" Toughness is 7, and you wear 4 points of Armor, you'd write "Toughness 11(4)". That helps when AP (Armor Piercing) weapons come into play, which they will a lot in this game...

    Also, 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 (and your tag line) your PC's "Ranged Attack TN" or "RATN" (4 by default).


    Wounds:4 (-1 die Smarts) Parry: 6| Toughness 9(4;negates 4 AP from ranged)|RATN: 4|Cha: 0 (-2 if Mania known)|Bennies 2/3| EXP: 15

    All right, donezo, pretty much. Figured it'd be cool if Deadhand was one of the original Hashashin; he "survived" their destruction by the Mongols and has been carrying on ever since.

    One question on ammo: how much do I get per cost? It doesn't give actual amounts in the book. $1 per bullet? more? Less?

    Can I get a quick rundown on our general situation so I know how I'd introduce myself? Am I assumed to have been there all along or something?


    M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
    Skills:
    Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

    Professor Paradigm should be ready to go!


    Agility: d8, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d8 Pace: 6; Parry: 2; Toughness: 12 (6) Bennies 4/3

    Hrungir has awakened and now the world will bow before the Jotunnar.


    You each can figure out your own immediate backstory. At some time (anywhere from yesterday to a year ago) you were recruited into Dr. Destruction's "group". You go where he tells you to go and do what he tells you to do.

    Please see my very second post on the first page of Gameplay for a history of recent events in this world, and for the info you know about Dr. Destruction.

    OK, I'm introducing y'all in Gameplay! Please note the discussion we had above, just before y'all started posting here, about trying to post "frequently" in Gameplay.

    Dark Archive

    GM_ZenFox42 wrote:

    Y'all can work out the details of an HQ amongst (yes, that *is* a word, #%&!@$ spellchecker!) yourselves, I don't care. I will say this : you will be *given* a bare-bones, "fixer-upper" HQ for free. I know it's not in the rules, but how about just for fun, we say you'd need available *cash* to realize those points - say $4000/point?

    And, generators are monitored closely by the V'sroi, so getting one could be an adventure all to itself.

    Finally, the Medical Center says it adds to "ALL Healing rolls", so I'm going to say that it adds to the superpower Healing roll as well.

    Does anyone know what the current status is on our HQ? I can't find the final decision.

    CAn we put that in the GAmeplay tab for ease of reference?


    This is the last thing I found :

    Lair Specs wrote:


    These are the things you have to pay for :

    Advanced condition. +5 pts
    Command Center. +1 pt.
    Garage, +2 pts.
    Kitchen, +1 pt. I also think we should have a primitive replicator that just makes us food because that is a FANTASTIC thing to have. Otherwise do you know how much time we're gonna spend grocery shopping? +1 pt.
    Library/computer room because bonuses to things are awesome. +1pt
    Medical Center. +2 pts.
    Personal Quarters, +2 pts gets us 8 lavishly advanced rooms.
    Security Cells. At least one. +1 pt, because we're probably gonna take someone alive at some point.
    Secure Access +1 pt so the GM can't randomly have small children showing up in our underwear drawers.
    Dr. Toxic wants his own lab (+2).

    Keep in mind, generators are monitored closely by the V'sori, so you can't just say you get one. You'll have to rip one off to get it.

    Size : Huge (7 points) - built-in.
    Teleporter (1 mile long underground tunnel) +2 - provided by Dr. Destruction.

    We had a discussion about Camouflaged and Well Hidden, that wasn't really resolved. Here's my suggestions :
    Camouflaged +1 (outside only) - built-in.
    Well Hidden +3 (tight-beam comms, blackened windows, EMI shielding, etc.) - this you'd have to pay for.

    So that's 22 points of stuff you'd have to pay for, for a total of $88,000. And you have used 32 of your 40 points available.

    We're going forward with the points as detailed, but we only have enough money for 20 points, so we're dropping Doc's lab (sorry Doc).

    Also, we're swapping out the Security Cell for 1 point of Defenses. That gives us 2 points worth, so we can get Attack, Ranged, level 1. Auto turrets everywhere!

    If everyone is ok with this, I'll add it to the Campaign Info tab.

    Dark Archive

    Wow, I'm not sure who wrote all that, but that is not only a very well and detailed report, but also very entertaining to read!

    I definitely have no problem going with that as it is!


    Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

    Looks good to me.


    Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
    Skills:
    Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

    I'm good with it.


    Lair specs moved to Campaign Info.


    Hello, I just traveled here via a rift, sort of. I am new to the supers rules. What are people playing?


    Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

    Our veteran characters are:

    Thomas Roland: Invisible, Insubstantial, shape changing impersonator.
    Dark Angel: Avenging Angel with a sword, wings/flight, etc.
    Enkidu: Metamorphic guy, can take the shape of any creature or person. So far our default heavy hitter, as he has big teeth and scary claws.

    New additions are:
    Professor Paradigm: Alien Techno-mage
    Hrungir the Destined: Psionic asgardian (and Teleporter)
    Ibrahim, The Deadhand: Undead monster with super senses and a hand that will melt you.

    Overall, we are very melee-centric, so another range focused guy would be good. We don't have much for flyers, or a huge amount of tech/science stuff. An Iron-Man type might be good. Another good thing might be an area affect guy, like someone that can make walls of ice, fire, earth, force; somebody for crowd/battlefield control.


    Ok, I have a bit of an idea, force field version of Iron man. let me see what I can come up with.


    Here is what I have, he is a Thief that stole a super suit.

    Name: Diffraction
    Race: Human
    Nationality: American
    MOS: Thief
    Agility d8 (2p) Smarts d8 (1p;H2) Spirit d6 (1p) Strength d4 (-) Vigor d6 (1p)
    Skills: Stealth d8 (3p), Investigation d6 (2p), Climbing d6 (2p), Lockpicking d6 (2p), Computers d6 (2p), Shooting d4 (1p), Gambling d4 (1p), Notice d4 (1p)
    Hindrances:
    Stubborn
    Weakness to magic (Minor)
    Dependent (Major)

    Edges:
    Free Human: Thief
    Smarts d
    Rich
    Powers (20pp):
    Armor [lvl2] Activation -1 and Device -1 Net: 1
    Deflection [lvl2] Contingent (Armor) -1 and Device -1 Net: 1
    Flight [2xPace] +2 climb Contingent (Armor) -1 and Device -1Net: 4
    Force Control [lvl2] Area Effect +2 Device -1Net: 5
    Super Strength [lvl2] Contingent (Armor) -1 and Device -1Net: 2
    Heightened Senses [Infra-vision, Low Light Vision, Perception] Device -1Net: 2
    Super Vigor [lvl2] Contingent (Armor) -1 and Device -1Net: 2
    Interface Code Breaker +1 Net: 3

    https://pwimages-a.akamaihd.net/arc/08/45/08459b7aa8505af1d620542eaf306e061 401925308.png


    MrStr4ng3 - looks good, but the original players have gotten 3 advancements (and with each advancement, 2 more super PP - you can spend them immediately, or "bank" them for a more powerful power later). So once you've built your PC, apply the advancements (all Novice).

    Note also that the extra PP can go above the "6 PP max" rule for character creation.

    I'll have to get back to you on what exactly Force Control can do, just so we're on the same page.


    | M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

    Advances:

    1.) New Skill Flight
    2.) New Skill Force Control
    3.) +1 to Flight and Force Control

    Power point:

    [0] +1 armor
    [0] +1 Deflection
    [4] Next Speed for Flight
    [2] +1 Force Control

    Image

    I Envision all of the Force Related {Force Barrier}{Force Shields} powers as Blue glowing fields. The ability in my mind is more Invisible woman then Green Lantern.

    Diffraction was a thief and a good one, until he found the suit. Now he can do things he only dreamed of before.

    When the {Force Barrier} power is active it gives off light making stealth near impossible.


    Diffraction - go ahead and post your introduction and abilities in Gameplay, we'll ret-con it that you arrived with the new recruits.


    Diffraction - I recently had a long debate over on the SW forums about what Force Control can and cannot do, and here's the general consensus :

    It can do direct damage
    It can pick up things and do STR+object damage (Fighting) if target is in Range; Improvised Weapon penalties apply
    Can Push and Grapple; knockback rules apply to attacks

    It cannot throw characters, but it can throw items...(??? this part is very confusing to me!)

    It can “lift” things, but probably cannot fly (self or others).

    I just noticed that you took a Force Control skill - I don't think that's necessary. Force Control works "just like Strength", so whatever it is you're trying to do with Force Control would just use the appropriate existing skill (attack : Fighting; grapple : Fighting, throw an item to damage someone : Throwing, etc.)

    What are your thoughts on this? I don't want to stomp on your character concept, but I also don't want Force Control to be too over-powered, either.


    | M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

    I think that is a fine interpretation, If I am using (Fighting, throwing) am I still limited by the linked attribute? or linked to spirit or smarts?{At this point it is not an issue.}

    I'll change my Force Control Skill to fighting.

    I took flight assuming if I wanted to use my powers for flight that was required.

    Could I build a force cage around someone, or wold that be more of a fighting grapple check?


    GM_ZenFox42 wrote:
    It cannot throw characters, but it can throw items...(??? this part is very confusing to me!)

    I imagine this comes from a strict reading of the first line: "This power allows a character to create and control a tangible force that can lift objects, form shapes, or bind enemies"

    Objects can be lifted, and the effective Strength is mentioned, which would then reference back to SW core rules for throwing objects (expanded by SPC's Super Strength rules), which ONLY mentions throwing objects, not creatures (which in most RPG systems are treated as completely separate entities for how effects and abilities interact with them).

    Enemies (i.e. creatures, people, etc.) cannot be lifted, they can only be bound (tied up, grappled, however you want to put it). As they cannot be lifted, they cannot be thrown.

    That is the strictly RAW way of reading it.

    The common sense reading is that...Force Control is really f*#~ing strong and versatile already, so essentially giving it the properties of a second power (Telekinesis) that explicitly DOES have that capability is a bit much. It would essentially be giving a 2/level power the same abilities as TWO 2/level powers (since Telekinesis' only real edge over Force Control is its ability to directly damage creatures; Force Control is otherwise the same thing but BETTER since it can make forcefields and such), essentially halving the cost of that kind of function.

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