"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Rungok - I didn't do a detailed analysis of your Powers before, but I think you're over-budget :

•Danger Sense• (Heightened Senses): Notice roll to detect hidden dangers 2 points
•Deflection(Lvl2)•Contingent -1 (Heightened Senses): 2-1 points
•Heightened Senses•Requires Activation•Perception: The character’s senses are heightened. 1 point
•Parry(Lvl2)•Contingent -1 (Heightened Senses): The hero’s Parry increases by +1 per level. 2-1 points
•Regeneration(Lvl1)•: Make a Vigor roll every hour.
Here, you have 1 Level, but are making a Vigor roll every *hour*, which is 2 Levels. I'm going with the Levels, not the result : 2 points
•Super Attribute(Lvl1)[Strength]•: 2 points
•Super Attribute(Lvl2)[Agility]•: 4 points
•Toughness(Lvl1)•Hardy: Toughness improves by +1 per level 1+3 points
•Wall Walker•: The hero can walk on horizontal surfaces or even upside down at their normal Pace. 1 point
2 points of leaping
1 point of speed

By my total, that's 21 points, with Regeneration at 1/day. Or have I missed something?


ZenFox42 wrote:

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.

Ok...here we go - revised, I just added 5 ranks of leaping with the -2 modifer for 3 points -

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, Requires Activation +6 Armor 4
Attack, Ranged (Gatling Laser) 2 Device, Requires Activation 3d6 4
Attack, Melee (Claws) 2 Device, Requires Activation AP 4 d12+2d6 AP 4 4
Leaping 5 Device, Requires Activation 3
Super Skill 4 Device, Requires Activation 3 Fighting 3 Shooting 2
Super Attribute 4 Device, Requires Activation 3 Agility 3 Strength 4
Toughness 1 Device, Requires Activation +1 Toughness 2


EbonFist - just a couple of nitpicks, so when you create a PC everything will be kosher :

Armor provides +4 Armor, not +6, and costs 1 point, not 4
Attack, Ranged costs 2 points, not 4
Super Attribute costs 8 points total, not 4
Toughness costs 1 point, not 2

I *think* that leaves you 1 PP over the limit...maybe just take 4 levels of Leaping?


ZenFox42 wrote:


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

I don't have NE. I'm using SPC2 and Hero Lab, so everything's good.

WhtKnt wrote:
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.

I'm not claiming the space if you really want to do it.


Yeah, I put 1pt in to skills, 1pt in to money and then 2pts in to raising a trait. So I have a bit more money to spend then lol.


ZenFox42 wrote:

Rungok - I didn't do a detailed analysis of your Powers before, but I think you're over-budget :

•Danger Sense• (Heightened Senses): Notice roll to detect hidden dangers 2 points
•Deflection(Lvl2)•Contingent -1 (Heightened Senses): 2-1 points
•Heightened Senses•Requires Activation•Perception: The character’s senses are heightened. 1 point
•Parry(Lvl2)•Contingent -1 (Heightened Senses): The hero’s Parry increases by +1 per level. 2-1 points
•Regeneration(Lvl1)•: Make a Vigor roll every hour.
Here, you have 1 Level, but are making a Vigor roll every *hour*, which is 2 Levels. I'm going with the Levels, not the result : 2 points
•Super Attribute(Lvl1)[Strength]•: 2 points
•Super Attribute(Lvl2)[Agility]•: 4 points
•Toughness(Lvl1)•Hardy: Toughness improves by +1 per level 1+3 points
•Wall Walker•: The hero can walk on horizontal surfaces or even upside down at their normal Pace. 1 point
2 points of leaping
1 point of speed

By my total, that's 21 points, with Regeneration at 1/day. Or have I missed something?

Nice catch! Let me take a look over it again. I think I messed something up reconfiguring for the danger senses stuff.

Okay so here's what I have now:
Super Powers:
•Danger Sense•: Notice roll to detect hidden dangers
•Deflection(Lvl2)•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, Requires Activation: The character’s senses are heightened.
•Leaping(Lvl2)•: The hero can leap great distances. The hero ignores falling damage for heights up to his vertical distance.
•Parry(Lvl2)•Contingent -1 (Heightened Senses): The hero’s Parry increases by +1 per level.
•Speed(Lvl1)•: Your character can run at incredible speeds depending on the number of points you put into it.
•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.


Dot.


Huh. Are CommLinks free as seem to be indicated by the Necessary Evil book?


Okay, I'll take the hint. Going to change to a mind controller then.


Vrog Skyreaver wrote:
Okay, I'll take the hint. Going to change to a mind controller then.

I think ZenFox said Mind control was not allowed.

I think I'll be creating a copycat villain, or would me copying enemies stats be a bit strainful for the GM?

Dark Archive

It's no problem, Philo. Funny thing is, my original concept for Biohazard was almost identical to yours (an ameoboid). I changed to humanoid to gain a few points. Anyway, here is my new submission:

Dark Angel:
Name: Dark Angel

Race: Human
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Healing d6, Intimidation d8, Knowledge: theology d6, Notice d6
Pace: 6/12, Parry: 7, Toughness: 8, Charisma: 4
Gear: Longsword d10+1 (Str+d8), Unarmed Strike d10 (Str)

Special Abilities:
•Arrogant(*): Flaunt superiority; Seek master in battle
•Distinctive Appearance (Winged angelic being): See notes
•Quirk (Considers humanity to be beneath her): Minor humorous foible
•Super Powers: Gain the Super Powers arcane background
•Attractive: +2 Charisma
•Very Attractive: Net +4 Charisma

Super Powers:
•Ageless•: Hero isn’t affected by the aging process (divine being)
•Doesn't Breathe•: The hero has no need to breathe (divine being)
•Doesn't Eat•: The hero does not need to eat (divine being)
•Doesn't Sleep•: Requires half the normal amount of sleep (divine being)
•Flight(Lvl2)•: Your super can fly at Pace x 2 (angelic wings)
•Immune to Disease•: Your character is immune to disease (divine being)
•Immune to Poison•: Your character is immune to poison (divine being)
•Speak Language•: Your hero can speak any language (divine wisdom)
•Super Attribute(Lvl1)[Strength]•: This power increases your character’s attributes one step per level (divine strength)
•Super Attribute(Lvl1)[Vigor]•: This power increases your character’s attributes one step per level (divine health)
•Super Edge: Trademark Weapon[Longsword]•: +1 attack with one unique weapon (Sword of Justice)
•Toughness(Lvl2)•: Toughness improves by +1 per level (divine aura)

Personal Details: When Angela Simmons died in a vehicle accident, she expected to go to heaven. She did, but what she didn't expect was to be reborn as an angel of vengeance. She was sent back to Earth to punish the guilty and fight the constant battle against the forces of Hell.

Angela did her job well, perhaps a bit too well. Her punishments were severe, sometimes fatal, even for relatively minor crimes. She was indiscriminate and ruthless in her judgment. Some called her a hero, but to many others, she was a villain.

Some would ask why God did not revoke her powers. The answer is that she, like all beings, was gifted with free will. The decision was hers alone to make.

With the invasion and occupation, Angela has found a new outlet for her vengeance.

Appearance: Angela wears a black bodysuit and boots, with a scabbard at her waist and a sword insignia over the left breast.

Tactics: Angela is not a very subtle fighter. She typically wades into combat heedless fo the danger, trusting her divine powers to keep her safe.


inxpitter wrote:
I think ZenFox said Mind control was not allowed.

He did at that. Now I'll have to grab the companion and take a look.


Nature:

Agility d4
Smarts d6
Spirit d10
Strength d4
Vigor d8

Charisma 0
Pace 6"
Parry
Toughness

Skills: Knowledge (Biology) d6, Fighting d4, Stealth d10, Intimidation d10, Stealth d4

Edges: Arcane Background (Super Powers)

Hinderances: Enemy (Whoever the Iron Man of the setting is; Major), Heartless (Minor), Weakness (Radiation; Minor)

Powers:
Earthquake - 5 (Trigger +1, Earthshake +3)
Storm - 4 (Gale Force +1)
Whirlwind - 4 (Twister +2)
Ageless - 2 (Very Old +1)Nature
Agility d4
Smarts d6
Spirit d10
Strength d4
Vigor d8

Charisma 0
Pace 6"
Parry
Toughness

Skills: Knowledge (Biology) d6, Fighting d4, Stealth d10, Intimidation d10, Stealth d4

Edges: Arcane Background (Super Powers)

Hinderances: Enemy (Whoever the Iron Man of the setting is; Major), Heartless (Minor), Weakness (Radiation; Minor)

Powers:
Earthquake - 5 (Trigger +1, Earthshake +3)
Storm - 4 (Gale Force +1)
Whirlwind - 4 (Twister +2)
Ageless - 2 (Very Old +1)

Backstory:

Nature has been alive for a very long time. She was once a young girl whose name has been forgotten, who was lead up a mountain to be sacrificed to the angry spirit of the volcano to appease it. She was hurled screaming into the pit, but did not die. Instead, her mutant powers activated, and she summoned a powerful storm to carry her out of danger. Landing atop the volcano, she caused it to erupt and then laughed as the winds carried her to safety.

Her connection to nature prevents her from aging, so physically she appears to be a young girl, 14-15 years old.

She has reappeared throughout the ages, usually heralding a powerful natural disaster. She has been more active since the beginning of the superhero age, constantly fighting those who would despoil the earth.

Nature believes that humanity is a plague on the land, and her is the doctor sent to treat it. her goal is to kill off humans, so that nature may flourish.

It was by sheer luck that she was captured and collared with a power negation device, but she will be free again.


Vrog - I like the character concept, but you've only used 15 of your 20 PP. If nothing else, you could use them to boost your d4 Attributes and/or Skills. And increasing your Parry and/or Toughness/Armor would help keep you alive...

Ignuspyre - Yes, commlinks are free.

WhtKnt - looks good, from a PP POV!

Rungok - looks good, from a PP POV!

Dark Archive

Hi there!

(Character submission from Atlas2112!!)

"Gah!" Thomas yelled as his waiter carelessly spilled coffee on him.
"Oh look what you did," the waiter unbelievably said, "now I have to clean up your mess," said the barrister, wiping at his suitcoat with a dirty rag.

"No, no, I'll get it. And might I add you are pleasant fellow. A really really pleasant fellow! I'm certain that your mother was a well educated woman who worked in a respectable industry! And your father, whom I'm sure you knew very well, always had a kind word for you!"


Ebon Fist - I just noticed, you took a d6 in the Guts Skill. That's been replaced by a Spirit roll, so you have 2 more Skill points to spend.

Atlas2112 - where did you get 20 skill points, the norm is 15? And please see my recent PM to you regarding your Hindrances, you may want to change them...

Inxpitter - just keep in mind, Copycat only copies *superpowers*; up against "regular" opponents, or even ones with Arcane Background, Copycat is useless.


ALL - I think I'm calling Recruitment to a close, with the exception of Inxpitter. With his entry, that makes 8 PC's.

I've never GM'd a PbP game with more than 6 players interested in playing, altho I'm currently playing in a SW game with 8 PC's.

I'd hate to have to pick-and-choose, so I'd like to ask the more experienced PbP GM's if you've ever run a game with 8 PC's, or what would be the potential drawbacks to doing so?


ZenFox42 wrote:

ALL - I think I'm calling Recruitment to a close...

Rats. Missed it.

Oh well, Have fun storming the castle!


I dotted the other day but hadn't gotten a submission in yet. I've run PbP with anywhere from 3 to 10 PCs, and been a player in games with as many as 14 or so. Like a real game, around 6 seems to be the sweet spot, maybe erring on the slightly larger side, as more players tend to mean more posts and keeps the momentum going. The big issue in PbP however seems to be attrition. Since the pace is so slow in online games, only covering a nights worth of play in the average month of real time, you tend to lose players over time. For that exact reason I always recommend starting slightly larger than whatever you would like your long term group to be like. Even then, it is not uncommon to have to recruit a few more players down the road if the game runs more than six months or a year.

Big groups are often a lot more manageable in PbP than in real life, as everyone gets a chance to participate as much or as little as they like. However, you do need strict policies on combat to keep things moving, usually something along the lines of 'All must post their action within 24 hours from the time initiative cards are drawn, or the GM with either post a basic action for you, or skip your character altogether.'


Should have a character done by tonight. Finally pinned down the "identity" of the villain I want to try playing.

And as far as advice on larger game sizes go, I agree with some of the points made by Rigor. I tend to run slightly larger groups to not feel as much impact when one or two inevitably lose interest or stop playing.

Case in point: A great group of six, two ghosted on me but we still had a relatively balanced four so we're still going strong.


I agree with the above statements. You can handle more than IRL because of the way pbp is handled. I recommend a 24 hour notice before getting bottes/held, as I recognize I've had trouble always posting in an orderly fashion (I have a newborn baby to care for).

Attrition is a thing, but I will go so far as to recommend NOT running a recruitment as soon as you lose people if you had an oversized group to begin with. You tend to boild down a group to the players who are interested in continuing that way. Only run recruitment if you drop below 4-5 players.


Shackle has been created and completed.

Dark Archive

Much of what Rigor said applies. I find that six to eight is a good "sweet spot" that will leave you with probably four or five after the dust settles. I've not run a PbP with more than six players, but I run tabletop games like that all the time (my regular group is nine players). In a PbP, more players means more opportunities for everyone to give input, but also more waiting on people to make a move. The idea that Rigor suggested is a good one, though be aware that your players may be in different time zones around the world. Botting or skipping too soon will annoy some players. That said, 24 hours is a good medium to use. Most people can respond within 24 hours if they intend to respond (note however, that I have one player in one of my games who consistently goes three or four days between posts). For me, this isn't a big deal as I tend to be slow in posting as well (and my players know why), but YMMV.

Dark Archive

Oh, and good luck to everyone!


So I was halfway through statting out a character when I realized I was making a Dark Angel by WhtKnt with a different theme.

So I started over with a new idea, should hopefully still be done in the day, but just so you know.


Okee-doke. Here's my submission. I need to figure out an edge or I like, but should be done besides that.

Crunch:

Name: Alpha
Race: Human
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
15 +1Skills: Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8
Pace: 10/6, Parry: 6, Toughness: 8, Charisma: 0
$1000Gear: Pulse Pistol [(10/20/40) 2d6 damage, RoF 1, 24 shots ], Ablative Armor +2 [Heavy Armor, covers torso/head, drops by 1 when you would take a wound], Rebreather Mask [2 hours of breathable air, +4 to Vigor to resist poisonous gas], Laser Sight [+1 to Shooting]
Special Abilities:
•Delusional (Minor Hindrance): Believes his dupes are his living brothers, and the original switches personalities from brother to brother at times.
•Vow (Major Hindrance): If he agrees to a contract, he has an unbelievable compulsion to see it to completion. No matter what.

Super Powers: 20/20
[6]•Copycat (Lvl6)•: Can mimic any one power on a successful touch attack. Can only copy power where powerpoint are equal to or less than Copycat level. Cannot copy powers from Invent or Super Sorcery.
[6]•Duplication(Lvl2)•: Can create two copies of himself who don’t possess the duplication power. The copies are Extras, and can be differentiated from the original with Notice at -2. Can be dismissed on whim, will disappear if original is incapicated.
[4]•Negation•: On succesful Touch Attack, Opposed Spirit Check to negate a foes traits. Reduce a trait of skill by a die for a success and every raise.
[1]•Telepathy•Contingent Duplication: Can communicate with dupes in one mile radius.
[3]•Chameleon•: Can assume the appearance of another being or animal within two size levels. Those familiar with the target get a Notice roll at -2 to detect that something is off.

Backstory:

The best killers aren't born.

They're made.

Alpha was the name he was given, standing on the corpses of his brothers that lay slaughtered under him. It hadn't been easy, but survival was necessary. Of course, the experiments were finished, they had already gotten the formulae down to bestow a powerset fit to take down any troublesome super they needed to disappear. All they needed was the most qualified specimen to receive the bounty of their efforts.

And that is how Alpha came to be the last of the test subjects, his strength of will and his quick motions allowing him to outlast the stronger, the smarter, and the tougher of his brothers. That word is inaccurate in truth. Clones don't have brothers.

They also aren't the most stable of individuals.

After the powers had inoculated inside him and the torturous pain and seizure episodes had subsided, Alpha enacted his escape. It wasn't the smartest idea to staff supers to guard a test subject who could copy their powers. It was grisly work, but it was efficient. It was a promise the brothers had made to each other.

"No matter who survived, kill them all. Kill everyone associated with this project."

And Alpha was trained to never go back on a contract.

These days, Alpha is more of a gun for hire, but his unique power set usually involves being hired to make certain individuals disappear. Slight degradation of his mind has set in as well, and he normally keeps his dupes out and active (named Beta and Gamma) as two brothers given a second chance.

Considering replacing Vow as a major hindrance with a Power Negation major hindrance (if any of the dupes touch each other or the original they short everyone out for a while).

Also, hoping combining copycat and duplication isn't that powerful. I didn't take any defense or offense really, so I'm hoping to copy powers on the fly to make up for that. Sorta a swiss army knife kinda thing.


Very well then. I will take some more powers.

Nature:

Agility d4
Smarts d6
Spirit d10
Strength d4
Vigor d10

Charisma 0
Pace 6"
Parry 4
Toughness 6 (8)

Skills: Knowledge (Biology) d6, Fighting d4, Stealth d10, Intimidation d10, Stealth d4

Edges: Arcane Background (Super Powers)

Hinderances: Small (Major), Heartless (Minor), Weakness (Radiation; Minor)

Powers:
Earthquake - 2 (Trigger +1)
Storm - 4 (Lightning Strike +3)
Whirlwind - 4 (Twister +2)
Ageless - 2 (Very Old +1)
Toughness - 3 (Rank 1)
Teleport - 3
[/spoiler]

Backstory:

Nature has been alive for a very long time. She was once a young girl whose name has been forgotten, who was lead up a mountain to be sacrificed to the angry spirit of the volcano to appease it. She was hurled screaming into the pit, but did not die. Instead, her mutant powers activated, and she summoned a powerful storm to carry her out of danger. Landing atop the volcano, she caused it to erupt and then laughed as the winds carried her to safety.

Her connection to nature prevents her from aging, so physically she appears to be a young girl, 14-15 years old.
She has reappeared throughout the ages, usually heralding a powerful natural disaster. She has been more active since the beginning of the superhero age, constantly fighting those who would despoil the earth.
Nature believes that humanity is a plague on the land, and her is the doctor sent to treat it. her goal is to kill off humans, so that nature may flourish.

It was by sheer luck that she was captured and collared with a power negation device, but she will be free again.


ZenFox42 wrote:

ALL - I think I'm calling Recruitment to a close, with the exception of Inxpitter. With his entry, that makes 8 PC's.

I've never GM'd a PbP game with more than 6 players interested in playing, altho I'm currently playing in a SW game with 8 PC's.

I'd hate to have to pick-and-choose, so I'd like to ask the more experienced PbP GM's if you've ever run a game with 8 PC's, or what would be the potential drawbacks to doing so?

Great!

I'll scale back Steven tonight.

I run 8+ with pretty high frequnecy (probably 7 of the 25 I run have 8 or more).

Drawbacks:

Need more foes to provide a challenge so a bit more prep work,
Slower posting rates due to RL issues arising (more people more variables),
Potential for drops out the gate is high at first (though a few games where I had 8+ from jump still have had no drops).

Thanks for the opportunity DM!

Edit: Looking at who submitted, this should be a great game really great posters and most are also DM'S :-)

Dark Archive

It's been my experience that the GM is the single most important factor in how fast a game runs. If the GM says combat rounds take 24 hours and _sticks to it_ then the players respond. Eventually the few that can't take it drop, and you're left with a solid core of active and loyal players.

But, like, I'm in a game now with only 3. And it's very, very slow. The GM doesn't post much, so his posts don't get fast responses, and it's a spiral of slow.

TheGreenTeaGamer said to post at the rate of the fastest player. Obviously that's exaggeration, but if the GM is prompt and active, then the players respond.

Hence, I'd say take more, and let the natural attrition whittle down the group.


ALL - Ok, so I'm re-opening Recruitment! Yes, really!

For one thing, EbonFist has already dropped out, and with everyone saying that even 10 PC's isn't that much of a problem, and with 3 people (Poor Wandering One, Rigor Rictus, and Storyteller Shadow) saying they were still interested, I'm giving them a chance to create a PC if they see this in time.

Inxpitter - you still have a Minor Hindrance to take. I don't really see Power Negation as a Major Hindrance, because when would the duplicates want/need to touch? Keeping them apart seems too easy for a Major Hindrance - perhaps you should stick with your Vow.

Vrog - there's a few problems with your build : you can't put more than 6 points in a Power (Storm+Lightning Strike = 7), and you can't take more than 2 levels of Toughness. In addition, your current total is 22 PP. If you drop Lightning Strike and one level of Toughness, that gives you 2 more PP to play with. Perhaps put them into the Parry superpower, because with a basic Parry of 4, you're *really* easy to hit!


Awesome! I was going to start making a character last night, just in case, but then my internet ended up being down the whole evening.

Thinking about a Shapeshifter/Metamorph of some sort, but that might be really hard to make work with the campaign rules. I'll have to see what I can do.


This is Shadow's submission, just need to pull back the XP spent as he was a character in another game... Should have that done tonight.

Steven is essentially evil Dr. Strange with a Tony Stark personality.


Isn't Dr. Strange Dr. Strange with a Tony Stark personality?


Sweet!

So how many power points do we start with?

20 from four color rising stars
No super-karma.
No Power Points edge.

However it looks like we get 10 points per rank free. If this applies to novice rank then we are looking at 30pp to build with. Is this correct?


PWO - Nope, the free 10 points per Rank starts at Seasoned. So, just 20 PP to start with.

Rigor Rictus - see the Shape Change and Chameleon Powers. And check out Altered Form for good measure.


ZenFox42 wrote:

PWO - Nope, the free 10 points per Rank starts at Seasoned. So, just 20 PP to start with.

Aha! Thanks for clearing that up.


I have one major hindrance and one minor hindrance currently, allocated to a soon to be picked edge and an extra skill point. Where is the need for an extra minor hindrance coming from?

For the edge, I'm taking First Strike: Requirements: Novice, Agility d8+
Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

If I need an extra minor hindrance, I'll take Minor Ruthless.


Rigor Rictus wrote:
Isn't Dr. Strange Dr. Strange with a Tony Stark personality?

In the movie maybe but the comics not as much ;-)


Inxpitter - well, you don't *have* to take another Minor Hindrance, but you're allowed one, and it gives you an extra character creation point. By itself, it can buy you a d4 in an extra Skill, or twice the starting cash.

Storyteller Shadow - you'll also have to remove one Major Hindrance, and your two listed Edges you get for free, so you get a free "real" Edge for being Human. And if you spent the 2 points from the extra Major Hindrance on Skills, you'll have to adjust them accordingly. Also, you can't put more than 6 PP into any one Power (see my Recruitment OP for Power restrictions). Finally, where'd the Parry of 5 come from? With a Fighting of d4, it should be a 4, unless I've missed something...


Well, Storyteller Shadow has dropped out, due to his original PC being SPC1, and we're using SPC2. He sent me a PM last night, before I made the above post. So we're down to nine.

Dark Archive

ZenFox42 wrote:


Atlas2112 - where did you get 20 skill points, the norm is 15? And please see my recent PM to you regarding your Hindrances, you may want to change them...

Ach! I see I only spent 15, so the numbers 5 and 15 must've been rolling around in my head until those two crazy kids stole a bottle of wild turkey and headed out behind the old woodshed to make sweet, sweet passionate numbers love. I've corrected the error, so now the numbers are forever apart yet tantalizingly close, with only memories of their brief time together to keep them warm.

What? I like backstories. =)

GM has suggested and I have advanced and GM has innuendoed and I have demurred and GM has conveyed and have implied and GM has inferred and I have desired and GM has advised and I have submitted and GM has broached and I have recommended and GM has plugged and I have propositioned and GM has propounded and I have theorized and GM has steered and I have touted and GM has recommended and I have conjectured and GM has agreed to 2 Major flaws.

My doting mother "Red" will be joining us. I'm sure all none of you will have to escort her anywhere where her faulty AI is bound to get stuck on random terrain and will be useless in combat and force you to re-load the game every time she dies because there are no savepoints. I'm definite that probably won't always happen. =)


I would join but alot of my character ideas are 1 powered like man with 20 thugs so im not sure what to do can ido the thugs idea but if not i will go into deep think mode ok just to save face i will maybe make guy with darkness powers also if it ends up being to hard called it but i mean no disrespect i hope this is fun


Sorry i made this post while really tierd


Behind the 8-ball, but I'm slowly piecing my guy together. Will try to have him up today or tonight.


Submission is coming together

This is the crunch, and the template:

About Jack of Clubs

[spoiler=Real name:]
Jackson "Jack" Olivetti
[/spoiler@]

[spoiler=History: ]
Ex hero sidekick. Former thief. Freed from a New Jersey prison when an F-35 crashed into it during the phoney war. Made his way to Star City and was captured.
[/spoiler@]

[spoiler=~Generally known information]
[/spoiler@]

[spoiler=~Generally Unknown information]
[/spoiler@]

[spoiler=Personality profile]

***********************************************************************
Charisma: - Pace: 6 Parry: 6 (8) Toughness: 6

Traits: (cost)

[Spoiler=Agility d8 (2)]
~Boating d4 (1)
~Driving d4 (1)
~Fighting d8 (3)
~Lock picking d6 (2)
~Piloting
~Riding
~Shooting d6 (2)
~Stealth d6 (2)
~Swimming
~Throwing
[/spoiler@] Agility skill cost

[spoiler=Smarts d6 (1)]
~Gambling
~Healing d4 (1)
~Investigation
~Knowledge
~Notice d6 (2)
~Repair d4 (1)
~Streetwise d4 (1)
~Survival
~Taunt
~Tracking
[/spoiler@] Smarts skill cost

[spoiler=Spirit d6 (0)]
~Intimidation d4 (1)
~Persuasion
[/spoiler@] Spirit skill cost 0

[Spoiler=Strength d10 (3)] Load limit ?? max ???
~Climbing
[/spoiler@] Strength skill cost 0

Vigor d8 ()

Total trait costs: 9 (5 base attribute points, 1 from both minor hindrances, 3 levels of super attribute) with 17 skill points (15 base, 2 super skill).

************************************************************************

[spoiler=Hindrances]
Curious. “So many secrets, so little time” (major)
Loyal. “Never burn your friends. It is what separates us from them.” (minor)
Pacifist “A living foe is an opportunity. A dead one is a disposal problem”(minor)
[/spoiler@]

[spoiler=Edges ]
Arcane Background (NE Superpowers setting edge)
Luck +1 benny/session (human)
Great Luck +1 benny/session (major hindrance)
Elan +2 to any roll a benny is spent on. (Super edge)
Level headed draw 2 cards and choose 1 for init. (Super edge)

[/spoiler@]

[spoiler=Powers (net cost)]
Innate

Jinx, improved. (2+2=4)
Trappings: “Just not your day is it”
Foe making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a
mishap if his skill die is a natural 1 or 2, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and
falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to
miss his turn at the very least.

Super attribute 3 (6) one die type to Strength, Spirit and Vigor. Already figured into stats.

Super edge Elan (2)

Super edge Level headed (2)

Super skill 2 (2)
1 level each in Fighting and Notice

Uncanny reflexes (4)
Trappings: “Missed me by that much. ”
-2 to all attack rolls vs. Jack that he is aware of.

Devices

Total power cost. 20

[/spoiler@]

[spoiler=Gear ]

Dura weave {+1 heavy, arms legs torso, -4 to note} (5wp $500)

Cash

Gear stored at lair:

[/spoiler@]

Current gear / wp

[spoiler=Advances]
[/spoiler@]

[spoiler=Notes and crimes]

Crimes:

! Near current base.

Notes:
[/spoiler@]


Btw the man with 20 minions would rules wise have onlt 10 and thats ok with me and thing is i can not make undead guy can you make exception for undead power darkness guy Didn't seem fun please im runing out of ideas that are not badass normal powers but if no to undead guy then heres the powers of badass normal
Super attribute agility 1 level
Super attribute strength 1 level
Super attribute vigor 1 level
Fearless
Gifted
super skill 6 level still not sure where to put them
Sleepless 2 level
Im gonna work on the rest


PWO - your build looks good, from a PP POV!


@zanfox42 did you ignore me i Didn't mean to offend you man


I'm sorry, Ameraaaaaa, but I meant to only open recruitment for people who had expressed interest before the first closure date. Thank you for your interest and I'll keep you in mind if I have people drop out, *if* you'll work on your spelling, capitalization, and punctuation in the meantime. Sorry, but proper grammar is pretty essential in PbP games, since it's a written medium.

(BTW : FWIW, you could not have started out as an undead, could have only had *3* minions by my starting rules, and your build left you with not even enough points for one! Just something to think about for the future...)


This is the submission for Rigor Rictus. I live in a smaller town in rural Canada, and after a Thunderstorm yesterday and the resulting forest fires today, internet is out o most of the city. Managed to find a coffee shop that still has a working connection.

Had to quickly paste in the version of the character I had with me on my phone, so it may not be completely done. For instance I noticed he still needs at least one not edge. However the powers, skills, and stats are complete I believe. Because of the outage, I may not be able to see any feedback you provide until Monday.

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