
| Masque | 
 
	
 
                
                
              
            
            With smarts at d6 the whole research assistant angle seemed a little out of line (not that nitwits don't get those gigs), and the important thing is that she learned to make the mask herself. Why? Because the power resides in her, not the mask, despite her beliefs. She's a very confused young serial killer.
Grampa was sort of the shortest distance between two plot points, and he makes the whole thing more personal.
Re: crunch, I added a die of survival (probably not a critical skill in this campaign, but it seemed to fit her growing up hunting and heading out into the wilds and all). Also adding her starting arsenal ... er ... gear. Which brings me to my next question: Does her gear duplicate when she does? The SPC is very clearly silent on this point.
Agility: d12 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8
Shooting: d12 Fighting: d8 Investigation: d6 Streetwise: d4 Notice: d6 Stealth: d8 Climbing: d6 Survival: d4 Knowledge: Occult d4 Knowledge: Conspiracy Theory d6 
Toughness: 6 Parry: 5 Move: 6 Charisma: 0
Edges: Super Karma*(extra major hindrance) AB: Superpower (free) Power Points (human)
Hindrances: Vengeful (major)* Enemy (major)(the conspiracy if it exists, vengeful family of those she killed if it doesn't) Heartless (minor) Loyal (minor)
Powers: 
Intangible (physically stepped into the spirit world) 5pts 
Invisible (visually stepped into the spirit world) 5pts 
Duplicate (projection of a spirit self into material world) 5pts 
Super Attribute (Agility +3) 3pts 
Super Skill (shooting +4) 2pt
Beliefs: 
The Black Council killed my mentor, they're going down. 
The spirits will remove my powers if I do evil. They haven't, so I am doing good. (ain't it wonderful how she can justify all these murders?)
Instincts: 
As a person who can walk through walls, she in very aware of what might be on the other side of them. (Notice? or Smarts? roll to recognize if she's been on the other side of any given wall?) 
Healthy paranoia. If there is any question about whether she's on her toes with a person, the correct question is "Why wouldn't she think he's trying to kill her?" 
Gear:
Desert Eagle Range: 15/30/60 Damage: 2d8 RoF: 1 Shots: 7 AP2, Semi-Auto 50rounds ammo
AK47 Range: 24/48/96 Damage: 2d8+1 RoF: 3 Shots: 30 AP2, Auto 100rounds ammo
Backpack, Flashlight. $30 for dinner.

| Belledonna | 
 
	
 
                
                
              
            
            Belledonna: The stun power that modifier basically changes it from a physical assault to a mental one, so it's a bit different to what you're asking... Hmm, I'd say +1 if you just wanted to use spirit, +2 if you wanted to attack their spirit, +3 for both (and either will affect the trapping/flavour of the power. It's not so much psychic powers as actually manipulating their soul (or using your soul/person to affect them)).
EDIT: I've just realized I've been forgetting about the free edge from being human, if you wanted to be truly ridiulous, you could take Charismatic for another +2 Charisma ;) You also seem to have spent one too many skill points (going from a d10 Persuasion to a d12 costs two points, as it is going above the associated attribute).
Charismatic was on my shopping list actually. I have updated the sheet to reflect the changes, I.E. now have Charismatic & Taunt is now d8...
Regarding the Spirit vs. Spirit 'flavor'...
I don't know if I'm appalled or intrigued...
The idea that Isabelle is literally corrupting/attacking their soul definitely ramps her up to full blown Villain status...
Unfortunately I just don't have the juice to start there...
I originally was only thinking about using my Spirit in the test, rather than Smarts, but that may be just too tempting...
I/We will need to come up with a good reason in-game how the change would occur as well (possibly some dark, sorcerous, ritual to transmogrify her into some manner of Demoness, probably with Professor Mayhem's assistance/urging), but definitely tempting...
@Black Thom:  It would certainly be Belledonna's style...
Except for the implicit 'taking advantage of another's weakness' part (Yes, I realize there isn't a lot of difference between Mind Control & simple Persuasion when you have a total Persuasion pool like hers...
Which is how she has a Minion) & the fact that she has been in a coma pretty much since the initial wave of the invasion...
On the other hand, given her Instincts, the potential for Irony when a genuine Villain is berating the ex-hero for not saving the innocent bystanders is almost worth the price of admission right there...
I will try whipping up a Super-soldier/Test-pilot/wheelman & post it, then you can see how well you like it.
@Masque: A d6 Smarts just means you are Average, I think, not a nit-wit. You won't be winning any spelling bees, but you are still quite capable of taking part in them.
@Poor Wandering One: How about Devil's Advocate for a Nom du Crime? Historically the term originated in the Catholic Church as the guy who's job it was to prove the miracles performed by candidates for Sainthood weren't really miracles. Given that he seems to be, in part, trying to prove that his target's aren't really that good...
@Mus'ad: Berserk, Brawny or Brawler would definitely fit your concept I think.

| Bad Penny | 
 
	
 
                
                
              
            
            Regarding the Spirit vs. Spirit 'flavor'...
I don't know if I'm appalled or intrigued...
The idea that Isabelle is literally corrupting/attacking their soul definitely ramps her up to full blown Villain status...
Unfortunately I just don't have the juice to start there...
I originally was only thinking about using my Spirit in the test, rather than Smarts, but that may be just too tempting...
I/We will need to come up with a good reason in-game how the change would occur as well (possibly some dark, sorcerous, ritual to transmogrify her into some manner of Demoness, probably with Professor Mayhem's assistance/urging), but definitely tempting...
Could also be a natural outgrowth of her delusion, no? Some sort of trauma pushes her deeper into her own fantasy and her force of personality just kinda starts overwriting not just other peoples' outward views, but their self image. Emotional healing for her isn't just a personal thing, it's polite to share...

| Masque | 
 
	
 
                
                
              
            
            @Belladonna ... So you're saying average people aren't nitwits in the future? :P (But really, you're right, she very well could be a research assistant. I've seen PhDs who definitely have a d4 or less in Smarts, but I like to do backgrounds that emphasize where a character is exceptional, rather than simply average.)
Also, for a more villainous feel, consider fear, rather than stun, which does target spirit and has a more random outcome than just shaken. I'm thinking if it looks like this I think it fits nicely with your character concept.

| Belledonna | 
 
	
 
                
                
              
            
            @Bad Penny: I think your idea may in fact be scarier than mine. <3 <3 <3
@Masque:  Actually, I think your definition of nit-wit & my definition of nit-wit don't quite match.  Regarding the others...
Well, eventually Belledonna is going to have a big toolbox, but yeah, I can definitely see her being that at some point if she survives that long.  Especially if she goes the way Bad Penny was describing.
Attributes:
Agility d10 Smarts d8 Spirit d8 Strength d8 Vigor d10
Skills:
Driving d10 Fighting d10 Notice d8 Piloting d10 Repair d4 Shooting d10 Stealth d4
Knowledge: Computers d6 Knowledge: International Law Enforcement d6
Charisma: -/-2  Pace: 6  Parry: 7 Toughness: 7/11
Hindrances:
Habit {Combat Drug Use}(Major)*, Vow {I owe Isabelle d' Honaire my life & I will see she gets full value}(Minor), Code of Honor (Major), Outsider {Hero among Villains}(Minor)
Edges:
Ace {+2 to all Boating, Driving & Piloting rolls}, Alertness {+2 to Notice rolls}, Arcane Background (Super Powers), Combat Sense {multiple opponents do not gain 'Gang Up' bonus against you}, Extra Power, First Strike {as long as you are not shaken, you get one free Fighting attack against one foe who moves adjacent to you}, Level Headed {draw an additional Action card in combat & uses best draw}, 'Super Karma'*,  Take the Hit {+2 to Soak rolls to eliminate wounds}
Powers:
2 Steps Super Agility (2 PP), 1 Step Super Smarts (1 PP), 1 Step Super Spirit (1 PP), 1 Step Super Strength (1 PP), 2 Steps Super Vigor (2 PP), Super Edges {Combat Sense, First Strike, Level Headed, Take the Hit}(8 PP), Super Skills {Driving 3 steps, Fighting 3 Steps, Shooting 2 Steps}(4 PP), and 1 Power Point saved for later
Beliefs:
Maybe taking these bug-eye's down will give us a way to get this monkey off my back...
I may be 'just a man', but the right man in the right place can change the world.
Instincts:
Always identify the primary threat in any situation.
Always keep an extra squirreled away 'just in case'.
Gear:
Costume {insignia-less BDU in an 'urban camouflage' scheme w balaclava (+1 Stealth in Urban Environment)} $20
'Street Clothes' $20
Tactical Helmet {+4 Heavy Armor (head only), weight 1, w integrated short-range communications & HUD} $200
10 Reds* (Agility) $200
10 Whites* (Strength) $200
10 Blues* (Vigor) $200
$160 in assorted bills.
The Colors*, if you haven't already guessed, are your Combat Drugs. Each gives a boost for a while, but then you have to make a Vigor check when you come back down.
Basic Background Idea:  You were the product of some International Pharmacological/Munitions project shopped off to the UN or Interpol as a next-generation super-soldier/super-cop.  Unfortunately they never really told you (Or the contractee) you were now a junkie (part of the contract was for your 'handler' as well & s/he was very good at slipping your dosage into your pre-mission coffee) & during a mission against Belledona you went into severe withdrawal (the mission took too long) & collapsed into convulsions right in front of her.  Concluding that you would wind up being an 'unfortunate victim' of the encounter if she just left you, Belledonna had her 'Jeeves' of the day haul your unconscious body along with them as they made their escape.  You have been working with her ever since.
Well, except when she managed to get herself arrested about a week before the invasion started.  You were just in the process of breaking into the prison complex when the orbital bombardment began.  The devastation was so complete that you actually feared she was dead until you read her name in their list of captured 'undesirables' & you have been working for the years since then to find her & rescue her.
Your cunning scheme is finally coming together as you managed to get yourself incarcerated in the same prison complex she is being kept in... I realize this doesn't quite match the amnesia idea, but I thought it might give you somewhere to start from.
Hey GM-Peanut! Working on a character crunch for Black Thom reminded me, is it possible to remove/change Hindrances over time? For instance possibly have Belledonna remove her Delusion if presented with sufficient evidence it is a Delusion, or perhaps replace it with something like Vow (re-build the world into the Utopia of my dreams)?

| Belledonna | 
 
	
 
                
                
              
            
            Am I the only one who sees the likely hood of a three-way power dynamic between Belledonna & Professor Mayhem (With Bad Penny playing tie-breaker/occasional third option)?
Not intended to belittle anyone else's characters, but those three are the ones reading to me as the ones who will 'move & shake' so-to-speak.

| Poor Wandering One | 
 
	
 
                
                
              
            
            
Poor Wandering One: The villain names are a bit unimaginative, but other than that he sounds okay :p A hacker/technical type character will probably do well :)
Yes the name needs work. Really an off the cuff play on Anonymous. Will give it more thought...
..
Or I will listen to my teammates... 'Devil's Advocate' is a nice name. Devil is focused on exposing, breaking and ultimately killing those targets who earn his ire so it fits. 'Instant Karma' is another idea but that sounds a)like a Japanese new wave retro band and b) more reactive where it is the place of evil to be active.
I don't normally go with tech/gear characters but we have a heavy magic theme so hopefully I can help balance it out. Might even play up the occult image as cover...
Belladonna. Thanks for the name drop. It might just work. I see you and Devil working closely together perhaps even having pulled off some jobs in the past. You have the soft interpersonal touch the Advocate lacks. Perhaps Devil was involved in getting you past security for your banking adventure?

| Belledonna | 
 
	
 
                
                
              
            
            I see you and Devil working closely together perhaps even having pulled off some jobs in the past. You have the soft interpersonal touch the Advocate lacks. Perhaps Devil was involved in getting you past security for your banking adventure?
.
Reading your background I was also suspecting something along those lines. Of course the two of us unquestionably get/have gotten into heated arguments/debates/tirades regarding victims/casualties/bystanders.Unless I misread, 'Devil' doesn't have nearly the problem with killing that Belledonna does.

| Poor Wandering One | 
 
	
 
                
                
              
            
            Poor Wandering One wrote:I see you and Devil working closely together perhaps even having pulled off some jobs in the past. You have the soft interpersonal touch the Advocate lacks. Perhaps Devil was involved in getting you past security for your banking adventure?.
Reading your background I was also suspecting something along those lines. Of course the two of us unquestionably get/have gotten into heated arguments/debates/tirades regarding victims/casualties/bystanders.
Unless I misread, 'Devil' doesn't have nearly the problem with killing that Belledonna does.
Not even close to a problem
Hindrances:
Major.
Greedy. My enemies will fall and I will grow fat on their carcasses.
Curious. Why yes, I would like to play a game. (Super Karma)Minor.
Heartless. *voice from security phone* "Do you know how hard it is to get all the safety features on a modern elevator to fail? I do." *click*
Loyal. Never burn your friends. It is what separates us from them.
Mind you he generally does not bother to kill in person. Technology is so prevalent and interconnected that he mainly kills by remote. A change on a medical record. A stuck electronic lock and exhaust rerouted through the hvac system. The invasion really cramped his style. At least until he manages to hack the V'sori's network.

| Poor Wandering One | 
 
	
 
                
                
              
            
            Speaking of which...
GM-Peanuts How are you running hacking devices? Can one hack a blaster rifle for example. A tank or giant robot? Can it be done at range using Broadcast (manipulation) I am trying to find the line where Interface (codebreaker) shades into Malfunction. Though I suppose I should just get them both.

| Poor Wandering One | 
 
	
 
                
                
              
            
            Hindrances. 6
Major.
Greedy. My enemies will fall and I will grow fat on their carcasses.
Curious. Why yes, I would like to play a game. (Super Karma)
Minor.
Heartless. Do you know how hard it is to get all the safety features on this elevator to fail? I do.
Loyal. Never burn your friends. It is what separates us from them. 
Beliefs.
Power corrupts. Live this and you might survive your own corruption.
The V'sori preserved Star City for hybridization experiments.
Instincts.
No one is clean. Everyone is part of someone’s agenda. Trust no one.
Details matter. Check everything twice.
Edges. 
Super Karma {2}
More power points {2}
???
Rich. (human) {0}
Attributes 5
Agility d6 (1) +super attribute d8
~Boating
~Driving
~Fighting
~Lockpicking
~Piloting
~Riding
~Shooting
~Stealth
~Swimming
~Throwing
Smarts d8(2) +super attribute d10
~Gambling
~Healing
~Investigation
~Knowledge 
~~Engineering d10 (4, free)
~~Electronics d4 (1, free)
~Notice
~Repair
~Streetwise
~Survival
~Taunt
~Tracking
Spirit: d6  (1) +super attribute d8
~Intimidation
~Persuasion
Strength: d4 
~Climbing
Vigor: d6 (1)
Powers 20
Super skills
Super attributes 3. Spirit d8. Smarts d10. Agility d8
Device, Wrist computer
~Interface(1), code breaker(2), device(-1) {2}
~Broadcast(1), manipulation(5), slow activation (-1), device(-2) {3}
Invent 3 (6)
Malfunction(3), device(-1) {2}
Gear $3k
To do
Assign skills
~Qualify for Invent power? Smarts, Kn. Engineering, Repair d10 
~Mechanical genius edge? Smarts, repair d6. Notice d8
~Investigator edge? Smarts, investigation, streetwise d8
~Thief Edge? Agility, stealth d8. Climb, lockpick d6 
Choose edge.
Spend cash.
Take over the world.

| GM-Peanuts | 
 
	
 
                
                
              
            
            Black Thom: Fair enough. I could have had fun with that though :)
Masque: Yeah there's no problems with it. I myself had the mysterious grandfather in my backstory when I played the campaign ;) Think the crunch looks fine (though haven't fact checked the gear admittedly)
If you're asking if her gear goes intangible/invisible with her, then yes, though if she picks things up while invisible, then they won't necessarily (she would have to flip the power off and on again to 'reset' it). Unfortunately she does not have to run around in the buff. ;)
Belledonna: *chuckles*
I'm sure there could be other interpretations of using spirit/attacking spirit, but that was what came to mind, so if you want to go with it then do so. On second consideration +2 to attack their spirit might be a bit harsh, so you could target spirit for +1, but the +2 version would probably get you some... extras depending on the power ;) It'd be something similar to the Elemental Tricks, but... darker.
Either way I'm sure we can work something into things in game to explain. Comic books are full of 'radiation accidents' and the like which add/subtract/alter abilities.
Bad Penny: I like the way you think :)
Masque again: Nice link, definitely appropriate.
Belledonna again: Yes it is possible to remove or alter hindrances. It's primarily done through roleplaying, but if you want to get rid of it completely then you'll need to spend your next advance to buy it off, otherwise as you suggested you can swap it out for something else as appropriate.
As to the character, he feels a little generic, I'm sure he'd do pretty well, but just spending all of his abilities on super stats, skills and edges leaves him a bit bland. Guess we'll see what Black Thom thinks of it.
Poor Wandering One: Hadn't given it a whole lot of thought until now, but I'd say this setting is fairly different to something like shadowrun where everyone has their own PAN and everything is wireless. Blaster Rifles at range, probably not so much, tanks and robots you might have more luck, but V'Sori and Fin tech being alien is always going to be more difficult unless you get your hands on something special.
All Broadcast lets you do is muck around with signals (tv, radio, etc), as written it won't actually help you with hacking, it's more for what I described in the first post, Doctor Destruction using it to interrupt TV and send his own messages, or make the news anchors appear to do funny things). Interface and Malfunction are different things too.
To the crunch! Device says it applies after modifiers, so I'd say you only get -1 for Device to the broadcast power :p Invent is a nice versatile power. I want to say you can use something other than Spirit for you manipulation, but I'm not sure what. The easiest would be to allow you to use Smarts instead as a +1 Modifier (similar to what I offered Belledonna), so that's available to you if you want.

| Belledonna | 
 
	
 
                
                
              
            
            As to the character, he feels a little generic, I'm sure he'd do pretty well, but just spending all of his abilities on super stats, skills and edges leaves him a bit bland. Guess we'll see what Black Thom thinks of it.
.
Thom's opinion is what I'm waiting on. As far as it being rather generic?..True, but most 'super-soldiers' are kind of generic, especially the ones designed by people who really know what would make an actual super soldier.
The 'skilled normal' that can actually operate head-to-head with focused supers is difficult to pull off unfortunately.

| Poor Wandering One | 
 
	
 
                
                
              
            
            Ummmm Device is -1 per 5 points after modifiers. Broadcast is 1, manipulation is 5. Total 6pts which is a -2 for device. Slow activation applies after the device mod. At least the text "Subtract one additional point...." seems to say that. {NE/ex p38}
Not sure what you mean about using something other than spirit for manipulation. Do you mean for malfunction?
Ah so no wedding broadcast (2x extra range), to interface (codebreaker) and commandeering V'sori warships in low earth orbit. Or de-orbiting communication satellites as improvised kinetic-kill weapons. Sigh, martials never get the best toys.... :7)
Still being able to intercept and alter communication signals is a rather impressive power considering how many things use radio spectra. It was recently proven possible to remotely hack pacemakers that use radio to recharge for example. But I understand this is not shadowrun and will focus accordingly.

| GM-Peanuts | 
 
	
 
                
                
              
            
            Arcmagik: Cool, looking forward to it.
Poor Wandering One: Hmmm, I can see that interpretation. I'll allow it ;) No, no such luck. I'd say Broadcast could allow you to do things such as alter feeds, jam signals (this would be more of a focused jam, requiring him to locate the source or something similar before he could block it. Iif you want an area jam you'd have to buy something like that as a modifier), send false signals, stuff like that. You'd probably never need to worry about not having a cell signal or a wireless connection (as long as you're somewhere urban anyway) too.
Black Thom: The Interface power gives you a +4 to rolls dealing with electronics that you can touch :) and there is the vehicle power to allow you to get expensive vehicles (I think it's up to $500,000 for 3 points, which can include a flying car), and you can buy powers for vehicles too. Not really symbiotic (although you could potentially give yourself a hindrance like that), but you could make an intelligent car like kit from knight rider if you wanted. Hell, you could play a transformer or something like that if you really wanted :p (Construct, some levels of Growth with the "Monster" modifier so it's permanent, and the Vehicle power would do the basic abilities)

| Poor Wandering One | 
 
	
 
                
                
              
            
            I'd say Broadcast could allow you to do things such as alter feeds, jam signals (this would be more of a focused jam, requiring him to locate the source or something similar before he could block it. Iif you want an area jam you'd have to buy something like that as a modifier), send false signals, stuff like that. You'd probably never need to worry about not having a cell signal or a wireless connection (as long as you're somewhere urban anyway) too.
Sending false signals to the satellite is all I would need to de-orbit it on a predetermined path. But doing that is not in genre so I will leave the orbiting bombs alone.
[spoiler=Devil's Advocate starting crunch]
Hindrances. 6
Major. 
Greedy. My enemies will fall and I will grow fat on their carcasses. 
Curious. Why yes, I would like to play a game. (Super Karma)
Minor. 
Heartless. Do you know how hard it is to get all the safety features on this elevator to fail? I do. 
Loyal. Never burn your friends. It is what separates us from them.
Beliefs. 
Power corrupts. Live this and you might survive your own power. 
The V'sori preserved Star City for hybridization experiments.
Instincts. 
No one is clean. Everyone is part of someone’s agenda. Trust no one. 
Details matter. Check everything twice.
Edges. 
Super Karma +5pp {2}
More power points +5pp. {2}
Mechanical genius, no tools needed, can rig simple devices.
Rich. (human) 3k starting wealth 75k/year income {free}
Attributes 5 
Agility d6 (1) +super attribute d8 
~Boating 
~Driving 
~Fighting d6 {2}
~Lockpicking  d6 {2}
~Piloting 
~Riding 
~Shooting  d8 {3}
~Stealth  d6 {2}
~Swimming 
~Throwing
Smarts d8(2) +super attribute d10 
~Gambling 
~Healing 
~Investigation d4 {1}
~Knowledge 
~~Engineering d10 (4, free) 
~~Computers d4 (1, free) 
~Notice d4 {1} +2 super skill d8
~Repair d6 {2} +2 super skill d10
~Streetwise d4 {1}
~Survival 
~Taunt 
~Tracking
Spirit: d6 (1) 
~Intimidation 
~Persuasion
Strength: d4 +super attribute d6
~Climbing d4 {1}
Vigor: d6 (1)
Powers 20pp
Super skills:  repair d10 (1) notice d8 (1) {2}
Super attributes:  Smarts d10. Agility d8 Strength d6 {3} 
Invent 3 {6}
Wrist computer 
~Interface (1), codebreaker (2), device (-1) {2} 
~Broadcast (1), manipulation (5), slow activation (-1), device(-2) {3}
Mirage field generator. Deflection (3) requires activation (-1), device (-1) {1}
Overload beam. Malfunction (3), uses smarts (1), device (-1) {3}
Gear $3k
Figured stats.
Pace 6
Parry 4
Charisma -
Toughness 5
Notes. 
Mechanical genius edge? Smarts, repair d6. Notice d8 ***
Investigator edge? Smarts, investigation, streetwise d8 

| GM-Peanuts | 
 
	
 
                
                
              
            
            GM Speaking of interface does the bonus it gives to computers and electronics apply to the roll for Malfunction when effecting higher-tech devices?
Uhh, I'm going to go with yes for now, but we'll see how abusable that becomes in play :p It would require him to touch the device in question.
Sending false signals to the satellite is all I would need to de-orbit it on a predetermined path. But doing that is not in genre so I will leave the orbiting bombs alone.
You could potentially do stuff like that, but it wouldn't exactly be simple, even with your powers :)

| Poor Wandering One | 
 
	
 
                
                
              
            
            Poor Wandering One wrote:GM Speaking of interface does the bonus it gives to computers and electronics apply to the roll for Malfunction when effecting higher-tech devices?Uhh, I'm going to go with yes for now, but we'll see how abusable that becomes in play :p It would require him to touch the device in question.
Cool beans. Technically there is no touch requirement for interface but this ruling makes sense. Hmmmm now how to give interface range..... Something like a +2/+3 modifier?
Poor Wandering One wrote:Sending false signals to the satellite is all I would need to de-orbit it on a predetermined path. But doing that is not in genre so I will leave the orbiting bombs alone.You could potentially do stuff like that, but it wouldn't exactly be simple, even with your powers :)
Well if it were simple it wouldn't be worth doing.

| Masque | 
 
	
 
                
                
              
            
            Just want to say, I love the characters that are coming up, and I hope this game gets off the ground (and that I'm along for the ride) because it looks like an awesome group.
As far as the group dynamics, Anne-Marie finds the necessity of working with evil people on her crusade distasteful, but necessary. Of course, by now she will probably know that the V'sori are in league with the Black Council. Of course, if a power struggle were to develop, and she got the notion from somewhere that a member of the Black Council had infiltrated the group, well... she's a pretty handy assassin, as it turns out.
Not that anyone in this group would manipulate her paranoid delusions to turn her into the knife in anyone's back. We're all friends here ... aren't we?
Masque: Yeah there's no problems with it. I myself had the mysterious grandfather in my backstory when I played the campaign ;) Think the crunch looks fine (though haven't fact checked the gear admittedly)
If you're asking if her gear goes intangible/invisible with her, then yes, though if she picks things up while invisible, then they won't necessarily (she would have to flip the power off and on again to 'reset' it). Unfortunately she does not have to run around in the buff. ;)
Yeah, I don't want to have to change her name. "Nakie" doesn't have quite the vibe I'm going for.
I was actually asking about the Duplicate power duplicating gear. Not that she would be able to turn into a photocopier, because presumably stuff vanishes with the duplicate. I was thinking that being able to be two people in a firefight would be cool, but being two people with two guns would be really cool. The book doesn't say either way, and I don't think it's particularly broken, but I won't cry (much) if you say no.
A compromise I thought of that seemed in keeping with the character concept was to ditch the AK47, pay for two Desert Eagles and have one that duplicates when she does, because it's her gun. She's had it and loved it and slept with it under her pillow (she does NOT call it the precious, that's a vicious rumor.) long enough that it is part of her. Her spirit projection would have it.

| Belledonna | 
 
	
 
                
                
              
            
            Not that anyone in this group would manipulate her paranoid delusions to turn her into the knife in anyone's back. We're all friends here ... aren't we?
.
*Innocent eyes*"Oh, absolutely!"
In all honesty, it goes with Belledonna's obnoxiously 'heroic' tendencies that she would, in fact, be trying to defuse Anne-Marie's Paranoid delusions/impulses...
At least the ones she recognized as Paranoid.  They do have certain similarities of world-view after all...
At the same time, I'm reminded of the adage 'Just because you're paranoid, doesn't mean the world isn't out to get you...'

| Black Thom | 
 
	
 
                
                
              
            
            Reviewing powers/gear in the book. I'm just enamored with the idea of hopping into any 'vehicle' and being proficient and able to squeeze more out of it.
Motorcycle, TRON light cycle, car, hovercraft, AIRWOLF, SR-71 Blackbird, exo-suit, glitter boy, GUNDAM, etc...
How does 'Out of my League' work, or would it?
And, Belladonna... I accept, just trying to tweak.

| Belledonna | 
 
	
 
                
                
              
            
            @Black Thom: No worries.
If 'Out of my League' is what I think it is, it means you have (and get) fewer Power Points to work with. Not only do you start with fewer Power Points, you get fewer later when you take the Edge again. I was thinking something similar when I first started working on my Character idea, then took a longer look.
Right now, as far as being able to drive/pilot/fly anything, that is kind of what Ace lets you do, the only thing else might be to take the Gifted Power, which conveniently is only one Point. Gifted means you never take non-proficiency penalties on skill checks, even if you don't technically have the skill in question.

| Mus'ad | 
 
	
 
                
                
              
            
            Mus'ad is aware that he has an extra Hindrance that doesn't give any benefit, but the drawbacks suit the character and I might even throw an extra one in there if there is something that fits the bill.
I've been travelling, but here is a bullet point fluff background (which I will expand upon:
- Born into the disputed area of the Kashmir.
 
- Lived a rural agrarian life until one fateful day at the Rural Olympics in the Punjab (a real event).
 
- While wrestling the other Pelhwan, his powers started to manifest and he not only beat, but killed all comers.
 
- At first this was met with horror, but when he threatened those who would not give him his prize, he was appeased with money and women.
 
- Over the next decade he established himself as a local warlord by killing those who opposed him in single combat, often crushing their heads between his hands.
 
- Though the governments of both India and Pakistan deplored his actions - the delicate nature of the Kashmir rendered them unwilling to deploy forces against him.
 
- When the fins came, Mus'ad saw his chance and marched on Delhi itself - ruling over it's ruins with a bloodied fist for many months before the coming of the V'sori gave the Indian government enough pause to turn upon him and capture him.
 
- Although he was to be put to death immediately... his sentence was put on hold while Pakistan pursued their right to try Mus'ad through the United Nations.
 
- I would imagine Dr Destruction pulled him out as he saw a useful tool in him.

| GM-Peanuts | 
 
	
 
                
                
              
            
            Masque: Ahh, duplication. Yes, it would duplicate any gear you are carrying, but as soon as it leaves the 5" bubble around you where the duplicate can exist then it starts to uhh... decorp-... disi-... stop existing. Bullets will last long enough to hit and hurt the target, but something like a grenade may not work so well. I'd probably rule it on a case-by-case basis.
Black Thom: As Belledonna says, the Ace give you +2 to any vehicle rolls, and a +2 in Savage Worlds is fairly powerful (it's halfway to success right there). The character sheet that Belledonna posted you'd have a d10+2 in Piloting (any aircraft) and Driving (any car/truck/wheeled vehicle), the only vehicle skill she hasn't given you is Boating.
Out of my League is as Belledonna said, it gives you less power points both to start with, and each time you take the Power Points edge. As a minor hindrance you start with 8 and power points gives you 4 (max starting of 16), as a major hindrance you'd start with 6 and power points gives you 3 (max starting of 12). I wouldn't really suggest this hindrance, but if you want to emphasize that he's more 'normal' then go for it.
Mus'ad: Hmmm, you lot aren't making it easy for me to get you all into place for the opening mission. I'll warn everyone that I may have to take some liberties with their recent history to shoehorn you into the opening plot :p

| GM-Peanuts | 
 
	
 
                
                
              
            
            One other thing I'd like to comment on is the Beliefs people have. The instincts generally look acceptable, but one thing about beliefs is that they are meant to have some sort of actionable component to it, some sort of goal. It's all well and good to have a belief that SoCorp are a%#&!&*s, but a more appropriate belief would be something like this:
"Jerry Perez's private army are always getting in the way, I will take them down a notch by (blowing up their headquarters, setting an ambush for Lieutenant so-and-so, empty their bank accounts, steal the incoming V'Sori shipment, etc.) to show them who's really in charge in this city."
A similar goal would be simply to take down SoCorp, but this is not something you're going to be able to accomplish quickly, so you should break it down into achievable steps like above.
The reason for this is that I will be using Beliefs and Instincts to grant additional bennies and experience. If a belief or instinct causes you trouble, that's a benny, if you achieve a meaningful step towards your current goal, that's a benny, if you complete a current goal, that's +1 XP for your character :)
Beliefs and Instincts can be changed at any time, though try to keep them meaningful to your character, rather than just changing it to whatever the current task is to get free bennies. Instincts probably shouldn't change too often.
Someone had asked about how I was going to do initiative. In the interest of keeping the Fast Furious Fun flavour of Savage Worlds, I'm going to stick with cards. I will use a deck at home and draw from that and post what I draw for you guys.

| GM-Peanuts | 
 
	
 
                
                
              
            
            So our current roster (Mostly completed/fleshed out):
Arcmagik - Super Sorcerer - Crunch in progress
Mus'ad - Brick
Masque - Assassin
Belledonna - Mastermind?
Black Thom - High Powered 'Normal' - Crunch in progress
Poor Wandering One - Hacker/Techie - Crunch in progress
Bad Penny - Uppity, crotchety Henchman
Expressed Interest:
Onyx - Monitoring the time stream, time powers
rashly5 - Chaotic Evil
Hmm, well I was aiming for around 6 people for the group, so what does everyone think about closing recruitment here? If anyone has not expressed their interest in this campaign yet, then now is the time to do so.

| Mus'ad | 
 
	
 
                
                
              
            
            Do we start in New York? - Mus'ad could have been transferred there under United Nations mandate while the Pakistanis and Indians fought over who got to execute me?
I resent the term 'Brick'.... I prefer 'Angry Wall of Meat' :P
I'm aware that I still owe ye Beliefs and Instincts as well.
I'm happy to close recruitment here if you are GM Peanuts.

| Masque | 
 
	
 
                
                
              
            
            @ GM-Peanut: Awesome. Bullets make it and anything bigger/slower may or may not. That is perfect. 
1"=2 yards, right?
Also, will check my beliefs to bring them into benny-able status.
Masque wrote:Not that anyone in this group would manipulate her paranoid delusions to turn her into the knife in anyone's back. We're all friends here ... aren't we?.
*Innocent eyes*"Oh, absolutely!"
In all honesty, it goes with Belledonna's obnoxiously 'heroic' tendencies that she would, in fact, be trying to defuse Anne-Marie's Paranoid delusions/impulses...
At least the ones she recognized as Paranoid. They do have certain similarities of world-view after all...
At the same time, I'm reminded of the adage 'Just because you're paranoid, doesn't mean the world isn't out to get you...'
I hope I've made it very clear that I (as a player) DO NOT want to know if the Black Council exists, if they are a part of a grand conspiracy (when they could be just a couple of pretentious WoD LARPers in Des Moines), or if they are connected to the V'sori. I really enjoy the idea of playing her as though all these things are true. In Masque's reality, the danger is real, and tremendous, and she is saving the world from the most insidious conspiracy ever. If DM-Peanuts enjoys the irony of her being correct or if he prefers seeing her murder innocents, or some patchwork of right and psychotic, it's all the same.

| Belledonna | 
 
	
 
                
                
              
            
            So our current roster (Mostly completed/fleshed out):
Arcmagik - Super Sorcerer - Crunch in progress
Mus'ad - Brick
Masque - Assassin
Belledonna - Mastermind?
Black Thom - High Powered 'Normal' - Crunch in progress
Poor Wandering One - Hacker/Techie - Crunch in progress
Bad Penny - Uppity, crotchety HenchmanExpressed Interest:
Onyx - Monitoring the time stream, time powers
rashly5 - Chaotic EvilHmm, well I was aiming for around 6 people for the group, so what does everyone think about closing recruitment here? If anyone has not expressed their interest in this campaign yet, then now is the time to do so.
I really like what I have seen so far, so personally I have no issues with closing recruitment now.
I resent the term 'Brick'.... I prefer 'Angry Wall of Meat' :P
I read that & about pee'd myself.
Silly question... Will we be advancing in game (adding powers) and is there a difference in cost in-game?
Once gameplay starts Character advancement is kind of a mix between leveling (like Pathfinder/3.5, etc...) and a more 'skills-based' (i.e. Storyteller, GURPS, etc...) system.
For every 5 xp you earn, you get an 'advancement'. An advancement can be an Edge (including the 'Power Point' Edge, which gets you more Powers), a Skills increase, or an Attribute increase; there are limitations, but in general that is how it works. For every 20 xp you earn, you go up in 'Rank', which is where the similarity to 'Level-based' systems comes in, certain 'advancements' can only be selected 'once per rank'.
| Masque | 
 
	
 
                
                
              
            
            @ Black Thom: In a typical tabletop game, you gain 2-3xp in a session. Every 5 xp you get an advance, which could be an edge, a new skill, a couple of dice to existing skills, one dice to an ability score, removing a hindrance, or ... I think that's about it. There are 5 ranks (novice, seasoned, veteran, heroic, legendary) that open up new edges (legendary edges look awesome, but I've never played a game that reached that level) and you get a new rank every 20 xp. You can only raise an ability score once each rank, and you can only buy power points once each rank.
The character sheets that come in the book have a column to show the advancements and ranks.
Obviously, I'll have changed my mind about most of this by the time I finish typing it, but it gives an idea of what it looks like.
NOVICE
5 Agility d12+1 (normally, d12 is the limit, but she has 3 levels of super agility, so it's legal)
10 Assassin!
15 Elan
SEASONED
20 Power Points (super edges (marksman & two-fisted) 4 pts, super vigor (d10) 1 pt)
25 Agility d12+2
30 Luck
35 Ambidextrous
VETERAN
40 Power Points (Extra Duplicate 3pts Phaser (added to Intangibility) 2pts)
45 Vigor d12
50 Shooting d12+2 (same deal as agility)
55 Shooting d12+4
HEROIC
60 Power Points (probably ranged attack with AP6 and device)
65 Spirit d10
70 Dead Shot
75 No Mercy
LEGENDARY
80 Professional Shooting (d12+5)
90 Expert Shooting (d12+6)
100 Master Shooting (wild die becomes d10)
Power points may end up going into Ranged Attacks (turning the pistols into powers) sooner if too many things are bulletproof.
@ All, but particularly SW noobs: this

| Belledonna | 
 
	
 
                
                
              
            
            @ All, but particularly SW noobs: this
Ooh, very useful, definitely going into my SW file.
The advancement 'Wishlist' is not a bad idea. It will help me figure out how soon I can 'pay' for switching Isabelle from mere 'mind-twisting mortal' to 'soul-shattering scion of sin'!
Alliteration is fun.

| Poor Wandering One | 
 
	
 
                
                
              
            
            re: Beating and taking. Normal loot, the stuff made without using powers and the device limitation, is free for the taking. Assuming you either have the cash or the strength to take it. With the alien invasion the definition of 'Normal loot' has expanded to include things like blaster weapons and spaceships but these are rather harder to get than the uzi the street thug is waving in your face.
Re HQ. There is a power called "lair" cost 1 +1 for secure access, +1 escape pod, +1 per research lab/medical bay, +1 for well hidden. We might want to toss a point each or so into this at some point. The power explicitly states multiple characters can contribute to the same lair. The lair can also have powers attached to it like staff (minions), or automated guns (ranged attack). In the meantime I can pull a bolt-hole out of my hat given about half an hour.
{invent 3. Lair(1) Secure access(+1) Well hidden(+1)} Trapping. A few small devices to alarm and secure an otherwise unoccupied/ruined building. Plus a bit of work to tap into utilities without being detected and set some expert systems to send searchers and local patrols down blind alleys.

| Belledonna | 
 
	
 
                
                
              
            
            In the meantime I can pull a bolt-hole out of my hat given about half an hour.
{invent 3. Lair(1) Secure access(+1) Well hidden(+1)} Trapping. A few small devices to alarm and secure an otherwise unoccupied/ruined building. Plus a bit of work to tap into utilities without being detected and set some expert systems to send searchers and local patrols down blind alleys.
I knew there was a reason Isabelle hadn't left you to be arrested after any of a number of 'collateral damage' arguments...

| Belledonna | 
 
	
 
                
                
              
            
            GM-Peanut: I updated the character sheet to reflect the changes to her powers, would you take a look & make sure it is still legal?
I just re-read the Core Book & there is a 'New Power' Arcane Edge that gives you a new Power. Am I correct in guessing that is replaced completely by the Power Points Edge with it's inherent limitations?

| Masque | 
 
	
 
                
                
              
            
            Re: HQ ... our super sorcerer also should be able to pull an emergency HQ out of his ... er ... hat in a pinch. Not that his priorities would necessarily include that.
I'd be good with throwing a point or two into a permanent HQ, though, if we all agreed to pitch in equally. After all, it's been a day since I've tweaked my build. If you don't count the whole advancement planning thing.
Masque wrote:@ All, but particularly SW noobs: thisOoh, very useful, definitely going into my SW file.
The advancement 'Wishlist' is not a bad idea. It will help me figure out how soon I can 'pay' for switching Isabelle from mere 'mind-twisting mortal' to 'soul-shattering scion of sin'!
Alliteration is fun.
Starting characters in Savage Worlds are incredibly weak by most rpg's standards. In fact, they are typically equivalent to average humans, except for their Wild Card status, so I usually build a starting character with advancements in mind, because you just can't start with all the goodies you want.
This in less true in Supers games where we start with a healthy array of super powers, it's worth mentioning.

| Poor Wandering One | 
 
	
 
                
                
              
            
            GM-Peanut: I updated the character sheet to reflect the changes to her powers, would you take a look & make sure it is still legal?
I just reread the Core Book & there is a 'New Power' Arcane Edge that gives you a new Power. Am I correct in guessing that is replaced completely by the Power Points Edge with it's inherent limitations?
Yup the NE style superpowers edge pretty much does away with all those power edges.
GM
Removed the broadcast device. It just was not worth the investment. Invent can build it if needed or hell we can break into a tv studio.
Taking an awareness device, another point in super skills and Gifted.
Still working on gear, sorry for the delay
btw all...Thoughts on Nemesis as a name?
Rashly. Hmmmm some overlap with Nemesis/Devil's Advocate. Though you are more anarchistic .....

| rashly5 | 
 
	
 
                
                
              
            
            Man, I should have read the thread more thoroughly beforehand. I have a mask-centric character too.
In any case: <Kay "Criminal" Locke>
The concept and history is a bit quick and rough. If you need any details filled out or want something specific, just ask!
What is the origin of your character’s powers? What turned you to villainy?
Introduced to anarchy by a community college class, Kay fell in love with its philosophy. It changed his view on life and he dropped his business degree to pursue self-enlightenment, learning about the boundaries of life and how to break through them. Freedom was best. Life is too short not to do what you want.
Years later, having vastly improved his skills, scavenging wasn't enough to fill his stomach. He continually stole and shoplifted when he needed to, racking up a criminal record. He was offered thieving jobs, which he took for either fun or profit.
After one particular job concerning a private collector of art, he gave the client what he wanted and, as was his usual custom, took home his own personal trophy: the Mask of Sceadu.
The Mask of Sceadu is a mysterious artifact of untold power. Kay put it on as a joke to see how he would look in it. It bonded with him and marked his rise from freelance thief to the thieving supervillain "Criminal".
The Mask of Sceadu is permanently bonded to Kay Locke and this bond cannot be severed unless he experiences true death. Kay can summon the mask, manifesting it through darkness or shadow (though their presence isn't required), but he must put it on to gain access to its powers.
What were you doing during the invasion?
With everyone worried about the invasion, a lot of places were left unprotected or lacking in security. Criminal took the opportunity to go on a stealing spree.
What were you doing when you were caught? and how, or why were you caught?
Criminal was gathering information in a V'sori-controlled media outlet when he was ambushed--the outlet was a trap. The V'sori wanted local superhumans caught due and released false rumors about sensitive information being stored there. He was one of those who fell for it.
What makes him a villain? He doesn't seem so bad....
True. He seems to be more of a rebellious sort and is an anarchist at heart, but what qualifies him as a villain is, quite simply, his own selfishness and lack of moral code. Everything is acceptable, nothing is 'evil' as long as it's something he wants or finds worthwhile.
He advocates true freedom for everyone, but most importantly himself. 
Statistics
Agility: d10 (3)
Smarts: d6 (1)
Spirit: d6
Strength: d6 (1)
Vigor: d4
Charisma: 0
Pace: 6 
Parry: 4
Toughness: 4
Skills
Climbing d6 (2)
Driving d4 (1)
Fighting d4 (1)
Investigation d4 (1)
Knowledge (Economics) d4
Knowledge (Philosophy) d4
Knowledge (Government) d4
Lockpicking d6 (2)
Notice d4 (1)
Shooting d4 (1)
Stealth d8 (3)
Streetwise d4 (1)
Survival d6 (2)
Hindrances
Gimmick: must be wearing his mask 
Phobia (Minor): strangulation
Heartless
2 points for Edge (Power Points)
2 points for increasing Spirit
Edges
Arcane Background (Super Powers)
Power Points
Thief
Powers
Chameleon (3) 
Copycat (2): touch & extra duration 
Darkvision (2)
Fear (5): Terror 
Illusion (3): Film Quality
Equipment
Mask of Sceadu - Superpower Gimmick (summonable)
Duraweave Armor ($500) - +1 Armor, Heavy Armor, 5 Wt, -4 notice to spot
Normal Clothing ($20)
Switchblade ($10) - Str+1 damage, 1 Wt, -2 notice if hidden
Backpack ($50) - 2 Wt
Canteen ($5) - 1 Wt
Cellular Phone ($20)
Crowbar ($10) - 2 Wt
Digital Camera ($100) - 1 Wt
Lockpicks ($200) - 1 Wt
Lighter ($2)
Remaining money: $83
Beliefs
No gods, no masters. Freedom is absolute. The V'sori aren't invincible but Earth chose to accept their domination and remained subservient. A reminder that their control isn't complete is in order. Perhaps some sort of display or communication to the masses....
How can I trust Omega? We have the same goals, or so they say. For now, they seem to match up with my aims, but I'll need more information if I'm to work with them in the future.
Instincts
Always suspicious of authorities.
Takes cover when surprised.

| Poor Wandering One | 
 
	
 
                
                
              
            
            Re: HQ ... our super sorcerer also should be able to pull an emergency HQ out of his ... er ... hat in a pinch. Not that his priorities would necessarily include that.
I'd be good with throwing a point or two into a permanent HQ, though, if we all agreed to pitch in equally. After all, it's been a day since I've tweaked my build. If you don't count the whole advancement planning thing.
hmmmm strip a point out now or wait til seasoned for a true lair. It will be a pain but I am leaning toward waiting. I could be convinced though...
....
Starting characters in Savage Worlds are incredibly weak by most rpg's standards. In fact, they are typically equivalent to average humans, except for their Wild Card status, so I usually build a starting character with advancements in mind, because you just can't start with all the goodies you want.This in less true in Supers games where we start with a healthy array of super powers, it's worth mentioning.
I'd say starting characters are quite a bit tougher than that. Three times as durable (wild card, bennies) and highly competent (odds on getting a success with d4-2 + d6 wild die are not that bad plus bennies). Add in edges and AB's and I would put a raw novice SW character at about 3rd level pathfinder.
 
	
 
     
     
     
	
 