
Poor Wandering GM |

The devil? I was quite certain I answered this. But, searching my posts, I guess I dreamed it. Man, I gotta get better dreams. =)
After she retired, Red developed quite an impressive intelligence network just by talking to other old people--who have nothing to do but talk. By keeping tabs on the morale level and attitude of the neighborhood, Red was able to maximize Imagine's power gains, and helped target depots of highest return against the V'sori, which only enhanced both women's stature....
Nice.
One of Red's closest friends is an old woman with the last name of Verblan who says she has a nephew named Carl that needed some direction in life.
Carl you cool with this connection?
It's odd for Imagine to not see her for more than a week. Imagine last saw Red two days ago, when they talked about a big raid that Imagine was lining up....
Thank you, that was what I wanted.

Carl, Phasing Addict |

Carl's mother, Rosita Verblan, is very worried about her son. She does tarot readings for him, and consistently things come up bad. She's spoken to her friend, Red, about it.
Red takes it very seriously, since she has used Rosita's tarot readings to inquire of the future throughout their friendship.
Rosita Verblan has a minor ability to fortell the future. She has to use a Tarot reading to do it, and, while it is never wrong, it is often cryptic or open to further interpretation.

Poor Wandering GM |

Player status
Imagine - complete
Carl - complete
Sapele - awaiting final audit and trapping review
Silicon Sorcerer - awaiting audit and trapping review
DM Frogfoot - awaiting concept, audit and trapping review
Bilbo Bang Bang - finalizing concept, awaiting audit and trappings review
seditiousbroom - finalizing concept, awaiting audit and trappings review
Come on folks we can do this!

Bilbo Bang-Bang |

All right! Schools done and the thought process is moving forward.
Looks like we need a ranged guy with some fighting ability to work with the big guy. I am working up a fella who used to be a competitive arm wrestler and tough man who loses his arm to an accident. In an effort to get it back he agrees to a "gene therapy" which splices his DNA with that of several different crustaceans. Little did he know that it was part of a secret DARPA program and it goes wrong leading to him taking on several crustacean characteristics. His name will be Tommy Fiddler (Nautilus).
Will get the specifics later and any input would be highly welcomed. I plan playing him out as a villain who wasn't very happy about the way things went for him, but eventually embraced his new form and fought heroes for the fun of it. He tries to keep the public out most of his battles, but eggs will get broken from time to time.
Thinking powers will be derived from various crabs and shrimp (Pistol and Mantis) so I am thinking:
Attack Melee and Ranged or Stun
Armor
Heightened senses
Super Attributes
and maybe Burrow
Will work on it throughout the day and have it wrapped by tonight!

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That's epically appropriate, since the mantis shrimp is an actual super hero in it's own right.
Also, took Streetwise down from d6 to d4, took Notice down from d8 to d6, added Persuasion d6 becuase I made a character with Charisma but without Persuasion because I'm a moron.

Poor Wandering GM |

Bilbo Aquatic would also fit the theme. I am liking your crustacean based villain.
Atlas Was wondering about that. But with her mental powers i figured you were going more Dominate and would bring in the Presence later. Remember charisma does apply to unskilled rolls so {best of d4,d6}-2 +Cha to beat a 4 has a chance.

The Fiddler {Tommy Fiddler} |

A little long winded sorry.
Years of depression and degradation followed landing Tommy in prison for a stint or two for armed robbery. The once proud man was reduced to mere shell of his former self. But, luck would shine on the small man once again...or so it seemed. "Gene Therapy Helps Paraplegic Walk Again" read the bold headline on the evening paper. Excitement grew as Tommy read the story of how a group geneticist had managed induce the regeneration of man's spinal column which had been crushed in a construction accident and went on to detail how they were looking for volunteers for possible limb replacements. Tommy responded as quickly as he could.
It was weeks later when cryptic phone call informed Tommy he had been approved as a volunteer after meeting all the necessary requirements. A plain panel van arrived at his low-rent apartment building and that was last time anyone saw Fiddler again. Things did not go as Tommy had planned. Turns out he had been duped into becoming a test subject for a government program seeking to make soldiers more resistant to bleeding out. For years, chitosan had been used in bandages to help clot arterial bleeding so what would happen if the DNA of crustaceans where spliced with a human's own?
Tommy was the first to find out. The process racked his body and the experiment quickly got out the control of the DARPA scientist as Tommy's body did regenerate his lost limb, but in in the form of a massive claw. His skin took on a chitinous plating and his eyes bulged, growing larger and black. Tommy broke free of his captures restraints and fled the facility smashing guard and wall alike aside with little effort.
For years, Tommy would be hounded by the government. His name was smeared in the press linking him to many super villains and terror groups. Tommy was not only harassed by DARPA agents, but heroes too. At first resentful of his condition, Tommy soon grew love it. He was back. If they were gonna accuse him of being a villain, then he was going to be the best. Besting one hero after another he quickly regained his former glory. At least till the invasion came. Left without supers to battle he soon began slipping into unhappiness. But, just as his body had regenerated so too would his mood in the form of Omega. Those alien bastards had taken his second life, but he would prove he was the wrong crab to mess with.

Bilbo Bang-Bang |

All righty. Here we go.
Stats
Ag d8 (2p)
Smar d6 (1p)
Spi d4 (0p) No that wise. Who agrees to experimental gene therapy?
Str d6 (1p)
Vig d10 (1p + 2 Super Attribute)
Charisma 0
Parry 8
Toughness 6 (7-1 for Small Hindrance) (12 total when Armor is added)
Total 5 p + 2 steps from Super Attribute
Skills
Fighting d12 (4 p +2 from Minor Hind. + 1 from Super Skill)
Stealth d8 (3p)
Taunt d6 (2p)
Notice d6+2 (2p +2 bonus from Heightened Senses)
Shooting d8 (3p) Pretty sure Stun power will need this skill
Total 15 starting points + 2 Minor Hind. + 1 Super Skill
Hindrances
Over Confident (Major) Used to purchase Power Point Edge
Small (Major) +5 Power points -1 Toughness
Both Minor Hindrances used to boost Fighting skill
Distinctive (Minor) A large crab pincer is pretty noticeable.
Quirk (Minor) Feels uncomfortable around sea food restarurants due to reoccurring nightmare of being served for dinner since his transformation
Edges
Arcane Background (Free)
Power Points (Major Hindrance purchase)
Fast Healer (Human Free Edge)
Extra Power Points (From 2nd Major Hind.) Was reading this as how your get 20 PPs to start from comparing to stock characters.
Powers
Armor +6 (3 pp {-1 from partial coverage reduced cost from 4}) A semi-chitinous shell covers his torso.
Attack, Melee (5pp) 2d6+AP2. Tommy's right arm is a large crab pincer.
Regeneration (5pp) During the gene mutation his body became highly effective at repairing damage.
Super Attribute (2pp) Increased Vigor. He may be small, but he is tough as hell.
Super Skill (1pp +1 step to Fighting) Small guys love to fight.
Aquatic (1p) Swims like a, well, shrimp.
Heightened Sense (1pp) Small fry don't last long in a big world without being aware of bigger fish in their ponds.
Stun (2pp) By snapping his claw, Tommy can create a massive sound blast topping 400dB.
Total= 21 - 1 for a partial ability = 20 Power Points
Let me know if I messed up anywhere or want more details.

Poor Wandering GM |

Attributes: check
Ag d8 (2p)
Smar d6 (1p)
Spi d4 (0p)
Str d6 (1p)
Vig d6 (1pt) (d10 w/ Super Attribute)
Skills 17/15 spent
Fighting d12 (7p)
Stealth d8 (3p)
Taunt d6 (2p)
Notice d6(2p)
Shooting d8 (3p)
Hindrances
Overconfident (Major.) Used to purchase Power Point Edge
Small (Major) -1 Toughness. Super Karma
Distinctive (Minor), claw arm. 1 skill point
Quirk (Minor) Feels uncomfortable around sea food restaurants due to reoccurring nightmare of being served for dinner since his transformation. 1 skill point
Edges: Check
Powers 20/20 spent.
Armor +6 (4 pp -1 from partial coverage) (3pp)
Attack, Melee 2d6+AP2 (5pp)
Regeneration (5pp)
Super Attribute 2 Increased Vigor two die types. (2pp)
Super Skill 1 +2 skill points (1pp)
Aquatic (1p)
Heightened Sense (1pp)
Stun (2pp)
issues
Looks like you underspent on skills.
Your skills require 17 skill points but you have 19 to spend.
15 base
+2 from your 2 minor hindrances
+2 from Super Skill
Please triple check my math but I think this is correct.
Everything else looks correct.
Comments
Spirit is not wisdom but Fiddler has no sales-resistance.
I quite like the quirk.
Did you consider the One Arm Major hindrance to reflect the claw?
With Fast Healer, d10 vigor, and regeneration Death is pretty much something that happens to other people.
I think we could do something with the trapping on the stun. Maybe remove the range and make it a large template? With your vigor you could stun yourself but it would be very rare.
Did you consider the Focused mod for the melee attack?
Speaking of the Melee attack if you only want the power to apply to attacks with that claw then you should get something in return. One point off the cost, like partial coverage, sounds about right.
What do you think?

Bilbo Bang-Bang |

I like the idea for Stun and I had looked at the One Arm Hindrance, but felt made him a bit too close the Lizard.
I also looked at the Focus modifier and really liked it, but it would have cost me some of the other abilities that I took to round out his flavor. I am considering dropping Stun for Focused if we compensate the attacks only being applied to the pincer. I do like the idea of snapping cables and bars with that claw....lots of trouble to be causes with something like that. lol.
I don't mind if the attack applies to only the pincer and not get anything for it. But, if you feel it should be compensated, we can work on how to apply the extra point it would afford.
I did underspend on Skills. Let's apply that 2 points to take Notice to d8.
Let me know what you think. I am very open to making changes for a solid build.

Poor Wandering GM |

Re the claw. Without the -1 mod the power applies to ALL melee attacks you make. Say you pick up a fire-axe in your good hand or lash out in an Elvis-like karate kick the Attack melee power applies. If that is what you want then go for it. I'm just offering ideas. One of the things I was thinking Focus would do is to help separate Fiddler from Sapele. You are both melee/short range fighters but with focus and the claw you would have differing mechanical ways to deal with high armor targets. Sapele with brute strength to go through the armor, you with the claw peeling it off. At least that was what I was seeing. If you do take the 'only claw' mod you could use the underspent skill points to bump fighting, drop the Fighting super Skill and drop the Super attribute Vigor by one point which would give you the 3 points for focus. If you do this then I recommend against the no-range LBT option for the stun.
In that vein your claw is currently as dextrous as your good hand. One Arm or All Thumbs could model a powerful but clumsy limb. Swap One Arm for Small and you can still be a shrimp for role-play purposes but you get that point of toughness back. That said they are both annoying hindrances and if you don't want to play them then don't change a thing.
I don't think you are getting close to the Lizard at all. Very different style and feel.
Stun is a very useful power. It is excellent crowd control and it really fits your theme. Dropping range in favor of an LBT or Cone template was just an idea.

Bilbo Bang-Bang |

Let's do the One Arm Hindrance in place of small Small. It would be nearly impossible to use an smartphone or type with a monstrous crab claw so the penalty is highly suitable.
Let's drop Super Skill. We'll us the the 2 unspent skill points to keep Fighting at d12.
Now in order to make the differences between Sapele and Fiddler more apparent do you feel using the 2 PP we have just netted to increase the range of Stun would be better than Focus? This would make a more capable mid-ranger without excessive overlapping of powers maybe?

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Oh! Bilbo. Quick thing: we're all trying to save one point for Lair, because we can pool it. And Lairs get Powers for half-price.
For a lousy 4 points we can get a Lair that is Secure, Concealed, and has a Healing Hot Tub.
"But Atlas, does it have to be a hot tub?"
Yes. Yes it does.
"But how do we get a Lair if we don't know each other?"
We spend the points, but the Lair is provided by a Mysterious Stranger.
"What?"
He works for SELLE. I explained it all awhile back.
"I don't unders--"
Evangelion.
"Now nothing makes sense."
It'll be cool. Just try.

Poor Wandering GM |

Are you going with the "only w/ claw" -1 mod on the Attack: melee power?If so then I think you have the 3 points for focus.
I think either focus on the claw or range on the stun would be effective in play and separate you from the Angry Wall. Don't worry about needing to cover ranged attacks, Carl is a good shot. Imagine has decent mid to long range power Sapele can throw scenery at people and then there is whatever Seditious brings to the table. Plus you can always borrow guns from the opposition.
However I am wondering about the fiction.
Your stun trapping is generating an implosion wave with your claw. Does extra range really fit that? That is why I offered the trade range for different/larger area effect option. By all means take extra range if you want it there is enough rationale in the trapping to satisfy comic science on this one. Just letting you know how I am looking at things.

Poor Wandering GM |

Oh! Bilbo. Quick thing: we're all trying to save one point for Lair, because we can pool it. And Lairs get Powers for half-price.
For a lousy 4 points we can get a Lair that is Secure, Concealed, and has a Healing Hot Tub.
There might be issues about the hot tub as the power needs a Spirit check to work, but that is a problem for later.
I have no issue with you holding back as many points as you want to buy your space age bachelor pad. Just remember like all gear you may not have access to it right away.

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Oh, I totally understand, I'm just sayin' that, not unlike most RPGs, natural healing is slow and without a 'cleric' type, the narrative can get really bogged down by camping until the party is healed. Even with the spirit roll and the fatigue and that nasty rash that Sapele has (wait what?) it's still faster than waiting 5 days between natural healing rolls.
And I thought The Shrimp (is that his super-name? He should totes go for that) would like it. Get back to the roots. Word.

Poor Wandering GM |
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The Fiddler! (my vote for Bilbo's character's name) Would be the only one among you who would not need the healing.
High vigor, fast healer edge, and regeneration means the clawed menace goes from mainly dead to kicking your teeth in over the course of a standard sci-fi double-feature.
Ok, maybe a Merchant Ivory double feature but you get the idea.

Bilbo Bang-Bang |

Yes, we will go with the Claw only for the melee. I like the special weapon nature of that image. So that will give us the point needed for the " Evil Lair." :) lol.
Now to work some accounting to arrive where we need to on the other powers.
Range is not appropriate for this particular instance in regards to how the Stun effect is created. Maybe Paralysis would be a better option? It might mimic the effect better. Solves some of the issues created by Stun with a similar, but localized effect. Short range/High Intensity sound burst to rattle brains and nervous systems.
Now for Focus...If I Activate Armor (He has learned to control some his mutations), drop Super Skill (Fighting), and take Needs Water on my Aquatic Power (A great reason to have a soothing tub in the lair), then Fiddler can get his Focus. Being experimented on doesn't often come with only desirable ends. Thankfully, we live on an island and access to salt water is plentiful. Those limiting factors provide ample role-playing opportunities in my opinion.
Thoughts?

Poor Wandering GM |

Re:Stun/Paralysis either way is good. Stun is better crowd control having a built in area effect while Paralysis is a more severe effect on only one target. So 6 of 1 really.
Not that your trapping is far from silent so crowd control might be a consideration.
I agree range doesn't really fit for this trapping. But it is your call we can make it work.
I like the Aquatic with the frequent bathing mod. I was a good call on NE's part to allow that limitation to make the power free.
Taking the requires activation limit on your primary defense is a gutsy move. Just saying

Poor Wandering GM |

Cool.
So are you going range or no range on the stun? If no range what would be a reasonable trade? Large blast? Cone? Something else?
Thinking about giving you a -1 point mod on Focus (reducing the cost from 3 to 2) but allowing focus only with the claw. This would replace the only with claw hindrance on the whole Attack power. So no chancge in cost.
It is a small power bump. Your extra damage applies to all melee attacks but that will help you do be less-claw oriented in combat and can be explained by a training/tough fighter trapping. You would still get the damage with the claw of course and could use the claw, but only the claw to open tanks like a Popeye with a spinach can.

Bilbo Bang-Bang |

Would it be better to have the crab arm be an advanced prosthetic which contains the powers? Devices reduce the cost without messing with the rules and for all intents and purposes should remove some of the issues while retaining the theme. DARPA simply decided to test a whole range of programs on someone nobody would miss. Only the arm powers would be mechanically altered and all others would be a result of the DNA swapping to assist in his survival of attaching claw and integrated nerve control.

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*reads this cool article*
Dude. Your character is great. You've got a good thing going. Don't overthink it. =)

Poor Wandering GM |

I think we may be straying from the core here.
Could you spoiler the current version of Fiddler so we can see where we are?
Device is an option.....however why build a claw when they could just install a plasma gun? The claw as side-effect feels more genuine somehow.
That said your character, your call.
I say forget about focus, make the range vs LBT or Cone decision on the stun and we move on. If it plays badly there is always the option to redesign.

Carl, Phasing Addict |

PWO,
Considering how superpowered everyone else is, I'm tempted to go back, take the Super Karma, and get powered up.
If I take the Super Karma of Power Negation, it could be due to a Black Siamese Cat.
Here is how I would use the five power points:
One to help purchase the lair.
One to increase the Spirit die from a d4 to a d6
One to remove the activation restriction from Toughness
One for the Assassin Edge
One to increase Stealth from a d10 to a d12.
Do you have any objections?

Poor Wandering GM |

PWGM, ....
Do you have any objections?
Thought you might have wanted to go the Super Karma path.
Book free at the moment so I will double check everything later but there is a mechanical decision to make on the Power negation front. Do you want the negating substance to be rare/uncommon and largely unknown or very rare but known about?
Basically this answer determines the popularity of this type of cat in Star City.
Taking Power negation is a brave move for a phaser. Cat walks by while you are hiding in a wall and four wounds incoming. Ouch.
I do like how you are making Carl superstitious. Proper crazy supervillain.
Oh and there is a prep question, did you have your gun on your last job or is it is a safe drop somewhere?

Carl, Phasing Addict |

It would be to my advantage to be very rare but known, so, I think I'll go with rare/uncommon and largely unknown.
Carl is afraid of cats with good reason. Carl kills cats. Sometimes he shoots them. Other times it is worse.
Most likely, since Imagine sent him on a job to get something, he probably left it in a safe drop. (Maybe in Mom's apartment.)

Poor Wandering GM |

It would be to my advantage to be very rare but known, so, I think I'll go with rare/uncommon and largely unknown.
Cool, and so noted. Black cats with enough Siamese in then to trigger our ghostly trigger man are on last months list of top pets in Star City. Not number one, but on the list. Likely have a rep as good mousers and the popularity can be traced to the boom in rat population due to the disruption following the attack/invasion.
Carl is afraid of cats with good reason. Carl kills cats. Sometimes he shoots them. Other times it is worse.
Good reason?
Most likely, since Imagine sent him on a job to get something, he probably left it in a safe drop. (Maybe in Mom's apartment.)
Sweet. How about Carl found a loose wall panel that hides the old dumbwaiter shaft that the building owners sealed up when the building converted to central heating in the '70's. You resealed the wall but just ghost through when you need to.
By the way, does your mother live in Star City? Note you are likely making this decision for Imagine's relation as well.

Poor Wandering GM |

PWO, ...
Here is how I would use the five power points:
...
Do you have any objections?
Couple of small mechanical issues.
"One to help purchase the lair."
No prob, by the way who is keeping track of the lair?
"One point increase the Spirit die from a d4 to a d6."
In game terms Super Attribute spirit d6. All good.
"One to remove the activation restriction from Toughness."
Fine and a good idea.
"One for the Assassin Edge"
Problem. Super Edge costs 2 points. Also Assassin is a Background edge and only Combat edges can be purchased with Super Edge. This is actually not that big a deal as Carl qualifies for Assassin (at least I think so, double check please?) so swapping it out for your existing Extraction edge and then taking the Combat edge Extraction via Super Edge works. The cost is still an issue however.
"One to increase Stealth from a d10 to a d12."
Problem. Super skill grants 2 Super Skill Points per Power-Point invested. Each Super Skill Point allows you to increase the die type of an existing skill by one step regardless of the controlling Attribute. So you can either raise stealth from d10 to d12+1 or just raise it to d12 and raise another skill one die type.
Does this make sense?