| LilWilly5 |
so i came up with a few ideas for the mutant power.
Time manipulation: able to stop, slow, reverse, or jump time either globally or in a local area.
power Absorption: Able to copy another power by either having contact with a person with it or being hit by it.
instantaneous healing:No mater how badly wounded or beaten you heal good as new replacing any missing limbs or body parts in a matter of minutes.
let me know what you think.
WhtKnt
|
LilWilly5
There are already powers that function as absorption (called, oddly enough, Absorption) and instant healing (Regeneration). That said, I would be willing to permit the instant healing under two conditions:
a) it would be costly in terms of Power (say, 1 Power point per point of Hit Point damage recovered; regenerating a limb costs 10 points per limb), and
b) there has to be some kind of damage that you cannot heal (acid, fire, etc.).
However, the time manipulation is a unique take on Mutant Power, and I like it. I would say that it works only on a local scale, not globally (that would be too powerful); probably a radius of I (Intelligence) inches.
| LilWilly5 |
Think i might go with the Time Manipulation though i would like a bigger area of effect. if i give int my highest score it'd only be 30 inches wide or 2 1/2 feet. also thinking of having the heighten senses be kind of like fore sight kind of like spider-mans spider-sense.
Str:13
Agi:13
End:12
Int:15
Cha:10
Mutant Power(Time manipulation) (Powers): An awesome power! You should come up with a unique power unlike anything in the book.
Speed Bonus (Powers): You can add 1d10x10 to one of your movement rates.
Death Touch (Device): You can kill with a single touch, sometimes. It doesn't always work, but when it does, it's a real killer.
Power Blast (Device): You have a device that projects concussive blasts.
Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.
Diminished Senses (Weakness): You have a sense that is less powerful than normal.
Weight:235
Height:6'4"
speed boost: 1d10 ⇒ 9x10 =90
will also add an extra weakness for another power.
Power: 1d100 ⇒ 80
weakness: 1d100 ⇒ 66
| terok |
Summary of Zane Kheldon
Hit Points: 26
Power: 83
Detect Hidden: 26%
Detect Danger: 30%
Movement: 47" on ground
Accuracy: +1
Damage Mod.: +4
Carrying Capacity: 325 lbs.
Base HTH Damage: 1d6
Stats:
Str: 11
Agi: 12
End: 24
Int: 36
Cha: 12
Powers:
1. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
2. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
3. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by +20
4. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.
| Tenro |
Extratemporal characters get 1d4+1 rolls on the Skills table and may replace one of these rolls with Dimensional Travel (type 3) as a Device, Magic/Psionics, Magic/Psionic Item, or Power. You also get 1d4-1 rolls on any table of your choosing.
skills: 1d4 + 1 ⇒ (1) + 1 = 2
I was thinking maybe he was thrown back in time but cant get back? Or maybe he can normally only hop a week and somehow was affected such that he hopped back 50 years?
other: 1d4 - 1 ⇒ (1) - 1 = 0
What are my choices of roll here? Power or device?
WhtKnt
|
Orionbasher
Astral Projection
Pet
Psionics - Like Mutant Powers, except mental in nature. You come up with a unique power which the GM works with you to build mechanics for.
Your attributes are:
Hit Points: 5
Power: 49
Detect Hidden: 10%
Detect Danger: 14%
Accuracy: +1
Carrying Capacity: 178 lbs.
HTH Damage: 1d4
WhtKnt
|
Over the next day or so, I will be posting finalized versions of everyone's character online. It may take me a little while to get to you, but don't panic.
Zane
Here are the finalized details about your character:
Name: TBD
Identity: Zane Kheldon
Level: 1
XP: 0
POWERS
Astral Projection: One action to release astral form, PR=12; can fly at 12 miles/turn (2,880 mph), pass through most solids.
Heightened Endurance A: +12.
Heightened Intelligence B: +20.
Magical Spells: Begin with one spell, others are discovered through inventing process.
a) Eldritch Blast: PR=1/shot, range=24", damage=2d8, attacks and defends as Power Blast.
Speed Bonus: +20" to ground movement rate.
Weakness Detection: Spend one action to determine specific weakness of any target within 1", gain +12 on attacks against that target.
Strength: 11
Endurance: 24
Agility: 12
Intelligence: 36
Charisma: 12
Basic Hits: 3.8
Reactions from Good/Neutral/Evil: +2/+1/-3
Movement Rates: 67" on ground
Carrying Capacity: 325 lbs.
Basic HTH Damage: 1d6
Healing Rate: 2.66
Accuracy Modifier: +1
Damage Modifier: +4
Detect Hidden: 26%
Detect Danger: 30%
Inventing Points: 3.6 (108%)
Security Clearance: 15
WhtKnt
|
There are, no doubt, some questions generated by my latest post. I will do my best to answer them here, but if I miss any, feel free to ask.
Remember
Power ranges and movement rates are given in game inches, not real-world inches. 1" = 5 feet.
What are Basic Hits?
A character's basic hits are determined by his or her weight and represent the character's core mass. When you have no Hit Points or Power points left, you have only your Basic Hits (rounded up). When you have no Basic Hits remaining, your body is completely destroyed.
What is Healing Rate?
This represents the number of Hit Points regained by resting for an 8-hour period. The Healing Rate is always expressed as a decimal. If you have a Healing Rate of 1.6, for example, you automatically heal 1 point of Hit Point damage each night, and have a 60% chance of healing an additional Hit Point.
What are the Accuracy and Damage Mods?
These are based on your Agility and Intelligence scores. Accuracy modifies your attack value by that number, and Damage modifies your damage rolls accordingly.
What are Inventing Points?
Inventing Points can be used in a number of ways. Most often, they are used to create some useful device, but they can also be used to develop new magical spells (for spellcasters), or they can be spent to get a hint from the GM (representing a flash of insight). Devices created with inventing points are most often temporary, but may be permanent, at the discretion of the GM. The percentage chance is the character's chance of successfully using an inventing point (remember that a roll of 95-100 always fails).
| Zane Kheldon |
Over the next day or so, I will be posting finalized versions of everyone's character online. It may take me a little while to get to you, but don't panic.
Zane
Here are the finalized details about your character:Name: TBD
Identity: Zane Kheldon
Level: 1
XP: 0POWERS
Astral Projection: One action to release astral form, PR=12; can fly at 12 miles/turn (2,880 mph), pass through most solids.
Heightened Endurance A: +12.
Heightened Intelligence B: +20.
Magical Spells: Begin with one spell, others are discovered through inventing process.
Speed Bonus: +20" to ground movement rate.
Weakness Detection: Spend one action to determine specific weakness of any target within 1", gain +12 on attacks against that target.Strength: 11
Endurance: 24
Agility: 12
Intelligence: 36
Charisma: 12Basic Hits: 3.8
Reactions from Good/Neutral/Evil: +2/+1/-3
Movement Rates: 67" on ground
Carrying Capacity: 325 lbs.
Basic HTH Damage: 1d6
Healing Rate: 2.66
Accuracy Modifier: +1
Damage Modifier: +4
Detect Hidden: 26%
Detect Danger: 30%
Inventing Points: 3.6 (108%)
Security Clearance: 15
Thanks WhtKnt
I would like to start with some type of offensive spell then. Maybe a blast of magical energy or something similar that I can fire at a distance.
As far as my other powers I would say that they are either bolstered from my magic, like my endurance, or are basically an innate spell like astral projection or detect weakness.
I will try to grab the character sheet and update this profile over the weekend and then I will be ready to go.
| Zane Kheldon |
Eldritch blast was what I was imagining. As I work as a good Warlock my blast actually looks like a bright ray of light.
Bad Warlocks blasts are black rays...
Have you given any thought to how we are all going to meet or get to know one another? I could see just getting to know each other as an interesting adventure.
I am USA EST time BTW for posting and can post from 7am to 10pm and am a frequent poster.
WhtKnt
|
I try to post at least once a day during the week, but may get a little behind here or there. My weekends are very busy and I may not be able to post at all. I am CDT and usually get up at 0730 and may get to bed by 0130.
For your Eldritch blast, let's go with PR 1 per attack, range Agility x 2" (so, 24" or 120 feet), and 2d8 damage, attacking as Power Blast. You can also shoot incoming attacks to defend as Power Blast.
So what does all this mean? PR is Power Requirement, or how many points of Power it takes to activate the ability. Attacking and defending as Power Blast simply means that it mimics that power on the attack and defense matrix.
Kios
|
I've never played this kind of game, but I'm very curious.
I'll go for the non-powered adventurer.
Stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Skills: 1d4 + 2 ⇒ (4) + 2 = 6
Devices: 1d3 - 1 ⇒ (2) - 1 = 1
Skill: 1d100 ⇒ 62
Skill: 1d100 ⇒ 42
Skill: 1d100 ⇒ 36
Skill: 1d100 ⇒ 40
Skill: 1d100 ⇒ 30
Skill: 1d100 ⇒ 83
Device: 1d100 ⇒ 96
Weakness: 1d100 ⇒ 31
WhtKnt
|
Kios
Your powers and abilities are:
Heightened Strength A: Add +2d10 to your Strength
Heightened Expertise (x2): You are an expert with one or more attacks. Roll d%: 01-60 expert with one weapon, 61-90 expert with a group of weapons (martial arts weapons, firearms, etc.), 91-00 expert with all weapons. Super-powers are considered weapons.
Heightened Endurance A: Add +2d10 to your Endurance.
Heightened Defense: As long as you are conscious and mobile, opponents get a -4 to hit you.
Speed Bonus: +1d10x10" to one movement rate.
Weakness Detection (Device): You have a device that can determine an opponent's weakness and give you a bonus to hit.
As you duplicated Heightened Expertise, you might wish to reroll that one (you can roll to determine your level of expertise first, if desired).
Kios
|
Heightened Strength: 2d10 ⇒ (8, 2) = 10
Heightened Expertise: 1d100 ⇒ 49
Heightened Endurance: 2d10 ⇒ (5, 6) = 11
Speed Bonus: 1d10 ⇒ 5
Skill Reroll: 1d100 ⇒ 12
Edit: Is unarmed or a fighting style such as boxing, brawling, or wrestling an expertise I can have, or would that require the 61+ expertise?
WhtKnt
|
LilWilly5
Can do. I'll work up the details.
Kios
Yes, unarmed is a fighting style. Your new skill is Heightened Attack (you get +1 to hit per experience level in combat. If you'll tell me what you character weighs and provide me a name (either his/her identity or heroic name), I'll fill out a character sheet for you.
Ice Storm, Reckless, Dialkar, and Grimdog
Since you have copies of the rules, I am assuming that you do not need me to post your character write-ups. Is that the case? If so, just send me a PM of the final character write-up, if you would, for my records. Thanks.
| Dialkar |
Definitely here.
I think all the calculations I've made are correct, but I have yet to formalize them into a sheet.
Oh...is my language barrier good for Mute? He simply can't speak the soft-tongue languages...
Hmmm...only a point difference, but it makes sense to put the 11 in Cha and a 12 in Agi...swapping them.
| Ice Storm |
Mechanics for Ice Teleport Creation:
Ice attack same as in book, with the exception of range
Range = AGI# in inches radius
Ice Manifistation outside attack = 1 power point per 5 cubic feet (similar to a person teleporting) manifestation is instantaneous
No maintenance ability.
Blocking done at the speed of thought .5 of armor per 1 cubic foot of ice
Example: Pay 4 power points to block (20 Cubic feet), get a shield of 10 points
Edit: AGE: 33
| LilWilly5 |
The Time Lord A.K.A Jason Chronos
Age: 23
Height:6'4"
Weight:235
Then one day while working late with Fredrics the Meteorite began glowing. Jason, the only one there at the time went to investigate. As he drew closer the glow grew stronger and when he finally was close enough the glow quickly stopped. Then in a bright blast the meteorite was gone and so was Jason.
When Jason woke he found him self in a crater in a field. As he made his way back home he found he had powers. He was able to move much quicker than he could before, bend time, and a foresight for danger. But these came at the cost of his speech. He found that when he spoke no words came out but anywhere between minutes or hours they would be heard. Hell one day he heard him say "What the Hell" before he said it moments later.