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Game Master PoorWanderingOne


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Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:

Everyone As we get closer to start would you kindly notate somehow on your sheet exactly where each Attribute, Hindrance , Skill and Powerpoint was spent. I know it is a pain but it makes final pre-game review go so much more smoothly.

Also please give me a poke when you are finished so I can do a final review and start weaving you into the story.

Done.

Unrelated: Aside from being even more lame than Dave, what is to prevent a character (NPC or otherwise) from investing d12+15 in Shooting and then getting the 6d6 heavy weapon? There's no defense against that except for sarcasm. "Well, whaddaya know! You hit with four raises again. F+*%in roll damage already."


Dave Finsterman wrote:

...

Unrelated: Aside from being even more lame than Dave, what is to prevent a character (NPC or otherwise) from investing d12+15 in Shooting and then getting the 6d6 heavy weapon? There's no defense against that except for sarcasm. "Well, whaddaya know! You hit with four raises again. F&!&in roll damage already."

There are about a million ways to deal with Johnny one gun. The answer depends on who you ask.

Ask a V'sori base commander and the answer will be 30 drones. Estimated 80% causality rate is acceptable.

Ask a V'sori Naval commander and they will answer orbital bombardment.

Ask the US Army, the M1A1 has 52 toughness and a 4d8 ap15 medium blast template cannon with 400 range. Johnny one gun as a 48 range.

Ask a Ninja, they won't answer because they are already hiding above a fake ceiling in Johnny's bathroom.

Ask a Wollverine or Kitty pride clone. Ask an illusionist. Ask the guy standing next to the light switch. Ask the guy hiding under the cardboard box. You get the idea.

There is always a bigger gun. There are problems guns can't solve. And sometimes you need to get creative.


[Dave's Review]

Umm could you note how your attribute points were spent?
I can guess but I do not want to be wrong. You did this perfectly for skill and power points.

Actually never mind. Dave was simple enough for me to puzzle through.

Attributes: Check. Those d4's will come back to bite you.
Skills: Check.
Hindrances: Check.
Powers: one needs a trapping.
Parry: What are you deflecting with? Your fist? Are you just so buff that bullets bounce off?
Other powers look good unless you want something special via a trapping.

Let me know when you've added a trapping to parry and I'll look again.

Very nearly done.

Oh and an advances tracker of some kind will come in handy.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

This trapping applies to all of Dave's powers:

Unbeknownst to Dave Finsterman, his body is being used for a bit of fun by a very bored pan-dimensional being. This particular god amuses itself by sticking its finger in the eyes of mortal civilizations across the universe which presume to know better than to believe in gods and expend a huge amount of time and energy picking on unsuspecting low-tech planets.

Like Earth.

Finsterman, as a vessel for limitless power, is ridiculous, and allows the god at the heart of the matter to have a good laugh with the similarly aligned pan-dimensional beings across the multiverse.

So yes, Dave can block laser swords and deflect bullets with his bare hands. Punches find the target as if his fists were possessed, because they are. He can withstand tremendous damage, as can his clothing, because his story is absurd but not grotesque.

Someday, when the V'sori are dealt with or the god loses interest, Dave will collapse into a puddle of goo, and that will be the sad end of him. At least for now, Dave Finsterman exists as the setup of a joke, and he does not question any of it.


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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Dave Finsterman wrote:
Someday, when the V'sori are dealt with or the god loses interest, Dave will collapse into a puddle of goo, and that will be the sad end of him. At least for now, Dave Finsterman exists as the setup of a joke, and he does not question any of it.

Hey! Let's not get goophobic here.

I'll list the breakdown when I get a chance. The powers will be easy as HeroLab only has SPC2, so I needed a spreadsheet.


Doctor Toxic wrote:
Dave Finsterman wrote:
Someday, when the V'sori are dealt with or the god loses interest, Dave will collapse into a puddle of goo, and that will be the sad end of him. At least for now, Dave Finsterman exists as the setup of a joke, and he does not question any of it.

Hey! Let's not get goophobic here.

I'll list the breakdown when I get a chance. The powers will be easy as HeroLab only has SPC2, so I needed a spreadsheet.

Thanks Doc. Wow hero lab has SW stuff? What other SW stuff do they have?


PWGM said : "Humans get a free edge. Hybrids get a free edge or Aquatic as they desire. "

No, I know about the free Edge. I was referring to something in the SPC3 settings rules that I *thought* said we got an extra Edge. No? Maybe I'm thinking of the extra Hindrance we got.

Regarding Edges and superpowers, I'd like to take Marksman for my Ranged Attack. It specifically says Shooting, but I'd be rolling Focus, with a Trapping of (telekinetic)Force. Whatdayathink?

Also, I just wanted to mention this : since so many superpowers affect the die roll to be hit from a distance, usually as a penalty to the roll, instead I came up with the "Ranged Attack Target Number", or RATN, which by default is 4. But if a superpower subtracts from a ranged attack die roll, instead the PC increases their RATN by a like amount. It kept me from having to remember "oh, this PC is harder to hit at range, I've got to subtract N from my NPC's attack roll". Use it or not, fine with me.


PWGM : here's my PC for your review (pending your ruling on Marksman) -

Unnamed Supers PC:

Attributes (1 point each)
Agility 6
Smarts 6
Spirit 6
Strength 6
Vigor 6

Derived
Pace 6
Parry 5 (+5 with Super Parry, +4 with Invisibility)
Toughness 5 (+9 with Force Field)
RATN 4 (+5 with Super Dodge, +4 with Invisibility)

Skills Die Points
Athletics d4 0
Driving d4 1
Fighting d6 2
Focus d12+1 8
Healing d4 1
Com. Know. d4 0
Thievery d6 2
Notice Sm d4 0
Persuasion d4 0
Stealth d6 1

Hindrances
Heroic (major)
Can’t Swim (minor)
Secret Identity (minor)
Driven (kill all V’Sori, major)

Edges
Alertness : +2 Notice
Professional : Focus d12+1
Thief : +1 Thievery, +1 Athletics/Climbing; +1 Stealth/Urban
Marksman : -2 Range penalties from Called Shots, Cover, Range, Scale, or Speed

Superpowers (all telekinetically trapped)
Force Field(9), Requires Activation(-1) : reduce incoming damage 9 points; power down (8 SPP)
Flight(4) : pace 12 (4 SPP)
Ranged Attack(15), Heavy weapon(1), Lethal(-1); rolled action : 6d6 heavy damage (15 SPP)
Dodge(5) : -5 to be hit by Ranged attacks, Requires Activation(-1) (4 SPP)
Invisibility(8) : -4 to be Noticed and vs. attacks; no-roll action; power down (8 SPP)
Parry(5) : +5 Parry (5 SPP)
Mind Shield (1) : Mind Control and Mind Reading at -2 (1 SPP)

I have a question about activations : Force Field and Dodge require a rolled action with the Requires Activation Modifier (and no action without it), Invisibility requires a no-roll action, and Ranged Attack requires a rolled action, yes?

How does this interact with Power Down? The rules say "Anytime a character with such a power is Shaken or Stunned, he must succeed at a Spirit roll or all those powers that may Power Down do so instantly after resolving the action causing the effect." But Force Field without the Requires Activation has no other roll to make to activate it, so...if it powers down, it would come right back on the next round?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Thanks Doc. Wow hero lab has SW stuff? What other SW stuff do they have?

They have quite a lot for deluxe edition. Fantasy, horror, sci fi, spc1 and 2.

For SWADE, they have the core rules.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Okay, I've updated me sheet with build info. Let me know if you need anything more.

And I've upped my spirit to d6, trading smarts.


Poor Wandering GM in Campaign Info Tab wrote:
Born a Hero: Ignore Rank requirements for edges during character generation.

Does this mean that I could pull an Edge like this without the Requirements:

Mighty Blow
Requirements: Wild Card, Seasoned,
Fighting d10+
The character doubles his total damage
when making a successful Fighting attack
this round.

or

Professional
Requirements: Legendary, d12 in affected
Trait.
The character is an expert at a particular
Trait. His Trait becomes d12+1. This Edge
may be selected more than once, but it may
never be applied to the same Trait twice


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

You only ignore rank, but you still have to meet every other requirement.


CucumberTree wrote:
Poor Wandering GM in Campaign Info Tab wrote:
Born a Hero: Ignore Rank requirements for edges during character generation.

Does this mean that I could pull an Edge like this without the Requirements:

Mighty Blow
Requirements: Wild Card, Seasoned,
Fighting d10+
The character doubles his total damage
when making a successful Fighting attack
this round.

or

Professional
Requirements: Legendary, d12 in affected
Trait.
The character is an expert at a particular
Trait. His Trait becomes d12+1. This Edge
may be selected more than once, but it may
never be applied to the same Trait twice

Yes, with caveats. Born a Hero means you can ignore the "Seasoned" and "Legendary" requirements on those edges. All the other requirements still stand.

So to take "Mighty Blow" you will need to be a Wild card, no problem with that all players are, and you will need the Fighting skill at d8 or better.

And to take "Professional" you will need a d12 in the Trait you are taking this Edge for. Note, Super Skill or Super Attribute have no effect on this. This edge refers to the base skill BEFORE adding any super enhancements.

For example: Driving d8 +2 levels of super skill for a d12 total does NOT qualify for this edge. The base Driving Trait is not a d12.

Driving d12 +2levels of super skill for a total of d12+2 Does qualify for this edge and will raise the total skill to d12+3 (d12+1 with 2 levels of super skill added)

Apologies if I am telling you stuff you already know. It took me a bit to understand this so I am trying to be ultra clear.


Poor Wandering One wrote:
CucumberTree wrote:
Poor Wandering GM in Campaign Info Tab wrote:
Born a Hero: Ignore Rank requirements for edges during character generation.

Does this mean that I could pull an Edge like this without the Requirements:

Mighty Blow
Requirements: Wild Card, Seasoned,
Fighting d10+
The character doubles his total damage
when making a successful Fighting attack
this round.

or

Professional
Requirements: Legendary, d12 in affected
Trait.
The character is an expert at a particular
Trait. His Trait becomes d12+1. This Edge
may be selected more than once, but it may
never be applied to the same Trait twice

Yes, with caveats. Born a Hero means you can ignore the "Seasoned" and "Legendary" requirements on those edges. All the other requirements still stand.

So to take "Mighty Blow" you will need to be a Wild card, no problem with that all players are, and you will need the Fighting skill at d8 or better.

And to take "Professional" you will need a d12 in the Trait you are taking this Edge for. Note, Super Skill or Super Attribute have no effect on this. This edge refers to the base skill BEFORE adding any super enhancements.

For example: Driving d8 +2 levels of super skill for a d12 total does NOT qualify for this edge. The base Driving Trait is not a d12.

Driving d12 +2levels of super skill for a total of d12+2 Does qualify for this edge and will raise the total skill to d12+3 (d12+1 with 2 levels of super skill added)

Apologies if I am telling you stuff you already know. It took me a bit to understand this so I am trying to be ultra clear.

tldr: What Doctor Toxic said. I talk too much....


ok so here is my pre hero build...

Mr Sardonicus:

Attributes

Agility: 8
Smarts: 4
Spirit: 4
Strength: 8
Vigor: 6

Derived Statistics:

Pace: 6
Parry: 8
Charisma: 0
Toughness: 5

Skills Die Points

Fighting d12 5
Climbing d12 5
Stealth d10 3
Riding d8 1
Boating(Sail) d8 1

Hinderances:

Anemic (Minor)
Your hero is particularly susceptible to sickness, disease, environmental effects, and fatigue. He subtracts 2 from all Vigor
rolls made to resist Fatigue checks, poison, disease, and the like.

Ugly (Minor)
Your hero hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.

Ruthless (Major)
The character will do most anything to accomplish her goals. As a Major Hindrance, she’ll harm anyone and everyone who gets in her way.

Clueless (Major)
Your hero isn’t as aware of his world as most others. He suffers -2 to Common Knowledge rolls

Edges

Born a Hero: Ignore Rank requirements for edges during character generation.

Quick
Requirements: Novice, Agility d8+
Your character was born with lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Level Headed characters draw their additional card and take the best before using their Quick Edge.

Berserk
Requirements: Novice
Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go berserk.
While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting and Strength rolls (including melee damage) and his Toughness. The warrior ignores all wound modifiers while berserk, but cannot use any
skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target, (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at -2.

Two-Fisted
Requirements: Novice, Agility d8+ A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.

Frenzy
Requirements: Seasoned; Fighting d10+
Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a -2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 penalty is subtracted from all attacks.
A character armed with two weapons stillonly makes one extra attack.


I'd like to imagine frenzy feat as a bite attack.


ZenFox42 wrote:

PWGM said : "Humans get a free edge. Hybrids get a free edge or Aquatic as they desire. "

No, I know about the free Edge. I was referring to something in the SPC3 settings rules that I *thought* said we got an extra Edge. No? Maybe I'm thinking of the extra Hindrance we got.

I swept through all the SPC# setting rules, even the ones we are not using, and came up empty on free edges. I did find "High Adventure" in the SWADE rules (and on the Campaign page as we are using this one). It allows you to spend a benny to get one use of any combat edge (restrictions apply). Could that have been it?

ZenFox42 wrote:
Regarding Edges and superpowers, I'd like to take Marksman for my Ranged Attack. It specifically says Shooting, but I'd be rolling Focus, with a Trapping of (telekinetic)Force. Whatdayathink?

Maybe, but not yet. Sorry. Using RA with Focus is a choice. You could have Chosen to use shooting and then qualified without issue. (2nd para RA power) Using focus allowed your other focus using powers to be more effective. This is great that is what Focus is for. Passing up the cool Shooting/Fighting/etc. is the other side of that effectiveness coin. That said when you hit Seasoned we can look at this again. If lacking this hammers your fun in play I am likely to be more flexible. For now give the Aim maneuver a trial run or shave the points for the "Awareness" power.

ZenFox42 wrote:
Also, I just wanted to mention this : since so many superpowers affect the die roll to be hit from a distance, usually as a penalty to the roll, instead I came up with the "Ranged Attack Target Number", or RATN, which by default is 4. But if a superpower subtracts from a ranged attack die roll, instead the PC increases their RATN by a like amount. It kept me from having to remember "oh, this PC is harder to hit at range, I've got to subtract N from my NPC's attack roll". Use it or not, fine with me.

This is a great idea, In fact take a look at the Shield Icon explanation under Character Profiles on SPC3 pg97. Great minds think alike. :7)


Dave Finsterman wrote:

This trapping applies to all of Dave's powers:

Unbeknownst to Dave Finsterman, his body is being used for a bit of fun by a very bored pan-dimensional being. This particular god amuses itself by sticking its finger in the eyes of mortal civilizations across the universe which presume to know better than to believe in gods and expend a huge amount of time and energy picking on unsuspecting low-tech planets.

Like Earth.

Finsterman, as a vessel for limitless power, is ridiculous, and allows the god at the heart of the matter to have a good laugh with the similarly aligned pan-dimensional beings across the multiverse.

So yes, Dave can block laser swords and deflect bullets with his bare hands. Punches find the target as if his fists were possessed, because they are. He can withstand tremendous damage, as can his clothing, because his story is absurd but not grotesque.

Someday, when the V'sori are dealt with or the god loses interest, Dave will collapse into a puddle of goo, and that will be the sad end of him. At least for now, Dave Finsterman exists as the setup of a joke, and he does not question any of it.

You are painting a pretty bleak picture here. Are you sure you are going to enjoy playing this? If you can great and more power to you, but i know this would be a stretch for me to enjoy as a player. I have no issues with it as a GM.

One more thing though. (que Colombo theme) How wedded are you the player to this background of the smiling god to being the actual truth? How much monkeying can I do to this before you walk off in a huff citing creative differences? I'm asking, and this is likely because my brain is caffeine deprived at the moment, I don't see a whole bunch of hooks and levers in Dave's story so far.
Mind you this could be on purpose. It will allow you to concentrate on the overplot but some players like personal focusing subplots. So?

I am likely overthinking this. Play will likely render the issue moot.


ZenFox42 wrote:

PWGM : here's my PC for your review (pending your ruling on Marksman) -

** spoiler omitted **

I have a question about activations : Force Field and Dodge require a rolled action with the Requires Activation Modifier (and no action without it), Invisibility requires a no-roll action, and Ranged Attack requires a rolled action, yes?

How does this interact with Power Down? The rules say "Anytime a character with such a power is Shaken or Stunned, he must succeed at a Spirit roll or all those powers that may Power Down do so instantly after resolving the action causing the effect." But Force Field without the Requires Activation has no other roll to make to activate it, so...if it powers down, it would come right back on...

Ranged Attack is not subject to Power Down so I am ignoring that bit. Let me know if that's in error.

For Force Field that would Likely be a free or limited free action by the character once the Power Down condition is no longer active. In other words if you get KO'd and blow the power down roll the force field stays down until you wake up and pop it back as a free action.

That help? There might be more questions that I am missing. Let me know if you need more.


CucumberTree wrote:
I'd like to add a song to the evil lounge.

You are hitting the Evil Lounge theme CucumberTree! Well done.


[Dave Finsterman's Further Review]

Attributes: check.
~Comments: The d4 Smarts & Spirit WILL cause you problems. I've had folks who went with d4's leave the game when the consequences started hitting. You will have problems with Smarts tests in combat, the classic "Hey look out behind you!" has a good change of working on you.

More importantly you will have problems unshaking. In your case this issue is exacerbated bu the Unluck hindrance. You will have one fewer benny and bennies can be used to auto-unshake. Please let me know if you need more explanation here.

Skills: check.

Hindrances: Check
~Comments: See under Attributes about the negative synergy with a d4 spirit.
~Please add Intimidation d4-4 (d4-2 unskilled -2 Mild Mannered) to your skills list as a reminder.

Edges: check.
~Comments: I am likely to miss your Counterstrike opportunities. Please let me know and it will be an easy ret-con.

Figured Stats: check.

Powers: check.
~Comments: I will need some help remembering the details of Mind Shield when it comes up in play. The -4 to the attackers roll rather than a +4 to your defense, annoyingly this matters. See Mind Reading. And the Fatigue/Stun effect. Sorry Supers have a lot of moving parts.

Background tweaks and questions:
~How soon after Champion's death did you turn yourself in? The war against the K'tharen lasted for 2 years before the V'sori betrayal and Champions death so you have room for the punching aliens-getting told off by Champion thing. You would have been punching K'tharen. Occasionally even you had to punch them twice.

You are cleared. Welcome to the game.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:

One more thing though. (que Colombo theme) How wedded are you the player to this background of the smiling god to being the actual truth? How much monkeying can I do to this before you walk off in a huff citing creative differences? I'm asking, and this is likely because my brain is caffeine deprived at the moment, I don't see a whole bunch of hooks and levers in Dave's story so far.

Mind you this could be on purpose. It will allow you to concentrate on the overplot but some players like personal focusing subplots. So?

I am likely overthinking this. Play will likely render the issue moot.

The tragic hero is a standard trope. I welcome your collaboration on this backstory. I have only presented ideas without much thought for how it works in the setting. I figure I'll get a feel for Dave after I walk in his shoes for a while, but by all means, monkey away.


Joker; 5 Bennies

Still working on powers (see profile). I'll need help creating something for undead progeny.

But I do have my entrance music


Joker; 5 Bennies

yeah, Negation doesn't transfer, but I can't find that version.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Mr Sardonicous wrote:

Still working on powers (see profile). I'll need help creating something for undead progeny.

But I do have my entrance music

Haven't heard Oingo Boingo in like, 35 years. Cool.


[Doctor Toxic's Dissertation defense]

Attributes: check.
~Never seen a super with a d4 strength. Cool.

Skills: check.

Hindrances: Needs review
~Cannot identify where 2 hindrance points were spent.

~~You have 6 hindrance points:
~~Alien Form (Major for 2)
~~Reckless (Major for 2)
~~Hesitant (Minor for 1)
~~Poverty (Minor for 1)

~~2 die types of Vigor were identified as being bought with Hindrances. That accounts for 4 points. Where are the other 2 hiding?

~Comments. Reckless will effect regeneration, this will be fun.

Edges: Check

Powers
~Super Attacks:
~~Decay, Looks like there is some earlier edition language here. The 10 pounds of matter bit is not from SPC3.
~~Poison, cost is off by one but this has no effect. I see Poison, 2pt base +2Area effect Medium, +1 selective (inoculate), +2 Strong for 7pts.
The switchable base is 7 so no problems here.

~Super Powers
~~Altered Form, cost is off and this time it matters. I see Altered Form, 2pt base +1 Reach, +2 Sticky, +2 Viscous for 7 points.
~~Wall Walker, more previous edition language. It is Vertical at pace and can run and inverted at half pace with no running allowed.

Figured Stats:
~Ground Pace is off. Base is 6, +2 for Pace power. 8 with a d8 running die

Gear:
~Unarmed strike is off. Should be d4 from your strength.

Whew. Hero lab formatting is odd. It works fine but it is odd.
Let me know when Doc is ready for another look.


ZenFox42 Fix the Marksman issue and let me know when you are ready for review.


Mr Sardonicous wrote:

Still working on powers (see profile). I'll need help creating something for undead progeny.

But I do have my entrance music

Perhaps the Minions power with a trapping tweaked Summonable modifier to reflect that you need a dead body, that you cannot dispel them and they do not vanish when either they or you ate incapacitated.

Cost of this mod not yet determined.

You could also do something with Duplication but that would take more work at first glance.


Mr Sardonicous wrote:
yeah, Negation doesn't transfer, but I can't find that version.

Not sure what you mean here. If you are looking to take powers from folks then Negation and Copycat are what you are looking for. Link them and add a special limitation that you can only Copycat Negated powers

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

"Hello."

Kara makes a motion at the jukebox. The villainous instrumental is preceded by Khan Noonien Singh asking the musical question, Now, shall we begin?


Joker; 5 Bennies

ok. I'll look at minion.

I'm also thinking for Negation, that I could trade:

Full Spectrum (+5): The character affects all of the target’s Traits (or powers if he also has Leach) instead of just one.

for something like the following:

Transfer (+5): The character can use Leached powers until victim recovers

or something similar.


Joker; 5 Bennies

I think this is better than minion

Animal Control (10/Level 5) (Contingent (-2, fed upon undead))(Limitation (-2, Very simple command only))
Trappings: Jungle folk, animal characteristics, high tech devices, charms.
The hero has the ability to mentally control and communicate with natural animals up to one mile distant.
The character can control a number of creatures equal to his level in this ability. Two creatures with a Size of –3 or –2
count as one, and a creature of Size –1 or 0 counts as one. Larger creatures count as one plus their Size. A lion (Size +2)
counts as three creatures, for example, while a rhino (Size +4), counts as 5.
Rats, insects, and smaller creatures may be controlled as swarms. Medium-sized swarms can split, use a Medium Burst
Template, and count as two creatures. Small swarms (Small Burst Template, cannot split) count as 1.
The character can communicate with the animals under his command, but the beasts are ruled by instinct and tend to
have very short memories. They might remember that “two-legs” passed by their home recently, but wouldn’t likely
recall any significant details about them.
Hostile Animals: If a beast (or swarm) is already enraged, the controller must make an opposed Spirit roll to control it
(at –2 if it’s already engaged in combat). This requires an action.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:

[Dave Finsterman's Further Review]

Attributes: check.
~Comments: The d4 Smarts & Spirit WILL cause you problems. I've had folks who went with d4's leave the game when the consequences started hitting. You will have problems with Smarts tests in combat, the classic "Hey look out behind you!" has a good change of working on you.

I'll take another look at this. Likely more important to have d6 Spirit. That was my original thinking and probably smart.

Poor Wandering GM wrote:

Background tweaks and questions:

~How soon after Champion's death did you turn yourself in? The war against the K'tharen lasted for 2 years before the V'sori betrayal and Champions death so you have room for the punching aliens-getting told off by Champion thing. You would have been punching K'tharen. Occasionally even you had to punch them twice.

My lack of familiarity with the setting at play here. Whatever time you deem appropriate is fine.


Mr Sardonicous wrote:

ok. I'll look at minion.

I'm also thinking for Negation, that I could trade:

Full Spectrum (+5): The character affects all of the target’s Traits (or powers if he also has Leach) instead of just one.

for something like the following:

Transfer (+5): The character can use Leached powers until victim recovers

or something similar.

The transfer part would be the Copycat power. Negation only prevents the target from using powers.

A crude rough draft might look something like...

Negation, 3p. +3p Full Spectrum. -2p Requires touch.
Copycat ?p. +0 Contingent on Negation,-? Can only copy Negated powers, -2 Requires touch.

That would allow you to touch a target and take at least some of their powers. If you want to have to take their blood to do this then you can make the whole suite contingent on Melee Attack:Bite with another limitation on Copycat that the Bite has to at least shake the target.

Copycat is powerful but it can get expensive fast.


Dave Finsterman wrote:
Poor Wandering GM wrote:

[Dave Finsterman's Further Review]

Attributes: check.
~Comments: The d4 Smarts & Spirit WILL cause you problems. I've had folks who went with d4's leave the game when the consequences started hitting. You will have problems with Smarts tests in combat, the classic "Hey look out behind you!" has a good change of working on you.

I'll take another look at this. Likely more important to have d6 Spirit. That was my original thinking and probably smart.

Poor Wandering GM wrote:

Background tweaks and questions:

~How soon after Champion's death did you turn yourself in? The war against the K'tharen lasted for 2 years before the V'sori betrayal and Champions death so you have room for the punching aliens-getting told off by Champion thing. You would have been punching K'tharen. Occasionally even you had to punch them twice.

My lack of familiarity with the setting at play here. Whatever time you deem appropriate is fine.

Well it would have to have been after the V'sori betrayal. I'm just wondering how much of the last 2 years you have been in custody. You can always roll 2d12 and tell me that many months. ;7)


Joker; 5 Bennies

My first time using this system, but I think he's done (see profile)


Mr Sardonicous wrote:

I think this is better than minion

Animal Control (10/Level 5) (Contingent (-2, fed upon undead))(Limitation (-2, Very simple command only))
Trappings: Jungle folk, animal characteristics, high tech devices, charms.
The hero has the ability to mentally control and communicate with natural animals up to one mile distant.
The character can control a number of creatures equal to his level in this ability. Two creatures with a Size of –3 or –2
count as one, and a creature of Size –1 or 0 counts as one. Larger creatures count as one plus their Size. A lion (Size +2)
counts as three creatures, for example, while a rhino (Size +4), counts as 5.
Rats, insects, and smaller creatures may be controlled as swarms. Medium-sized swarms can split, use a Medium Burst
Template, and count as two creatures. Small swarms (Small Burst Template, cannot split) count as 1.
The character can communicate with the animals under his command, but the beasts are ruled by instinct and tend to
have very short memories. They might remember that “two-legs” passed by their home recently, but wouldn’t likely
recall any significant details about them.
Hostile Animals: If a beast (or swarm) is already enraged, the controller must make an opposed Spirit roll to control it
(at –2 if it’s already engaged in combat). This requires an action.

So you want to be biting animals? I thought you were talking about making people in to sub-vampires.

Also that looks like Super Powers Companion 2 language. Do you have access to the Savage Worlds Adventure Edition Super Powers Companion?
The cover of this edition has a fire themed person fighting an ice themed person in a city.

The cover of The 2nd edition has a fire themed person fighting winged damony things as they fly over a city.

No big deal if you are using an earlier edition. Just means we'll need to do some conversion work.


Mr Sardonicous wrote:
My first time using this system, but I think he's done (see profile)

Ok that is second edition. We can work with this.

Do you want me to poke around and what I can do to convert Mr. Sardonicous to the 3rd edition? I can't guarantee a perfect match but I think I can get pretty close.


Poor Wandering GM wrote:
Mr Sardonicous wrote:

I think this is better than minion

Animal Control (10/Level 5) (Contingent (-2, fed upon undead))(Limitation (-2, Very simple command only))
Trappings: Jungle folk, animal characteristics, high tech devices, charms.
The hero has the ability to mentally control and communicate with natural animals up to one mile distant.
The character can control a number of creatures equal to his level in this ability. Two creatures with a Size of –3 or –2
count as one, and a creature of Size –1 or 0 counts as one. Larger creatures count as one plus their Size. A lion (Size +2)
counts as three creatures, for example, while a rhino (Size +4), counts as 5.
Rats, insects, and smaller creatures may be controlled as swarms. Medium-sized swarms can split, use a Medium Burst
Template, and count as two creatures. Small swarms (Small Burst Template, cannot split) count as 1.
The character can communicate with the animals under his command, but the beasts are ruled by instinct and tend to
have very short memories. They might remember that “two-legs” passed by their home recently, but wouldn’t likely
recall any significant details about them.
Hostile Animals: If a beast (or swarm) is already enraged, the controller must make an opposed Spirit roll to control it
(at –2 if it’s already engaged in combat). This requires an action.

So you want to be biting animals? I thought you were talking about making people in to sub-vampires.

Also that looks like Super Powers Companion 2 language. Do you have access to the Savage Worlds Adventure Edition Super Powers Companion?
The cover of this edition has a fire themed person fighting an ice themed person in a city.

The cover of The 2nd edition has a fire themed person fighting winged damony things as they fly over a city.

No big deal if you are using an earlier edition. Just means we'll need to do some conversion work.

I'm just trying to work with the system. No I don't want to control animals. But the Wild undead behave as animals, so I thought it was appropriate. You know what I'm looking for. But I can't figure out how to make it work.

Version 2. I'm too tired to read another book, so going to bed


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Well it would have to have been after the V'sori betrayal. I'm just wondering how much of the last 2 years you have been in custody. You can always roll 2d12 and tell me that many months. ;7)

He spent a lot of that time being a small-time vigilante, to little notice. Let's say 4 months.


Joker; 5 Bennies
Poor Wandering GM wrote:
Mr Sardonicous wrote:
My first time using this system, but I think he's done (see profile)

Ok that is second edition. We can work with this.

Do you want me to poke around and what I can do to convert Mr. Sardonicous to the 3rd edition? I can't guarantee a perfect match but I think I can get pretty close.

Yeah, That would be great


Mr Sardonicous wrote:
Poor Wandering GM wrote:
Mr Sardonicous wrote:
My first time using this system, but I think he's done (see profile)

Ok that is second edition. We can work with this.

Do you want me to poke around and what I can do to convert Mr. Sardonicous to the 3rd edition? I can't guarantee a perfect match but I think I can get pretty close.

Yeah, That would be great

Right, sleep well. I'll see what I can do.


Everyone
Thread is getting long and complicated. Time for a check in.

Status of characters. In no order.
Dave Approved. Either buy gear or note you are carrying your starting cash. I know you start captured but you and any purchased gear will be reunited pretty quick. Note that prices on MANY things rise tenfold once play begins. So buying what you want before that is recommended.

Omega White. In process? Let me know what you can when you can.

ZenFox42 Nearly done. Let me know when you are ready for review. Remember gear.

Doctor Toxic Nearly done. Let me know when you are ready for review. Remember gear.

Kara "Imagine" Luthor Character ready for review?

KingHotTrash in process

Mr Sardonicus in process

If I missed someone please scream now!

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Why Kara's Richness has an income.:

Dad wasn't around a lot.

It's not like he was never around. When Kara was young he'd stop in about once a month and it would be fun! All of them, him, Kara, and mom, would all go out and do something exciting. Either this amazing jump park, or an amusement park, or a picnic with gourmet munchies.

It's not like he and mom were married, but it's not like they were divorced either. She'd talk to other kids and get the stories about awkward hand-offs and weeks with one and weekends with another, the time scheduled down to the minute. This wasn't like that. After an active day she'd be sent to her room, full and still warm from the day's activities. Then he and mom would retire to their own room and, for some reason, all the walls of the apartment would shake. They must have been doing Science!

Of course she did have days just with dad. On those days he would take her to a private retreat where he'd tie her down and inject all sorts of things and beat her with a pair of jumper cables. It turned her skin blue but it also awakened her psychic talents, so it was net gain. Right?

Oh and the birthdays! He was there for -every- birthday, and he always brought the party. Clowns, balloons, a pony ride, and always an epic, city-spanning treasure hunt that would culminate in some amazing prize...that she was sure dad didn't know about.

It was her sixteenth birthday when she knew it was done. He just, didn't show. No call, no notice, not even a card. She hasn't seen him since, and she wishes she could remember the last time she saw him so she could stamp that as The Last Time. But she can't.

It got weird when she was 18 and moved out. These...THINGS.. just started showing up! Every now and again some odd bit of tech would appear at her doorstep. All of them came with detailed, stoically-written instructions. But nothing personal. No note, not so much as a word to say they came from dad. The greatest of these was of course the L-belt, an apparent modification of the well-known Z-belt, but this made that look like a lucky charm at the bottom of a case of Chernobyl Cherries.

And money suddenly appeared in her bank account. Once a month, without fail, a number would get bigger. And it didn't matter if she moved banks, the strange deposits followed he like a stalking butler, without a word to say.

One time she stalked the head IT guy at her bank, and through a series of sexual favors and gentle mental prodding she got him to trace the deposits. He found out they were automated deposits from some off-shore account. More prodding found that those off-shore accounts were, themselves, funded by other off-shore accounts.
The guy was arrested a week later, fired from his job, and booked on hacking charges. But it all turned out okay. She broke up with him so it wasn't her problem anymore.

Once she stopped using banks, just to see what would happen. She had this weird dream where she thought she saw a guy in her bedroom. She swears he winked and walked through the wall. At least it seemed like a dream, but the next morning there was an envelope of cash on her bedside table.

None of this means he's alive. This could all be some kind of dead-man switch that activated once she turned 18. Trust funds feeding other funds, that pay people to keep the works going. Be just like him, to not get his hands dirty.

Still, it'd've been nice to see him one last time.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

I still have some sundries to buy, but more or less I'm ready for the exam, doctor.

I took minor hinderance Power Negation: Classical Music because I think it's HILARIOUS. Also, I'm a big fan of giving the GM something to whip out if he needs to layeth the smacketh downeth. Also, ClockWork Orange. (Indeed, I don't mind if it turns out that good 'ol dad put this in as a killswitch just in case.)

I took Habit (minor) drink because I think there's such a thing as a functional alcoholic, and that would make good drama. Don't worry, it can come up as often as annoyingly as some of the other minor suggestions, like picking one's nose, popping bubblegum, or talking during the movie. (No, wait, that would be a major because it guarantees murder and going to the special place.)

I see we're good on combat beasts, so I felt free to get a bit squishy and take a lot of the support things we need, like a healing source, and a bunch of social stuff. (As much as I realize talking our way into a building is neither the most exciting nor the most inclusive, I enjoy having that plan always to hand.)


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)

An attractive woman with red hair, wearing leather, enters the lounge by walking through a solid wall. She becomes solid eventually, when she picks up a drink and dances to the music without a partner.

Music for a Ghost

I've got her preliminary stats worked out. I will add them to the profile soon. Right now, see the profile for the Q&A.


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)

Dealing with some insomnia so I'm still working on the crunch.

See the profile for the current draft.

I'm attracted to the Undead power because she is a ghost and it gives her more toughness and she is less vulnerable to some types of wounds. But it assumes a normal body of an undead like a zombie with disadvantages associated with having a body that is not really alive. But if the natural state of the ghost is intangible but she can become tangible, would that body be obviously undead, particularly if combined with Chameleon. Could her body be considered normal looking by default.

The text for the Undead power mentions a -2 penalty to charisma, but that has been dropped in SWADE, so how would that translate to the new system?

Does an undead need to eat, sleep, or breath?

Another question about chameleon: does the shape change include clothing? In most magic spells that allow the same ability, it assumes one's clothing and items can be altered as well. If not, then she'll either have to always copy people of similar size or spend a fortune on wardrobes or maybe get some high-tech clothing that can shift color and style. Or could she get a minor 1 point addition that includes clothing?

If she used the chameleon power to take the form of a super sexy person, who would have the attractive and very attractive powers, would this have to be paid for with power points or would that be a freeby?

Another option I am considering would be Super Sorcery. It would mean giving up some of the other powers, but those could be created with sorcery spells, like speak language, etc. so it might be a way to get more flexibility. It would fit well with the ghost concept as spirits could provide the knowledge and energy for the power.

I'm not too clear on exactly what sorts of things she could do, especially if she takes the just the 3 point version (1 level). Does that mean she could only use spells to get powers that cost just 1 SPP?


PWGM said : "Ranged Attack is not subject to Power Down so I am ignoring that bit. Let me know if that's in error."

Sorry, I didn't mean to imply that every power in the "activation" list was also subject to "power down". That's why I only mentioned Force Field.

Go ahead and review my PC now, I will replace the Marksman Edge with something else (I was having problems finding Edges I liked, so it might take me a while). I will do my gear as a separate post soon if that's ok.

Quick question : in my game Dr. Destruction gave everyone a comm link. If not everyone buys it, we won't be able to work well as a team. Should everyone be told to buy one, or will it be provided?


Ok, the equipment didn't take long...

Comm Link $100 (depending on your answer to my previous post)
First Aid kit $10 (does anyone have the Healing superpower? If so, I'll drop this...)
Lockpicks $200 (I *am* a thief...)

Would you care to price an item that opens electronics locks, if such a thing exists?

I can't believe SWADE Core doesn't list a motorcycle in its vehicles list! I did find one in SWD for $3000, still beyond my price range.

P.S. - yes, I would be interested in being able to get Marksman eventually...


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)

If anyone cares to make suggestions about how Karma could squeeze out a few more powers with some cost lowering power modifiers, I'd be interested. I've not played SW enough to be familiar with all the tricks. Also see my question above about using Super Sorcery.

@Imagine: Karma has some information gathering chops as well, so together we might make an interesting team when the game is in recon mode. If Karma keeps the undead power, she won't benefit from healing but she'll have regeneration.

@PWGM: How is movement handled when a character is intangible? Can an intangible character move up and down or under water without having to swim? If an intangible character is also invisible, does that increase the penalty to notice the character, since there is no sounds emitted? Does an intangible character need to breathe? If an intangible character spends 24 hours intangible and then returns to physical, is she hungry and in need of hydration or is the physical body in the same state as when she went intangible?

I'm working on equipment next. While my character is not finalized, I've indicated how points were spent, so please review to see if I did things correctly. I've been working in a hurry.

A couple more tunes for the lounge:
Blooody Mary
Them Rats


Joker; 5 Bennies
ZenFox42 wrote:


I can't believe SWADE Core doesn't list a motorcycle in its vehicles list! I did find one in SWD for $3000, still beyond my price range.

You're an Evil Thief...steal a motorcycle.

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