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Imagine a spherical review....
Kara often makes sense, but only in a vacuum.
I'm one point off in skills. Thanks for catching that. Focus actually costs 6 points since I'm going over Spirit. I spent the one point to put Intimidation back to d10. Danke.
Driven:
We're going to go back to Question G here (now added to char sheet). She wants to Numero Uno. The Big Cahuna. The Tippity Top. She wants her word to be the final word that people listen to. She also wants to be the most powerful one in the room. Someone else can be stronger, someone else can be smarter. But when push comes to shove, when she clears her throat, it's pencils down.
Eventually.
Mom:
Catherine Jane "Red"(for the color her hair used to be) Grant is the long-time paramour of one Len Luthor.
Exactly how she met Len Luthor has been lost to history: She won't tell and Len always gives a different story.
Trappings:
Trappings are Telekinesis on all flavors of the rainbow. Telepathy? Mind powers. Lowered Spirit? Mind Powers. Resisted damage? Mind powers. Paddling a paddle boat? Wait, that's something else....
Goggles:
The Goggles are a higher-tech version of the Google Glass. They function as ultra-tech night vision, of course, but they also have a built-in HUD that, after reading any text they are pointed to, can scroll through any required translation or verbal responses required. They also have a built-in micro receiver in case the data input is sound-based.
Chameleon Device:
I'm imagining the device will appear as a purse, hanging from the shoulder, perhaps cross-ways across the chest. Women have been known to carry purses, an WOE UNTO THEE if you mess with it. It is known, sahib.
But yeah, it'll be there, tempting the foolish and unwary.
Long Cape updated to slightly more expensive, but also stylish and Persuasive.
You saying I would get actions if I was surprised and not holding a shield? I thought that if you are surprised, then you got to stand there a round while someone kicks yer frickin' aise. That happens I'd rather have my comfy security cape between my and the aise kicker.

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Imagine
You are blue, And a telepath.
Daddy Warbucks was known to consider bleeding edge, morality-free genetic manipulation a favorite hobby.
Are you a Hybrid? How do you know?
If you were you would scrape 3 points off telepathy assuming you are buying off the "Only for..." modifier, or 2 points off if you also remove the notice "bonus".
As a blue person in Star City folks will assume you are a hybrid if not a full blooded Atlantean.
This...this is interesting to me. (And no, I hadn't really made the connection until just now. Arn't I a silly bunt.)
Also, as the man once said, one my favorite things in life is learning I have more Super Power Points.
You're saying I'd have 3 more to work with if I'm a hybrid, yeah?
Also, yeah, this would make sense. It makes sense that Luthor would be working to make what he would consider a "superior" breed of human by combining it with Atlantean, hoping that the resulting combination would be better than what nature could come up with.
Yes...let us...let us do that.
Do I know? I don't see how someone could walk around and not have it asked of them. I suppose it's like being told you're adopted: You could see the evidence before you, but it'll never feel real.
Might be a thing to ask dad....

Ah-Rekhmire |

Here is the first try at the crunch for my submission. Just wondering about the possible acquiring of magical items???
Name: Ah-Rekhmire
Race: Human
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Academics d6, Common Knowledge d6, Fighting d4, Guts d4, Occult d6, Persuasion d10, Spellcasting d10
Pace: 6, Parry: 4, Toughness: 4, Size: 0
Gear: Unarmed Strike d4 (Str)
Special Abilities:
•Enemy (Nova Magi): Someone is out to kill you
•Power Negation (cutoff from heka-sphere)(*): Certain substances nullify powers
•Arcane Magic: Gain the Magic arcane background
•Wizard: Spend 1 Power Point to change Trappings
•Adaptable: Free Novice Edge
Arcane Powers:
•Bolt: 2d6 ranged attack
•Deflection: −2/–4 to attack recipient
•Illusion: Creates imaginary images

Doctor Toxic |

Atlas2112 wrote:Poor Wandering GM wrote:Would you take a V'sori prisoner?
Would you agree to release a V'sori prisoner if they promised to cooperate?
Would you honor that agreement and actually release them?
Could you tail a V'sori making a delivery to a secret base and then let that delivery V'sori go so as not to alert the base that it is no longer secret?
Assuming that such things exist could you work with a V'sori turncoat and have them survive the experience?Um, can we just take a moment to acknowledge what a MASTER class in GMing PWO is putting on here?
We all know that 99% of GMs would look at some hinderance or drawback and go 'huh' and maybe it comes up, maybe it doesn't, and if the player plays off it then great, and if not well no big deal. I'm not calling anyone out, I've done this myself.
But this guy? This frickin' guy? He actually CARES about it. He cares so frickin' much that he writes half a chapter of questions to GET DOWN to the base roots of the character's motivation to make sure that we've done the work, that we've started to bond to the character in a way that's meaningful, that this isn't just some numberz sitting on a page, but something actually worth playing.
Therenger might get hot at me for this, but I'll say it: Is PWO as good as Tareth? I say yes. Maybe better, we'll see.
Hindrances are IMPORTANT in Savage worlds. Even more so in a supers game. They are your benny generators. It you see a spot where a Hindrance will complicate your life, shout out and you will likely get a benny when the complication hits.
The face of the GM when our party was climbing down a rope escaping a burning tower and I said, "You know I only have One Arm right?" That moment, it made the night. I got a broken leg and a benny that I used later to blast a killer off our boat and into the fast flowing river.
Hindrances are important.
What's more, having the GM and player on the same page is important. Trying to figure out what is definitely covered, what is not covered and what are some grey areas helps to keep both people on the same page.
Our group figured this out playing 13th Age. their skills are a general profession or background like "Arcane researcher" or "Second-story burglar". Spending some time getting everybody's head on the same page helps.

Karma NE |

PWGM: I read the instructions on the campaign page and recall the section that said the priority order for the books. I just didn't double-check it once I got going after brainstorming options. I think I subconsciously used the version that was most powerful, when it seems it's more accurate to say the opposite. The 2nd edition seems to have toned down most powers.
Anyway, I think I've got my attributes, powers, skills, hindrances, and edges pretty solid. It's not ready for final review, and I will be working on the breakdown of how points were spent this morning, but if you want to give it a preliminary inspection of those points, to see if there are any glaring mistakes, go ahead. I am going to be working out gear and then put together all the pieces into something like a functional character sheet for final review.
I haven't had a chance to pay close attention to what other players are designing, so I'm not sure how Karma will fit with the group. I'm trying to make her a support PC who'll rely on staying mostly out of the line of fire and doing things to support the others, attacking once in a while when she can, doing recon and info-gathering, and when needed using some of her soft skills like persuasion to good effect.
I've gone back and forth between intimidation and taunt skills. It seems they do the same thing mostly (at least in combat) but one is resisted with spirit and the other with smarts. For now, I've put all points into intimidation. If anyone with experience using the skills cares to offer any pointers on relative effectiveness, let me know.
Edit: I think the character's stats are ready for inspection. I'm working on gear now. One question: Do the rulers of Star City impose restrictions on weapons and armor by the populace? If one is trying to keep a weapon hidden under clothes, etc., is it a stealth roll for determining if it is detected? Are metal or other high-tech detectors used anywhere besides the bases of the alien occupiers?

Karma NE |

Are the characters that have been posting in the discussion thread guaranteed a place at the table, or will be there a cut once all the PCs are set? If so, can you activate the gameplay thread so we can dot in to make it easier to see what posts have been made and to make it easier to get to the discussion thread?
Equipment questions.
The SPC rule: Worn Armor also stacks with one other layer. The lesser armor adds half its value (rounded down) to the total and increases the heavier armor’s Minimum Strength penalty a die type. Valid? I'm thinking of an armored large cape with a body suit underneath. I made Karma's SP armor to require activation since if it gives off some visual indication of its presence, that could interfere with her efforts to sneak about incognito and go invisible, etc. So she will wear the armor so as not to be without any armor if she is ambushed.
I'm thinking of getting a stun baton: "Use a baton/club with stun power mod from SPC3". There is both a power weapon mod and a stun mod. Does Stun power mod mean taking both?
Which version of the katana is correct: SWADE p. 74, melee weapons table (Str + d6 + 1, weight 3) or NE Guide p. 23 Hand Weapons table (Str + d6 + 1, AP 2, weight 6)?

Poor Wandering GM |

"Ah-Rekhmire"[/b]] Here is the first try at the crunch for my submission. Just wondering about the possible acquiring of magical items???
** spoiler omitted **
Interesting start.
Are you forgoing superpowers? You can. In fact if you do you would get a free edge. You will be a good bit lower in power level that the other players at start but you can take Power Edges and they cannot so you will/might catch up relatively(?) quickly. On the plus side you laugh at nullifier beams.
hmmmmm.... normally such thisga would be bought with super powers. BUt you don't have superpowers. And non-superpowered occultists exist. So enchanted items exist. So there must be a way for you to get some of them.
What kind of things are you the player thinking of? Do you have a source I could look at? Are you thinking of stuff from the Fantasy Companion or another setting book?

Poor Wandering GM |

Equipment questions.
The SPC rule: Worn Armor also stacks with one other layer. The lesser armor adds half its value (rounded down) to the total and increases the
heavier armor’s Minimum Strength penalty a die type. ...
Sure. Not an issue. Actually this rule will not activate with capes. They are like shields in that they just add their armor value ad a bonus. The layering rule is for something like wearing a body suit under a tactical vest.
Are the characters that have been posting in the discussion thread guaranteed a place at the table, or will be there a cut once all the PCs are set? If so, can you activate the gameplay thread so we can dot in to make it easier to see what posts have been made and to make it easier to get to the discussion thread?
Everyone in the discussion thread gets a seat at the table assuming they have completed their character and it's been checked by me.
Currently there are 2 approved characters, Dave and Doc Toxic, with some others in the bug catching stage. I'm not ready to open the gameplay page yet.
I'm thinking of getting a stun baton: "Use a baton/club with stun power mod from SPC3". There is both a power weapon mod and a stun mod. Does Stun power mod mean taking both?
Sorry for the lack of clarity. The basic stun baton only has the Stun mod. However there is nothing but cost stopping you from buying both the Power Weapon mod and the Stun mod and slapping them on a baton.
Which version of the katana is correct: SWADE p. 74, melee weapons table (Str + d6 + 1), NE Guide p. 23 Hand Weapons table (Str + d6 + 1, AP 2)?
The SWADE version is the correct katana.
Do the rulers of Star City impose restrictions on weapons and armor by the populace? If one is trying to keep a weapon hidden under clothes, etc., is it a stealth roll for determining if it is detected? Are metal or other high-tech detectors used anywhere besides the bases of the alien occupiers?
It varies. There are no solid rules and the V'sori are likely keeping it this way on purpose. Like the Joker said in Arkham City, "There is only one rule you absolutely have to follow to work for me. What's that rule? It's a secret!" If you don't know what the rules are yet you see people being punished for breaking them then you will modifier you behavior based on what you think the rules are. And as the rule maker is now in your head and knows your secrets you effectively have a personal guard watching you 24/7.
The V'sori generally don't care as they only rarely interact with humans.
K'tharen don't care unless you look like a threat, or they are bored, or hungry.
Drones don't care unless they were told to care.
Human police patrolling upper income areas generally do not allow open carry of long guns/SMG's. Actual government offices are generally no weapon zones. In lower income areas the Socops/police tend to turn a blind eye but will pay special attention to anyone armed and can use the weapons as an excuse for a shakedown/harassment/arrest.
As far as rules for hiding things. Stealth or Thievery sounds right though other skills could apply with a good explanation. Normally opposed by the inspectors Notice but again that can change depending on circumstances.
So what would be the armor effect of wearing a cape and a standard suit of body armor? Would the body armor provide anything that the armored cape would not?
Oops I misread. Armored capes do not stack with worn armor. Says so right in the description. My bad. Body Armor appears to provide nothing the Armored cape does not except being 1/3 cheaper.
Whew I think that is everything. Let me know if I missed something.

Karma NE |

Clebsch73 wrote:Sure. Not an issue. Actually this rule will not activate with capes. They are like shields in that they just add their armor value ad a bonus. The layering rule is for something like wearing a body suit under a tactical vest.Equipment questions.
The SPC rule: Worn Armor also stacks with one other layer. The lesser armor adds half its value (rounded down) to the total and increases the
heavier armor’s Minimum Strength penalty a die type. ...
So what would be the armor effect of wearing a cape and a standard suit of body armor? Would the body armor provide anything that the armored cape would not?
Note: I edited my previous post with a question about katanas. Also the post before that, I had a question about what restrictions, if any, are there to weapons and armor in public in Star City (and sorry if you answered that somewhere else and I did not see it or don't remember reading it).
Equipment: SPC and NE Guide list comm link. SPC has a cost 100 but no description. NE Guide lists N/A for cost and has a description. Should we use the cost from SPC and the description from NE Guide?
That raises the question: is there anything about the Internet we should know? Do the alien occupiers monitor it, restrict it, etc.? Are cell phones like our current RL cell phones, small computers with an Internet connection where service is available?
Weather: what time of year is it? If we are off the NE coast in winter, we should have equipment for dealing with cold weather, snow, etc. Will that be a factor?
Will the team be given a lair or create a lair together?
IDs: Do the occupiers impose a requirement of having papers, IDs, or other things that allow the authorities to identify people and perhaps track their activities? I have in mind that Karma died and was pronounced dead, but then rose from the dead in her present form. She has the powers to get what resources she needs for daily living and will "live" in a crypt, so she won't have a job or pay taxes etc. In some game systems, that is an advantage or a disadvantage, so let us know what we may need to specify in our background information.

Karma NE |

Forget about the question on the combined effects of cape and body armor. I'm scrapping the cape for now. I'd like to add the molecular blade mod to a katana. Let me know if that is okay.
Gear selection complete. The only thing left is to work out the stats for combat and other things you want us to list for armor etc. Let us know if there is any particular format you prefer for character sheet data. When I am GM, I like my players to use a standard template for character statistics, so it is easy for me to find a stat when I need it, so feel free to specify that for our characters.

Poor Wandering GM |

Equipment: SPC and NE Guide list comm link. SPC has a cost 100 but no description. NE Guide lists N/A for cost and has a description. Should we use the cost from SPC and the description from NE Guide?
Yea this was an error on the publishers part. Assume the comlink (SPC cost) is actually a modern high end smartphone. The NE comlinks are not available
That raises the question: is there anything about the Internet we should know? Do the alien occupiers monitor it, restrict it, etc.? Are cell phones like our current RL cell phones, small computers with an Internet connection where service is available?
See earlier in this post re: cell phones.
The internet is crippled but still functioning. Connecting outside Star City is iffy. Local in city wi-fi is ubiquitous even in Southpoint. No one knows if it is monitored by the V'sori. They do not have a web presence and their systems are not publicly visible, if they connect at all.Generally this is the internet of the 1990's. Some glossy high function corporate/government areas and then a vast wasteland of trolls and cat videos spread thinly over a dark web that has adapted quickly to the loss of anything resembling governance.
Weather: what time of year is it? If we are off the NE coast in winter, we should have equipment for dealing with cold weather, snow, etc. Will that be a factor?
It is spring. A mix of sun and rain. Star City is frequentlu hit by storms but the whatever it is on Tempest point solves that problem
Will the team be given a lair or create a lair together?
Not telling
IDs: Do the occupiers impose a requirement of having papers, IDs, or other things that allow the authorities to identify people and perhaps track their activities? I have in mind that Karma died and was pronounced dead, but then rose from the dead in her present form. She has the powers to get what resources she needs for daily living and will "live" in a crypt, so she won't have a job or pay taxes etc. In some game systems, that is an advantage or a disadvantage, so let us know what we may need to specify in our background information.
You do not know what ID system the V'sori use. Humans generally use whatever pre-invasion ID they can find, though the Mayor is instituting StarID to replace this identity chaos. Before your capture you were on the cash/barter system. Currently this is not an issue as your hosts are providing room and board.

Poor Wandering GM |
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Forget about the question on the combined effects of cape and body armor. I'm scrapping the cape for now. I'd like to add the molecular blade mod to a katana. Let me know if that is okay.
Gear selection complete. The only thing left is to work out the stats for combat and other things you want us to list for armor etc. Let us know if there is any particular format you prefer for character sheet data. When I am GM, I like my players to use a standard template for character statistics, so it is easy for me to find a stat when I need it, so feel free to specify that for our characters.
No problem with the mod on the Katana.
No specific template. Just make sure I can see where each point was spent. Hindrance points cause the most problems as they can be spent in so many places
Something like STR d(whatever) 2points +1 die hindrance +3 Super attribute. Works but clarity is all I am looking for.

Poor Wandering GM |

PsiclopsNE Review
Attributes. check
Skills. Needs review
~Looks like you overspent. I am seeing Driving(1), Electronics(2), Fighting (2), Focus(8), Healing(1), Thievery(1), Stealth(1).
So 1+2+2+8+1+1+1= 16/15
Edges. check.
Powers. check.
Figured stats. check
Gear check.
~You have not spent all your starting funds. Please note what you are doing with the remainder or it will be lost once play begins.
Only the skill bump left. Oh and I am assuming the NE in your name is silent? :7)

Karma NE |

One last questions and I think Karma is ready for a check-up.
I'm redoing my gear at the moment. I will let you know when complete.
The Intangibility SP includes an ability to phase out of and then back to the intangible state. The use of this ability to wound an an enemy calls for opposed Focus rolls. Since Karma is using spellcasting for her Ranged Attack SP, can she use that skill instead of the focus skill? Would she need to put a point into this per the Alternate Trait rule?

Poor Wandering GM |

Karma NE review
Attributes. check
~Comments. Construction info is a tad wonky but I figured it out.
Skills Needs review
~Looks like you overspent. I am seeing: Athletics(1), Fighting(3), Intimidation(3), Notice(1), Persuasion(2), Research(1), Spellcasting(3), and Stealth(2). For (1+3+3+1+2+1+3+2=) 16/15 points
Hindrances. check.
~Comments
~~ Driven. What constitutes "evil exploiters of the weak and innocent"? Disney corporation? The 300lb wall of muscle running a hotdog stand who short changes the less steroidal office workers? A violent street gang running a protection racket? Smugglers running needed/desired goods into Star City at a usurious markup? The unelected quisling Mayor Perez? The Mayor's Socorp security police?
~~Vengeful. Torture off-screen please. I am sensitive and meek.
Powers Needs review
~Invisibility. You overspent. Only while Intangible is a -1 modifier.
~Comments
~~Intangible. I thought you were going permanent Ghost state? I do not see the Permanent modifier here. Did you change you mind?
~~Many of your powers require the Foucs skill to use. Are you sure you want to be rolling d4-2 unskilled here? The usual target number is 4. Doable because of the wild die and acing but you will miss these rolls frequently.
Gear. Needs review
~Each hindrance point gets you twice the starting cash. Using two minor hindrances for money means you start with $5k
A few small bumps but nothing insurmountable.
Tell me when you are ready for a second review.
Also do you want to be called Karma or Karma NE?

Poor Wandering GM |

One last questions
and I think Karma is ready for a check-up.I'm redoing my gear at the moment. I will let you know when complete.
The Intangibility SP includes an ability to phase out of and then back to the intangible state. The use of this ability to wound an an enemy calls for opposed Focus rolls. Since Karma is using spellcasting for her Ranged Attack SP, can she use that skill instead of the focus skill? Would she need to put a point into this per the Alternate Trait rule?
This crossed your review.
Yes this would need the one point Alternate trait modifier. Ranged attack effective comes with a built in Alternate trait modifier. If it helps to think of it that way.That said The spellcasting skill doesn't actually do anything. If you tell me that Spellcasting is just a pet name for the Focus skill (and you record the skill as "Spellcasting (focus) d whatever" or suchlike) then this issue goes away because as far as the rules are concerned you are using Focus. It just as a cosmetic change. Doctor Toxic did the same thing 'cept the paint job on his Focus skill reads "Chemical Superfreak"

Poor Wandering GM |

...
What's more, having the GM and player on the same page is important. Trying to figure out what is definitely covered, what is not covered and what are some grey areas helps to keep both people on the same page.Our group figured this out playing 13th Age. their skills are a general profession or background like "Arcane researcher" or "Second-story burglar". Spending some time getting everybody's head on the same page helps.
Exactly. Listen to your Doctor.

Karma NE |

I added the "NE" to the name because just "Karma" was already taken. So it's just Karma.
I did not take any modifiers to either invisibility or intangible, so I think invisibility (8) is correct. She's neither permanently intangible nor permanently invisible nor is one linked to the other. The only powers linked to being intangible are Flight, Aquatic, and Darkvision.
I'll also spell it out further with background notes, but she should probably also have a hindrance of some sort of code of conduct which will limit her use of violence to those who are themselves most violent to innocents. She will not use her powers to enrich herself and will also use them to help people who are in dire need, such as homeless people needing food, etc. Most of this would not be done in the context of the game.
Otherwise, with her powers of intangible and invisible, she could get away with lots of crimes, steal whatever she wanted, and generally indulge her whims.
Most folks fall in between the two extremes of innocents and exploiters of innocents, so she'll not feel driven to try to adjust their karmas with any special attention or attacks. She assumes most people in the middle are a mixed bag of good and bad and don't need their karma adjusted by her.
I'm thinking of her background involving prior connection to Dr. Destruction. Would he have done anything that might qualify as an "evil exploiter"? If so, I may include that in her origin story and he might be someone she would like to eliminate once the alien occupiers are dealt with.
I'll probably take your advice on the spellcasting -> Focus.
Regarding the equipment, I didn't realize it worked that way. She doesn't need that much gear, so I'll convert one of the minor hindrance uses to a skill point.
Thanks. I'll let you know when I have made adjustments. I was probably adjusting her equipment while you were doing the review, so there might be some new issues there.

Karma NE |

I think I've fixed or clarified the issues identified earlier. If approved, I'll begin working on a background story.

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Yes, I decided not to go the superpower route...so I get a free edge???
As for magical items, I was thinking of a staff of mage lore to start (might as well ask for the sun and moon and see where it leaves you!! lol) a greater cloak of shadows and a ring of teleportation??>> these are on the fantasy book i believe.

PsiclopsNE |

PWGM said : Skills. Needs review
Looks like you overspent. I am seeing Driving(1), Electronics(2), Fighting (2), Focus(8), Healing(1), Thievery(1), Stealth(1).
So 1+2+2+8+1+1+1= 16/15
No, it's Thievery(2), and I took the 2 Hindrance points from the Thief Edge and spent them on adding Electronics(2) for a total of 17. But that's allowed in SWADE.
I left my remaining cash with my mother (who lives in Star City) in case she needed it, but *only* for emergencies.
And "Psiclops" as a PC name in Paizo was already taken, so yep, the NE is silent. :)
So, am I good to go?

Poor Wandering GM |

Psiclops review
Attributes. check
Skills. check.
~Comments.
~~Thanks for letting me know about the Hindrance points.
Hindrances. check
~Comments
~~It will be interesting to see how Heroic and Driven play out.
Edges. check.
Powers. check.
~Comments
~~Invisibility and Mind Shield don't seem to fit a telekinesis trapping but then invisibility doesn't fit a force field trapping and Susan Storm has been getting away with for decades. All good.
Gear. check.
~Comments
~~Please note on the sheet how much cash was left with mom.
Nothing but smiles and snarky remarks, Welcome to the game.

Poor Wandering GM |

Yes, I decided not to go the superpower route...so I get a free edge???
As for magical items, I was thinking of a staff of mage lore to start (might as well ask for the sun and moon and see where it leaves you!! lol) a greater cloak of shadows and a ring of teleportation??>> these are on the fantasy book i believe.
Yes you get a free edge. Look at it this way everyone gets the free SPC superpowers edge. You are declining that edge, so you can replace it with another.
You are very brave not to take super powers in this setting. You might very well not survive the opening
So do you want access to the Edges & Spells in the Fantasy Companion or just the gear? I will need to run adding a new book past the other players in any case but it is good to know what you are asking for.
Re magic items: I have not made my mind up on this yet and the other players could render this moot bu saying no the adding a book. But if the idea does fly it will take something like Streetwise or a reasonable connections Edge to be able to buy the magic gear.
So your thoughts?

Poor Wandering GM |

=-Status update-=
Dave Finsterman. Approved for play
Doctor Toxic. Approved for play
Psiclops. Approved for play
Imagine. In progress.
Karma NE. In progress
Ah-Rekhmire. in progress
Mr. Sardonicous. In progress.
KingHotTrash. In progress.
Omega White. Application withdrawn/moved to alternate status.
Making good progress here. Nearly half way there!
Let me know If I missed anything.

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Poor Wandering GM wrote:Imagine a spherical review....Kara can make sense, but only in a vacuum.
I'm one point off in skills. Thanks for catching that. Focus actually costs 6 points since I'm going over Spirit. I spent the one point to put Intimidation back to d10. Danke.
Driven:
We're going to go back to Question G here (now added to char sheet). She wants to Numero Uno. The Big Cahuna. The Tippity Top. She wants her word to be the final word that people listen to. She also wants to be the most powerful one in the room. Someone else can be stronger, someone else can be smarter. But when push comes to shove, when she clears her throat, it's pencils down.Eventually.
Mom:
Catherine Jane "Red"(for the color her hair used to be) Grant is the long-time paramour of one Len Luthor.Exactly how she met Len Luthor has been lost to history: She won't tell and Len always gives a different story.
Trappings:
Trappings are Telekinesis on all flavors of the rainbow. Telepathy? Mind powers. Lowered Spirit? Mind Powers. Resisted damage? Mind powers. Paddling a paddle boat? Wait, that's something else....Goggles:
The Goggles are a higher-tech version of the Google Glass. They function as ultra-tech night vision, of course, but they also have a built-in HUD that, after reading any text they are pointed to, can scroll through any required translation or verbal responses required. They also have a built-in micro receiver in case the data input is sound-based.Chameleon Device:
I'm imagining the device will appear as a purse, hanging from the shoulder, perhaps cross-ways across the chest. Women have been known to carry purses, an WOE UNTO THEE if you mess with it. It is known, sahib.But yeah, it'll be there, tempting the foolish and unwary.
Long Cape updated to slightly more expensive, but also stylish and Persuasive.
You saying I would get actions if I was surprised and not holding a shield? I thought that if you are surprised, then...
You need something else, GM?

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(Of, note letting us dot in a gameplay thread would bring up our chosen alts for t3h postin'. =)
You are very brave not to take super powers in this setting. You might very well not survive the opening
I also thing this.
@Daniel: Why don't you do you super powers but with the "Obvious Device: Staff of Blood Steel" and such trappings?
I have no problem opening up a new book (I mean, I won't know what's going on, but as long as the Player and the GM do, that's what's important) but I wonder at which doings can be done only with magic items and not with the Super Powers book with liberal application of the Device option or the Gimmick hinderance.
Jus' sayin. ^_^

Poor Wandering GM |

Imagine another spherical review
Attributes. check.
Skills. check.
Hindrances: check.
~Comments
~~Habit, addiction can make folks uncomfortable if real addiction has toughed their lives. Please be prepared to swap this if that turns out to be the case.
Edges. check.
~Comments
~~Rich. I still haven't decided if the income actually comes in. I can say that there were no deliveries while in custody.
Powers. check.
Gear. check.
~Comments
~~You did not spend all your starting funds. Please note on the sheet how much cash you have and where it is.
Nothing but comments and a can I can kick down the road a bit. Welcome to the game.

Poor Wandering GM |

Karma NE further review
Attributes. check
Skills. check
Edges. check
Hindrances. check
Gear. check
~Comments
~~You did not spend all of your starting funds. Please note on the sheet how much you have left and where you are keeping it. Bank account, on your person, buried at a crossroads at midnight, just in case.
You are golden. Welcome to the game.

Poor Wandering GM |

Karma
Oh yes Dr. D qualifies. In spades. Dr. Destruction is the last A list villain standing. In comic terms very much think Dr. Doom. He experiments on people he is responsible for the creation on many supervillains and not a few heroes. He also experiments on societies. He has created several fringe organizations/cults and then manipulated them into headline grabbing endings. Think mass suicides and shootouts with authorities.
Most triads/cartels/large gangs/organized crime families and terrorist organizations pay him protection money or consulting fees.
He is very much an evil exploiter. If you called him that to his face he would agree and might even have it printed on his business card.
Feel free to add the good Dr. D to your backstory. Couple of caveats, you have never hurt him seriously(no blood-loss, in game terms Shaken only) and you have never seen him outside of his armor. Not in passing, not from the back, at a distance, not at all.
You can think you did but there has to be enough ambiguity that the mythical reasonable person hearing the story would not be entirely convinced.
Does that make sense?

Poor Wandering One |

=-Status update-=
Dave Finsterman. Approved for play
Doctor Toxic. Approved for play
Psiclops. Approved for play
Imagine. Approved for play
Karma. Approved for play
Ah-Rekhmire. in progress
Mr. Sardonicous. In progress.
KingHotTrash. In progress.
Omega White. Application withdrawn/moved to alternate status.
And the dominoes are falling. I am preparing to open the game play page and get this show in the air.
I sent PM's to the folks who've gone radio silent. I do hope at least 1 or 2 are still interested.
Please feel free to ask me any setting/rule questions if something is bugging you.
I can see this weekend/early next week as a likely start.

Poor Wandering GM |

Ah-Rekhmire
~So I've had a chance to give the Fantasy Companion a good look. None of the edges are allowed. Not because they are bad mind you but because they have been replaced by SWADE edges. If you don't agree and there is one you want, make your argument and we'll work it out.
~As far as magic items they are available but very rare. I think the Streetwise or Connections edge is a reasonable prerequisite to allow purchasing magic items.
~If you want to start with any items you will need to buy them at the Fantasy Companion costs. After play begins this cost will rise tenfold as these are most definitely black market items.
~You may buy items during character creation without having the Streetwise or Connections edge. This represents earlier purchases/finds.
~As these are items are not devices purchased with power points they are treated as normal gear as far as loss and replacement. In other words there is no guarantee that you will be able to recover or replace a lost/used up/destroyed item
These are my current thoughts. Let me know what you think.

Poor Wandering GM |

Evertone
Ah-Rekhmire is thinking of trying something crazy. They are considering declining the Super Powers edge and replacing it with AB Magic.
This is perfectly legal. It's playing in Ironman mode at Nightmare difficulty but it is legal. Having super powers in NE is optional.
In order to throw him half a bone I am considering allowing The Fantasy Companion to be used in this game. Specifically Magic Items and any powers that have not been replaced by SWADE versions. I do not think this will be disruptive and the powers pale in comparison to superpowers and any magic items will be very expensive and under tight GM control.
Please let me know if you think this will be disruptive or otherwise detrimental to your enjoyment.
Thank you for your consideration.
~PWGM

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Ok, so if I have to buy them, is it possible to take rich so I have the money to purchase some of these things? I can always add streetwise at a later date (and hope I do not lose all my items before I can replace them!!) I think it will give me $125,000 to purchase items with.
I went this way (and am purchasing magical items) because I feel that as a magician of ancient egypt, powers would be something foreign to him, and the tried and true magic of the old kingdom (and their artifacts) would better represent his background...

Poor Wandering GM |

Ok, so if I have to buy them, is it possible to take rich so I have the money to purchase some of these things? I can always add streetwise at a later date (and hope I do not lose all my items before I can replace them!!) I think it will give me $125,000 to purchase items with.
I went this way (and am purchasing magical items) because I feel that as a magician of ancient egypt, powers would be something foreign to him, and the tried and true magic of the old kingdom (and their artifacts) would better represent his background...
Not sure where you are getting that number. Rich starts you with $3k and Filthy Rich starts you with $5k. See SWADE pg 40.
The yearly income numbers mentioned in these edges will require an explanation for why your income stream survived the invasion. (see the campaign page). But it is doable.Powers do not have to be alien to ancient Egypt. Sure there was a much studied and still unexplained increase in in the number of people with powers around WWI but there were instances going back through recorded history.
An ancient Egyptian sorcerer using the SPC Superpowers rules to represent the power of Old Kingdom magic would fit perfectly. There is also Comics precedent in Moon Knight and The Hawkwoman/Hawkman back story, well at least some of their backstories.
I am just afraid you will be bored because you are Jimmy Olsen in a JLA comic.

Karma NE |

Karma NE further review
Attributes. check
Skills. check
Edges. check
Hindrances. check
Gear. check
~Comments
~~You did not spend all of your starting funds. Please note on the sheet how much you have left and where you are keeping it. Bank account, on your person, buried at a crossroads at midnight, just in case.You are golden. Welcome to the game.
Thank you. Looking forward to what's next.
I put the remaining $60 in trail rations stored in her residence, which is a crypt which she and exits while intangible. She keeps the food partly for herself but mostly for giving to those in need.
I'll be working on a origin and backstory.

Poor Wandering GM |

Karma
I was just musing while we wait for the last folks to stagger over the finish line and it struck me that I do not know what your power claws look like.
Are they the Shredder/Predator/Wolverine/Fallout Deathclaw glove style or are talking more assassin's creed stabby wrist spike here?
No real difference either way, just trying to get a visual.

Karma NE |

Karma
I was just musing while we wait for the last folks to stagger over the finish line and it struck me that I do not know what your power claws look like.
Are they the Shredder/Predator/Wolverine/Fallout Deathclaw glove style or are talking more assassin's creed stabby wrist spike here?
No real difference either way, just trying to get a visual.
I just updated a spoiler on her profile with background information and some general notes on her appearance. I would like her claws to be wolverine style and if allowed to have them be retractable/extendable as part of their power mechanism, encased in fairly bulky set of greaves.
There are things in her background that you may want to communicate to me privately, as they may provide hooks to NPCs you intend to employ.
She probably would qualify for a few extra hindrances, even if they don't give her any edges or other perks. She has tried to keep her identity completely secret, so if her identity is revealed, there may be consequences if any of her past victims associates connect her with the bad things she may have done to their leader.
When she is in chameleon mode, she will have potential problems if someone knows the person she is appearing as. Her general MO would be to get in a position of being able to touch someone whose form she wants to assume. She then tries to go dark and obtain things like identification materials and possibly credit cards etc., if having these things might prove useful to her mission.
That reminds me of a detail I need to know when using Chameleon. She has the Touch Required limitation. After she has managed to touch someone, does she have to change her for then and there, or can she 'store' the form in her memory and assume it later? Does she retain the form after going intangible and then returning to physical form?
She has a code of conduct in addition to her two major hindrances of Driven and Vengeful. This keeps her from using her powers for personal gain or from spending much time on anything other than her self-imposed missions.

Poor Wandering GM |

Karma
Nice background. I'm digesting the details so more later.
No problem on the extending Claw Gauntlets.
Most characters play hindrances they don't technically have even if they don't know they are doing it. You don't generally get bennies for this but if you highlight a moment where you are causing yourself grief or future problems then maybe.
Chameleon. Touch means the power activates upon touching the target. No storing forms. Touching and storing would be a -1mod at most.
Since we are on the subject your version of Chameleon reshapes your physical body/clothing it is NOT a holographic visual/auditory overlay or a mental field that convinces observers that you look like what you want to look like. Is this correct? If so it comes with pluses and minuses. On the one hand your weight will be right. If you look like a 270lb linebacker than you weigh 270lbs. On the down side you can't really hide anything in the form. A hologram Chameleon could hide say a pistol in their actual waistband well 'inside' the body of the linebacker. Nothing you need to do. Just me musing.

Karma NE |

More music while we're waiting:
A Villain but make them the Main Character Set
Another Villain Playlist with montage of famous movie and TV villains in action.
Anti-hero music (instrumental, good soundtrack type scores)
Dark Academia/Wednesday Addams type Instrumentals
I played in one campaign where the GM encouraged everyone to have theme music for his/her/their character. Lots of ideas to choose from from all the different links various players have provided.
Changed my avatar image for now. I'll likely change it as the character uses the Chameleon power to change form.

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~~Rich. I still haven't decided if the income actually comes in. I can say that there were no deliveries while in custody.
I admit there's something about SW that I never really comprehended, until now.
Rich gets you $3K to start with, and is worth 2 hinderance points.
Spending only 1 hinderance point gets you 3K to start with.
Beseems that the only benefit to starting with Rich is the income.
What say I just spend a background point to start with the money and I spend the other one?
Question the Second: I want to be able to see something, like, a vehicle or weapon, and know what kind of pew-pew comes out the business end. Like "Oh, that's a 747-BMP, it has a WHM-01 Warhammer laser gun in it's turret" or somesuch.
What skill would that be? Battle?

Poor Wandering GM |

Mr.Sardonicous initial review
Attributes. Needs review
~Sorry but I do not understand the format you are using for your attributes. For example, what does "Agility: 6/8" mean? Does it mean that you have Agility of d6 with a 1die bonus from somewhere giving you a final agility of d8? If so please identify on the sheet where the bonus die is coming from. Something like "Agility 6 +1 hindrance 8" would work or really any format so long as it includes what the final die type is and how you got that value.
Derived stats
~Comments
~~Charisma does not exist anymore. Or is this a note to yourself about the -1 Persuasion from Ugly?
~~Not sure what "Attacks 3" means.
Skills Cannot review
~Skill costs are dependent on attribute die types. Can't review this until attribute issue is resolved.
Hindrances. Needs review
~Comments
~~Allergy (Major[Sunlight]). It appears that this hindrance is from the NE guide. Per the Campaign page under "Advice & Changes to Edges and Hindrances" NE guide hindrances are not available. The closest hindrance to what Allergy does is the Power Negation (sunlight) hindrance from the SPC3. Sunlight certainly counts as a common substance, so no problem taking this as a Major hindrance. It actually works out better for as the Power Negation hindrance returns your powers as soon as you are out of the light, no d20 round wait required.
Also with this hindrance you can expect to operate without superpowers at least some of the time. Please make it clear on your sheet what your Attributes and Skills are when you do not have access to your Super powers.
Edges. Needs review
~Comments
~~I can't review your Edges until I can review your Attributes and Skills so I can be positive that you qualify for them.
Powers. Needs review
Comments
~~Yow might have under spent by a point or so. Can't be sure until Regeneration is clarified.
~~Super Attribute. Please list what attributes are being increased and by how much. Example "Super Attribute 14: 7levels to Smarts. 7levels to Spirit."
~~Both healing powers. You are overspending here but this is a complex power so no problem. A cheaper way to do this would be:
Regeneration (10points) +2Regrowth -xSpecial limitation: capped at 2
points plus regrowth mod unless I have "fed" within the hour.
The value of that Special "fed" limitation depends on the meaning of "fed". But this is likely cheaper than the current listing. See post on "fed" issue.
~~Copycat/Negation. It was my understanding that you wanted these powers to activate at the same time? As it stands they can be used independently of each other i.e you can Copycat a power without Negating it and vice versa. And it takes 2 touches to activate both powers, one to negate and one to copycat. If that is how you want it then these are good but if you do want these to be linked and to both activate on a single touch I suggest:
Negation (3) -2requires touch.
Copycat (5) Contingent on Negation,-2 requires touch, -1 Special: Can only copy Negated powers.
~~Claws. There is no power called "Claws" It appears you mean:
"Melee Attack (0) +2 Claws"
You can call a power anything you like but be sure to include the official name and modifiers so I know where to look for needed details.
~~Bite. Same issue as Claws. Melee Attack (0)+1 Bite
A bit of work, mainly to clarify the formatting and showing exactly where Attribute/Hindrance/Super Attribute points were spent. But nothing you can't handle.

Poor Wandering GM |

Poor Wandering GM wrote:
~~Rich. I still haven't decided if the income actually comes in. I can say that there were no deliveries while in custody.I admit there's something about SW that I never really comprehended, until now.
Rich gets you $3K to start with, and is worth 2 hinderance points.
Spending only 1 hinderance point gets you 3K to start with.
Beseems that the only benefit to starting with Rich is the income.
What say I just spend a background point to start with the money and I spend the other one?
Question the Second: I want to be able to see something, like, a vehicle or weapon, and know what kind of pew-pew comes out the business end. Like "Oh, that's a 747-BMP, it has a WHM-01 Warhammer laser gun in it's turret" or somesuch.
What skill would that be? Battle?
Standard starting wealth is only $500 +1k/hindrance point. NE is being generous and saying standard is 1k+2k/hindrance. Given that it seems reasonable to advance Rich to 4k +6k/hindrance +(maybe)income. That seem more reasonable?
Well the custom skill "Guns(Smarts)" would be obvious but as I can't immediately think of a time when this skill would be important in this setting I'd just say if your background indicates time spent around guns then this is a non roll situation. If you want to NAIL DOWN that you know guns then "Battle" or "Repair" skills will provide any justification needed.