Children of the Atom (Inactive)

Game Master DeJoker

Mutants of the School for the Gifted
The characters are heroes/heroines each striving to help make the world a better place for both mutants and normals. But as always there are those who do not think mutants belong in the world of normals and others who feel that since they can they should exploit the world for their own benefits. Then of course there are the other individuals that fill out the full spectrum of the Marvel Universe. This game takes place in a slightly alterred universe within its own timeline within the multiverse a sort of What If if you will where somethings are different and somethings remain the same.


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This is a sort of continuation of the MSH Interest Check where we will be focussing upon Mutants and using the Marverl Superheroes game system of ole.

Specifically we will be using the Marvel Superheroes Advanced Players Book and Advanced Judges Book for this game.

The Campaign Information will outline how to randomly generate your character once a basic random character has been generated we will look at it to determine what that character's basic theme is and then we may adjust and/or re-roll any abilities that do not match that theme.

In order to give us the full thematic universe I am going to use an alterred version of the Marvel Universe so that your characters can function as full fledged superheroes. Of course there will be the standard issue with mutant haters and the like as well as non-mutant heroes and villains. As well as some of the other basic tropes found within the Marvel Universe. You may even meet some of the more iconic superheroes at some point in time.

This groups job is to try and make better relations between the mutant race and the human race as a whole but the mutant race will not be so large that they need an entire island so we will be going back to a much smaller entity and use the School for the Gifted located at 1407 Graymalkin Lane, Salem Center, NY.

Now the players need to decide whether they have secret identities or not as normal except for any that due to their powers could obviously not have such. Other than that we will be handling just about everything as a series of random rolls. With the GM Caveat of tweaking for playability, balance, and fun since fun is the ultimate goal here.


I like the idea, although there had been several years since I played MSH! I'm a big fun of X-Men and the X-titles in general. I'm only a bit confused on the "random" generation part - I usually like to pick an overall theme or template and follow from there. Some randomizing is fine, but things like powers/appearance/background would be better to be able to choose (it's fine to randomize attributes, assuming that certain rolls will not really go well with the chosen powers/template). Anyway - I'd love to participate if it's still open, and a forum newbie could be welcome.


I welcome all and keep in mind there is the GM/Player Caveat to the random rolls in that from the basic random rolls we then determine a theme for that character that we mutually agree upon which may mean adjusting and/or re-rolling some things.

As for Background there is no rolling for that one as everyone is going to be a Mutant.

Grand Lodge

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so no ultimate powers book? just making sure...


DeJoker, thanks for taking this over and thank you for making the build rules clear too.

Now to the rolls (perhaps the worst I’ve ever rolled but I think I can figure something out)

Abilities
Fighting: 1d100 ⇒ 7 Typical

Agility: 1d100 ⇒ 11 Typical

Strength: 1d100 ⇒ 6 Poor

Endurance: 1d100 ⇒ 95 Amazing [Incredible+1]

Reason: 1d100 ⇒ 84 Remarkable

Intuition: 1d100 ⇒ 48 Excellent

Psyche: 1d100 ⇒ 24 Good

Primary Abilities table:

Rank............Rank........Dice 
Name........Number.....Roll
Feeble...............1...........01-02

Poor..................3...........03-06

Typical...............5..........07-16 

Good.................8...........17-36 

Excellent.........16...........37-66 

Remarkable....26...........67-86 

Incredible........36..........87-96 

Amazing..........46...........97-00

Secondary Abilities
Health = 59(Fighting Rank 5+ Agility Rank 5+ Strength Rank 3+ Endurance Rank 46)

Karma = 50 Reason Rank + Intuition Rank + Psyche Rank 

Resources = Poor (Typical + Ability Modifier Table Result: 1d100 ⇒ 30 - 1 Rank)

Popularity = 0
Ability Modifier Table:

Dice.......Modification 

01-15......Reduce by 1 Rank 

15-50......No Change 

51-70......Increase by 1 Rank 

71-85......Increase by 2 Ranks 

86-95......Increase by 3 Ranks 

96-00......Increase by 4 Ranks

Mutants:

Mutants are members of the race of Homo Superior, a new race of man born from the race of Homo Sapiens. Mutant powers often (though not always) first manifest themselves in the teen-age years. Mutants are generally feared and disliked by the populace at large. When craeting a mutant character:
• Mutants gain one additional Power, up to the total number of Power available to the hero (maximum of 5) 

• Resources are reduced by one Rank 

• Starting Popularity is always 0 

• Mutants gain and lose Popularity at a slower rate than other character types

• Endurance is raised by one Rank 

• The majority of a mutant's Powers are inborn as opposed to equipment-based. 

• They may be affected by mutant detection and mutant nullification devices.

Powers initial/max: 1d100 ⇒ 9 (2/4+1) =3/4
Talents initial/max: 1d100 ⇒ 9 1/6
Contacts initial/max: 1d100 ⇒ 80 2/4
Powers, Contacts, and Talents (Initial/Max):

Powers, Contacts, and Talents (Initial/Max)
(Roll once for each)
Dice......Powers......Talents......Contacts 

01-20........2/4..............1/6................0/4 

21-60........3/4..............2/5................1/4 

61-90........4/4..............3/4................2/4

91-00........5/5..............4/4................3/4

Power Categories 1: 1d100 ⇒ 24 Matter Control
Power Rank: 1d100 ⇒ 21 Good

Power Categories 2: 1d100 ⇒ 48 body control
Power Rank: 1d100 ⇒ 49 excellent

Power Categories 3: 1d100 ⇒ 99 body alterations defensive
Power Rank: 1d100 ⇒ 39 excellent

Talent Categories: 1d100 ⇒ 2 weapon skills

Contact Categories: 1d100 ⇒ 18 professional
Contact Categories: 1d100 ⇒ 46 scientific

Power Categories (roll once for each Power)

Powers/Talents/Contacts:

Dice.......Power Category 

01-05......Resistances 

06-10......Senses 

11-15......Movement 

16-25......Matter Control 

26-40......Energy Control 

41-55......Body Control 

56-70......Distance Attacks 
71-75......Mental Powers

76-90......Body Alterations Offensive 
91-00......Body Alterations Defensive
Power Ranks (roll once for each Power)
Rank............Rank........Dice 
Name........Number.....Roll
Feeble...............1..............01 

Poor..................3...........02-06 

Typical...............5..........07-14 

Good.................8...........15-24

Excellent.........16...........25-49 

Remarkable....26...........50-69 

Incredible........36..........70-84 

Amazing..........46...........85-89 

Monstrous......63.............00
Talent Categories (roll once for each Talent)
Dice.......Talent Category 

01-20......Weapon Skills 

21-45......Fighting Skills 

46-65......Professional Skills 

66-85......Scientific Skills 

86-90......Mystic and Mental Skills 

91-00......Other Skills
Contact Categories (roll once for each Contact)
Dice.......Contact Category 

01-30......Professional 

31-60......Scientific 

61-85......Political 

86-00......Mystic


Ultimate Powers Book well I have it but I am having to do a refresher course on the guidelines and had not gotten there yet. So thanks for mentioning it.

However looking it over it does not really add a lot of additional powers just variations on the current set of powers which I even trimmed down some because for instance: Gliding and Levitation are just limited forms of Flight and Pheromones is a limited form of Emotion Control which is a limited form of Mind Control. So need for redundancy.

So feel free to use the Ultimate Powers Book as a reference tool for modifying powers or redefining them slightly but otherwise I do not think it warrants redoing all of the current random charts that are up for everyone to use.


Do I need to reroll everything?


Knight of Yesterday -- I completed the remaining random tables for each of the various sub-categories so-to-speak

So your Power, Talent, and Contact Categories have additional sub-tables


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Well Huntressa, you could keep the rolls but the results might have changed so up to you either keep your previous rolls and use my tables or just redo it from scratch -- the rolling part makes no difference to me -- its the results part that I would be concerned about.

Oh and grimdog73 if you feel there is an Ability within the Ultimate Powers Book that is not reflected within the list I have presented please let me know and I will look at and see if I need to add it in.

Grand Lodge

okey dokey...going to do them shortly...

and basic book powers work for me....was just wondering...


O so if I wanted, could I just pick powers and then just roll for how good they are, any limit? I seem to have a Hunter's themed kind of thing going on atm.


Okay I looked back at the other Recruitment thread I do not see where you made any rolls at all so as such. Yes you will have to start over from scratch and make the necessary rolls for all of you abilities pretty much as Knight of Yesterday did.

The Campaign Tab outlines the rolls and such from top to bottom so its a series of percentile dice and then some d4s, d6s, d8s, d10s, and d12s depending on what sub-list you end up on.

If you need me to explain it further just let me know otherwise I am hoping it is pretty straight forward. Once you have a set of abilities then we go to work to refine that into a themed concept which may require some re-rolls or just straight adjustments depending on what you ended up with.

I will be helping Knight of Yesterday once he has finished rolling on the specific Sub-List for the results of the Category abilities he rolled. So if you are at all confused then what takes place with him. So far, as I stated, he has completed making all the rolls for all the Category abilites for Powers, Talents, and Contacts and now just needs to make rolls on the subsequent Sub-Tables for those Category abilities he has and then we go to work refining his character.


Sub table rolls

Matter control powers: 1d10 ⇒ 1 earth control

Matter Control Powers:

1.....Earth Control 

2.....Air Control 

3.....Fire Control 

4.....Water Control 

5.....Weather Control

6.....Animate Objects 

7.....Density Manipulation Others 

8.....Body Transformation Others 

9.....Animal Transformation Others 

10...Force Generation

Body control powers: 1d10 ⇒ 5 elasticity

Body Control Powers:

1.....Growth or Shrinking 

2.....Density Manipulation Self 

3.....Phasing 

4.....Invisibility 

5.....Elasticity 

6.....Elongation 

7.....Shape-Shifting 

8.....Body Transformation Self* 

9.....Animal Transformation Self 

10...Power Absorption

Body Alteration Defensive powers: 1d8 ⇒ 7 healing

Body Alteration Defensive Powers:


1.....Body Armor

2.....Absorption 

3.....Regeneration 

4.....Recovery (Gain a Resistance as a Bonus Power) 

5.....Life Support 

6.....Damage Transfer 

7.....Healing

8.....Immortality*

Weapon skills: 1d8 ⇒ 1 guns

Weapon Skills:


1.....Guns 

2.....Thrown Weapons\Objects

3.....Bows 

4.....Blunt Weapons 

5.....Sharp Weapons 

6.....Marksman*

7.....Weapons Master*

8.....Weapons Specialist*

Profession Contacts: 1d12 ⇒ 12 artist

Professional Contacts:


1.....Medicine 

2.....Law

3.....Law-Enforcement 

4.....Military

5.....Business World 

6.....Crime 

7.....Journalism 

8.....Entertainment 

9.....Psychiatry

10...Detective/Espionage 

11...Hero Group 

12...Artist

Scientific Contacts: 1d8 ⇒ 3 geology

Scientific Contacts:


1.....Chemistry 

2.....Biology 

3.....Geology 

4.....Genetics 

5.....Archeology 

6.....Physics 

7.....Engineering 

8.....Zoology


DeJoker wrote:

Okay I looked back at the other Recruitment thread I do not see where you made any rolls at all so as such. Yes you will have to start over from scratch and make the necessary rolls for all of you abilities pretty much as Knight of Yesterday did.

The Campaign Tab outlines the rolls and such from top to bottom so its a series of percentile dice and then some d4s, d6s, d8s, d10s, and d12s depending on what sub-list you end up on.

If you need me to explain it further just let me know otherwise I am hoping it is pretty straight forward. Once you have a set of abilities then we go to work to refine that into a themed concept which may require some re-rolls or just straight adjustments depending on what you ended up with.

I will be helping Knight of Yesterday once he has finished rolling on the specific Sub-List for the results of the Category abilities he rolled. So if you are at all confused then what takes place with him. So far, as I stated, he has completed making all the rolls for all the Category abilites for Powers, Talents, and Contacts and now just needs to make rolls on the subsequent Sub-Tables for those Category abilities he has and then we go to work refining his character.

Are you speaking of me or Yesterday, as I am Free Radical.


Okay Knight of Yesterday looks good note you have the option of replacing Healing with Elongation if you want due to the Elasticity power (which is just a renamed plasticity power) although I think the Earth Control and Healing and Elasticity do all gel well what do you think?

Although I am not sure if Weapon Skill (Guns) fits the over all them of the character -- what do you think?

Earth Control
The hero with this Power can manipulate natural or semi-natural mineral items. The range and ability of these modifications are determined by the Power Rank. This Power is limited to naturally occuring materials (dirt, rock, stone), or semi-natural materials that are of a consistent nature (concrete, asphalt, and glass). Radically altered items such as steel alloys and artificial constructed mechanisms (including computers, guns, and vehicles), and living or once living things (rubber, wood, or flesh) are beyond the scope of this Power

The Earth Control Power allows the hero to manipulate an amount of material up to the Power Rank taken as Strength in every round. The material may be used as a weapon (inflicting material strength damage) or a shield (of material strength).

The hero with this Power can develop a number of Power Stunts. The hero starts with no stunts other than the mere manipulation of a myriad of materials. Power Stunts that may be developed can include:

- Digging (moving earth out of the way)
- Earthquake-type attack (all targets in a given area take damage equal to the Power Rank)
- Create "earth beings" of stone or rakc, with physical abilities whose Rank number sum does not exceed the Power Rank number, with Body Armor of material strength Rank.
- Transportation (creating a wave of earth that hero rides upon) that moves at Power Rank Speed
- Levitation (creating a pillar of earth beneath the hero that lifts the hero up)
- Entrapment (opening the earth beneath an opponent's feet or encasing them in stone)

Elasticity
The body of the hero with this Power is slightly elastic and malleable, and the hero can manipulate their body as they see fit. The hero may also choose Elongation as a bonus Power, placing that Power into their next slot without a random roll. The elasticity of the body serves as Power Rank Body Armor. Power Stunts that me be develop can include:

- Using the Power Rank instead of Agility for catching falling items and/or individuals. The hero takes no damage from a falling character landing upon them.
- Limited Imitation and Disguise abilities -2CS for detection. Elasticity can alter appearance, but not skin color or voice.
- Bouncing which is similar to the Leaping Power, with the hero able to fall a number of floors equal to their Power Rank without damage, and then leap as if they possessed the Leaping Power at -1CS.

Healing
This Power allows the hero to restore lost Health and Endurance ranks to other (but not themself). The Power Rank indicates the maximum amount of Health that may be restored to one hero, on any one day. For each attempt at Healing, the hero must make and Endurance Feat -- failure indicates the loss of Karma equal to the amount of Health being healed. A hero without any Karma may not use Healing.

Endurance ranks may be similarly restored at a rate of one Rank per day per hero. An Endurance Feat is required for the healing hero, with the result of a failure being the loss of one Endurance Rank for the hero (the Endurance for the other is healed). This Endurance loss may only be healed naturally. If the Healing hero's Endurance drops below Feeble, they will perish.


Ah Huntresa did not realize you changed your profile okay so I went back and grabbed all your numbers and this is what I have for your character:
.
.
.

Fighting ....... 59 ... Excellent
Agility ........... 81 ... Remarkable
Strength ...... 42 ... Excellent
Endurance .. 37 ... Excellent (+1 Remarkable)
Reason ........ 89 ... Incredible
Intuition ...... 70 ... Remarkable
Psyche ......... 38 ... Excellent

Health : 84
Karma : 78
Resources : 3 Poor
Popularity : 0

Powers Available .... 34 .... 3/4 +1

Power-1 .... 78 .... Body Alteration Offensive
.... Need a roll on the Body Alteration Offensive table
Power Rank .... 34 .... Excellent

Power-2 .... 11 .... Movement
.... Need a roll on the Movement table
Power Rank .... 78 .... Incredible

Power-3 .... 32 .... Energy Control
.... Need a roll on the Energy Control table
Power Rank .... 50 .... Remarkable

Power-4 .... 54 .... Body Control
.... Need a roll on the Body Control table
Power Rank .... 12 .... Typical

Talents Available .... 98 .... 4/4

Talent-1 .... 74 .... Scientific Skill
.... Need a roll on the Scientific Skill table
Talent-2 .... 75 .... Scientific Skill
.... Need a roll on the Scientific Skill table
Talent-3 .... 20 .... Weapon Skill
.... Need a roll on the Weapon Skill table
Talent-4 .... 53 .... Professional Skill
.... Need a roll on the Professional Skill table

Power Reroll for Energy 59 ?
.... why did you Reroll this?

Contacts Available .... 29 .... 1/4

.... Need a roll on the Contact Categories table
......... Need a roll on the ?results of previous roll? Contact table


O we have to roll everything, wow. I also thought we had a free reroll, Ill go ahead and do some rolls


Powers
Body Alteration Power (Offensive): 1d10 ⇒ 1 Extra Body Part

Movement Power: 1d10 ⇒ 10Climbing, Digging, or Dimensional Travel

Energy Control: 1d10 ⇒ 9Dark Force Manipulation

Body Control Power: 1d10 ⇒ 7Animal Transformation (Self)

Talents
Scientific Skill: 1d10 ⇒ 1Chemistry

Scientific Skill 2: 1d10 ⇒ 8Archeology

Weapon Skill: 1d10 ⇒ 10 Oriental, Marksman, Weapons Master, Weapon's Specialist

Professional Skill: 1d10 ⇒ 7Engineering

Contact
Contact 1: 1d100 ⇒ 63Professional

Professional Contact: 1d12 ⇒ 2Law


I like the idea of Dimensional Travel and Dark Force Manipulation, animal transformation could work as well, shifting form or something like a shadow. The extra body part I'm not too keen on.


Ok GM! Let's try the full random thing :) I will roll then like 20 1d100 like my colleagues, then a bunch of d6, d8, d10, d12, and we can look at them at the same order my colleagues rolled.

Bear with me! I don't remember MSH but I love the environment. I saw you pulled us back to the school - I think another cool concept that would work well for forums would be "Exiles". Maybe we can do it another time! Back to school with this one, and let's see what the dice gods decide for me!

Dice:

20d100 ⇒ (4, 29, 72, 85, 23, 80, 93, 53, 60, 16, 45, 48, 40, 48, 1, 17, 62, 74, 99, 67) = 1016
20d6 ⇒ (6, 6, 2, 6, 6, 6, 6, 3, 5, 2, 2, 1, 5, 6, 1, 3, 3, 1, 6, 3) = 79
20d8 ⇒ (5, 5, 1, 6, 8, 5, 8, 8, 8, 3, 3, 5, 7, 8, 4, 8, 1, 1, 3, 5) = 102
20d10 ⇒ (5, 6, 6, 9, 5, 5, 2, 8, 10, 5, 6, 1, 1, 5, 6, 3, 10, 4, 4, 5) = 106
20d12 ⇒ (2, 10, 9, 4, 9, 12, 12, 3, 12, 11, 5, 4, 10, 11, 3, 9, 11, 8, 9, 3) = 157


DeJoker wrote:

Okay Knight of Yesterday looks good note you have the option of replacing Healing with Elongation if you want due to the Elasticity power (which is just a renamed plasticity power) although I think the Earth Control and Healing and Elasticity do all gel well what do you think?

Although I am not sure if Weapon Skill (Guns) fits the over all them of the character -- what do you think?

Here are my thoughts;

1. I think I will go with Elongation over healing (I think there is a little more synergy plus I think the healing power has problems being linked to karma loss on failure).
2. Guns doesn’t make any sense to me either. Honestly none of the weapon talents seem to fit. I’m open to suggestions.

Grand Lodge

my powers and talents rolls were from the Ultimate powers book..i'll reroll...

but my stats were this...

ok...roll time...these were from my post in the other thread

F: 1d100 ⇒ 27good
A: 1d100 ⇒ 63remarkable
S: 1d100 ⇒ 59remarkable
E: 1d100 ⇒ 86incredible
R: 1d100 ⇒ 39good
I: 1d100 ⇒ 11typical
P: 1d100 ⇒ 49excellent

so bump the End to Amazing...and we have a decent physical specimen...

Powers: 1d100 ⇒ 573/4
Talents: 1d100 ⇒ 883/4
Contacts: 1d100 ⇒ 421/4

power 1: 1d100 ⇒ 21 1d10 ⇒ 3 matter control air
power 2: 1d100 ⇒ 16 1d10 ⇒ 9 matter control weather
power 3: 1d100 ⇒ 15 1d10 ⇒ 6 wall crawling

and rolling the extra mutant power..forgot that...

power: 1d100 ⇒ 881d10 ⇒ 8bold alter Offensive, claws

talent: 1d100 ⇒ 141d10 ⇒ 3thrown weapon
talent: 1d100 ⇒ 961d10 ⇒ 2artist
talent: 1d100 ⇒ 981d10 ⇒ 6first aid

hmmmm....


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Okay you did not use the lists as defined under the Campaign tab for character generation so I will make some adjusted rolls:

Movement Power: 1d8 ⇒ 7

Weapon Skill: 1d8 ⇒ 3

Okay first I read through the character generation guidelines again but could not see a mention of a free reroll. Note I am not saying it is not there I just could not find it. If you can point it out to me I would be sure to add it to the Campaign tab's guidelines.

Now with those two rolls above and after adjusting your other rolls to match the tables on the Campaign tab we get the following set of abilities

Powers
.... Body Alteration Offensive - Power Rank : Excellent - Extra Body Parts

.... Movement - Power Rank : Incredible - Climbing\Swinging (Brachiation) (Acrobatics Skill [Parkour])

.... Energy Control - Power Rank : Remarkable - Energy Reflection

.... Body Control - Power Rank : Typical - Shape-Shifting

Talents
.... Scientific Skill - Chemistry
.... Scientific Skill - Zoology
.... Weapon Skill - Bows
.... Professional Skill - Journalism

Contacts
.... Political Contact - State

This set of abilities do seem to gel fairly well what do you think? The only ability I would be on the fence about is perhaps Weapon Skill - Bows but then again it might be something you would like for this character.

Now the Guidelines do talk about adding a Limitation to abilities to increase their Power Rank and/or for flavor with benefits. As such you might want to consider maybe limiting your Shape-Shifting to just Animal Forms --or-- even a specific Species of Animal --or-- specific set of creature forms --or-- even to just a specific creature normal or bizarre (think Kurt Wagner aka Nightcrawler but maybe even more bizarre). You might also want to consider limiting your Extra Body Parts to only work with Shape-Shifting as this would then allow you to Power Stunt the Extra Body Parts to temporarily get some of the extra powers they mention under Extra Body Parts --or-- even be just a specific set of body parts. I state this because that tie nicely into your Zoology skill. Further, and I am on the fence about this one, you could Limit your Movement Power to only work while Shape-Shifted --- thus your Shape-Shifting turns you into your heroic form which has special powers

Now while Energy Reflection seems like a nice defensive power I would be open to allowing an alteration to that if you felt it did not mix nicely into things or if their might be something more appropriate like maybe replacing Energy Reflection with Distance Attack - Projectile Missiles thus making your Weapon Skill - Bows become part of your power set and something you can use not matter what form you are in -- having a Hawkeye like bow as well as maybe a specialized handcrossbow I mean as power and either a specific weapon (a limitation) or a set of weapons this opens up a plethora of conceptual ideas. Further if you did go this route I could see swapping out Chemistry for Engineering allowing your character to have made these weapon(s) and the ammo that goes with it. As all of that would tie extremely nicely into her Incredible Reason. Your thoughts.


LOVE me some Marvel Superheroes! Definitely interested in this!
So lets do some rollin'! (Using your lists on the campaign tab)

Abilities

Fighting: 1d100 ⇒ 76 Remarkable (26)

Agility: 1d100 ⇒ 63 Exellent (16)

Strength: 1d100 ⇒ 24 Good (8)

Endruance: 1d100 ⇒ 19 Excellent (16) (+1 Rank, Mutant)

Reason: 1d100 ⇒ 60 Excellent (16)

Intelligence: 1d100 ⇒ 57 Remarkable (26)

Psyche: 1d100 ⇒ 30 Good (8)

---------------------------------

Health: (F + A + S + E) 66

Karma: (R + I + P) 40

Popularity: 0
Resources:

---------------------------------

Power Origin: Mutants

Powers initial/max: 1d100 ⇒ 1 (2/4)

Talents initial/max: 1d100 ⇒ 98 (4/4)

Contacts initial/max: 1d100 ⇒ 95 (3/4)

Powers:

Power 1 Category: 1d100 ⇒ 93 Body Alteration, Defensive
Power Rank: 1d100 ⇒ 99 Monstrous (63)
Power: 1d8 ⇒ 6 Damage Transfer
This Power is a relative of the Health-Drain Touch, except Health may be transferred between two separate targets on touch, in effect healing one while reducing the Health of the other. The hero may not regain any Health in this Damage Transfer.

Power 2 Category: 1d100 ⇒ 27 Energy Control
Power Rank: 1d100 ⇒ 93 Monstrous (63)
Power: 1d10 ⇒ 6 Gravity Control
The hero with this Power can alter the attractive forces of gravity. This grants the hero one of the Power Stunts, and gives him the potential to develop others as the campaign continues.

• Flight at Power rank -2CS speed
• Levitation at Power rank -1CS speed
• Levitation of others (other targets roll
an Agility FEAT to avoid the effects) at
-1CS speed
• Reduction of weight (not mass) by
Power rank (will offset gain in mass
from Density manipulation, and target
may be slammed on any hit)
• Increase of weight, acting as an added
load of Power rank weight on the
target (Strength FEAT rolls to move)

This Power lasts as long as the hero concentrates (if the Power is inborn) or 5 rounds (if Power is result of technology or spell). Any break in concentration results in immediate negation of the effect.

---------------------------------

Talents:

Talent Category 1: 1d100 ⇒ 86 Mystic, Mental
Talent: 1d6 ⇒ 5 Mystic Origin*

Talent Category 2: 1d100 ⇒ 91 Other
Talent: 1d6 ⇒ 4 Mechanic

Talent Category 3: 1d100 ⇒ 40 Fighting
Talent: 1d6 ⇒ 4 Martial Arts D

* Counts as two so I dropped the Science Talent I had rolled.

Contacts:

Contact Category 1: 1d100 ⇒ 80 Professional
Contact: 1d10 ⇒ 1 Medicine*

Contact Category 2: 1d100 ⇒ 26 Scientific
Contact: 1d8 ⇒ 3 Archeology

Contact Category 3: 1d100 ⇒ 45 Professional
Contact: 1d10 ⇒ 6 (Counts as part of #1)

* Counts as two so I combined 1 and 3.

Huh. Dang. I rolled better than I usually do...but now I gotta figure out how it all comes together. Pretty cool, though I'm not so thrilled with the Damage Transfer power. Seems a bit overpowered and doesn't really fit in. Anyway, is he acceptable, DeJoker? Did I miss anything or screw anything up?


Kriznox Haab Mutants start with one extra power provided it does not exceed their maximum allowable powers -- so please roll your Power-3 as I would be very interested in seeing what that would be.

No Medicine only counts as 2 when its a skill a Medicine Contact is does not count double.

Note you might be overlooking a critical element to this character and that is the Talent - Mystic Origins as this could greatly alter the scope and breath of this character -- think the Mutant Scarlet Witch. Would going down this rabbit hole into Wonderland interest you as a player?

If yes still roll that extra power but I have some ideas brewing.


Additional Power Category: 1d100 ⇒ 26 Energy Control
Power Rank: 1d100 ⇒ 66 Remarkable (26)
Power: 1d10 ⇒ 1 Magnetic Manipulation
The hero can manipulate magnetic lines of force. Initially, this gives the hero the ability to move and control metallic objects of up to Power rank at Power rank range with Power rank ability. As the hero progresses, Power Stunts may be developed. These include, but are not limited to:

• Flight: at Power rank Speed -3CS.
• Shocking Touch: At Power rank -1CS.
• Affecting non-ferrous metals (like
bullets), though manipulation of Earth's
magnetic field.
• Affecting non-metallic objects through
manipulation of Earth's magnetic field.
(The hero must be able to manipulate
non-ferrous metals first)
• Scrambling non-sentient machinery at
Power rank level.
• Affecting sentient robots as shocking
touch, but at Power rank +1CS (no
benefit if robot is non-ferrous).
• Magnetic Field Detection at Power
rank -1CS.

Hooboy. Mixing that with Gravity Control is craaaaazy. And speaking of crazy, why not consider the rabbit hole? I loved WandaVision. :) I'll add my other contact back, then, as well.

Professional Contact: 1d10 ⇒ 3 Law-Enforcement


Considering my rolls above - am I interpreting it right?

Fighting 4 (Poor) = Rank 3
Agility 29 (Good) = Rank 8
Strength 72 (Remarkable) = Rank 26
Endurance 85 (Remarkable) = Rank 26
Reason 23 (Good) = Rank 8
Intuition 80 (Remarkable) = Rank 26
Psyche 93 (Incredible) = Rank 36

Health = 3 (Fighting Rank) + 8 (Agility Rank) + 26 (Strength Rank) + 26 (Endurance Rank) = 63
Karma = 8 (Reason Rank) + 26 (Intuition Rank) + 36 (Psyche Rank) = 70
Resources = Typical + Ability Modifier Result (53 Increase 1 Rank) - 1 Rank = Typical (?)
Popularity = 0

Powers 60 = 3/4
Talents 16 = 1/6
Contacts 45 = 1/4

Power Categories 48, 40, 48

Body Control 1 (Feeble) = Rank 1 *** Power 5 = Elasticity
Energy Control 17 (Good) = Rank 8 *** Power 6 = Gravity Manipulation
Body Control 62 (Remarkable) = Rank 26 *** Power 6 = Elongation

Talent Categories 74 (Scientific Skills)

Contact Categories 99 (Mystic)


Note Kriznox Haab you had already rolled for your third Contact which turned out to be Crime which I think makes sense all things considered.

So here is what I am considering about tweaking this character concept first we tie all of their powers into being based on their ability to manipulate magical forces which can open various cans of worms later on. Then I adjust your powers to be as follows:

Power-1 26 Energy Control - Power Rank 99 Monstrous (63) - 1 Magnetic Manipulation
Power-2 27 Energy Control - Power Rank 93 Monstrous (63) - 6 Gravity Control
Power-3 93 Body Alteration Defensive - Power Rank 66 Remarkable (26) - 2 Absorption (Kinetic)

This way your Mystic Origin plays a major part in your power set without per se currently doing much and then plays nicely into your Martial Arts D (Meditative) and of course Archeology as you are trying to better understand these mystic powers you control further with Gravity and Magnetics we can loop in the concept of Ley Lines very easily. As Ley Lines are a series of metaphysical connections that form a sort of grid or matrix upon a planet and are composed of that planet's natural energies which Gravity and Magnetism would be two very big natural energies if not the only natural energies involved. Further there are some that believe Ley Lines carry a powerful magnetic field although that would sort of counter the physical laws of magnetism still what if it was partially true and/or the energies they do carry have an affect that appears to be magnetic in nature but is in fact something different sort of like when electricity passes through a wire it creates a magnetic field while conversely a magnetic field can be used to produce electricity. So a sort cause and effect and cause paradigm.

Further I thought it would be best to sync up the two Energy Controls to have the same Power Rank thus we blur the lines of what it is you are actually controlling so your character controls two fundamental forces of nature, which mold matter at the microscopic and macroscopic scales. Magnetism is the property of matter, while Gravity is the property of space time itself. So while gravitation keeps our world tethered in an eternal orbit around the Sun, the magnetic field of our planet, provides a sheath which protects us from bombardment of cosmic radiation. Still of the two gravity is the least understood and while certain laws of force describe it well on a macro level, and general relativity helps refine that to a smaller level, it may take something like string theory and/or chaos theory to fully describe the true underlayment of gravity. Thus Gravity cannot be turned off and effects Mass and Mass begets Magentism thus in a sort of way Magnetism is an extention or result of Gravity.

Note the characters Absorption (Kinetic) is technically tied to the characters control of gravity and since they also can control magnetism they could Power Stunt their Absorption to absorb magentic and/or electrical energy.

Now for the last minor adjustment I would suggest we change:
.... Talent - Other Skill - Mechanic
-to-
.... Talent - Mystical/Mental Skill - Occult Lore

As I see that tying extremely well into the over all concept and dovetailing nicely into the Archeology and Medicine contacts and perhaps her Criminal contacts have to do with her involvement in world travel and such.

Oh and please make another Percentile die roll so I can figure out what your starting Resources are.


Okay Lapyd using your generic rolls and applying them to the order within the Campaign tab I get the following:

.
.
.
Fighting .......... 4 .... Poor (3)
Agility ........... 29 .... Good (8)
Strength ....... 72 .... Remarkable (26)
Endurance ... 85 .... Remarkable (+1 Rank) Incredible (36)
Reason ......... 23 .... Good (8)
Intuition ....... 80 .... Remarkable (26)
Psyche ......... 93 .... Incredible (36)

Powers Available ...... 60 .... 3/4 +1
Talents Available ...... 16 .... 1/6
Contacts Available ... 45 .... 1/4

Power-1 ... 48 ... Body Control
Power-2 ... 40 ... Energy Control
Power-3 ... 48 ... Body Control
Power-4 ... 01 ... Resistances

Power-1 ... Rank 17 ... Excellent (16)
Power-2 ... Rank 62 ... Remarkable (26)
Power-3 ... Rank 74 ... Incredible (36)
Power-4 ... Rank 99 ... Amazing ()

Power-1 ... Body Control ....... 5 Elasticity
Power-2 ... Energy Control .... 6 Gravity Manipulation
Power-3 ... Body Control ....... 6 Elongation
Power-4 ... Resistances ......... 9 Resistance to Magical Attacks

Talent-1 ... 67 Scientific Skill - 5 Archeology

Contact-1 ... ?? Contacts - ?

So as you see we need one more percentile die roll to finish up the Contacts. As for the rest I do not think Gravity Manipulation plays well and we already have a Gravity Manipulator in spades so I was thinking about Darkforce Manipulation as that would play nicely with your Elasticity and Elongation and Resistance to Magical Attacks sort of neatly wrapping that all up into a single package all based on your Darkforce Manipulation. Your thoughts?


1. DeJoker, I LOVE that. Very cool way to bring it all together. I like the idea of him trying to find something through ancient artifacts or whatnot to help him harness, or at least control these supernatural powers that he may not fully understand. Going to have to do some thinking on this. Feels very X-Men-ish. Awesome.

2. Resources: 1d100 ⇒ 89


1d100 ⇒ 99

I think it's a mystic contact as well? Thanks for the help, I'm starting to understand a bit more about the randomization.

Honestly, it's feeling as if things are kind of matching well - the character is even an "archaeologist" of sorts, or has some knowledge of it, which I think hits well with the Darkforce Manipulation, Mystic contact, Resistance to Magical Attacks, etc.

I have some ideas in mind as the character is starting to gain shape - I thought about something like a mix of the Living Monolith with Chamber; I don't really like much the Elasticity/Elongation thing, but I'm starting to form my head about something that could make these look cool as well. One of the other players already got Elongation too, though, so maybe we could think on something else?

I will post more later - but would love to hear more your thoughts about it!


Okay Kriznox Haab well please start working on a story for your character and such note there is not much the teacher at the academy can do to help you better harness or even understand you powers but they at least give a place to lay low with others of your kind.

Also it appears we may have a potential compatriot to your character played by Lapyd who is also interested in Archeology but interesting enough extremely resistant to your magical abilities. Or at least that is my thought to kind of hook you two up based on that Archeology commonality and the magic versus anti-magic paradigms.


Okay Lapyd while it is true someone else has Elasticity/Elongation it would be different from yours as I see you turning into a dark entity that is maleable thus very elastic and able to elongate their dark form and you never know how long the other players may stay around. I hope for a long time but that does not always happen.

That being said if you truly do not like the semi-shapeless dark form we could work something else in perhaps what thoughts do you have in regards to this?


I like the Darkforce angle for the powers, as it feels a nice set in itself. Between us, Darkforce Manipulation has some very cool angles (for example, I like the stunts, like teleporting in a very nightcrawler-ish manner).

I wanted to build the character with quirks that makes his mutation a gift and a pain at the same time (hence why I mentioned Chamber); things like Cyclops eyes, Rogue's touch, I like the feeling of something uncontrolled even if mild (or not... I don't remember how advantages/disadvantages go well in MSH, kind of learning back on the fly!)

Thanks for the help so far! I like what's shaping for him, and I like the connections with Kriznox's.


Step 1: Determine what kind of being the hero is and how he got his powers.
General Origins: Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.
Fighting: 1d100 ⇒ 20
Agility: 1d100 ⇒ 59
Strength: 1d100 ⇒ 70
Endurance: 1d100 ⇒ 1
Reason: 1d100 ⇒ 20
Intuition: 1d100 ⇒ 19
Psyche: 1d100 ⇒ 86

Step 3: Determine the hero's variable abilities.
Health:
Karma:
Resource:
Popularity 0

Step 4: Determine the hero's powers.
Powers Available: 1d100 ⇒ 22 3

Power 1 1d100 ⇒ 59 Distance Attack - Sound Generation
Rank1d100 ⇒ 47 1d12 ⇒ 6
Power 2 1d100 ⇒ 21 Matter Control- Body Transform Other
Rank1d100 ⇒ 25 1d10 ⇒ 8
Power 3 1d100 ⇒ 36 Energy Control - Energy Reflection
Rank1d100 ⇒ 36 1d10 ⇒ 9

Step 5: Determine the hero's talents.
Talents available: 1d100 ⇒ 75
11d100 ⇒ 46
21d100 ⇒ 9
31d100 ⇒ 6

Contacts: 1d100 ⇒ 55
1 1d100 ⇒ 7


Step 1: Determine what kind of being the hero is and how he got his powers.

General Origins: Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.
Fighting: 1d100 ⇒ 5 Typical
Agility: 1d100 ⇒ 90 Incredible
Strength: 1d100 ⇒ 64 Excellent
Endurance: 1d100 ⇒ 25 Good
Reason: 1d100 ⇒ 34 Good
Intuition: 1d100 ⇒ 24 Good
Psyche: 1d100 ⇒ 15Typical

Step 3: Determine the hero's variable abilities.
Health:
Karma:
Resource:
Popularity 0

Step 4: Determine the hero's powers.
Powers Available: 1d100 ⇒ 9 2 powers 4 max (gets 1 extra as a mutant)

Power 1: 1d100 ⇒ 33 Energy Control: Sound Manipulation (Good)
Power 2: 1d100 ⇒ 2 Resistance: to magical attacks(Typical)
Power 3: 1d100 ⇒ 17 Matter Control: Animate Objects(Remarkable)

Power 1 Ranks: 1d100 ⇒ 17
Power 1 Ranks: 1d100 ⇒ 11
Power 1 Ranks: 1d100 ⇒ 67

Power 1: 1d10 ⇒ 4
Power 2: 1d10 ⇒ 9
Power 3: 1d10 ⇒ 6

Step 5: Determine the hero's talents.
Talents available: 1d100 ⇒ 77 3 Talents, 4 Max.

Talent 1: 1d100 ⇒ 35 Fighting: Acrobatics
Talent 2: 1d100 ⇒ 39 Fighting: Martial Arts A
Talent 3: 1d100 ⇒ 33 Fighting: Martial Arts E

Talent 1: 1d6 ⇒ 6
Talent 2: 1d6 ⇒ 1
Talent 2: 1d6 ⇒ 5

Contacts: 1d100 ⇒ 58 1 Contact

Contact Category: 1d100 ⇒ 52 Scientific: Archaeology

Contact: 1d8 ⇒ 5

Contacts: 1d100 ⇒ 55
1 1d100 ⇒ 7


Hmmm. That is going to be hard to make sense of. He is trained in Martial arts but has a terrible Fighting.

Resistant to magic and can control sound and objects. Have to do some pondering.


Lapyd while it does not seem the MSH has a mechanic for flaws I think I have a means of handling that which should be viable that being said I will have to guage each flaw and figure out its potential game play set backs to figure out if it fully warrants a mechanical bonus or if just playing with it simply earns your character extra Karma from time to time.

As for teleporting with Dark Force yes I agree that can be something you can eventually do but that is a double cost power so you are not going to get that as a Power Stunt that will have to be purchased as a new power.


Okay ElbowtotheFace I have the following for you thus far but you forgot that Mutants get an extra power so please roll that up and you did not roll your various Skills and Contact please do that as well. You also need to make a percentile roll for starting Resources.

Character Profile:

Fighting 20 Good (8)
Agility 59 Excellent (16)
Strength 70 Remarkable (26)
Endurance 01 Feeble (+1 Rank) Poor (3)
Reason 20 Good (8)
Intuition 19 Good (8)
Psyche 86 Remarkable (26)

Health : 53
Karma : 42
Resources : ? Typical (? Rank -1 Rank)
Popularity : 0

Powers Available 22 3/4 +1
Talents Available 75 3/4
Contacts Available 55 1/4

Power-1 59 Distance Attacks
Power Rank 47 Excellent
Type: 6 Sound Generation

Power-2 21 Matter Control
Power Rank 25 Excellent
Type: 8 Body Transformation Others

Power-3 36 Energy Control
Power Rank 36 Excellent
Type: 9 Energy Reflection

Power-4 ??
Power Rank ??
Type: ?

Talent-1 46 Profession Skills ?
Talent-2 09 Weapon Skills ?
Talent-3 06 Weapon Skills ?

Contact-1 Category 07 Professional Contact ?


Okay I am going to stop at 7 players however you can submit a character and I will work with you on it to flesh it out but you will either be on the waiting list and/or I might bring you in for cameoes depending on how things go.


@DeJoker I would like to use my original rolls from the initial recruitment. If I had known this was an option I would have done it from the beginning. My rolls there were so much better and I can’t un-remember them. Nkormally I don’t have a problem with suboptimal pc’s but since this might be my only chance to play MSH I thought I’d ask. Thanks for your consideration.


Okay GM SuperTumbler like most you have forgotten to roll your starting Resources please make a percentile roll for that.

Character Profile:

Fighting 05 Poor (3)
Agility 90 Incredible (36)
Strength 64 Excellent (16)
Endurance 25 Good (+1 Rank) Excellent (16)
Reason 34 Good (8)
Intuition 24 Good (8)
Psyche 15 Typical (5)

Health : 71
Karma : 21
Resources : ? Typical (? Rank -1 Rank)
Popularity : 0

Powers Available 09 2/4 (+1 Power)
Talents Available 77 3/4
Contacts Available 58 1/4

Power-1 33 Energy Control
Power Rank 17 Good
Type: 4 Sound Manipulation

Power-2 02 Resistances
Power Rank 11 Typical
Type: 9 Resistance to Magical Attacks

Power-3 17 Matter Control
Power Rank 67 Remarkable
Type: 6 Animate Objects

Talent-1 35 Fighting Skills 6 Acrobatics
Talent-2 39 Fighting Skills 1 Martial Arts A
Talent-3 33 Fighting Skills 5 Martial Arts E

Contact-1 Category 52 Scientific 5 Archeology


Now looking over your character I find the disparity a bit odd but that is where the GM steps in to help with refinement prior to looking at my suggested changes please think about how you would (as a GM) go about making this character into something fully viable and rather unique when it comes to all the other characters and their various powers and such.
Suggestions:

First yeah a Poor Fighting does not make a lot of sense so let us swap his Fighting with his Strength and say he is a scrawny guy.

However that does not fully cover things so maybe we can play on his strengths to improve his weaknesses. Let us change Martial Arts E to Martial Arts Q

Marital Arts Q : This form of martial arts is keyed to speed and nimbleness. The practioner of this form of martial arts averages their Agility with their Fighting and their Agility with their Strength. To determine their final Fighting and Strength scores when it comes to unarmed combat.

This would give your character a Fighting(20) Excellent and a Strength(26) Remarkable further this Martial Arts style does not help most other individuals all that much should someone else learn how to use it since its key is having a superhuman level of Agility. Further it actually does adhere to various concepts of Martial Arts as one of Bruce Lee's greatest abilities was his incredible speed so fast that they had to ask him to slow his attacks down so they could catch them on the camera.

Next I am going to offer you a deal instead of trying to meld your Energy Control, Resistance, and Matter Control into a sensible package I had this idea let us replace Energy Control and Matter Control with Invulnerability to Physical Attacks/Kinetic as this would then make this character look like this

Power-1 Invulnerability (Class 1000)
Power-2 Physical Attacks/Kinetic
Power-3 Magical Attacks

This would then explain why his Fighting Skill was/is so bad and all the training he got in martial arts later on was meant to help him do better in fights. However, he is still mostly operating off of raw talent rather than actual skill in fighting. This would make him a rather unique kind of very deceptive power house... well almost. I mean he could take a solid hit without it hurting.

Now interestingly enough, he also has Archeology and with Invulnerability to Magic that would seem to play into those other to two characters rather nicely. So perhaps you all have been working together. Further maybe his powers are a mutant ability to harness magical energies in some unknown way this would allow for expansion on that concept later on as he learns more about the underlaying source of his powers and how to harness it for other things.

Thoughts?


Knight of Yesterday since you asked politely and because I am all about helping a player get a quality character that they enjoy I will look those rolls over and perhaps propose a compromise as I so hate to throw away good work but maybe those other rolls bring an even better concept to light or a merging of them does.


Okay grimdog73 did not realize I had not gotten to you. I went back to the previous game and grabbed your rolls and this is what I get when I run them against the Campaign tab information. You still need to make some rolls as I need to know your Scientific Skill, 2 Weapon Skills, and Professional Contact all are. Once I have those I will mull over the results I already have some things percolating in the ole coffee pot.

Character Profile:

Fighting 27 Good (8)
Agility 63 Excellent (16)
Strength 59 Excellent (16)
Endurance 86 Remarkable (+1 Rank) Incredible (36)
Reason 39 Excellent (16)
Intuition 11 Typical (5)
Psyche 49 Excellent (16)

Health : 76
Karma : 37
Resources : 8 Good (Typical +2 Rank -1 Rank)
Popularity : 0

Powers Available 57 3/4 +1
Talents Available 88 3/4
Contacts Available 42 1/4

Power-1 84 Body Alterations Offensive
Power Rank 67 Remarkable
Type: 3 Electrical Touch

Power-2 57 Distance Attacks
Power Rank 09 Typical
Type: 9 Slashing Missile

Power-3 46 Body Control
Power Rank 42 Excellent
Type: 6 Elongation

Power 82 Body Alterations Offensive
Power Rank 18 Good
Type: 8 Health-Drain Touch

Talents Available 88 3/4
Talent-1 75 Scientific Skills -
Talent-2 08 Weapon Skills -
Talent-3 10 Weapon Skills -

Contact Roll 42 1/4
Contact-1 Category 15 Professional -


Knight of Yesterday Extra Rolls:

Senses Power: 1d12 ⇒ 12
Senses Power: 1d12 ⇒ 11
Weapon Skill: 1d8 ⇒ 1
Professional Skill: 1d10 ⇒ 10
Fighting Skill: 1d6 ⇒ 6


DeJoker wrote:

Okay you did not use the lists as defined under the Campaign tab for character generation so I will make some adjusted rolls:

[dice=Movement Power]1d8

[dice=Weapon Skill]1d8

Okay first I read through the character generation guidelines again but could not see a mention of a free reroll. Note I am not saying it is not there I just could not find it. If you can point it out to me I would be sure to add it to the Campaign tab's guidelines.

Now with those two rolls above and after adjusting your other rolls to match the tables on the Campaign tab we get the following set of abilities

Powers
.... Body Alteration Offensive - Power Rank : Excellent - Extra Body Parts

.... Movement - Power Rank : Incredible - Climbing\Swinging (Brachiation) (Acrobatics Skill [Parkour])

.... Energy Control - Power Rank : Remarkable - Energy Reflection

.... Body Control - Power Rank : Typical - Shape-Shifting

Talents
.... Scientific Skill - Chemistry
.... Scientific Skill - Zoology
.... Weapon Skill - Bows
.... Professional Skill - Journalism

Contacts
.... Political Contact - State

This set of abilities do seem to gel fairly well what do you think? The only ability I would be on the fence about is perhaps Weapon Skill - Bows but then again it might be something you would like for this character.

Now the Guidelines do talk about adding a Limitation to abilities to increase their Power Rank and/or for flavor with benefits. As such you might want to consider maybe limiting your Shape-Shifting to just Animal Forms --or-- even a specific Species of Animal --or-- specific set of creature forms --or-- even to just a specific creature normal or bizarre (think Kurt Wagner aka Nightcrawler but maybe even more bizarre). You might also want to consider limiting your Extra Body Parts to only work with Shape-Shifting as this would then allow you to Power Stunt the Extra Body Parts to temporarily get some of the extra powers they mention under Extra Body Parts --or-- even be just a specific set...

O' I didn't know there was a chart on the campaign tab, I had all mine from the book

The reroll was discussed in the old recruitment thread though I may have misinterpreted that.

I'll let ya know what I'm thinking soon, though I was thinking more like an energy bow or something that could be used in both forms. The Kurt Wagner like hero is something I could get behind.


DeJoker wrote:

Lapyd while it does not seem the MSH has a mechanic for flaws I think I have a means of handling that which should be viable that being said I will have to guage each flaw and figure out its potential game play set backs to figure out if it fully warrants a mechanical bonus or if just playing with it simply earns your character extra Karma from time to time.

As for teleporting with Dark Force yes I agree that can be something you can eventually do but that is a double cost power so you are not going to get that as a Power Stunt that will have to be purchased as a new power.

That's alright, mate! I also sent you a PM with some ideas on a rudimentary background; I'm starting to shape the character from theme/flavor perspective, and will happily focus back on the mechanics after that and fix accordingly. Thanks again for running and the opportunity to join!


Power 4: 1d100 ⇒ 33 1d10 ⇒ 2
Rank: 1d100 ⇒ 35

Energy Control - Electrical Manipulation - Excellent (16)

Talent-1 46 Profession Skills 1d10 ⇒ 1 Medicine
Talent-2 09 Weapon Skills 1d8 ⇒ 1 Guns
Talent-3 06 Weapon Skills 1d8 ⇒ 1 Guns reroll?: 1d8 ⇒ 6 Marksman

Contact-1 Category 07 Professional Contact 1d12 ⇒ 5 Business World


Dejoker, thanks for taking this over. I had the only remaining established character (Bantha) from the original campaign. Do you want me to keep using him? I'm fine with rolling something new if you need. I was hoping to keep using him, but I will do whatever you prefer.


FreeRadical just so you know without the Missile Projectiles or something similar the Bow Skill can only be used with a normal bow as you have not means to get something that is superpowered or supertech.


Esteban "Bantha" I would have to see the character but I am going to guess unless you can share your original rolls you would have to do the rolls all over again as my charts are not even the same as the basic charts as I removed anything that was basically a limitation of another power.

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