12-21-2022, 08:02 PM | #31 |
Join Date: Dec 2007
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Re: The Return of the Character a Day Thread
Nah, With the endurance she's just one level away from the carrying capacity breakpoint. But I think on second thought I'll change it to a vulnerability to sharp weapons in honor of Wonder Woman.
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12-22-2022, 12:56 AM | #32 |
Join Date: Dec 2007
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Apex
Animal/Plant Powers: Mammal. +13 Intelligence
Vibratory Powers Device Pet Heightened Agility A +5 Prejudice Drop Pet. Apex Strength: 15 Endurance: 06 Agility: 19 Intelligence: 26 Charisma: 11 Animal/Plant Powers: Mammal. +13 Intelligence Vibratory Powers Device: 8 Charges, 2d8 damage, Range 20, 24% destruction chance versus rigid objects. Can use a half charge to vibrate through walls. Can be used as a defense for free. Heightened Agility A +5 Prejudice Level 5: +2 Endurance, +2 Agility, +1 Inventing Attempt, +1 Charisma, Male 190 lbs Basic Hits: 4 Modified Hits: 10 Healing .8 Damage Modifier: +4 Accuracy: +3 Detect Hidden 18% Detect Danger 22% Carrying Capacity: 378 lbs Basic Hand To Hand: 1d6 Movement: 40 Power: 66 Invention: Repulsor Skates +60 move, and allows him to float a half a foot above any horizonal surface for up to three hours. In appearance a mixture of human and simian characteristics, Apex is both ugly and arrogant. He means well, but casually ignores the law in his attempts to do good. He also has an annoying habit of referring to his attempts to do good as "saving humanity from their own stupidity and venality". |
12-22-2022, 02:22 AM | #33 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Apex
That really seems like a heterogenous mix. Of course having Mammal Powers be heightened Intelligence is odd in its own right! But I don't see Vibratory Powers as a good fit to Mammal Powers. I think I would have gone for Pet.
__________________
Bill Stoddard I don't think we're in Oz any more. |
12-22-2022, 07:47 PM | #34 |
Join Date: Dec 2007
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Grunt
Apex's only superpower is super intelligence, and super intelligence is the little black dress of superpowers. It goes with anything.
Invisibility Heightened Strength B +17 Heightened Endurance A: +11 Endurance Natural Weaponry +3 Accuracy, +6 damage Reduced Strength -10 Drop Invisibility, Heightened Endurance, Reduced Strength Grunt Strength: 26 Endurance: 10 Agility: 08 Intelligence: 11 Charisma: 10 Invisibility Heightened Strength B +17 Heightened Endurance A: +11 Endurance Natural Weaponry +3 Accuracy, +6 damage Reduced Strength: -10 Strength Male 220 lbs Level 2 +1 Endurance Basic Hits: 5 Modified Hits 7 Healing: 1.25 Damage Modifier: 0 Accuracy: -2 Reaction Mod: 0 Carrying Capacity: 2,043 Basic Hand to Hand: 1d12 Move: 44 Power: 55 Grunt is your basic goon for hire whose size does not in fact bely his speed. Slow but hard hitting, if he connects you are probably done, but he probably won't hit, and his staying power doesn't match his striking power. |
12-23-2022, 11:48 PM | #35 |
Join Date: Dec 2007
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Sanction
Death Touch Device
Death Touch Device reroll Illusions Device Bionics (2) Teleportation Device Heightened Defense Heightened Charisma A +12 Heightened Senses Heightened Expertise: Single Weapon Reduced Intelligence: -9 Drop Illusions, Death Touch Device, Reduced Intelligence. Sanction Strength: 16 Endurance: 15 Agility: 11 Intelligence: 18 Charisma: 23 Teleportation Device: Range 4800 (Almost a mile) 15 charges Bionics (2) Bionic Eye: +4 to hit with ranged attacks Replaced Left Brain Hemisphere: +11 Intelligence. Heightened Defense -4 to be hit Heightened Charisma A +12 Heightened Senses: Doubled Detect Hidden Heightened Expertise: Laser Pistol Male 130 lbs Level 5: +4 Charisma, +1 Intelligence, +2 Endurance, +1 Agility Basic Hits: 3 Modified Hits: 10 Heal: 1.2 Damage Modifier: +1 Accuracy: 0 Detect Hidden: 28% Detect Danger: 18% Reaction Modifier: 4 Movement: 42 Power: 60 After he was shot in the head, Sanction was rebuilt into the cold and unfeeling super-assassin he now is. With the addition of his teleportation device, he is an incredibly elusive killer. Last edited by David Johnston2; 12-24-2022 at 12:37 AM. |
12-24-2022, 04:16 PM | #36 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The Return of the Character a Day Thread
I want to note that what you've been doing differs somewhat from what I've been trying to do. My test has been to try to come up with a set of characters who might plausibly be an early generation of superheroes. You seem quite ready to decide that a particular build will be a villain, or an agent of some secret organization. I wonder how much difference that makes to the suitability of the builds.
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Bill Stoddard I don't think we're in Oz any more. |
12-25-2022, 01:07 AM | #37 | |
Join Date: Dec 2007
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Re: The Return of the Character a Day Thread
Quote:
In the meantime... Animal/Plant Control Mutant Power Telekinesis Diminished Sense Hunh. I just don't have the time tonight to figure out what that mutant power will be. It will have to be pretty awesome... |
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12-26-2022, 01:24 AM | #38 |
Join Date: Dec 2007
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Reptyle
Reptyle
Strength: 05 Endurance: 27 Agility: 10 Intelligence: 09 Charisma: 07 Animal/Plant Control: Reptile Control Mutant Power: The ability to grant (or take away from) other life, and his own self reptilian powers and in the process make them subject to his Reptile Control power. Each creature he so endows will only roll once for the powers they gain and will get the same set each time he so endows them. Power Cost 20. Diminished Sense: Colour Blind (Powers gained by using his mutant power on himself) Special: Natural Weaponry +1/+2 Armor 63 Reduced Charisma -6 Poison/Venom: Spray, attacks as Chemical, Causes Blindness, 27 attacks per day Special: Infra-Red Vision Heightened Endurance A +13 Male 160 lbs Level 2: +1 Intelligence Basic Hits: 4 Modified Hits: 9 Heal: 3.2 Damage Modifier 0 Accuracy 0 Detect Hidden: 8% Detect Danger: 12% Carrying Capacity: 226 lbs Basic Hand to Hand: 1d6 Movement: 42 Power: 52 Reaction Modifier: -6 Outcast from society, Reptyle warns everyone to stay away from his squat with graffiti, typically defended with a transformed stray dog. |
12-26-2022, 01:58 AM | #39 |
Join Date: Dec 2007
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Thundercloud
Animal/Plant powers: Avian Speed Bonus 60
Chemical Power Weakness Detection Weather Control Mute Drop Mute, Animal/Plant powers, Weakness Detection Thundercloud Strength: 13 Endurance: 14 Agility: 17 Intelligence: 06 Charisma: 09 4 powers Chemical Power: Transmutation into Water Vapour Defends as Noncorporeal, does not defend against Ice Powers. Can be used to fly fast with the help of weather control. Weather Control Male 200 lbs Level 10: +1 Strength, +4 Endurance, +1 Agility, +2 Intelligence, +2 Charisma Basic Hits 4 Modified Hits: 10 Damage Modifier: 0 Accuracy: +2 Detect Hidden: 6% Detect Danger: 11% Reaction: Carrying Capacity: 360 Basic Hand to Hand Damage: 1d6 Movement: 44 Power: 50 |
12-26-2022, 11:11 PM | #40 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The Return of the Character a Day Thread
Quote:
What I'm trying to do is somewhere in between the two cases you describe. My goal was to roll up characters, using a random process, but to have them be characters who were plausible as the early superheroes of a timeline. "Hang together as concepts" may not be enough to reliably yield superheroes, even leaving out "players will want to personally play" as a qualification. I also have to say that as a GM, if I'm trying to come up with a scenario, I'm going to want a process that will more reliably furnish suitable and entertaining adversaries.
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Bill Stoddard I don't think we're in Oz any more. |
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