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Old 11-02-2019, 02:36 PM   #441
AlexanderHowl
 
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Default Re: Minor League Supers [Powers/Supers]

Would Trivial Man make a better villain or hero?
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Old 11-02-2019, 03:13 PM   #442
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Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by AlexanderHowl View Post
Would Trivial Man make a better villain or hero?
Private investigator for hire. Easily the Sam Spade of the super-set.
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Old 11-02-2019, 03:32 PM   #443
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Default Re: Minor League Supers [Powers/Supers]

An interesting idea. While he does not excel in the traditional PI skills, his extremely deep knowledge would be useful, especially since Area Knowledge acts as a Current Affairs, Geography, Naturalism, and Streetwise for the area. He would be at home practically anywhere, especially with the alternate build allowing him to speak any language he wished.
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Old 11-10-2019, 09:31 AM   #444
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Default Re: Minor League Supers [Powers/Supers]

Now I introduce a classic Masked Man, inspired by a webcomic called Lavender Jack, which I heartily recommend.

The Masked Phantom is a newcomer to the super-hero scene, but his Modus Operandi and gimmick has been seen before. In the Olde Superhero Days, another hero used his gimmick. It's speculated that the Masked Phantom is his descendant or other inheritor.

In fact, the Masked Phantom had bought the house of the old-time hero and had found his equipment by accident. But he had the same sense of desire to right wrongs that the other hero once possessed.

The gimmick is simple. The Masked Phantom wears an antique microwave projection harness designed to explode ammunition inside guns. This usually makes the gun useless. Then the Masked Phantom beats the villains up with savate and stick-fighting techniques.

The projection harness has very old power packs that only fires four times before it requires several hours of recharge. The device is activated by snapping fingers. (If the Phantom's enemies think this is magic, he doesn't correct them.) The bulk of the harness is on the Phantom's back under his suit, acting as back armor.

The Masked Phantom's fighting style is very acrobatic, based on Savate. His primary weapon is a cane. His costume is tuxedo with a full face mask.

The Masked Phantom
250 points


Attributes: ST 12 [20]
DX 16 [120]
IQ 10 [0]
HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.;
HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0];
Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Appearance (Attractive) [4]
Combat Reflexes [15]
Fit [5]
Higher Purpose (Protecting the City) [5]
Independent Income 9 [9]
Status 1 [0]
Wealth (Wealthy) [20]
Weapon Master (Broadsword) [20]

Disadvantages: Charitable (12) [-15]
Code of Honor (Gentleman) [-10]
Guilt Complex [-5]
Impulsiveness (15) [-5]
Overconfidence (12) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Secret (Identity) [-20]
Trickster (12) [-15]
Weirdness Magnet [-15]

Skills: Beam Weapon (Harness) (E) DX [1]-16
Body Language (A) Per+2 [8]-12
Broadsword (A) DX+2 [8]-18
First Aid (E) IQ+2 [4]-12
Karate (H) DX [4]-16
Stealth (A) DX [2]-16
Wrestling (A) DX [2]-16
Wildcard Skills: Courtier! (VH) IQ+1 [36]-11
Move! (VH) DX [24]-16
Techniques: Kicking (H) Karate [3]-16

Quirks: Checkered Past [-1]
Impatient [-1]
Minor Addition to Exotic Coffees [-1]
Nosy [-1]
Stereotypical Trust-Fund Baby in Civilian Identity [-1]


Microwave Harness: Damage Resistance 12 (Directional Protection - Back -40%; Gadget* -35%; Partial Protection - Vitals -10%) [12]

Innate Attack (Burning) 1 (Cone 2 +70%; Explosion 1 +50%; Incendiary +10%; Malediction 1 +100%; No Signature/Total +20%; Gadget* -35%; Limited Use - 4x/Day -20%; Only on Chemical Explosives and Ammunition -50%) [13]

* Gadget Limitation = Breakable (DR 12) -10%; Can Be Hit (SM -3) -15%; Can Be Stolen (Vest/Harness) -10%
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Last edited by Mysterious Dark Lord v3.2; 11-10-2019 at 06:21 PM.
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Old 11-10-2019, 11:10 PM   #445
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Default Re: Minor League Supers [Powers/Supers]

Would Courtier! be the best use of CP though? For the same CP, you could increase IQ by one and purchase most of the component skills at IQ. Or, probably more effectively, you could increase Appearance (Attractive) to Appearance (Handsome), give him Voice, and spend the remaining 14 CP on the component skills (the +3/+5 reaction bonus would probably matter more than the component skills at IQ+1). Just what are the component skills of Courtier! anyway?
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Old 11-11-2019, 02:46 AM   #446
Mysterious Dark Lord v3.2
 
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Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by AlexanderHowl View Post
Just what are the component skills of Courtier! anyway?
According to Power-Ups 7; the skills are Current Affairs (Headline News, High Culture, People, and Politics, as well as Sports for upper-class pastimes), Heraldry, Poetry, Politics, Public Speaking, and Savoir-Faire (High Society); Area Knowledge for the immediate environs of major palaces; and Games for the rules of combat tournaments and particularly fashionable games the GM deems relevant. Make a DX-based roll for Dancing or any Sports skill that’s especially popular at court; a HT-based roll for Carousing or Singing; or a Per-based roll to attempt Observation within the bounds of a familiar court.

Basically, the Courtier! skill encompasses all the skills one needs to swim the seas of High Society and navigate all sorts of aristocratic snobbery. In a milieu without a Royal Court, this is the skill necessary to be Bruce Wayne. As it potentially involves a lot of skills, pricing out the component skills would be expensive.
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Old 11-13-2019, 04:27 PM   #447
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by Mysterious Dark Lord v3.2 View Post
Now I introduce a classic Masked Man, inspired by a webcomic called Lavender Jack, which I heartily recommend.
Thank you for this, it is indeed an excellent webcomic.

So, heard back from Kromm about the whole Bouncing tangent from several pages back. Turns out, AlexanderHowl was correct, so his Bunny character is a terrifying power house, while my Free Punner doesn't need his aura (or foot spike) to wreck villains. Kromm's response follows:

Quote:
Originally Posted by Kromm
Quote:
Originally Posted by Varyon

It's beginning to threaten a derailing of the Minor League Supers thread, but what is the intent for what happens to the object/character bounced off of when Super Jump with Bouncing (P80) is used?
They take normal collision damage. No, this doesn't make physical sense . . . neither does the ability, though. In the comics, bouncing characters take out masses of enemies without themselves being hurt. Also, it would be very odd for an advantage made even more expensive by an enhancement to nerf the character.

The reason why this isn't unbalanced is that slams are pretty easy to avoid and, worse, let the target parry your body and hurt you.

Quote:
Originally Posted by Varyon

On a related note, would it be appropriate to penalize multiple bounces in a single turn? I'm thinking a cumulative -2 to each additional bounce may be appropriate, like a tic-tac.
That seems fair. And of course multiple slams in the same turn require Extra Attack or at least a Rapid Strike . . . this ability doesn't grant free bonus attacks.
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Old 11-13-2019, 05:47 PM   #448
AlexanderHowl
 
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Default Re: Minor League Supers [Powers/Supers]

I think that slams should be counted as equivalent to Innate Attacks for determining character scale then.
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Old 11-13-2019, 11:17 PM   #449
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Default Re: Minor League Supers [Powers/Supers]

The Blue Merlin

The Blue Merlin (named after the small bird-of-prey, not the legendary wizard) is a minor superhero who is known for his rather impressive merlin themed costume. While he possesses no overt abilities, his social skills are quite impressive, and he is capable of convincing most enemies to surrender without fighting. Despite his lack of overt abilities, he is a licensed superhero, as anyone who talks to him cannot believe that his charisma is anything but supernatural. In fact, his charisma is so powerful that he is capable of producing intense feeling of awe when he focuses all of his attention on a single individual (represented by Charisma 10 (Super, -10%) [45] and Terror (AA; Awe; Active, +0%; Increased Range, 100x, +60%; Super, -10%) [9]).
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Old 11-23-2019, 10:01 AM   #450
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Default Re: Minor League Supers [Powers/Supers]

Sorrow

Sorrow is a young women who unintentionally brings misery to everyone around her. Her presence causes every within 1,000 yards of her to suffer Chronic Depression (6-) and Chronic Pain (Emotional; Agonizing, 8 hours, 15-) until they receive intensive psychological therapy.
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