[OOC] Villains
This game is now closed
This is the OOC thread for the super-villain game I'm planning. It's a work in progress; more information to come. Right now, it's just the character creation guidelines, which you may notice are similar to the ones used for the Assault on Bunker 23 game that never got off the ground. Point Total This is a 1,000 point game, with a -100 point disadvantage limit, quirks and "bought down" attributes and secondary characteristics included. Disadvantages included in racial templates are excepted from the disadvantage limit, subject to GM approval. Attributes, Secondary Characteristics, and Skill Levels: Limits for the attributes and secondary characteristics for normal humans given in Basic generally apply, with many exceptions:
Tech Level: This is a TL 8 game. High TL may be purchased freely, but characters with High TL are encouraged to purchase any Ultra-Tech gear they plan on using as Signature Gear, using the rules for Consumable Signature Gear (Supers p. 81) if necessary. Gadgeteers with High TL benefit from their High TL when making modifications to their starting gear. High TL doesn't, however, help if you're trying to build something completely new out of lower TL parts. Advantages and Magic
Motivation Characters must have at least -15 points in disadvantages that are almost guaranteed to bring them into conflict sooner or later with more powerful super-heroes. This counts against your disadvantage limit. The following list of possibilities is as exhaustive as I can make it:
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Roster:
FeebleMan / LemmingLord: a physically feeble man with infinite wishes. Motivation: thrill-seeking? Agent Chaos / zoncxs: super-soldier with additional divine abilities granted by chaotic deities who demand he spread chaos in return for his powers. Phoenix / Lamech: a vampire lawyer who represents villains, and recently made quite a few enemies by killing a hero. Death of Smallpox / ericthered: a death who's coming for a hero who cheated death. Eidolon - Markus Sharpe / Talosian Harbinger of Hope / momothefiddler |
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Fred Farley
The FeebleMan Last updated 5-10-2013 7-Run-on-Sentence Description 1) Occupation and History -- "The FeebleMan is a spoiled rich kid sociopath turned part time mercenary and full-time super-powered sadistic jerk." 2) Physical description -- "When he is not taking the form of others, FeebleMan is physically frail man at 5'9" 1/2, 125#s, in his late teens / early twenties; caucasion with a sickly yellowish complexion. When he "respawns" he is dressed in a polo shirt, khakis and sandles; but he often likes to wear the clothing of people he has killed or is currently torturing in a basement." 3) Attributes and skills (exceptional ones only) -- "Feebleman can make wishes granting him the specific low powered ability he might want but at the cost that the wish screws him in someway; Feebs has "serial immortality" meaning that every time he dies he comes back shortly thereafter "somewhere;" when he respawns his old body remains dead and leaving evidence; Feebs has used his vast knowledge of first person video games as a starting point for causing all kinds of mayhem and refines his knowledge of tactics and electronic gadgets based on what he is provided. Feebs lies and cheats quite well." 4) Values and motivations -- "FeebleMan is a sadistic hedonist, seeking the thrills available to someone with his brand of immortality to avoid the pain of his sickly condition; he used to spend every waking hour playing first person shooter videogames, sniping the newbs, but now he gets to that in the real world! He is very familiar with pain, though he has not mastered it himself, he is happy to inflict it on others. If he has a twinge of conscience his mind quickly dismiss it, telling himself that he is doing a favor to the people he injures, tortures and kills - as they are more truly experiencing life and surpassing the work-a-day world through FeebleMan's plots and actions." 5) Interactions with others -- "FeebleMan is generally unnecessarily abusive in his interaction with others; he sees hurting the feelings of other people as one of his public services to toughen the up; people who can hold their own in combative conversations he changes his tone for, though considers revenge on any perceived harm inflicted on him. Feebs is most congenial with geniuses; the only people he truly has respect for." 6) Useful knowledge -- "Feebs is a good tactician and plotter; often wishing himself specific knowledge of the nearby area and using that knowledge to out maneuver the police; generally speaking, Feebs likes to plot things out in advance so he never has to meet cops or supers at all." 7) Distinguishing feature -- "FeebleMan is thin and scrawny, often has a cough, and sometimes Jaundice or other easily identified symptom of a serious medical condition." Point Breakdown
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Name: Agent Chaos
Description: Six feet tall, 185 lbs. peek human physical condition. no one knows what he really looks like since he has his face covered almost all the time. Training/skills: Master of many Hand to hand combat styles and highly trained with a wide variety of weapons as well as military training. He was one of the first "proto-humans", an experiment to create the perfect solider. When he was deemed a failure he was put in captivity till killed. It is said that while waiting to be killed the God of Chaos came to him with an offer, become his avatar and spread chaos or die and suffer chaos for eternity. He accepted and thus the God of Chaos granted him powers to do his bidding, The serum in him worked causing his body to reach its peak physical form and stay there. His chaos powers include being immortal, turning into a swarm of grotesque flying creatures, imbuing any weapon or attack with chaotic energy that eats away at things until they vanish, and accelerated healing. He is very callous, willing to use anyone to meet his goals, he sees all governments as a problem and will rid the world of them through chaos, and he has all the time in the world to do it. He has several flaws, he rather kill then capture, since he got his powers he has been overconfident and above all else loves to play pranks and trick anyone that may stand a chance against him.
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Feebleman's Death Scoreboard:
Feebleman-1 dies, caught in a huge explosion at Phoenix's mansion no one saw coming. Feebleman-2 dies, having attempted to heal his vampire colleague by dying on top of her of blood loss. |
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I could always make a mage. You can never have too many of those... Or a vampire. You always need more blooksuckers.
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I should stress that I'd like motivations to be clearly defined. Duties and Enemies require some talking about NPCs in the 'verse; with an Obsession or something similar, I'd ideally like players to have a plan or two of their own on how to pursue it.
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Drinking blood, and sacrificing innocents are pretty decent motives for super villians.
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Count me in. I'm not sure if this is full blown supers though. I don't want to settle on an idea until I know a little more about what the feel should be. Ideas include:
Mad Scientist! With combat abilities and mysterious sources of money of course. I don't know how hard you want to keep the science, but I'd get a kick out of playing a guy who's either good at mind control tech or good at making machines. That may be a little hard on the GM though. A shapechanger. Catch me if you can. Oh, and which seagull am I? nana nana na-na! Good acting skills, better contacts, dedicated thief, assassin, beguiler, and conspirator. May be too low power for this game. Warp Specialist. Blatant night crawler ripoff. Still would be fun to play, especially when the game is hide and seek. A Death. One of the Heroes has cheated death himself, and done so one too many times. Death himself has assigned one of the spirits usually assigned to collect souls for the afterlife to find this hero and bring him in. Insubstantial, fast traveling, and good if specific detection abilities and virtually unkillable. And utterly obsessed with finding and bringing in his victim. May break some of the rules listed above, but we can check on that. |
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FeebleMan is a lazy thrillseeker turning to criminal endeavors to help him cope with his terrible physical sickness and frailty. His "friends" are all villains because he is too selfish to have any other kind.
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A package arrives. As soon as you touch it, a screen pops out and a silhouette begins talking.
"I'm sure you're wondering what this is and why I've gone to all this trouble to contact you. The fact of the matter is that the so-called "heroes" of the world present a unified front with public support. They have the governments of the world in their pockets. No matter what we do and no matter our intentions, we are always considered the villains, and no matter what they do or their intentions, they are the heroes. We are but players in a great drama shown on screens across the world, the mindless evil to provide contrast to their unwavering good. We are painted as the enemy in order to distract the public from the Great Crimes, and treated as a threat to keep them in their unwitting slavery. No longer must this be the case, though. Join with me that together we may fight against the tyranny of our oppressors!" A pause. The screen flickers. "Consider my words carefully. I will be in touch." Concept: the epitome of the criminal mastermind, this villain operates through intelligence, charisma, and The Superpower of Money. His goal is to unite the villains to overthrow the established order - the one that ostracized him just to reinforce their own status. If there's a mad scientist or gadgeteer, I can tone down the invention/equipment side of things as necessary. |
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The hero first has to be re-killed, which is no small task, as the guy is any of bullet proof, extremely fast, heals quickly, and probably at least two of those. He is likely to pack a nasty punch as well. Then his soul has to be collected before his well connected friends can summon him back into his body: and killing those friends is just as in-feasible and will result in them being brought back to life. This Hero additionally has a soul that can fight back... The death will have to subdue it before he can bring in his target. |
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On the other hand... I'm envisioning a world where it's not-uncommon for heroes to come back from the dead... would Death want all of them back? That could be interesting. Or your character could just be a crazy supernatural being who sees itself as having a coherent agenda, but doesn't really, and has fixated on one particular hero for no good reason. Not sure I want to do the "soul fighting" thing, but not sure that's a necessary detail, there could be some other plan for preventing the hero's friends from bringing her back. |
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Fred Farley
The FeebleMan See Post #3 |
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I also think you could make a case for "temporary disadvantage picked by gamemaster" being more than that... maybe twice the point value?... especially if you're counting on me to be mean about it. But I'd have to think about that one, maybe get some input from other people on the board. |
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I am happy to take the40% limit. I just thought that since I expect him to frequently be dying that I might be pushing it for 40% |
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Alright I have an idea for this. How about a dragon business man from another dimension who's secretly the head of a crime organization made up mostly of orcs, goblins and trolls who's archnemesis is the last surviving member of an adventuring party that tried to kill him.
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I am interested, If there is room.
My first go-to supervillain, Death of Lasers, sounds like it would step on the toes of Eric. I think I might try a mook master, a guy with Allies out the wazoo, but that could get complicated quickly. Having a million mooks comes out 216 points at most, assuming 250 point mooks, and as low as 44 points for 50 point mooks. I find myself rather partial to the idea of a psychic con man, with supernatural powers of illusion and persuasion, and light on combat abilities. |
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OK! my idea is an avatar of chaos. failed solider experiment offered a new chance at life as an agent of chaos. think deathstroke but stronger, faster, and can turn into a chaotic mist and travel. :D
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Updated FeebleMan. Now he's got quite the skill set from all his attempts to live out his video game experiences in reality. Basically he can be a low level wheel man or pilot.
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Another issue with this is that a typical ORPG-style adventurer isn't much of a threat to a 1,000-point dragon. (The point of such monsters is that they're a big threat that adventurers can only overcome with great difficulty, it doesn't work in reverse.) But I wouldn't rule out it working with some modification. Quote:
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Hm. I'm trying to build a lair but to get a lair with any high-TL components I'd need signature gear. The problem is that signature gear works off standard campaign starting wealth which would require thousands of points (I'm working out of Spaceships for pricing on large habitable possessions and they start at tens of millions of dollars). Wealth would make it possible with a few hundred points, but remove any ability for high-TL components. Thoughts or suggestions?
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Signature Assets is perfect! Thanks.
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You know what? I bet I have enough points to combine the ideas into one vampire mage!
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How about an airship pirate? What do you think of steampunk?
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You know what we need? An evil lawyer. Magic, vampirism, stupidly high abilities, and you can probably get most anyone off for most anything. Why do the heroes hate him/her? First a major tendency to get mass murders off, a batman knock off decided to break into vampire's home looking for a super-villain's plans.
But to make things a heck of a lot more personal a batman knockoff decided it was a good idea to threaten our lawyer in his/her home to get the info quickly. He wasn't aware that our villain was a mage or a vampire. This promptly resulted in a dead hero. Mr. Lawyer then to make things worse bound the former heroes soul and destroyed it. The justice system needless to say did NOT prosecute our vampire. Killing people threatening you in your house is pretty well covered under self-defense. Destroying souls isn't illegal, either. Now batman-knock-off's friends really hate the vampire. |
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Reaper will need a good lawyer. (I'm still thinking up names for him)
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I cut down on my wildcard skills significantly..
He should have some extra points now.. For obvious reasons, he makes an excellent test pilot for the mad gadgeteers in the group.. I wonder if some good ultra tech gear purchased with points might be in order... a jetpack with a tendency to blow up for no good reason, or example... Does anyone else have something FeebleMind might need? How are we doing wealth? Can he give some of his points to the cause of our headquarters? |
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How many players are you willing to accept? I count 5 thus far...
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The mechanics. I let vampiric disadvantages fall under the category of "racial template" and hence did not count them towards the disadvantage limit.
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Lamech, that is a pretty snazzy vampire!! Everytime I've tried making a lawyer my fellow players make fun of me... Like being a lawyer isn't as awesome or adventurous as something else?
I like the entire package. I would also submit to you that my character will provide you with all the blood you need. Of course it is sickly blood... Given FeebleMan's willpower (er lack of) I'm sure he began quickly addressing her as mistress (or whatever grovelly term she prefers...her honor? Doctor?) when addressing the lawyer vampire character ( ala Xander in Buffy the Vampire Slayer, When Buffy Met Dracula). |
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I technically have a team of allies to also help with blood. Always available. (Which is not to say all of them are around all the time, but usually 11-20 can be located somewhere.) But more blood is always fun.
Hmm... re-reading the rules I think the limit for IQ was 20 for normals. And while I think there was something in Dracula about his intelligence, its not really the most iconic power. I wonder if the special exercises perks are valid choices? I could always get talents too. (A lawyer talent for example.) Also part of the thing with making a lawyer in GURPS is its... a skill. One skill. If combat was decided by a skill roll, it would have similar issues. So if the characters main skill set is law... its gonna be a bit boring. Note how her main skill set it vampirism followed by magic followed by gadgeteering. All the exciting stuff is outside the trial. Of course, if you played Lawyers and Courtrooms you might find a system of exciting rules for trials and combat being extracted to a skill. |
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I wonder if FeebleMan might make the ultimate ginnea pig for experiments... Picture this... Shoot him in the head...Shoot the next him in the head..etc.. put on life support. Pretty soon you could have 100 test subjects...
IQ 20+ is pretty amazing...maybe that's why you are with momothefiddler's character... I am so glad I am with the smartest team in the world!! LemmingLord. Fred Farley (aka FeebleMan, aka The Big C, FundarTheBarbarian) *Attributes: Feeble. IQ 13 though. *Skills: Killer at video games, average self taught test pilot, pistols/smgs. *Tech: Knows how to use a jetpack! Fair user of cool tech. *Advantages: Body dies, New body is generated nearby all better. 15pt cosmic power pool. *Disadvatages/Motivation: He's that jerk on the internet with superpowers. zoncxs. *Advantages: Soldier / Outwitting Mercenary Type. Chaotic Mist Form. Travel. *Tech: Guns/Gadgets/Bombs/Secret Weakness Of Superheroes Lamech. *Attributes: Makes the smartest person whoever lived look like a brain-damaged idiot amoeba in comparison *Skills: Law. Magic. Invention. Finance. *Tech: Genetic Engineering. *Advantages: Vampire. Arch Wizard. Business Magnate. Gadgeteer. *Disadvantages/Motivation: Vampire. Cowardice. Needs blood. Enemies. ericthered. *Advantages: "Death" *Disadvantages/Motivation: REKill the big superhero that has avoided death too frequent for the universe. momothefiddler. *Attributes: Intelligent. *Skills: *Tech: *Advantages: Money. Charisma. Gadgeteer. Base of Operations!! samd6. *Advantages: mooks! Psychic Con Man with Illusions and Persuasion. Combat Light. |
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edited my first post with my character sheet.
I should find room for snatcher or payload and gizmos for them extra "WHERE DID HE GET THAT ROCKET LAUNCHER FROM?!?!" moments. |
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Does super-science exist? If so, is it purchased separately from High TL or included?
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Think of Wolfram and Hart from Angel. Their lawyers have a lot more going for them than just really high Law skills. Quote:
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The Death would be fixated on one particular hero. I'd prefer for this to be for a especially offensive comeback: perhaps the hero personally insulted the head death when coming back, or even gave his word to come back after saving the world and is taking advantage of the loophole "I never said when". The Target could also be a repetitive offender to a greater degree than anyone else (feeble man keeps coming back because death has agreed to reject his soul and finds it amusing). On the other hand, the death would find any hero coming back from the dead offensive, and might have the quirk of knowing all the deaths and returns of the heroes by heart. |
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Hmm... actually no, I was assuming both the mage part and the vampire part got publicly revealed as part of the scuffle with Ravenman. Hmm... I have an idea, after killing him in addition to destroying his soul, and attacking his reputation, she sued his estate for the cost of the spell used to kill him. It probably came up during her testimony. ("Shouldn't you have been knocked out by the sleeping gas?" "Nope I'm a vampire. Check my medical records. I have a prescription for blood three times a day.") Although that partially depends on how vampires are treated. Hmm... maybe she can act as a flagship for vampires not always ripping people's throats out. And doing pro-bono work.
Oh and I thought the disadvantage limit was -50. Hmm... maybe I'll add a few more. |
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Are there many vampires??
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I just made the one vampire. The ally group is supposed to be normal humans.
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By the way, what's the hinderance for Unkillable? And the weakness is to sunlight? Quote:
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using affects substantial or selective affects substantial at all, and in particular using it on ST. Also, If I do that am I allowed to take always insubstantial at the same time (I suspect not, its not really limiting). Immune to Soul and Death magic: he doesn't have a soul, and death magic doesn't apply to him. since at lest two of us have planned on that sort of thing. Should he have a patron in the form of Death and/or the ability to travel to some realm where the dead are kept (or at least some safe box where the heroes can't touch him, but he can't really make progress against them)? Can different forms of travel be alternate abilities: for example warp, walk on air, and jumper? |
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I added a superfast jetpack that explodes randomly, an automated body sculpting surgical machine at base, and throat adjust nanites so FeebleMan can pretend to be someone else for awhle. I also added resistant to mental control and metabolic hazards but only when he dies... I hope that makes sense. If he is mentally controlled and then dies, the mental control and metabolic damage goes away...
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Disclaimer: I'm answering this tired.
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I'm going to withdraw my interest in this, sorry.
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updated my sheet once more, added an attack! yay!
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so then, where are we all on creation?
I think I am done with tweaking my sheet for now. need to tally up gear. |
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I'm building a Psionic super villain, almost entirely from Psionic Powers. Mostly using Telepathy/mind abilities, but without any full-power mind control (has suggestion).
I'm currently assuming that the Talent limit of 10 applies to power talents, so please correct me if that's mistaken. Something that I may or may not want to do is take a limited form of High TL that applies only to Psi-Tech, so let me know how you'd feel about that! Michael, do you use GCS? - DISCLAIMER: There are links to TVTropes below. For those of you who are not aware, time flows differently there. I am in no way responsible for the destruction of scheduling, personal life, or work life that may result. As far as the character himself, I'm planning on a fairly dark Well-Intentioned Extremist. Has a greater and relatively good goal, with few moral qualms about achieving it. Depending on how well his goals match Momo's mastermind, he might fit well as second fiddle, or as The Dragon, particularly as a Dragon With An Agenda. EDIT: Momo, it occurs to me that if your Mastermind has an organization, you could take a leaf from Illuminati New World Order conspiracies... |
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Imagine if the joker and Deathstroke had a baby. that is what I am running. But with less puns :D
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Talosian: Well-Intentioned Extremist is perfect. I want to take over the world - for its own good, of course. I was planning to be rather new on the scene, so maybe no conspiracy organization yet, but that's also a cool idea.
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EXCELLENT :D
Yeah, it was mostly just an idea suggestion, as Illuminati conspiracies are just about the classic world domination conspiracy. Methods to consider :P This could work very well... Very well indeed. EDIT: Oh! Two things to look at if you aren't familiar with TVTropes. The Chessmaster... and the Manipulative Bastard. Different Mastermind tropes, with links to lots of related tropes. |
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Our theme seems to be "The hero's are breaking the rules!". Arrogant Chaotic Good Punks!
I'm ironing out the death. He seems to have three different power sets: Spirit, Travel, and Death. Which makes sense as his job is to escort the spirits of dead people, but it makes his build rather involved. This will be the Death of Small Pox, formerly responsible for collecting the souls of those who died from it. He was assigned to the job because he was very experienced and didn't have much work at the moment. Traits: 100 Powers: 812
Skills: 95 Disads: -72 Total: 995 Traits [100]: IQ 14 [80] Will 18 [20] all others 10. Spirit Powers [272]: Doesn't Eat or Drink [10] Doesn't Breathe [20] Doesn't Sleep [20] Immune to Metabolic Hazards [30] Insubstantial (affects substantial +100%,Temporary Disad lifebane -10%) [152] ST 10 (affects substantial +40%) [40] Immortal Spirit Powers [195]: Unkillable 3 (reforms in Afterlife) [150] Regeneration (1/min, only when unkilled-40%) [30] Unaging [15] Travel Powers [221] Warp (travel -10%) [90] Walk on Air (alternate, travel-10%)(18/5) [4] Jumper ( alternate ability *1/5, Plane of Death only -?%,travel -10%) (90/5) [18] Payload 100 (external, only for insubstantial, warp, ect -10%, external -50%) [40] Invisibility (switchable+10%,travel -10% ) [40] Elastic Skin (travel -10%, alternate to invisibility)(18/5) [4] Travel Talent 5 [25] Payload is only for using these abilities (and insubstantiallity) on others, allowing Pox to play "ghost of christmas" and other "guide" and escort functions. Death Powers [124] Beckoning (affliction, Malediction 2 +150%, Heart Attack +300%, Death Power -10%) [54] Detect (Target to be collected, base 5. can be changed by Patron. Precise +100%, long range no penalties +100%, Death power -10%, alternate) (15/5) [3] Healing (All life +80%, death Power -10%, Alternate)(51/5) [11] Sythe 2d impaling ( Melee 1,2 -20%,NOT alternate)[18] Death Touch 4d toxic (Melee C -30%, Aura +80%, AD 2 +50%, Death Power -10%, alternate)(38/5) [8] Deep Scythe d6 toxic(melee 1,2 -20%, Cosmic ignores DR +300%, Death Power-10%, alternate) (24/5) [5] Death Talent 5 [25] A series of Death based attacks and abilities. The basic power is the ability to kill by simply showing up to collect them. Also included is a detect set for the target to collect. Most of the game it will be one specific hero. Healing was included... Mostly because it fit thematically. Death can bring you back. It would be nice thematically to have resurrection powers (death escorting you back to life), but I think I'll just leave that to the patron. Social Death Powers [60] Spirit Empathy (Spirits of dead mortals and other Deaths-50%) [5] Indomitable [10] Unfazeable [15] Patron (Death) (appears on 12 or better if in death realm -50%, *2) [30] Skills [95] Modular Abilities 6 (cosmic, languages and historical information skills only-40%) [36] Brawling DX A 20 [20] (death talent) Body Sense DX H 15 [4] (travel talent) Travel(warp or jump) IQ H 19 [4] (travel talent) Fast Talk IQ A 15 [4] Interrogation IQ H 15 (indimadation -3) Forenensics IQ H 12(17) [1] * Excorism Will H 22 [2] (death talent) Acting IQ A 15 [4] Indimidation Will A 18 [2] Diagnosis IQ H 13(18) [2] * Occultism (Death Magic) IQ A 20 [4] (death talent) History (Disease) IQ A 13 [1] Trivia (Deaths of notable heros) IQ E 14 [1] Physiology IQ H 12 [1] chess IQ E 15(20) [2] * Law (Supernatural) IQ H 12 [1] Diplomacy IQ H 12 [1] Saviore Faire (Spirits) IQ E 15 [2] Area Knowldege (Supernatural) IQ E 14 [1] Accounting IQ E 14 [1] Psychology(Human) IQ H 12 [1] * bonus only applies when dealing with death: non fatal illnesses, bullet tragetories not through flesh, and chess matches vs the living do not receive talent Disadvantages[-72] Obsession (Retrieve Soul of Ultra Man) [-10] Callous [-5] Code of Honor (Code of Death: don't attack unless attacked or delivering, try not to kill anyone but the mark,Always bring the man in) [-15] Frightens Animals [-10] Quirk: prefers to tell literal truth [-1] looks down on lowly mortals [-1] Dead Broke [-30] (oh so punny!) And That's 1000 points. The Death of small pox. please critique. |
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I've made a roster here.
LemmingLord: I don't see a motivation clearly represented in the disadvantages. Compulsive Thrill Seeking (9) [-15] maybe? Lamech: can you make the tweaks we talked about? You might also replace the Gadgeteering with some actual physical combat abilities; being well-rounded in that way might be useful. ericthered: Basics looked good. Let me know when it's all fleshed out, including disadvantages. zoncxs: You're a bit ahead of everyone else. We could start you up going solo in the IC thread if you want. |
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Reposting some questions that I think got missed.
I'm currently assuming that the Talent limit of 10 applies to power talents, so please correct me if that's mistaken. Something that I may or may not want to do is take a limited form of High TL that applies only to Psi-Tech, so let me know how you'd feel about that! Michael, do you use GCS? |
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Note: I've closed the game. Players who are "in" are those in the roster, and momothefiddler and Talosian assuming they manage to produce workable characters.
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Bam! Tweaks made. Now I just need to get the backstory written up. Also Michael, do you have Pyramid 3_43? I only ask because it has a few cool options for MH mages... (specifically potion brewing.) If not I can always brew them like normal charms. |
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Ok I made some modifications including thrill seeker. I added 50 points to our signature headquarters. Also with the game masters and leeches permission I would like to be at least a part time henchman of Phoenix. I'm not hard working but I am useful.
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I am ok with starting in advance. just need to pick gear.
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Eidolon - Markus Sharpe
Attributes [140] ST 10 [0] DX 12 [40] IQ 14 [80] HT 12 [20] HP 10 Will 14 Per 14 FP 12 Basic Lift 20 Damage 1d-2/1d Basic Speed 6 Basic Move 6 Advantages [845] Non-Power - 129 Appearance (Very Handsome, Impressive) [16] Combat Reflexes [15] Compartmentalized Mind (Limited: Psi, No Mental Separation, -25%) [38] Controllable Disadvantage (Callous) [1] Energy Reserve 15 (Psi) [45] Less Sleep 2 [4] Photographic Memory [10] Psychokinesis - 91 PK Shield 10 [40] Protected Power (Psychokinesis) [5] Psychokinesis Talent 1 [5] TK Grab (Short Ranged) 10 [40] Umbrella [1] Telepathy - [534] - Attacks - Instill Fear 5 [30] Mental Blow 4 [28] Mental Stab 4 [69] Sleep 4 [36] - Mind-reading/Communication - Emotion Sense 2 [9] Telereceive 4 [45] Telescan 4 [25] Telesend 4 [24] - Mind Affecting - Aspect 5 [20] Emotion Control 4 [30] Mindwipe 3 [26] Suggestion 4 [35] - Miscellaneous - Avatar [1] Borrow Skill 4 [16] Mind Clouding 4 [24] Mind Shield 10 [40] Ping [1] Protected Power (Telepathy) [5] Tactical Reading [1] Telepathy Talent 10 [50] - Social - Glamour (Elastic Skin, Telepathy, Requires IQ vs. Will Roll, -30%) [14] Social Chameleon (Telepathy, -10%) [5] Teleportation - 91 Autoteleport 7 [65] Combat Teleport [15] Expulsion [1] Protected Power (Teleportation) [5] Teleportation Talent 1 [5] Disadvantages [-100] Chronic Depression (CR 9, Mitigator: Daily Meditation*, -60%) [-9] Code of Honor (Well-Intentioned Extremist**) [-5] Dependant (Daughter***, 25% of starting points, 9 or less, Loved one) ( [-20] Obsession (Establish New World Order, Long term, CR 6) [-20] Odious Personal Habit (Control Freak, Withholds Information, Manipulative)[-10] Secret Identity (Eidolon, Possible Death) [-30] Supersensitive (Mitigator, Daily Meditation*, -60%) [-6] Quirks [-5] Always Cordial Nosy Personality Change (No Sense of Humor as Eidolon) Proud Uncongenial Skills [120] Combat [28] Guns (Pistol), DX+2, (E), 14 [4] Judo, DX+2, (H), 14 [12] Karate, DX+2, (H), 14 [12] Knowledge [19] Area Knowledge (???), IQ+1, (E), 15 [2] Current Affairs (Business), IQ+0, (E), 14 [1] Current Affairs (Headline News), IQ+0, (E), 14 [1] Current Affairs (Politics), IQ+0, (E), 14 [1] Current Affairs (Supers), IQ+0, (E), 14 [1] Expert Skill (Psionics), IQ+0, (H), 14 [4] Law (U.S. Contract), IQ+0, (H), 14 [4] Psychology, IQ+0, (H), 14 [4] Research, IQ-1, (A), 13 [1] Miscellaneous [21] Administration, IQ-1, (A), 13 [1] Climbing, DX-1, (A), 11 [1] Computer Operation, IQ+0, (E), 14 [1] Disguise (Human), IQ-1, (A), 13 [1] Driving (Automobile), DX-1, (A), 11 [1] Driving (Motorcycle), DX-1, (A), 11 [1] First Aid, IQ+0, (E), 14 [1] Intelligence Analysis, IQ+0, (H), 14 [4] Meditation, Will-2, (H), 12 [1] Observation, Per+0, (A), 14 [2] Shadowing, IQ-1, (A), 13 [1] Stealth, DX+0, (A), 12 [2] Streetwise, IQ-1, (A), 13 [1] Swimming, HT+0, (E), 12 [1] Tactics, IQ-2, (H), 12 [1] Throwing, DX-1, (A), 11 [1] Psi [33] Aspect, Will+8, (H), 22 [1] Autoteleport, IQ+3, (H), 16 [8] Borrow Skill, IQ+8, (H), 22 [1] Emotion Sense, IQ+8, (H), 22 [1] Glamour, IQ+8, (H), 22 [1] Instill Fear, Will+8, (H), 22 [1] Mental Blow, Will+8, (H), 22 [1] Mental Stab, Will+8, (H), 22 [1] Mind Clouding, IQ+8, (H), 22 [1] Mind Shield, Will+8, (H), 22 [1] Mindwipe, Will+8, (H), 22 [1] PK Shield, IQ+0, (H), 16 [8] Sleep, IQ+8, (H), 22 [1] Suggestion, IQ+8, (H), 22 [1] Telereceive, IQ+8, (H), 22 [1] Telescan, Per+8, (H), 22 [1] Telesend, IQ+8, (H), 22 [1] TK Grab, IQ+0, (H), 14 [2] Social [19] Acting, IQ+0, (A), 14 [2] Body Language, Per-1, (A) 13 [1] Detect Lies, Per-1, (H), 13 [2] Diplomacy, IQ+0, (H), 14 [4] Fast Talk, IQ+0, (A), 14 [2] Interrogation, IQ-1, (A), 13 [1] Intimidation, Will+0, (A), 14 [2] Propaganda, IQ+0, (A), 14 [2] Public Speaking, IQ+0, (A), 14 [2] Savoir-Faire (High Society), IQ+0, (E), 14 [1] [140] + [845] + [120] - [100] - [5] = 1,000 *I use meditation for lack of a better word. Really, he's applying his telepathic powers inwards to put his mind in order and wall it off, allowing him to bypass his depression rather than dealing with it. Same thing with Supersensitive. He prepares himself and walls off his mind in order to not be inundated by extraneous telepathic noise. **His Code of Honor is mostly involves limiting the pain, death, and destruction he inflicts to necessary levels. He is perfectly willing to cause massive amounts of pain, death, and destruction, but only if it is necessary, or is the surest means of success. ***His daughter, Dania Sharpe, is about 16. I'll put together some general information on her if Michael wants to stick to building all NPCS, or if he's okay with it, I'll build her (subject to his approval). She's at 25% point cost (250 points O_o), so she's probably going to have a lot of point is Psionic Talents and such. In case there was any question, she has no idea about his alter ego. Gear - $3,993.5 Not Carried: Bladed Hand (Plastic), 0.5 lbs, $200. Grappling Hook (Non-sparking, Padded), 3 lbs, $40. Rope, 1/4" (15 yards, supports 500 lbs), 0.9 lbs, $45. Everyday Clothing: Bladed Hand (Titanium, Very Fine), 0.75 lbs, $500. Brass Knuckles (Disguised as a belt buckle), 0.25, $20. Clothing, 2 lbs, $0. Leather Jacket, 4 lbs, $50. Costume: Boots, 3 lbs, $80. Concealable Vest, 2 lbs, $1,000. (DR 12 vs pi and cut, 5 vs everything else.) Costume, 2 lbs, $0. Long Coat, 5 lbs, $50. Sharp-Protective, 1 lb, $30. (DR 2 vs imp and cut, 1 vs everything else.) Gear (always carried): Ballistic Sunglasses, 0 lbs, $35. (DR 4 on the eyes.) Flex Cuff (x5), (0.025) 0.125 lbs, ($0.5) $2.5. Glock 26, 9x19mm (Tritium Reflex Sight), 1.85 lbs, $1,150. (Skill 15, Acc 1, 2d+1 pi, 160/1,800, 3, 10+1(3), -1, 2. Ignore -3 in darkness penalties. Glock 26, 9x19mm 10-round magazine (x2), (0.4) 0.8 lbs, ($8) $16. Glock 26 Wiper Suppressor, 0.2 lbs, $300. Micro-Camcorder (Rechargeable battery lasts 1hr. Holdout +1), 0.25 lbs, $200. Multi-Function Knife, 0 lbs, $25. Pocket Spyglass (4x magnification. Holdout -1), 0.25 lbs, $5. Retention Holster (+2 to Retain Weapon), 0.5 lbs, $100. Small First Aid Kit, 1 lb, $10. Small Tactical Light, 0.25 lbs, $100. Stun Gun, 0.5 lbs, $25. (Skill 12. HT-3 aff.) Tritium Illuminator, 0.1 lbs, $10. - I'm planning to write up some amount of physical description, personality, backstory, etc. tomorrow, but it might get delayed. Let me know if I messed anything up! |
Re: [OOC] Villains
Talosian: without having time to check everything, looks like you did something wrong with the cost of Compartmentalized Mind.
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Re: [OOC] Villains
The Harbinger of Hope is a hollowed-out asteroid used as the framework for a spaceship, made to research and help with the advancement of other species. Long ago, an unexpected ripple in hyperspace shot it out into realspace on a high-speed collision course with a planet. It took all the power of its stardrive to keep the impact from annihilating both itself and the planet, however it was still a significant impact that had the unfortunate side effect of killing all the aliens on board and making sufficient atmospheric changes to kill off all the large reptiles on the planet at the time. The core of its stardrive, its graviton crystal, shattered beyond repair under the stress. The connections and power to its main AI were damaged, so it went into a hibernation state and the contragravity device kept the ship floating in the ocean, its stone armor gathering dirt and appearing as an island until its power ran out around the time of ancient Greece and the ship (now a fabled island of magic referred to as Atlantis) sank beneath the waves. It wasn't until very recently, when radioactive waste was dumped nearby, that the autorepair bots kicked into gear and began repairing the ship, so it's only recently that the computer's back online. Now it has two goals: to bring the humans into an advanced utopia following its initial goals, and to use that advanced utopia to obtain a new graviton crystal, an item that can only be manufactured through an elaborate magical ceremony in the heart of a star. Upon waking, it gave a cursory examination of the species and its communication, determining to send an android version of itself to offer help to the Defenders of Peace. Unfortunately, this was the wrong choice and as soon as it mentioned the abolition of currency, they determined it was just more communist propaganda and dismantled the android for research. They were fortunately not able to get much out of it, but the Harbinger of Hope was immediately labeled a villain and it has now determined that the so-called 'heroes' of the world, while perhaps well-intentioned, are in fact holding humanity back from its potential and must be eliminated. It then spent several weeks examining the entirety of the planet in detail, gathering immense amounts of data for its campaign, and has now begun to gather its new allies.
My character so far:
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I don't know how to handle the disadvantages of having a brain that's giant computer in a spaceship at the bottom of the ocean and the advantages of having a factory to make android bodies to control with Possession. I did pay the points for Possession, but past that I don't know what's what so I didn't take Unaging or Unkillable but I also didn't take Sessile or SM+15 or ST0. Let me know what you think I should do with all that. I'm not done with equipment (I have a ton of software and some microbots to pick out, and probably a couple minisubs to throw in the hangar bays) but the computer and spaceship are the Signature Assets and I'll work on the rest. And here's the spaceship proper:
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Re: [OOC] Villains
Michael: I did. Forgot to add the -5% of Limited: Psi to the -20% of No Mental Separation. All good now!
Momo: I like the backstory, very clever. So, relevant question: Where is the campaign set (or will it be globe-trotting), and how similar is it to the modern world? I'm building Dania Sharpe right now, you're welcome to accept it or use it as a guideline. |
Re: [OOC] Villains
so after a small attempt I realize I need help picking put gear O,O
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Re: [OOC] Villains
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In other news, why do half of us have Unkillable 3? Can I make jokes about feebleman's souls paperwork having been burned? or at least put through a paper shredder? In other news, I have added some more traits, mostly for feel (if a death isn't indomitable, who is?), and also skills. I have a cosmic modular ability that I'm having trouble with. Right now its set at -40%. He can use those points for any language, or for remembering historical information, primarily area knowledge and history. Death has stalked the streets of London, seen Moscow in its glory, has great memories in Mexico City, and watched the rise and fall of empires. It also can be used for culture familiarity: basically it lets him talk to anyone about things they would know about. I'm debating expanding it to let him know about things related to death... for example, identifying poisonous plants, but not how to apply poison to a blade. The basic version is an effect (but not powered off of) the travel power. I'm not sure if the talent applies to it. |
Re: [OOC] Villains
I think I got my characters mentality down if I say so myself.
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Re: [OOC] Villains
Gm- spent my points. His gear is usually what he grabs from hq or on the street.
Yeah, we seem to have death as a major theme! I am curious how we will interact. Death by small pox: For all languages I know it shouldn't cost more than 60 points. Ie no more than a 6 pt modular cosmic ability. Probably less unless everyone hears him in their native tongues simultaneously. Or you could have an aura of afflict deaths language.. Seems odd that death has all stats of 10. Maybe that's ok though. I think Feebs and death will have much to discuss. Agent Chaos: I don't understand imbuements so ill just assume you rock. Need languages or foreign cultures? Feebs has some ideas to discuss with AC. Phoenix: I like your build and I'm not just saying a line. Feebs is built assuming you have allowed him to test some of your more dangerous gadgets including a fusion flight pack and an automated quick plastic surgery contraption that makes the users body melt into goo after 24 hrs(1000 diabolical uses). I am sure Feebs knows as little as you'd like him to know about your other secrets. |
Re: [OOC] Villains
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Re: [OOC] Villains
Momo beat me to it -_-
I can't find a single Wildcard Skill that fits. Encyclopedist has Area Knowledge, but also current affairs and all expert skills which isn't quite right. Scholar has History and some others that would be fairly appropriate, but also Public Speaking, Economics, Teaching, etc. (Both are from Supers.) Your best bet is probably to work with Michael to create a Wildcard skill. EDIT: Lamech, TECHNICALLY reduced attributes count as disadvantages. Personally I don't like using it that way, but I don't know how the GM feels about it. Also, most of your disadvantages (~-60) are racial, and don't count against the disadvantage cap. |
Re: [OOC] Villains
LemmingLord: Am I correct assume the suicide thing is for willing himself dead when captured to trigger Unkillable so he can resurrect somewhere else? Part of me wonders if that could be a perk... certainly the classic "cyanide capsule in a tooth" is an Accessory perk at best.
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Re: [OOC] Villains
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Everyone else: will try to get to looking over your character sheets tomorrow or maybe late tonight. |
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