Jump to content

alchemical_rogue

Members
  • Posts

    22
  • Joined

  • Last visited

Everything posted by alchemical_rogue

  1. Has anybody heard anything about this? It closed on Monday, right?
  2. Alright I'm done for now. I'll take edges to toughen him up as we get experience, he can be a little soft for now, having relied on his speed to not get hit. I am not sure if taking Muay Lopburi as the skill specialty for Athletics is too much in conjunction with the role path and the close combat specialty.
  3. Alright, i changed directions because it sounds like Gageteer would require knowledge of a lot of subsystems that I just don't know yet. Hopefully this will be a little easier to get off the ground. If you wouldn't mind giving it a once-over and double checking my math. Does having 2 dots in Stamina plus taking the Mega-Stamina edge give the effect of 3 Stamina (thus adding another health track)? Between Mega-Stamina and Hardy I would think they would have it, but I don't see anything explicitly stating you would. Also does Hardy and Mega-Stamnia kind-of do the same thing? I can choose a different Edge (maybe Direction Sense to enhance Warp powers) if so.
  4. yeah, I wasn't sure if the archetype was wrong or if my math was wrong, but that is what I noticed as well. I'll re-tweak to bring it in line with the 150 XP. I also don't know what to do with the Scale section. As far as I can tell, it only has meaning relative to something else.
  5. This is very much a work in progress (including the name). I have not played this system before, so please critique and let me know. I tried to use the Genius Archetype with its "customization" options and kind-of creating my own Origin Path.
  6. Name: Whipcrack (Jason Hunt) Concept: Cool-headed Mover Aspirations: slow down enough to have a heart-to-heart with a teammate; use training to be useful; make a genuine friend Origin Path: Adventurer (Justin Malta, distance runner Sneaky •) Role Path: Muay Lopburi Specialist (Grand Master Chun Nguyen: Muay Lopburi master Influential •) Society Path: Project Utopia (Bill Thomas: Covert Ops Well Connected •) Skills: Athletic (specialty: ) •••, Close Combat (specialty: bare-fists) •••, Enigma •, Integrity ••, Larceny ••, Survival • Attributes: (Finesse Approach) Intellect ••, Cunning ••, Resolve ••, Might •••, Dexterity •••••, Stamina ••, Presence ••, Manipulation •••, Composure ••• Skill Tricks: Deadly Strike (mixed action with Close Combat uses highest dice pool, not lowest) Edges: Hair Trigger Reflexes •, Fast Draw •, Hardy •, Precise Martial Arts • (Precise Strike), Fame • Mega-Attributes: Mega-Dexterity •••, Mega-Stamina • Mega-Edges: Rapid Strike •, Mega-Speed •, Multitasking • Quantum Powers: Quantum Attack •• (Thunder Punch Sonic(1), Brutal (1)), Warp • Quantum: •••(Quantum points 25) Transcendence: 2 Health: Bruised, Injured, Maimed, Taken Out Armor: 0 Scale: Durability 2, Leadership 1, Mental 1, Might 1, Power 1, Size 1, Speed 4 Experience Points spending: 150/150 XP (+1 Dex: 10 exp; +2 Quantum: 32 exp; +5 Mega-Edges: 60 exp; +2 1/2 Mega-Edges w/Transcendence: 12 exp; +3 Quantum Powers: 36 exp) Background: Jason grew up in the remote Canadian wilderness. He was used to long distances between neighbors, plane drops for food and supplies, and being self-reliant. His hobbies were what would be considered extreme sports in other parts of the world, but were just the way of life for him. The nearest "town" was about 20 miles away with no roads connecting where he lived to there. So Jason grew tired of waiting on the planes to make trips when they felt like it, and he started running to the village and back. Of course he took all day to run there and had to spend the night the first few times, but he found running relaxing and quickly worked his time down to about 3 hours of relatively flat, but still heavily wooded trail running. He had to do distance learning, but went into town 2-3 times a week for social events. One of the options in town was an old thai martial arts studio. With his endurance and natural strength training, Jason took to it quite easily and made steady progress. Then one day, just after arriving in town, he heard there was an emergency up toward where he lived and a helicopter had been dispatched about an hour ago. He turned around and took off to get back and see what was going on. He kept pushing for more and more speed, to make it back in time to help. Suddenly his powers erupted and he was running faster than he ever had. He made it back to his house in a matter of minutes, but with the long delay, it was already too late. Some kind of propane tank accident had caught his house and the surrounding woods on fire. The helicopter was able to dump water on the fire and get it out, but his family had been unable to escape. Jason was still young at 17, but didn't have any other family nearby. Master Nguyen took him in and he finished his last year of high school in the town. With his newly erupted powers, Jason learned to fight like never before, run like no else could, and eventually bend space itself. He stayed pretty local for several years, not fully utilizing his warping ability, as running fast could get him where he wanted and he more or less understood it. Then he headed to Winnipeg for university and even without any blood family back home, he found himself missing the place. Next thing he knew there was a portal to the front of the community center where he had learned martial arts next to him. Word spread pretty quickly about him and he was approached by Project Utopia. They want him to join a new Canadian version of Project Tomorrow, he hasn't really thought of himself as a hero, but he has a strong desire to make sure others don't end up losing their loved ones like he did.
  7. Quicksilver! (pic) Real Name: Pietro Maximoff Aliases: The Quick, Magnusson, and Silver Speedster Race: (Human Mutate) Place of Birth: Serbia Group Affiliations: Avengers and previously: Brotherhood of Evil Mutants Origin: _ Height: _ Weight: _ Hair: _ Eyes: _ Apparent Age: _ Apparent Gender: _ Unusual Features: _ Motivations: Defeating the Sentinels (you can add additional Motivations if you like) Complications: _ Hero Points: _ Fighting: _ Agility: _ Dexterity: _ Strength: _ Stamina: _ Intellect: _ Willpower: _ Presence: _ Powers: Descriptor: Effect Rank, modifiers Skills: Name Ranks (Ranks + Ability bonus) Advantages: _ Initiative: +_ Movement: _/per round Condition: Normal Close Attacks: +_, DC_ Grab: +_, DC_ Throw: +_ (range = Strength - weight) Ranged Attacks: +_, DC_, (range) Tactics: _
  8. I added my character sheet to the top post. Anyone who is a little more familiar, please feel free to look through and let me know what you think of the crunch so far. I will type up more of the flavor as I am able. I have a pretty good idea of who he is.
  9. Yeah I had found that and was using it. It has the drop down menus for 2nd Ed with the Virtues and Vices that I had selected that aren't compatible with actual 2e. It looks like there is a 2e for WoD and a 2e for CoD to add to the confusion. Maybe I just don't know the history well enough. I will use the "blank" sheet here and fill in the details needed. Thanks for your help figuring out which is the right version.
  10. I have them all, I've been trying to figure out which book is which. I got them as a humble bumble a while back with both versions, but they didn't seem clearly labeled to me.   I would appreciate a pointer to a good Character Sheet though, as that is much harder for me to find.
  11. I am working on making an Inquisitive Technician that joined the Dragon. He'll have Computer and Craft Skills and run a youtube channel as his profession. He builds robots and other knick-knacks, being a general handy-man. As a Bee, he will probably take an extra point in Coduit, Distant Vision, and the Spirit Projection. His Virtue is Temperance, but his Vice is Pride (which rubs up with the Dragon's humility in the face of fate). I am kind of waiting on the rest of the information to be flushed out to finish building him, but I have started with the Hunter and added as much Bee as I can so far. Warin the patient Warin couldn't believe it had only been a week. He had been working to build his YouChute following, posting regular videos of things he built for fun. He ran a pretty successful handy-man service that he inherited from his uncle. Warrin went to college and earned a degree in Software Engineering with a minor in Robotics. Most people didn't understand the difference, but Warin mostly just did what he enjoyed. Growing up, he was building stuff with his uncle from a very young age. Mostly it was rebuilding cars or small appliances, but as Warin got older, he became more interested in computers. He discovered modular components and started helping his uncle reprogram boards that had gone bad in more modern equipment. This earned them quite a large client base as they could work on things from the 70s up through modern times between them. Warin was a sponge taking in most of it easily enough. But as inevitably happens when you spend a lot of time on YouChute, Warin recently found himself spiraling down a rabbit trail of intrigue related to the supernatural. He started just laughing at how serious some people took it, but as he dug, he found more and more that seemed too convenient. He found links to external sites that he checked the back-end of and couldn't find any way these people were faking it or any reason for them to fake it if they were. This tangent of course lasted well into the night and he found himself all but falling asleep at his computer when suddenly something strange seemed to happen to him. He awoke the next day changed, unsure if this was real or just some weird dream. He was then recruited by the dragons, a shadowy organization with mysterious motives. Now that he had found the truth, he couldn't go back. He was ready to stand in the gap between the supernatural and everyone else. He found himself being sent to a small island off the coast of Maine that has recently become blanketed by a thick fog that has apparently cut it off from the rest of the world. At once knowing far more than he ever imagined about the truth of this world, and yet feeling like he still don't know nearly enough, Warin stumbles into the zombie-infested town of Kingsmouth seeking answers for both the dragons and himself.
  12. "Hey man, we are just as confused as you. Calm down, we are trying to figure this out together. Someone clearly dropped us here, but as I don't know either of you, I have no idea who might have done this to us. I'm Nocturne, what do you go by?"
  13. Since there is no time crunch, I assume TJ could use his teleportation to take W with him, even if he fails 10% of the time, they just don't teleport and appear back at start and try again. Does this sound correct? Sorry X51, Nocturne isn't trusting yet, but if they run into issues, he will allow you to copy. As an aside, do you copy all powers or just the one you target?
  14. "No need... I believe you. I've had enough of a brush with telekinetic/telepathic types. You do what you do, and I'll do what I do. So where do we go from here? I don't see much around." Nocturne holds his hands up and backs away as he speaks, then turns to look around for which direction to go.
  15. "Wendy, huh? I'm T.J., but most people just call me Nocturne. Can't really hide who I am. You have any idea how we ended up here? I know there are people who would target me for my powers."   As Nocturne finishes talking, he quickly jumps from where he was to a few feet over as a demonstration. He immediately holds his hands up in a non-threatening manner, just showing a little of what he can do as a show of faith.
  16. Sorry about the late start. I will try to be more vigilant. Been sick for a few weeks, but should be better now. 
  17. Nocturne feels the sudden shift of placement, and isn't quite ready, as he didn't initiate it. He reacted quickly, bracing for landing and managed to only stumble a little coming to stop in a dessert. He remained crouched as he looked around. Sand, lots and lots of sand. Except for....someone with neon hair? It was very confusing. One minute he had been chasing...something, and the next here.   Then the neon haired...woman(?)... spoke. "Do what? I just ended up here, wherever here is. Who are you?"    Nocturne then picks up some of the sand to start inspecting it and finding out where they could have been.
  18. Alright, I am pretty sure Nocturne is done if you want to look over it. What is our starting gear?
  19.   ALIAS: 'Nocturne' (Joseph Tyler "JT" Wagner) AGE: 20 ACTIVE POWERS: Teleportation, Blast Powers, Heightened Senses, Wall Clinger, Extra Limb (tail) PASSIVE POWERS: Super Smarts x3, Super Skill (Survival), Super Edge x3 (Dodge, First Strike, Improved Counter Attack) DESCRIPTION: Joseph stands about 5'10" with a slim build (about 180 lbs), but what stands out most is his body being covered in blue fur. It is not thick like Beasts, but short and wispy, appearing soft almost. He has yellow eyes that glow a little unsettlingly in the dark. He typically wears jeans and a t-shirt, but if he wants to blend in has to add a jacket and cap to hide his blue fur from casual observers. Most people react with shock and disapproval. Having his "mutant" status constantly on display creates some issues for him, but he is he able to travel most of the places he needs without covering the intervening space, so it doesn't cause him too much trouble.  He never thought about being anything but helpful with his powers. He has taken on any challenges he can from a young age. Due to his appearance, he wasn't able to attend school like other kids, but his father Kurt taught him enough and he started in a special school for others like him when he was old enough.  Attributes Agility Smarts Spirit Strength Vigor d8 d12 d4 d8 d6   Skills Athletics d6 Battle d4 Common Knowledge d4 Electronics d4 Healing d8 Notice d8 Persuasion d4 Research d4 Shooting d10 Stealth d4 Survival d8 Thievery d6   Derived Stats Pace Parry Size Toughness 6 2 0 5   Hindrances Distinctive Appearance Minor - Your super’s appearance (covered in blue fur) is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd  and can even cause troublesome social problems among his own people. The appearance must be present in and out of costume to count as a Hindrance—all supers are distinctive in costume. Impulsive Major - The daredevil almost always leaps before he looks. He rarely thinks things through before taking action. Mild Mannered Minor - Your milquetoast just isn’t threatening. He has a soft voice and soft-looking blue fur. He has a hard time looking tough. He subtracts 2 when making Intimidation rolls. Overconfident Major - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates. Edges Arcane Background This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants 45 Power Points. No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. See page 17 for more information on activating and using powers. Combat Reflexes Your warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being Shaken or Stunned. Counter-Attack Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per turn (if not Shaken or Stunned), the character receives a Free Attack (page 101) against one failed Fighting attack against him. The counterattack takes place  immediately (before other hits against the hero on the same Action Card, if any). Improved Counter-Attack As above but the hero gets a Free Attack against up to three failed attacks each turn. Dodge The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual  cover, however. First Strike Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101). Powers Attack, Ranged (Level 3) Trappings: Blasts from the Brimstone dimension. The super has an attack with a Range of 12/24/48. Damage is 5d10 Modifiers: Enhanced Damage (+4): For +4 points, the attack uses d10s for damage. Lethal (–1): The supers’ attacks are inherently deadly. He can attempt a nonlethal attack but suffers the standard –1 penalty to the attack roll, and damage is reduced a die type. Extra Limb Trappings: Tail Your character has an additional prehensile Tail. He can take an additional physical action with it every round, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action,  such as grappling someone. Each level in extra limbs grants an additional limb (and action). Heightened Senses (Level 2) Trappings: Mutation (Yellow Eyes). The character has extremely powerful senses. Choose one of the enhanced senses below for each level in the power. All instances of heightened senses stack with the Alertness Edge, but not with each other. Infravision: The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties. Low Light Vision: The character can see in Dim and Dark conditions, but not in total darkness. If he also has Infravision, he ignores all illumination penalties. Super Smarts (Level 3) Trappings: Massive brain (Smarts) This power increases a chosen attribute one step per level. Derived statistics, such as Toughness, round down, so that a d12+1 Vigor produces a Toughness of 8. Each level in super attribute also raises the attribute’s maximum a like amount. Each attribute is considered a separate power, and Modifiers affect them individually. Super Edge (Level 3) Trappings:  Extraordinary background Each level of this power grants the character any one Combat Edge allowed in the setting—regardless of its requirements (except other required Edges—a character still has to have Frenzy before taking Improved Frenzy, for example). Note this power cannot grant other types of Edges (Background, Social, Legendary, etc.). Dodge, First Strike, Improved Counter-attack Super Skill (Level 5) Trappings: Natural genius Super skill buys or increases a skill (and its maximum) by 1 step per point. This reflects extreme training, talent, or supernatural enhancement of some sort. Super skill counts as a single power regardless of the number of skills affected. Teleport Trappings: A cloud of smoke Teleport allows a character to disappear and instantly reappear up to 48” distant. This counts as his movement for the round and is a free action. Adjacent opponents do not get a free attack against the teleporting character as he exits (but  those with First Strike do as the teleporter appears next to them). The teleporter must be able to see his destination to teleport with no roll. If he’s teleporting to a place he’s previously seen, he may do so safely with a Smarts roll at –2. If he wishes to teleport to a previously unseen location, he must roll at –4. Failure means the teleporter has hit an object of some sort. He returns to where he came from and is Shaken. A roll of 1 on the Smarts die (regardless of the Wild Die) results in 3d6 damage. The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above.  Carrying Others: The teleporter can take others with him by touching them (up to six unless the GM says otherwise), but this requires a Smarts roll as above, and each rider inflicts a –1 penalty to the roll. Modifiers: Range (+4): range increases to 48”. Uncanny Reflexes Trappings: Amazing reflexes As long as the hero is aware of an incoming attack, it suffers a –4 . This applies to both melee and ranged attacks, but doesn’t stack with penalties from other powers (use only the highest if a character has more than one power-based attack penalty). Modifiers: Blinding Reflexes (+2): The hero can potentially avoid area effect attacks as well. Unless caught unaware, he can make an Agility roll vs the attack result. If successful, he moves just outside the closest edge of the explosion (as long as it is within his normal movement). Wall Walker Trappings: Micro-suction Discs Characters possessing this power can walk on horizontal surfaces or even upside down at their normal Pace (and may run). As long as the surface can support it, wall walking characters may carry their normal load limit with them as they go. Creation Breakdown Traits Attributes: Agility x2, Smarts x 1, Strength x2 (5/5); Vigor x1 - hinderance; Smarts x 3 - Power Skills: 15 free + 5 from Powers. Only Shooting goes over ability, so 5 pts cost, otherwise 1 pt/dice. Hiderances/Edges Hinderances: Distinctive Appearance (2), Mild Mannered (1), Impulsive (2), Overconfident (2; used to add 10 power points, per Super Karma on pg 4 of SPC) Edges: Arcane Background (free in SPC), Counter-Attack (human free edge), Combat Reflexes (from Hinderances), Dodge (Power), First Strike (Power), Improved Counter-Attack (Power)  
  20. I am thinking of making a Nocturne type character, with her father's powers and the "hex-bolt", but as a man. I am still looking through powers to see if anything else seems thematically appropriate.
×
×
  • Create New...