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Character Creation.

Posted by Sword of DamoclesFor group 0
Sword of Damocles
GM, 6 posts
Sun 26 Feb 2012
at 21:45
  • msg #1

Character Creation

Please put all rolls and discussion regarding chargen in this thread.
Supplicant 1
player, 3 posts
Tue 28 Feb 2012
at 02:02
  • msg #2

Re: Character Creation

20:51, Today: Supplicant 1 rolled 271 using 5d100. Powers (all powers).
20:50, Today: Supplicant 1 rolled 5 using 1d6+2. Powers.
20:48, Today: Supplicant 1 rolled 16 using 5d6.
20:39, Today: Supplicant 1 rolled 17 using 4d6, dropping the lowest dice only. Stat 5.
20:39, Today: Supplicant 1 rolled 13 using 4d6, dropping the lowest dice only. Stat 4.
20:38, Today: Supplicant 1 rolled 10 using 4d6, dropping the lowest dice only. Stat 3.
20:38, Today: Supplicant 1 rolled 9 using 4d6, dropping the lowest dice only. Stat 2.
20:38, Today: Supplicant 1 rolled 13 using 4d6, dropping the lowest dice only. Stat 1.


Dice roller didn't keep the unique dice, so I copied the top. Here it is:

You rolled 271 using 5d100 ((72,69,56,60,14)).

Not in front of my books do I can't say if these rolls are good or bad.
This message was last edited by the GM at 02:06, Tue 28 Feb 2012.
Sword of Damocles
GM, 14 posts
Tue 28 Feb 2012
at 02:05
  • msg #3

Re: Character Creation

In reply to Supplicant 1 (msg #2):

In order:

14 Death Touch
56 Light Control
60 Magnetic Powers
69 Paralysis Ray
72 Power Blast

Wow.....quite a few *boom* powers plus the ever fun Death Touch and Paralysis Ray (always seems to be the closest to a insta-win power in that you have to save on d100 vs. End to wake-up).
Supplicant 1
player, 4 posts
Tue 28 Feb 2012
at 02:08
  • msg #4

Re: Character Creation

Uh oh.

Not sure, but I think average stats just got worse :(

18:06, Today: Supplicant 1 rolled 42 using 1d100. Weakness.
Sword of Damocles
GM, 15 posts
Tue 28 Feb 2012
at 02:10
  • msg #5

Re: Character Creation

In reply to Supplicant 1 (msg #4):

Nope....but interesting all the same...

42 Physical Handicap
Supplicant 1
player, 5 posts
Tue 28 Feb 2012
at 03:18
  • msg #6

Re: Character Creation

In reply to Sword of Damocles (msg #5):

That's alot of blasting power.

I'm actually thinking:

Keep

Power Blast

Paralysis Ray


And either Magnetic Powers or Light Powers.

Magnetic powers is a little more powerful, so I'm leaning towards that.

I would drop Death Touch- its both too powerful and to much a Power drain on a guy that is already gonna be challenged in that department.  (His Power will probably be only 53).

This guy is pretty much a regular guy- maybe a track star in High School- with big boom powers, but otherwise a bit vulnerable. That being the case, the Physical handicap is a significant weakness, and unnessesary to keep when you consider the relative redundancy of the power set.
Sword of Damocles
GM, 16 posts
Tue 28 Feb 2012
at 03:21
  • msg #7

Re: Character Creation

In reply to Supplicant 1 (msg #6):

Another reason you may want to take Light Control over Magnetic Powers is the cost....A magnetic blast costs 5 power per shot vs. 1 power per shot for a laser blast.
Supplicant 1
player, 6 posts
Tue 28 Feb 2012
at 03:23
  • msg #8

Re: Character Creation

True.

I have a concept that might work for this guy too.

I'm curious what others are going to come up with, and I don't want to influence them, so I'll PM you with it :)
Supplicant 4
player, 2 posts
Tue 28 Feb 2012
at 04:21
  • msg #9

Re: Character Creation

OK, getting started...


20:20, Today: Supplicant 4 rolled 18 using 4d6, dropping the lowest dice only with rolls of 6,6,6,3. CHA.
20:20, Today: Supplicant 4 rolled 14 using 4d6, dropping the lowest dice only with rolls of 3,2,5,6. AGL.
20:20, Today: Supplicant 4 rolled 12 using 4d6, dropping the lowest dice only with rolls of 6,3,1,3. INT.
20:20, Today: Supplicant 4 rolled 13 using 4d6, dropping the lowest dice only with rolls of 3,2,6,4. END.
20:20, Today: Supplicant 4 rolled 16 using 4d6, dropping the lowest dice only with rolls of 5,6,3,5. STR.
Supplicant 4
player, 3 posts
Tue 28 Feb 2012
at 04:23
  • msg #10

Re: Character Creation

20:22, Today: Supplicant 4 rolled 8 using 5d6 with rolls of 1,2,1,2,2. Weight (x10).

80 lbs?  I can't make a guy 80 lbs., without making him a dwarf, or something...
Sword of Damocles
GM, 17 posts
Tue 28 Feb 2012
at 04:25
  • msg #11

Re: Character Creation

In reply to Supplicant 4 (msg #10):

lol.....I will allow a reroll on that :p
Supplicant 4
player, 4 posts
Tue 28 Feb 2012
at 04:25
  • msg #12

Re: Character Creation

Yep, it's on a low streak... had it rerolling ones automagically, took 4 tries...

20:24, Today: Supplicant 4 rolled 5 using 1d6+2, rerolling ones with rolls of {1}{1}{1}3. # of powers.
Sword of Damocles
GM, 18 posts
Tue 28 Feb 2012
at 04:27
  • msg #13

Re: Character Creation

In reply to Supplicant 4 (msg #12):

Base stats are pretty decent, plus he's a pretty boy! ;)
Supplicant 4
player, 5 posts
Tue 28 Feb 2012
at 04:28
  • msg #14

Re: Character Creation

And thanks for the allowed reroll.  I don't mind playing different things, but a midget or a dwarf or some kind of alien is all I can wrap my head around for 80 lbs...

I'll roll my powers then reroll weight...
Supplicant 4
player, 6 posts
Tue 28 Feb 2012
at 04:30
  • msg #15

Re: Character Creation

Forgot to uncheck "reroll 1s" but as I'm rolling a d100 it didn't matter.

My first roll is on Powers:
20:28, Today: Supplicant 4 rolled 32 using 1d100, rerolling ones with rolls of 32. Power roll 1: POWERS.

Heightened CHA B.

Pretty Boy indeed... maybe I should make "him" a "her"... well let's see what else I get.  But I'll roll for the power first, since you make rolls before decisions.

20:30, Today: Supplicant 4 rolled 21 using 3d10 with rolls of 8,9,4. HT CHA B. Wow, so a 39 CHA...
Supplicant 4
player, 7 posts
Tue 28 Feb 2012
at 04:33
  • msg #16

Re: Character Creation


20:31, Today: Supplicant 4 rolled 76 using 1d100 with rolls of 76. Power roll 2: POWERS.

That's Regeneration.

20:32, Today: Supplicant 4 rolled 43 using 1d100 with rolls of 43. Power roll 3: POWERS.

Heightened Speed...

20:33, Today: Supplicant 4 rolled 62 using 1d100 with rolls of 62. HT Speed x10.  So +620" move, +21 initiative.
Supplicant 4
player, 8 posts
Tue 28 Feb 2012
at 04:36
  • msg #17

Re: Character Creation

Haha!


20:34, Today: Supplicant 4 rolled 21 using 1d100 with rolls of 21. Power roll 4: SKILLS.

20:35, Today: Supplicant 4 rolled 14 using 2d10 with rolls of 6,8. HT CHA A.

This is getting redonkulous... I speak.  People listen.  Except evil people.  They kill me.  (This would bump my CHA to 53)...
Supplicant 4
player, 9 posts
Tue 28 Feb 2012
at 04:39
  • msg #18

Re: Character Creation

20:38, Today: Supplicant 4 rolled 27 using 1d100 with rolls of 27. Power roll 5: SKILLS.

That's Heightened Defense.  Always handy for a speedster.

Now for his weakness, then to figure what to drop:

20:38, Today: Supplicant 4 rolled 72 using 1d100 with rolls of 72. Weakness.

Reduced Endurance.  On a speedster... I'm thinking NOT.  I'll be dropping both Heightened Charisma rolls to ditch that albatross... :)
Sword of Damocles
GM, 19 posts
Tue 28 Feb 2012
at 04:42
  • msg #19

Re: Character Creation

In reply to Supplicant 4 (msg #18):

Interesting.....and really I am not sure what to think. I mean the stats are above average, and I would even be willing to let you rearrange them anyhow since you don't have to go in order.
Supplicant 4
player, 10 posts
Tue 28 Feb 2012
at 04:46
  • msg #20

Re: Character Creation

I might want to do some stat rearranging if you're okay with it.  The dice gave me a pretty straight up speedster.  But, with a 14 Agil, no attack powers besides HTH, and no bonuses to hit... I will be expending a ton of PR and missing people.  A lot.  :)

Still, it's a pretty "clean" concept... not too powerful nor wimpy... your classic speedster.  The HT. Defense and Regeneration totally play into the speed thing... and I always was a big fan of the 1987+ run of "The Flash"... heck, even loved the old TV show. :)

Let me wrap my head around a background/personality concept... and I'll decide on gender and re-roll my weight too.  Let me know if you have any thoughts, either here or PM or what have you.  I'm not secretive. :)
This message was last edited by the player at 04:48, Tue 28 Feb 2012.
Sword of Damocles
GM, 20 posts
Tue 28 Feb 2012
at 04:51
  • msg #21

Re: Character Creation

In reply to Supplicant 4 (msg #20):

I don't have a problem with the character also having access to some type of firearm or melee weapon (or both) to go with the speed. I'd probably do a little tweaking of some sort to the powers you do have since there are only 3. If you went S: 16, E: 14, I: 13, A: 18, C: 12 and came in at about 180 lbs. you'd have 18 hit points and 1d8 base HTH based on carrying capacity. Add in a melee weapon and you'd have the possibility of some reasonable damage, especially considering a minimum of 3 actions and possibly 4.
Supplicant 4
player, 11 posts
Tue 28 Feb 2012
at 04:59
  • msg #22

Re: Character Creation

Bless you!  Most GM's tend to forget the last paragraph on page 4!  :)

I'm mulling over concepts from here.  1963... cold war.  Just watched 13 Days a few weeks ago, probably very apropos.  I take it the game's American-centric and set in the US?
Sword of Damocles
GM, 21 posts
Tue 28 Feb 2012
at 05:04
  • msg #23

Re: Character Creation

In reply to Supplicant 4 (msg #22):

Yeah that is the direction I am going in.....I will be putting up a more comprehensive narrative about what is going on at this time in the game.

One thing I was thinking is to allow you to Regenerate every turn without having to spend an action, a side-effect of your speed/metabolism.
Supplicant 2
player, 2 posts
Tue 28 Feb 2012
at 08:56
  • msg #24

Re: Character Creation

14 CHA.
15 AGI.
12 INT.
13 END.
14 STR.

Weight: 220 lbs

Powers
3 <-- OUCH!

2 Powers 72, 93
72 Power Blast,
93 Vib Powers


1 Mag/Psi 26
Height Int B (+19) <-- drop

Weakness - 41
Phobia / Psychosis

Any chance I could reroll?  These powers are pretty darned ugly...
Although Vib Powers are kinda cool... has that Kitty Pryde 'phasing' aspect.

Poco Tehuantl
player, 1 post
Tue 28 Feb 2012
at 10:08
  • msg #25

Re: Character Creation

rolled 14 using 2d10 with rolls of 6,8. Animal power: h Agil. 
rolled 2 using 2d10 with rolls of 1,1. Animal ability: h Agil. 
rolled 18 using 2d10 with rolls of 9,9. Animal power: H Strength. 
rolled 4,3 using 1d6,1d8 with rolls of 4,3. Animal power: H Strength. 
rolled 3,4 using 1d6,1d8 with rolls of 3,4. Animal power 3. 
rolled 3,3 using 1d6,1d8 with rolls of 3,3. Animal power 2. 
rolled 4,1 using 1d6,1d8 with rolls of 4,1. Animal power 1. 
rolled 3 using 1d6 with rolls of 3. Animal powers: # of. 
rolled 3 using 1d6+1 with rolls of 2. Size Ch: max change. 
rolled 14 using 1d100 with rolls of 14. Size Ch: variable levels (20%). 
rolled 4 using 1d6 with rolls of 4. Natural Weapons. 
rolled 13 using 2d10 with rolls of 7,6. H Strength. 
rolled 5 using 2d10 with rolls of 2,3. H Strength. 
rolled 28 using 1d100 with rolls of 28. H expert. 
rolled 71 using 1d100 with rolls of 71. Skill. 
rolled 64 using 1d100 with rolls of 64. Skill. 
rolled 20 using 1d100 with rolls of 20. Power. 
rolled 6 using 1d100 with rolls of 6. Power. 
rolled 79 using 1d100 with rolls of 79. Power. 
rolled 66 using 1d100 with rolls of 66. Skill. 
rolled 40 using 1d100 with rolls of 40. Skill. 
rolled 12 using 4d6 with rolls of 1,4,2,5. Attr. 
rolled 17 using 4d6 with rolls of 6,4,6,1. Attr. 
rolled 15 using 4d6 with rolls of 5,2,6,2. Attr. 
rolled 17 using 4d6 with rolls of 5,5,5,2. Attr. 
rolled 12 using 4d6 with rolls of 3,4,2,3. Attr. 
rolled 18 using 5d6. Weight (male). 
rolled 7 using 1d6+2. # of Powers. 
rolled 60 using 1d100. Weakness.



So what this all amounts to is:

Strength:  13 + 31 = 44
Endurance:  15
Agility:  16 + 14 = 30
Intelligence:  11
Charisma:  10

Weight: 180'
Sex: Male

Powers:
- Heightened Expertise: +4 to hit, one weapon {own claws}
- Heightened Strength A: +5
- Size Change: up to category 3, able to stop anywhere in-between. 
- Animal Powers: Mammal
     - Heightened Strength A: +18
     - Heightened Agility A: +14
     - Heightened Senses: x4 to Detect Hidden and Detect Danger
- Emotion Control
- Heightened Strength A: + 13
- Natural Weapons {claws}: + 3 to hit, +6 to damage. 

Weakness:
Reduced Agility

Going for a Thunder Cat type character: a large mammalian warrior

Basic Hits: 4
Hit Point Mod: 9.1
Hit Points: 37
Healing rate: 1.6

Accuracy: +5
Accuracy with claws: +12

Damage: 2d10+4
Damage with claws: 2d10+10

Carrying Capacity: 7, 875'
Movement: 89'

Power: 100

Detect hidden: 32%
Detect Danger: 48%
This message was last edited by the player at 17:46, Wed 29 Feb 2012.
Supplicant 3
player, 2 posts
Tue 28 Feb 2012
at 10:14
  • msg #26

Re: Character Creation

GM:
Looking over the rough stats I will be honest that I am seriously concerned about the Size Change because the rough numbers at Size 3 is 1351 hp with a Carrying Capacity of over 200,000 lbs giving 6d10 HTH. With your Agility only dropping to 22 from 30 at a 4000 lb. weight your total bonus to HTH would be +11 (Agi + Natural Weapon + Heightened Expertise) for a 16 or less on HTH for 6d10+6 damage. I will admit that a character like that concerns me greatly. Size Change is one of those powers that is just a bit over-the-top and needs some serious balancing in regards to Basic Hits, Carrying Capacity, and Damage output...


One possible option is my tweaking how Size Change works in some ways. The way it is written is for each multiple in height you cube the weight, which I believe is somewhat how it works in reality. The problem is that strength is not increased exponentially with size. As an example take a hippo. It weighs 20 times what a human weighs but its strength is not 1000 times greater (that is the ratio for the character as written; 27 times the weight, 1000 times the strength). Realistically a significant amount of strength is going to be required just to move your own body about through space.

I could see Size Change working just with a lower weight multiple and a different formula for calculating carrying capacity and basic hits. With 1300+ hit points the character would be able to take THREE large nuclear strikes as they are written in the rules (20d20 I believe).

GM:
Here is a thought on the Size change about something I noticed: when a person is Smaller, they use their normal weight to calculate Basic Hits, Carrying Capacity, and Base HTH. I understand that they did that so a person doesn't have dramatically reduced hit points. In my opinion a person who is Bigger should likewise use their normal weight to calculate those things to keep a similar balance.

So at 27x weight(3x height) your guy would weight 4860 lbs but would calculate the above things based on his normal weight. That being said for the concept I am guessing you are looking for the 1.5x or 2x height makes more sense. There are a couple other things I am tinkering with on this but let me know what you think so far...


I really don't know the rules well enough, or have enough game experience to consider this.
I am happy to work with anything you like, be it:
- you tweak the Size Change rules
- we ignore the rolls, and simply say I can double my size*; and leave it at that
- you ask me to reroll that power
- you assign me, or let me choose, another power in its place

*   I see no game mechanical reason to decrease size!

     If this character doubled in size:
     Carry Capacity: 63,000'
     HTH damage: 5d10
     Effective Agility: 24
     Mod to hit: +4 (+11 with claws)
     Mod to dam: +2 (+8 with claws)
     Weight - 1440'
     Basic Hits - 29
     Hit Points - 247


Please just let me know what you desire, and such will become my own wish.
This message was last edited by the player at 11:21, Tue 28 Feb 2012.
Supplicant 3
player, 3 posts
Tue 28 Feb 2012
at 10:22
  • msg #27

Re: Character Creation

Supplicant 2:
Powers
3 <-- OUCH!

Any chance I could reroll?  These powers are pretty darned ugly...
Although Vib Powers are kinda cool... has that Kitty Pryde 'phasing' aspect.


Char gen rules do say ... (1d6)+2, reroll '1'.   So you should always have at least 4 powers.  Right, GM?
Supplicant 1
player, 7 posts
Tue 28 Feb 2012
at 10:50
  • msg #28

Re: Character Creation

Supplicant 3:  You win.

Awesome rolls.

We have our tank!
Supplicant 2
player, 3 posts
Tue 28 Feb 2012
at 13:00
  • msg #29

Re: Character Creation

Automatic reroll of 1?  Sweet, I missed that.
Reroll was 7 using 1d6+2.

Already rolled
    14 STR, 15 AGI, 13 END, 12 INT, 14 CHA
    Weight: 220 lbs   Height: 6'4"

    2pwrs - vib pwrs & pwr blast
    1 mag/psi - height int b (+19)
    Weakness - 41 Phobia / Psychosis
Add
    2 more powers
    97 - Weather Control (drop)
    93 - Vib Pwrs (x2)

    1 device
    80 Special Weapon

    1 mag/psi
    9 - Flight

Well now we've got a lot to work with!!!

Lemme see here...  how's about:


Oscillator

2x Vibratory Powers grants lowered cost per Vibe Attack & Defense (?), move through solids becomes 'Density Control' (like 'Vision') enabling going from Non-Corporeal (as power, PR=4 per hour) to 'Super-Dense' (weight/mass gain up to x2000 weight, invuln 20pts, disables flight)

Special Weapon - Vibranium 'Tuning' PitchFork
Spear-sized Tuning PitchFork grants +4 hit +1d10 damage and carrier Power Blast.  The pitchfork amplifies Vibratory Powers -- PR=4 for a double Power Blast/Vibratory combo (2d20 !!) which Disintegrates inanimate matter.
Tuning Pitchfork can translate Vibratory Powers and Power Blast to temporarily cause other effects, including:
- Earthquakes
- Force Field
- Radar / Sonar sense (Height Sense)
- Emotion Control ('vibe' waves) - primal fear, ecstacy/euphoria
- Invisibility
- Disintegration Ray

Oscillator can also fly, has a super-techie brain (INT +19), and can fire Power Blasts.

Did I go overboard?
I'm not saying the Tuning Pitchfork does all that all the time, but was suggesting that it could do some/most of that -- willing to work it out w/GM what might be required to make it do any/all of those things....?
Sword of Damocles
GM, 23 posts
Tue 28 Feb 2012
at 13:41
  • msg #30

Re: Character Creation

In reply to Supplicant 2 (msg #29):

I will get back to you and Supplicant 3 at some point today to discuss things further as I am off to work in a bit. I will say this though regarding the Vibranium Pitchfork; each one of those effects (not even including the carrier attack and amplification) is a full power in its own right. Even having half the things you suggest would be effectively 3 extra powers on top of the other things you thought about for the weapon.
Supplicant 3
player, 5 posts
Tue 28 Feb 2012
at 13:59
  • msg #31

Re: Character Creation

Supplicant 1:
Supplicant 3:  You win.

Awesome rolls.

We have our tank!

Yeah, the roller did like me on this occasion.  Although, it's had me create some quite wimpy characters during my time, too.
Little heroes with, like, no defensive powers, and 6 hit points   :-p
So it's nice to make a powerhouse.  Even if the GM takes Size Change from me, this kid is a monster.  To be honest, while SC is a bitchin' power, its annoying to have to keep alternate stats for the character ... Especially if they can take various sizes.

Looks like we got us a few Blasters/Ranged heroes, as well as this guy who, as you say, will be a frontline man.
And Supp 4 seems destined to be the face of our group.


Hehe. I'll be BA, Supp4 as Face, Supp1 & 2 can be Murdock and Hannibal.

"Ah pity da fool that gets in our way!"
Supplicant 2
player, 4 posts
Tue 28 Feb 2012
at 14:44
  • msg #32

Re: Character Creation

Sword of Damocles:
Even having half the things you suggest would be effectively 3 extra powers on top of the other things you thought about for the weapon.

Exactly.  I figure we can figure out somethings that the weapon can do, like a Hawkeye collapsible bow & super arrows or Thor hammer or Cap'n America shield...

But one solid power, or a few dinkies, and the opportunity to blow some invention points on power stunts & tricks is fine for me.

That's kinda what I was getting at w/the Pitchfork is that it 'could' do some of those things, in fact it may already have done some of those things, but it doesn't do all that all the time...
Sword of Damocles
GM, 24 posts
Wed 29 Feb 2012
at 01:06
  • msg #33

Re: Character Creation

OK so here I become rather unpopular. I don't like saying "no" but I honestly feel some things in V&V are overpowered and therefore I feel a need to tweak...

Supplicant 3:
I really don't know the rules well enough, or have enough game experience to consider this.
I am happy to work with anything you like, be it:
- you tweak the Size Change rules
- we ignore the rolls, and simply say I can double my size*; and leave it at that
- you ask me to reroll that power
- you assign me, or let me choose, another power in its place

*   I see no game mechanical reason to decrease size!

     If this character doubled in size:
     Carry Capacity: 63,000'
     HTH damage: 5d10
     Effective Agility: 24
     Mod to hit: +4 (+11 with claws)
     Mod to dam: +2 (+8 with claws)
     Weight - 1440'
     Basic Hits - 29
     Hit Points - 247


Please just let me know what you desire, and such will become my own wish.


Just so you know I wasn't suggesting a size decrease, just that the rules for calculating Carrying Capacity, Basic Hits, and HTH should be the same whether you are larger or smaller (ie. based on your initial weight at chargen).

So based on the above you could still choose to go between size 1, 1.5, 2, and 3 but the only stats that would change are the things based on Height Factor (movement, attack ranges, etc) and your weight would increase to the listed multiple. Your basic hits, carrying capacity, Agility modifier, and base HTH would all remain as if you are normal-sized. I would be willing to grant Invulnerability per attack equal to Height Factor (rounded down) to reflect thicker skin, thicker fat & muscle.

(plus a 7800 lb. carrying capacity and 2d10+10 damage is nothing shabby either)

Supplicant 2:
Automatic reroll of 1?  Sweet, I missed that.
Reroll was 7 using 1d6+2.

Already rolled
    14 STR, 15 AGI, 13 END, 12 INT, 14 CHA
    Weight: 220 lbs   Height: 6'4"

    2pwrs - vib pwrs & pwr blast
    1 mag/psi - height int b (+19)
    Weakness - 41 Phobia / Psychosis
Add
    2 more powers
    97 - Weather Control (drop)
    93 - Vib Pwrs (x2)

    1 device
    80 Special Weapon

    1 mag/psi
    9 - Flight

Well now we've got a lot to work with!!!

Lemme see here...  how's about:


Oscillator

2x Vibratory Powers grants lowered cost per Vibe Attack & Defense (?), move through solids becomes 'Density Control' (like 'Vision') enabling going from Non-Corporeal (as power, PR=4 per hour) to 'Super-Dense' (weight/mass gain up to x2000 weight, invuln 20pts, disables flight)

Special Weapon - Vibranium 'Tuning' PitchFork
Spear-sized Tuning PitchFork grants +4 hit +1d10 damage and carrier Power Blast.  The pitchfork amplifies Vibratory Powers -- PR=4 for a double Power Blast/Vibratory combo (2d20 !!) which Disintegrates inanimate matter.
Tuning Pitchfork can translate Vibratory Powers and Power Blast to temporarily cause other effects, including:
- Earthquakes
- Force Field
- Radar / Sonar sense (Height Sense)
- Emotion Control ('vibe' waves) - primal fear, ecstacy/euphoria
- Invisibility
- Disintegration Ray

Oscillator can also fly, has a super-techie brain (INT +19), and can fire Power Blasts.

Did I go overboard?
I'm not saying the Tuning Pitchfork does all that all the time, but was suggesting that it could do some/most of that -- willing to work it out w/GM what might be required to make it do any/all of those things....?


For the doubled Vibratory Powers I think the Density Control thing is a bit much and honestly doesn't fit with what I think of as Vibratory Powers. You are just vibrating your molecules so they pass through other things, not altering the actual density of your body. My thought for 2x Vibratory Powers is more on the lines of halving the cost (round down) of attack and moving through objects. I would also be OK with upping the range to Agi x 3 and upping the chance to affect devices to Str x 3% on a special attack.

As far as the Special Weapon goes again I feel it is overpowered as the intention is for it to be basically the equivalent of a super power. A "spear" that is +4 to hit, +1d10 HTH AND a carrier Power Blast (when you already have the power yourself)? I could see allowing him to use it to channel his Vibratory Attack as a carrier, that makes sense. Heightened Senses, I could see a vibration sense (Detect Danger x3) as you feel the vibrations in the surroundings around you. I would also be agreeable to you being able to focus your Vibratory Power through it on touch and have it effect inanimate objects the same way Disintegrate does (each point done destroys a point of structural damage).

(also remember that a normal spear is +3 to hit and +1d4 HTH)
This message was last edited by the GM at 01:21, Wed 29 Feb 2012.
Supplicant 4
player, 13 posts
Wed 29 Feb 2012
at 01:28
  • msg #34

Re: Character Creation

Trying to figure out a way to benefit from my velocity, but taking damage from a move-by style attack is going to turn my squishy character too pulpish.  And apparently using a weapon will still do damage to me.  I'd argue that the weapon should take the damage... but I don't want to argue. ;)

So back to figuring out how to make my character good at something besides dodging and running away... ;)

I guess I could go the "gun, bomb and knife" super-fast super-soldier routine, but it wasn't where I initially wanted to go...
This message was last edited by the player at 01:43, Wed 29 Feb 2012.
Sword of Damocles
GM, 25 posts
Wed 29 Feb 2012
at 01:47
  • msg #35

Re: Character Creation

In reply to Supplicant 4 (msg #34):

Well, how about this as a thought: Your Heightened Speed is your land movement, ie. how fast your feet move. How about him being able to spin like a top and fling knives (a la Riptide)? He could divide his velocity among his attacks which would give him a velocity bonus to damage. He would also get a +2 to hit for the velocity in addition to whatever was thrown. So as an example if he had 3 attacks using 220" movement each and was throwing knives he would have a +4 to hit and do HTH + 1d2 + 2d8 damage at a range equal to his Agility.

(Edited: damage for throwing knives was wrong)
This message was last edited by the GM at 15:18, Sun 04 Mar 2012.
Supplicant 4
player, 14 posts
Wed 29 Feb 2012
at 01:55
  • msg #36

Re: Character Creation

Honestly, I'd be happy being able to just get a velocity bonus to punches without breaking my hands. ;)

Sword of Damocles:
This is one person's way of dealing with move-by attacks:

MOVE BY

This action allows a character to attack while doing a full move. The character thrusts out an arm, leg, tail or what-have-you and hits the target as he moves by. This type of attack does half HTH damage plus bonus damage based on the character's velocity/2. One drawback is that without proper protection (Body Armor, Invulnerability, etc), the attacking character will take 1/3 of the damage himself. To Hit bonus for using whole body to attack is based on the characters weight * 1/2 using the weapons chart.


So looking at that, I'd do something like 1d8/2 +2, plus maybe 2d8 for velocity.  Average damage, say... 12 points... I'd take 4.  So my character would be good for maybe 4 "move-bys" before he knocked himself out.  Or, if he rolled with the damage (assuming I'm allowed to), he'd burn through his power even faster than he's already going to...

Hmm... not trying to be difficult, just thinking here...
Supplicant 4
player, 15 posts
Wed 29 Feb 2012
at 02:31
  • msg #37

Re: Character Creation

Still mulling over ideas... long day, not especially good... don't mind me. :)  I'm happy to work with what I can.  The "Riptide" idea may bear some fruit... any other suggestions (from GM or players) welcome!
Poco Tehuantl
player, 7 posts
Wed 29 Feb 2012
at 08:59
  • msg #38

Re: Character Creation

Sword of Damocles:
OK so here I become rather unpopular. I don't like saying "no" but I honestly feel some things in V&V are overpowered and therefore I feel a need to tweak...

<quote Supplicant 3>So based on the above you could still choose to go between size 1, 1.5, 2, and 3 but the only stats that would change are the things based on Height Factor (movement, attack ranges, etc) and your weight would increase to the listed multiple. Your basic hits, carrying capacity, Agility modifier, and base HTH would all remain as if you are normal-sized. I would be willing to grant Invulnerability per attack equal to Height Factor (rounded down) to reflect thicker skin, thicker fat & muscle.

I respect that decision. Size Change is one of the more powerful powers.
But your tweaks don't really suit this character, so I might go with:


Strength:  13 + 31 = 44
Endurance:  15
Agility:  16 + 14 = 30
Intelligence:  11
Charisma:  10

Weight: 180lb
Sex: Male

Powers:
- Heightened Expertise: +4 to hit, one weapon {own claws}
- Heightened Strength A: +5
- Size Change: up to category 3, able to stop anywhere in-between.
- Animal Powers: Mammal
     - Heightened Strength A: +18
     - Heightened Agility A: +14
     - Heightened Senses (* see Detect Danger, below)
- Emotion Control: cause fear with snarl/growl. 
- Heightened Strength A: + 13
- Natural Weapons {claws}: + 3 to hit, +6 to damage. 

Weakness:
Reduced Agility: -6

Basic Hits: 4
Hit Point Mod: 18.58
Hit Points: 75
Healing rate: 1.6

Accuracy: +5
Accuracy with claws: +12

Damage: 2d10+4
Damage with claws: 2d10+10

Carrying Capacity: 7, 875lb
Movement: 89'

Power: 100

Detect hidden: 8%
Detect Danger: 12% *
        * Can my Heightened Sense be a Detect Danger sense?

.
This message was last edited by the player at 17:47, Wed 29 Feb 2012.
Supplicant 1
player, 8 posts
Wed 29 Feb 2012
at 09:05
  • msg #39

Re: Character Creation

You guys are all awesome.

I'm just gonna stand back here and shoot stuff at people while you guys clean their clocks.

I'm officially the kitty pride of the group. (Okay, more like Cyclops)

Seriously though, my guy doesn't want to fight any of you guys...
Supplicant 2
player, 5 posts
Wed 29 Feb 2012
at 10:59
  • msg #40

Re: Character Creation

Sword of Damocles:
For the doubled Vibratory Powers I think the Density Control thing is a bit much and honestly doesn't fit with what I think of as Vibratory Powers. You are just vibrating your molecules so they pass through other things, not altering the actual density of your body. My thought for 2x Vibratory Powers is more on the lines of halving the cost (round down) of attack and moving through objects. I would also be OK with upping the range to Agi x 3 and upping the chance to affect devices to Str x 3% on a special attack.

Well, I admit I was getting creative with it, but I don't think 'Density Control' is totally out of line w/2x Vib Powers.  (Seems to fit with the vibrating thru things.)  Anyway, willing to let that go if it's a 'no go'.  Shucks.


Sword of Damocles:
As far as the Special Weapon goes again I feel it is overpowered as the intention is for it to be basically the equivalent of a super power. A "spear" that is +4 to hit, +1d10 HTH AND a carrier Power Blast (when you already have the power yourself)? I could see allowing him to use it to channel his Vibratory Attack as a carrier, that makes sense. Heightened Senses, I could see a vibration sense (Detect Danger x3) as you feel the vibrations in the surroundings around you. I would also be agreeable to you being able to focus your Vibratory Power through it on touch and have it effect inanimate objects the same way Disintegrate does (each point done destroys a point of structural damage).
(also remember that a normal spear is +3 to hit and +1d4 HTH)

I'm fine with NOT doing the extra +d10 HtH & instead doing normal spear damage, along with the effects you listed:
Carrier Vibration Attack
Disintegrate Objects
PLUS
Vibration Sense (Det Hidden x3 Det Danger x3) Allows sense w/o light (ie good vs darkness & blindness & invis & visual illusions)
Divining Rod -- set fork to frequencies of various materials (and energies) and detect them at INT x10" range, regardless of obstacles -- materials include organic matter (people & animals), various metals, water, wood, electric power, nuclear power, psychic power, magic power.  Only detects direction and approx quantity.

I guess that's good enough, but I was hoping for something that'd make the weapon 'special-er', ie give Oscillator some kind of 'unique gimmick' like Thor or Captain America or Batman w/his utility belt (swingline, batarangs, etc).

Maybe adjusting the Tuningfork's pitch to detect things is ok?  Or maybe instead it does something really cool & different...  Absorb Sonic, Light, Fire, Energy into PR score?  Incoming ranged attacks absorbed as Vib Attack Bonus?  etc

From what I hear you saying, I'm trying to cram too many powers into one device.  But that's not specifically my goal -- rather, I'm trying to make a device that's awesome and cool.  My main problem with the whole 'vibration sense' is it's almost like a 'blind man's walking stick' <-- not very cool or awesome, IMO.  (No offense to anyone intended.)  And despite x3 detects being good, it's not that exciting -- I'd prefer a 'Detect Weakness'-like sense.

Apologies for being challenging at character creation -- but this is the one time to work hard on this, after this the character is 'set' & then it's 'game on'.


BACKSTORY:  Jonas Oslow was an inventor fascinated with frequencies and signals.  One day he setup a tuning fork in his lab and got it to vibrate at a unique frequency, a frequency never created before -- it was a compound vibration, a signal which oscillated the underlying signal at a variable rate.  After his initial exposure to that frequency, Oslow discovered his mind had become affected -- he was smarter, more observant, quicker.

He remade the tuning fork into a larger portable device.  Another session and his body became able to control vibrations, he could fly, and he could emit powerful rays.

When he remade the tuning fork into a vibranium tuning Pitchfork, he had a hunch that this new superfork might amplify his powers further... and it did.
Supplicant 2
player, 6 posts
Wed 29 Feb 2012
at 11:04
  • msg #41

Re: Character Creation

re: Supplicant 4

Only problem with 'Move-By' attack is it clearly says in rules:

V&V rules:
Top of pg 22:
Characters may move & take action, or act & then move, but may not move, take an action, and move again in a single phase.  Nor may more than a single action be performed by a single character in a single phase.


But you could run up to something & slam it, stopping there.
You could still get a Velocity bonus, altho normally that'd hit both you AND them.

(I'm not the GM, however, so whatever they say...)
Sword of Damocles
GM, 26 posts
Wed 29 Feb 2012
at 17:18
  • msg #42

Re: Character Creation

In reply to Supplicant 2 (msg #41):

I think that is the reason why the person who wrote-up the Move-by attack did so as he did, so there is a cost to doing it to balance out that it doesn't strictly follow the movement rules.
Sword of Damocles
GM, 27 posts
Wed 29 Feb 2012
at 17:31
  • msg #43

Re: Character Creation

Poco Tehuantl:
Sword of Damocles:
OK so here I become rather unpopular. I don't like saying "no" but I honestly feel some things in V&V are overpowered and therefore I feel a need to tweak...

<quote Supplicant 3>So based on the above you could still choose to go between size 1, 1.5, 2, and 3 but the only stats that would change are the things based on Height Factor (movement, attack ranges, etc) and your weight would increase to the listed multiple. Your basic hits, carrying capacity, Agility modifier, and base HTH would all remain as if you are normal-sized. I would be willing to grant Invulnerability per attack equal to Height Factor (rounded down) to reflect thicker skin, thicker fat & muscle.

I respect that decision. Size Change is one of the more powerful powers.
But your tweaks don't really suit this character, so I might go with:


Strength:  13 + 31 = 44
Endurance:  15
Agility:  16 + 14 = 30
Intelligence:  11
Charisma:  10

Weight: 180lb
Sex: Male

Powers:
- Heightened Expertise: +4 to hit, one weapon {own claws}
- Heightened Strength A: +5
- Size Change: up to category 3, able to stop anywhere in-between.
- Animal Powers: Mammal
     - Heightened Strength A: +18
     - Heightened Agility A: +14
     - Heightened Senses (* see Detect Danger, below)
- Emotion Control: cause fear with snarl/growl. 
- Heightened Strength A: + 13
- Natural Weapons {claws}: + 3 to hit, +6 to damage. 

Weakness:
Reduced Agility

Basic Hits: 4
Hit Point Mod: 9.1
Hit Points: 37
Healing rate: 1.6

Accuracy: +5
Accuracy with claws: +12

Damage: 2d10+4
Damage with claws: 2d10+10

Carrying Capacity: 7, 875lb
Movement: 89'

Power: 100

Detect hidden: 8%
Detect Danger: 12% *
        * Can my Heightened Sense be a Detect Danger sense?

.


May I ask why the tweaks don't suit the character, for educational purposes?

Also, you calculated your hit point modifier incorrectly. You may not have swapped the Str and Agi sections. It should be: (4.3)x(1.8)x(2.4)x(1)= 18.58 which would give you 75 hit points.

As far as your Heightened Senses go, I am fine with Detect Danger & Hidden x4, that would represent more acute sight/hearing/smell.

I kind of like your take on Emotion Control for the character concept, it is pretty cool.
Poco Tehuantl
player, 8 posts
Wed 29 Feb 2012
at 17:40
  • msg #44

Re: Character Creation

Why the move away from Size Change:
- partially because your tweak mechanically only give as bonus to movement (of which PTs is already pretty cool) and Ranged Attack (which I don't see PT using much anyway).
- partially because I have another V&V character doing the growth thing.
- partially because I couldn't be bothered with recording the different stats required for the different sizes.

And partially because I read the Emotion Control rules, which I had previously discarded without much thought, and decided I liked.
I really think the fearful growl works for the concept better than getting bigger.

Thanks for the Increased Senses, also.  That's great.

With all that, I am happy to lock this character in for your game, if you'll have me and he along.  If you'll unlock me a character sheet in the character details section of this game, I'll transfer it in.

And thanks for the name change ... It means 'little jaguar god' of course.

I am looking forward to playing this with bated breath.
Sword of Damocles
GM, 28 posts
Wed 29 Feb 2012
at 17:49
  • msg #45

Re: Character Creation

In reply to Poco Tehuantl (msg #44):

Fair enough, and you should be able to edit the character sheet now.
Poco Tehuantl
player, 9 posts
Wed 29 Feb 2012
at 17:56
  • msg #46

Re: Character Creation

Danke!      Tho I see no character sheet, yet.
This message was last edited by the player at 17:58, Wed 29 Feb 2012.
Sword of Damocles
GM, 29 posts
Wed 29 Feb 2012
at 18:01
  • msg #47

Re: Character Creation

In reply to Poco Tehuantl (msg #46):

Oops! Sorry about that, I gave MYSELF a character sheet by mistake. You should have a blank one now. :)
Supplicant 4
player, 16 posts
Wed 29 Feb 2012
at 18:09
  • msg #48

Re: Character Creation

Sword of Damocles:
In reply to Supplicant 2 (msg #41):

I think that is the reason why the person who wrote-up the Move-by attack did so as he did, so there is a cost to doing it to balance out that it doesn't strictly follow the movement rules.


I'm certainly fine with having the option for a "move by" attack.  It just won't be my character's main attack form... too many broken knuckles... :D

But once in a while, since I have Regen and the GM has been kind enough to give it a "boost" due to my few powers... :)

Looking to tighten things up today - I appreciate the discussion.  :)
Poco Tehuantl
player, 10 posts
Eddy Romerez
The Little Jaguar God
Wed 29 Feb 2012
at 18:34
  • msg #49

Re: Character Creation

Ok, folks.

Poco {his friends also know him by his real name: Eddy} is ready to go. I have finished his description, and locked in his character sheet.

Ready to Rock and Roll.
Supplicant 2
player, 7 posts
Wed 29 Feb 2012
at 22:44
  • msg #50

Re: Character Creation

Did I miss something -- where did the other char's get generated?
Re-read thread but only see PT & me w/stats here...?

Some more ideas for tuning fork to come...!
Had a really good one, like super cool & unique-ish...!
Sword of Damocles
GM, 30 posts
Wed 29 Feb 2012
at 22:48
  • msg #51

Re: Character Creation

In reply to Supplicant 2 (msg #50):

Poco's character was generated using the roller in REKz's game then copied and pasted here (Supplicant 3). The dice roller here has the rolls for the other 3 players. :)
Sword of Damocles
GM, 31 posts
Wed 29 Feb 2012
at 22:50
  • msg #52

Re: Character Creation

In reply to Sword of Damocles (msg #51):

Also I haven't commented on your thoughts on the tuning fork from earlier as I haven't had the chance to really think it over plus I am waiting on the result of our discussion about 2x Vibratory Powers.
Sword of Damocles
GM, 32 posts
Thu 1 Mar 2012
at 01:04
  • msg #53

Re: Character Creation

Supplicant 2:
<I'm fine with NOT doing the extra +d10 HtH & instead doing normal spear damage, along with the effects you listed:
Carrier Vibration Attack
Disintegrate Objects
PLUS
Vibration Sense (Det Hidden x3 Det Danger x3) Allows sense w/o light (ie good vs darkness & blindness & invis & visual illusions)
Divining Rod -- set fork to frequencies of various materials (and energies) and detect them at INT x10" range, regardless of obstacles -- materials include organic matter (people & animals), various metals, water, wood, electric power, nuclear power, psychic power, magic power.  Only detects direction and approx quantity.

I guess that's good enough, but I was hoping for something that'd make the weapon 'special-er', ie give Oscillator some kind of 'unique gimmick' like Thor or Captain America or Batman w/his utility belt (swingline, batarangs, etc).

Maybe adjusting the Tuningfork's pitch to detect things is ok?  Or maybe instead it does something really cool & different...  Absorb Sonic, Light, Fire, Energy into PR score?  Incoming ranged attacks absorbed as Vib Attack Bonus?  etc

From what I hear you saying, I'm trying to cram too many powers into one device.  But that's not specifically my goal -- rather, I'm trying to make a device that's awesome and cool.  My main problem with the whole 'vibration sense' is it's almost like a 'blind man's walking stick' <-- not very cool or awesome, IMO.  (No offense to anyone intended.)  And despite x3 detects being good, it's not that exciting -- I'd prefer a 'Detect Weakness'-like sense.

Apologies for being challenging at character creation -- but this is the one time to work hard on this, after this the character is 'set' & then it's 'game on'.


I have no problem with the +4 to hit and +1d10 HTH since it is a super-weapon.

I don't see vibration sense as a "blind man's walking stick" as it basically works as a 360 degree sense in which you sense the vibrations around you.

As far as being a "device that's awesome and cool" remember that this is 1963 so a lot of things/weapons we take for granted now haven't even been invented or at least are extremely rare. Here you have this metal fork that allows you to channel your vibrations through it to stike. On a touch you can vaporize chunks of inanimate material. You can sense objects all around you from the vibrations they give off. To even some pretty advanced people that would be pretty whiz-bang.

Here is my thought:

+4 to hit, +1d10 HTH
Carrier Vibration Attack
Disintegrate Inanimate Objects
Vibration Sense (Det Hidden x3 Det Danger x3) Allows you to use your Det Hidden or Det Danger vs darkness,blindness, invisibility, & visual illusions
Absorb Kinetic Energy (Forcefield, HTH, Ice Blast, Power Blast) and transfer the energy into your Power score (1 held action to Absorb, 2 points of Power per point of damage; maximum amount you can hold is Power x 2)

Oscillator
player, 8 posts
Thu 1 Mar 2012
at 02:42
  • msg #54

Re: Character Creation

So when you say "Vibration Sense (Det Hidden x3 Det Danger x3) Allows you to use your Det Hidden or Det Danger vs darkness, blindness, invisibility, & visual illusions", that means it's a usable sense which is not affected by those factors, right?
I guess Vibration Sense wouldn't work in zero atmosphere (ie space, void, etc)?  Generally good to point out weaknesses (heroes are more interesting when they have weaknesses, IMO.  A la kryptonite.)

This version of the Special Weapon sounds good -- actually, sounds pretty darn cool!

And for a cool name, this Tuning Fork is called the 'Harmonic Resonance Transducer', or HART, and the main principle it uses is vibration transduction (conversion of vibration from kinetic to potential energy).

We can discuss his weakness in PM, is that ok?  I'd rather roleplay it & have it appear during game than just to post it.
This message was last edited by the player at 11:05, Thu 01 Mar 2012.
Supplicant 4
player, 17 posts
Sun 4 Mar 2012
at 05:42
  • msg #55

Re: Character Creation

Sorry guys, got swept up in work and family stuff.  Back to finishing off my speedster.  I've decided, based in part on the cool concepts you all have come up with, to go with a "legacy heroine" of Chinese-American persuasion.  Her powers come from mystic brands that have been passed from eldest son to eldest son for generations.  Unfortunately, her older brother died... and she's the last in line.  She's also thoroughly Americanized and not very fond of Chinese tradition.  And yet is dragged back into that world by fate and family responsibility.

So, (re) rolling her weight:  21:34, Today: Supplicant 4 rolled 12 using 5d4. Weight (x10).

So 120 lbs.

I'll be putting her stats together shortly. :)

Her "hero name" will be Kuài lóng - pronounced Kwai Long - "Fast Dragon".
Supplicant 4
player, 18 posts
Sun 4 Mar 2012
at 05:50
  • msg #56

Re: Character Creation

OK, so assigning my stats as follows:

STR 14
END 16
AGIL 18
INT 12
CHA 13

Powers:
Regeneration: Can heal per turn instead of per night.  Special: Automatically heals 1/turn w/out action
Heightened Defense: -4 to be hit while conscious and mobile.
Heightened Speed: +620" ground movement, +21 initiative.  Can "whirlwind" to fling small objects
for velocity bonus. Can perform "move by" maneuver.

Plugging her numbers into the spreadsheet I have, that also gives her 60 PR and 14 HP.  She has a 668" ground move.
Sword of Damocles
GM, 35 posts
Sun 4 Mar 2012
at 15:07
  • msg #57

Re: Character Creation

In reply to Supplicant 4 (msg #56):

OK I will change your name and allow you access to a character sheet. (It didn't let me use the name you provided because of the characters in it so I used Kwai Long).
Kwai Long
player, 19 posts
Sun 4 Mar 2012
at 19:07
  • msg #58

Re: Character Creation

Yeah I was figuring the funky accent marks wouldn't translate to RPOL too well.  Phonetically is fine... the actual name would be 快龍 anyway, and I KNOW that won't work. :)

Looking forward to the game!
Oscillator
player, 12 posts
HP 20/20
PR 73/73
Mon 5 Mar 2012
at 06:27
  • msg #59

Re: Character Creation

As long as it's fast dragon & not
your a** is draggin'!

:D
Kwai Long
player, 20 posts
Fast Dragon
Evelyn Zhang
Mon 5 Mar 2012
at 07:47
  • msg #60

Re: Character Creation

Is that Oscillator or Aspirator?  :P  :)
Poco Tehuantl
player, 15 posts
Eddy Romerez
The Little Jaguar God
Mon 5 Mar 2012
at 08:16
  • msg #61

Re: Character Creation

And then there were four!


Enough to start a game, Sword?
Oscillator
player, 13 posts
HP 20/20
PR 73/73
Mon 5 Mar 2012
at 09:12
  • msg #62

Re: Character Creation

HA HA

I aspire to oscillate.

Get my vibe?

(I'm going to be sticking in a TON of cheesy vibration quips, FYI.)
Poco Tehuantl
player, 16 posts
Eddy Romerez
The Little Jaguar God
Mon 5 Mar 2012
at 09:27
  • msg #63

Re: Character Creation






                                                                                                                                                         *groan*



.
Onyx
player, 10 posts
Mon 5 Mar 2012
at 10:05
  • msg #64

Re: Character Creation

In reply to Poco Tehuantl (msg #63):

LAUGH

OUT

LOUD!
Oscillator
player, 14 posts
HP 20/20
PR 73/73
Mon 5 Mar 2012
at 11:13
  • msg #65

Re: Character Creation

Why are you groaning, Pokey?

Cat got your tongue?




Gaaaahhhh...
Supplicant 6
player, 1 post
Thu 8 Mar 2012
at 23:06
  • msg #66

Re: Character Creation

OK, here goes nothing:
character generation:
Step One: Roll primary attributes: Strength, Endurance, Intelligence, Agility, Charisma.
15:58, Today: Supplicant 6 rolled 11 using 4d6 with rolls of 1,2,2,6. STATS.
15:58, Today: Supplicant 6 rolled 17 using 4d6 with rolls of 6,6,4,1. STATS.
15:58, Today: Supplicant 6 rolled 10 using 4d6 with rolls of 3,1,5,1. STATS.
15:58, Today: Supplicant 6 rolled 10 using 4d6 with rolls of 3,2,4,1. STATS.
15:57, Today: Supplicant 6 rolled 21 using 4d6 with rolls of 5,5,5,6. STATS.
I did this twice as I failed to record all die rolls the first time and didn't believe the high numbers. I was correct in my disbelief.
Strength 10
Agility 10
Intelligence 16
Endurance 17
Charisma 11
Step Two: Roll weight.
I chose a male, then rolled
16:00, Today: Supplicant 6 rolled 16 using 5d6 with rolls of 4,1,4,3,4. weight.
ok, so he weighs 160 lbs, I'll make him 5'8" so he's of average build.

Step Three: Roll powers.
16:24, Today: Supplicant 6 rolled 8 using 1d6+2, rerolling ones with rolls of 6. powers.
lucky me, I get more flexibility this way
16:31, Today: Supplicant 6 rolled 22 using 1d100, rerolling ones with rolls of 22. skills table. Heightened Charisma A
16:31, Today: Supplicant 6 rolled 90 using 1d100, rerolling ones with rolls of 90. skills table. Weakness Detection
16:31, Today: Supplicant 6 rolled 6 using 1d100, rerolling ones with rolls of 6. skills table. Heightened Agility A
16:30, Today: Supplicant 6 rolled 45 using 1d100, rerolling ones with rolls of 45. magic/psionics table. Magical Spells
16:29, Today: Supplicant 6 rolled 95 using 1d100, rerolling ones with rolls of 95. m/p items table. Weakness Detection
16:29, Today: Supplicant 6 rolled 8 using 1d100, rerolling ones with rolls of 8. skills table. Heightened Attack
16:29, Today: Supplicant 6 rolled 49 using 1d100, rerolling ones with rolls of 49. devices table. Life Support
16:28, Today: Supplicant 6 rolled 19 using 1d100, rerolling ones with rolls of 19. powers table. Emotion Control
I realized after the fact that I was re-rolling ones. But didn't feel like trying again.
16:32, Today: Supplicant 6 rolled 89 using 1d100. weakness. Special Requirement
1) Drop any one power. Eliminate the magic/psionic device weakness detection
2) Drop one more power if you want to remove the weakness. Drop the other device, because in the time frame this is set in I would be in one of those big NASA space suits, and that would look silly. So no weakness.
I'll continue the process, tomorrow.

Supplicant 6
player, 2 posts
Fri 9 Mar 2012
at 20:54
  • msg #67

Re: Character Creation

I think my character will have received his abilities after an airplane crash in the Himalayas, where he'll spend years in some hidden valley learning the native's secrets before returning to civilization. Although there's nothing about it
in the powers I rolled, I think I'll have him carry a pair of .45 automatic pistols with which to fight crime. Perhaps I could say something about the evil lurking in the hearts of men before I blow away the bad guys... or maybe not.
I chose a male, he weighs 160 lbs, I'll make him 5'8"..

Strength 10
Agility 21
Intelligence 16
Endurance 17
Charisma 22


    Powers
  • Innate Power
    Emotion Control
    Put the Fear of Me in Them
    16" radius attack (doesn't affect targets to the rear
    evokes fear in those that fail to save.
    PR = 8 per attempt
  • Skills
    Heightened Charisma
    type A, add 2d10 to Charisma
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht C.

    Heightened Agility
    type A, add 2d10 to Agility
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht A.

    Heightened Attack
    +1 point per experience level to damage scored

    Weakness Detection
    spend one action within 1" of a target and learn
    one of the subject's weaknesses, plus get a bonus
    of +6 on all attacks to the subject, continued use of
    the skill may learn additional weaknesses but adds no
    further combat bonuses. A subject's weaknesses are
    never forgotten, but the combat bonus can not be passed
    to others.
  • Magic/Psionics
    Magical Spells:
    Mystic Techniques
    Cloud the Minds - to utilize this technique requires an action
    and the expenditure of one point of power per mind affected
    the technique has a range that matches the user's intelligence
    and attacks all targets in range as Paralysis Ray, those that
    are hit with this ability can not sense, through any means, the
    user of the technique without a successful detect hidden roll

Sword of Damocles
GM, 37 posts
Fri 9 Mar 2012
at 21:45
  • msg #68

Re: Character Creation

In reply to Supplicant 6 (msg #67):

That looks fine overall. My only concern is how the Cloud the Minds power works. It makes more sense that it would attack as Mind Control as the same defenses that work against Mind Control seem logical to work against this power since it works on the mind. I know the base attack is 3 points lower but it is adjusted by your Charisma and your Intelligence. Also, as a mental power your Intelligence would be used for your accuracy (so it would be +2). So for example if you used it against a target you had a higher Cha and Int than you would need a 14 or less to be successful (9 base + 2 mental accuracy + 1 from higher Cha + 2 from higher Int). We can also hammer out the stats on the pistols as well. Kinda sounds like The Shadow in a way. So if this is acceptable to you I can unlock a character sheet and we can work out the final details.
Supplicant 6
player, 3 posts
Fri 9 Mar 2012
at 22:09
  • msg #69

Re: Character Creation

I based it on Paralysis Ray because I was thinking more of a physiological than a mental affect, but that's pretty much GM fiat. Actually, as it stands it seems a little weak. All it really does is force those affected by it to 'detect hidden' to notice the user. It's weaker than invisibility in that it has no combat adds. It's really not The Shadow's power as the subjects can't hear the user.
I was really trying to come up with something similar enough that you would think 'The Shadow' while making it different enough that you would append 'sorta'. I'm wide open to suggestions.
I'm certainly amenable to whatever tweaks work out, and was really thinking the pistols would just be pistols. I can happily populate the character sheet and run with what pans out. I've always been fond of The Shadow, despite the horrendous treatment the character received in '90s movies and comics, but think I'll push this character more towards an homage to than a recreation of.
Poco Tehuantl
player, 18 posts
Eddy Romerez
The Little Jaguar God
Fri 9 Mar 2012
at 22:22
  • msg #70

Re: Character Creation

Hey 6,
I love your choice of inspiration.
Supplicant 6
player, 4 posts
Fri 9 Mar 2012
at 23:16
  • msg #71

Re: Character Creation

So far, something like:
IdentityNightmareSideGood
NameLamar CragsonSexmale
Experience Level
Age Weight160
Basic Hits4Agility Mod0
Strength10Endurance17
Agility21Intelligence16
Charisma22Hit Mod(1.8)(1.8)(1)(1.2)=4.7520

Hit Points20Power64
Reaction Mod4Carrying Capacity216
Damage Mod3Basic HTH Damage1d4
Accuracy4
Detect Hidden12%Detect Danger16%
Healing Rate1.6


    Powers
  • Innate Power
    Emotion Control
    Put the Fear of Me in Them
    16" radius attack (doesn't affect targets to the rear
    evokes fear in those that fail to save.
    PR = 8 per attempt
    Heightened Charisma
    type A, add 2d10 to Charisma
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht C.

    Heightened Agility
    type A, add 2d10 to Agility
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht A.

    Heightened Attack
    +1 point per experience level to damage scored

    Weakness Detection
    spend one action within 1" of a target and learn
    one of the subject's weaknesses, plus get a bonus
    of +6 on all attacks to the subject, continued use of
    the skill may learn additional weaknesses but adds no
    further combat bonuses. A subject's weaknesses are
    never forgotten, but the combat bonus can not be passed
    to others.
  • Magic/Psionics
    Magical Spells:
    Mystic Techniques
    Cloud the Minds - to utilize this technique requires an action
    and the expenditure of one point of power per mind affected
    the technique has a range that matches the user's intelligence
    and attacks all targets in range as Paralysis Ray, those that
    are hit with this ability can not sense, through any means, the
    user of the technique without a successful detect hidden roll

Oscillator
player, 16 posts
HP 20/20
PR 73/73
Sat 10 Mar 2012
at 04:03
  • msg #72

Re: Character Creation

'Sup 6, love the character.  The sheet looks wild, too.

If you're gonna stick with guns, how about you get a spell that lets you do some cool bank shots & stuff?

"Nightmare on the Draw" -- shoot around corners, shoot a triple bank, etc?  heh  I guess it could just be a +6 bonus to hit on a single shot for PR=3 or something?

Or similar?  Just seemed like a fit.

Also the spell "cloud the minds" seems unlike a 'nightmare' per se.

For some reason, I'm imagining a Ghost Rider type.
:D
Supplicant 5
player, 1 post
Sat 10 Mar 2012
at 06:09
  • msg #73

Re: Character Creation

In reply to Supplicant 6 (msg #71):

I have had nearly the identical character but he had Psionics: Precognition, he was also named Nightmare. I am so jealous.
This message was last edited by the player at 06:10, Sat 10 Mar 2012.
Poco Tehuantl
player, 19 posts
Eddy Romerez
The Little Jaguar God
Sat 10 Mar 2012
at 06:45
  • msg #74

Re: Character Creation

Maybe you two should discuss a partnership.  You know, the 'weird-assed Grimm twins' or something ... or maybe both trained by the strange little Tibetan monks.
Sword of Damocles
GM, 38 posts
Sat 10 Mar 2012
at 07:19
  • msg #75

Re: Character Creation

Supplicant 6:
I based it on Paralysis Ray because I was thinking more of a physiological than a mental affect, but that's pretty much GM fiat. Actually, as it stands it seems a little weak. All it really does is force those affected by it to 'detect hidden' to notice the user. It's weaker than invisibility in that it has no combat adds. It's really not The Shadow's power as the subjects can't hear the user.
I was really trying to come up with something similar enough that you would think 'The Shadow' while making it different enough that you would append 'sorta'. I'm wide open to suggestions.
I'm certainly amenable to whatever tweaks work out, and was really thinking the pistols would just be pistols. I can happily populate the character sheet and run with what pans out. I've always been fond of The Shadow, despite the horrendous treatment the character received in '90s movies and comics, but think I'll push this character more towards an homage to than a recreation of.


Ah I didn't grok where you were going with that. Yeah it could be a physiological effect but then we would have to figure out what defends against it. In some ways it is weaker than invisibility but in other ways stronger. With invisibility things in the area can clue in opponents to there being an invisible person whereas I thought your intention with the spell was to make it as if he wasn't even there (at least until he does something to someone that has an obvious physical effect). It could be possible to throw in some kind of bonus to strike.....it seems workable if you want to work on it with me.
Supplicant 6
player, 5 posts
Mon 12 Mar 2012
at 03:09
  • msg #76

Re: Character Creation

I think I have half a handle on this:
Lamar Cragson was the son of a devout Baptist minister and his wife. He grew up
in the church, married, chose to go into missionary work and crashed in the Himalaya's while attempting to smuggle bibles into Communist Russia. When he came to, Lamar was alone in a cave. His injuries had been attended to, and there was food and water nearby. Dragging himself across the floor, he attempted to leave the cave and find his wife and the other members of the expedition. He passed out before he had traveled a dozen feet.
When he woke again, he was able to stand. He had been cleaned, and clothed, and was swiftly healing. His beard suggested he had been unconscious for months, but he was still alone. Wrapping a blanket around him, he staggered out of the cave
and straight into a blizzard. It was difficult to breath, and he could feel the ice forming around his nostrils and eyes. He had not gone far, when he was lifted and carried back to the cave. Even then he could not see or hear the one assisting him.
Back in the cave, Lamar returned to the bed. He felt defeated, worthless, unable to go on. Finally, he went to sleep.
When he woke, again, he knew he was not alone. He could see no one, yet he felt they were there. He attempted to speak to the people around him. First he thanked them, then he asked where he was. Finally, he asked if anyone else had been saved from the airplane. When he asked that, he heard, not with his head but in his heart, that he, alone, had come forth breathing. That was all Lamar could take. His body had been broken, now his mind, and even his soul, seemed to join it.
The yeti took great pains in putting Lamar back together. Although they told him who they were, he could never claim to have seen them. When he was healed, they led him to paths down the mountain, and Lamar reached a village where they had seen the plane go down. He made his way through the valleys to the sea, and worked his passage back to the states on a freighter.
Abandoning his life, Lamar took odd jobs and saved money. When he was able, he purchased a few black suits, hats, and trenchcoats from a resale shop. He bought a shotgun and a pistol from a pawn shop, and made a few sets of bolas. Somewhere, Lamar had developed a compulsion to "stop the evil" and he knew of no other way. The nightstick he acquired when a grateful police officer gave it to him.
One evening, after dispatching four subjects that appeared to have robbed a bank, the remaining conscious perpetrator asked him who he thought he was. Without missing a beat, Lamar responded "Your worst nightmare." The name stuck, and the press has called him that ever since.

IdentityNightmareSideGood
NameLamar CragsonSexmale
Experience0Level1
Age45Weight160
Basic Hits4Agility Mod0
Strength10Endurance17
Agility21Intelligence16
Charisma22Hit Mod(1.8)(1.8)(1)(1.2)=4.7520

Hit Points20Power64
Reaction Mod4Carrying Capacity216
Damage Mod3Basic HTH Damage1d4
Accuracy4
Detect Hidden12%Detect Danger16%
Healing Rate1.6


    Powers
  • Innate Power
    Emotion Control
    It's Just Not Worth It
    16" radius attack (doesn't affect targets to the rear
    evokes ennui in those that fail to save.
    PR = 8 per attempt
  • Skills
    Heightened Charisma
    type A, add 2d10 to Charisma
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht C.

    Heightened Agility
    type A, add 2d10 to Agility
    14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht A.

    Heightened Attack
    +1 point per experience level to damage scored

    Weakness Detection
    spend one action within 1" of a target and learn
    one of the subject's weaknesses, plus get a bonus
    of +6 on all attacks to the subject, continued use of
    the skill may learn additional weaknesses but adds no
    further combat bonuses. A subject's weaknesses are
    never forgotten, but the combat bonus can not be passed
    to others.
  • Magic/Psionics
    Magical Spells:
    Mystic Techniques
    Cloud the Minds - to utilize this technique requires an action
    and the expenditure of one point of power per mind affected,
    all affected target's can not sense the user of this technique with
    any senses as long as they remain in range and the user of the
    technique does not directly affect the target (including, but not
    limited to, attacking the target), the technique has a range that
    matches the user's intelligence and attacks all targets in range
    as Paralysis Ray


Nightmare's equipment
Nightmare is normally equipped with a police officer's nightstick, a set of bolas, an automatic pistol (.45 caliber, one extra clip, seven shots per clip, requires an action to change clips), and a sawed off shotgun (over and under, holds two shells, requires an action to reload, carries eight shells total)
    Weapon Characteristics
  • Hand to Hand
    Weapon:To Hit Modifier:Damage Caused:
    Bare Hands+41d4 + 4
    nightstick+62d4 + 4

  • muscle-powered ranged
    Weapon:To Hit Modifier:Damage Caused:Range:
    Bolas1+71d4 + 1d3 + 421" range
    1also causes entanglement (GM fiat)
  • technological ranged
    Weapon:To Hit Modifier:Damage:Range:
    Pistol+71d8 + 4126" range
    Shotgun+6three seperate 1d421" range

This message was last edited by the player at 03:34, Mon 12 Mar 2012.
Oscillator
player, 17 posts
HP 20/20
PR 73/73
Mon 12 Mar 2012
at 08:51
  • msg #77

Re: Character Creation

I just had a nightmare!
I mean, a bad dream
-- no, I didn't sleep with Nightmare!
What kind of heroes are you?!?!?
Perverted deviant heroes?
Grow up!

I'm going to vibrate on out of here.

~~~~~~~oscillator~~~~~~~

                                                                                                                      HA HA HA
Poco Tehuantl
player, 20 posts
Eddy Romerez
The Little Jaguar God
Mon 12 Mar 2012
at 09:35
  • msg #78

Re: Character Creation

Hey, Nightmare, how good was that vibrator?
Oscillator
player, 18 posts
HP 20/20
PR 73/73
Mon 12 Mar 2012
at 11:16
  • msg #79

Re: Character Creation

Careful Pokey!  Or I'll have Gumby give you a spanking.

*Clearly we need an in-character banter thread for those of us who've got our heroes made, eh?*
Sword of Damocles
GM, 39 posts
Mon 12 Mar 2012
at 14:49
  • msg #80

Re: Character Creation

Everyone please make sure you have something selected on your character sheet that you are training for the next level. :)
Poco Tehuantl
player, 21 posts
Eddy Romerez
The Little Jaguar God
Mon 12 Mar 2012
at 15:17
  • msg #81

Re: Character Creation

Done, Mine Capitain.
Kwai Long
player, 23 posts
Fast Dragon
Evelyn Zhang
Mon 12 Mar 2012
at 15:44
  • msg #82

Re: Character Creation

Done!
Supplicant 7
player, 2 posts
Wed 31 Oct 2012
at 15:43
  • msg #83

Re: Character Creation

OK...I've only got a couple minutes, but here are some dice rolls I'll start thinking about...

09:41, Today: Supplicant 7 rolled 98 using 1d100. Weakness. Vulnerability
09:39, Today: Supplicant 7 rolled 64 using 1d100. Mutant Power
09:39, Today: Supplicant 7 rolled 91 using 1d100. Magic.  Willpower
09:38, Today: Supplicant 7 rolled 75 using 1d100. Magic Items. Speed Bonus
09:37, Today: Supplicant 7 rolled 76 using 1d100. Power.  Regeneration
09:36, Today: Supplicant 7 rolled 4 using 1d6+2, rerolling ones. Powers.
09:35, Today: Supplicant 7 rolled 8 using 5d4, dropping the lowest dice only. Weight.
09:35, Today: Supplicant 7 rolled 13 using 4d6, dropping the lowest dice only. Attribute V.
09:35, Today: Supplicant 7 rolled 12 using 4d6, dropping the lowest dice only. Attribute IV.
09:35, Today: Supplicant 7 rolled 12 using 4d6, dropping the lowest dice only. Attribute III.
09:35, Today: Supplicant 7 rolled 12 using 4d6, dropping the lowest dice only. Attribute II.
09:34, Today: Supplicant 7 rolled 14 using 4d6, dropping the lowest dice only. Attribute I.


And...that's it for time!  Happy Hallowednesday!
Sword of Damocles
GM, 245 posts
Wed 31 Oct 2012
at 16:04
  • msg #84

Re: Character Creation

In reply to Supplicant 7 (msg # 83):

You may want to reroll the 5d4 for weight without dropping the lowest die. :)

Also take a roll on the Skills table, that way you have 5 powers to decide among (I think that was the lowest amount of powers everyone else rolled, trying to keep some level of balance).
This message was last edited by the GM at 16:10, Wed 31 Oct 2012.
Sword of Damocles
GM, 247 posts
Wed 31 Oct 2012
at 21:56
  • msg #85

Re: Character Creation

In reply to Supplicant 7 (msg # 83):

Mutant Power.....one of the catch-all powers. I have a number of documents written by long-time V&V GMs that have many possible mutant powers that I will be happy to share with you so you can find something suitable. (Or we can work something up too, maybe using some of those powers as a base of where to start)
Supplicant 7
player, 3 posts
Wed 31 Oct 2012
at 22:23
  • msg #86

Re: Character Creation

That would be awesome!

Oh, hey, good point on the weight!  Thanks.  This time I got a 13.  My only real worry is that the Regeneration and Speed together are a bit redundant with Vosper - but Mutant Power being so totally open gives us a lot of room to change that.  (Plus, my speed comes from Speed Bonus, also known as the pointless speed power, so that's a very attractive candidate for dropping!)

I'll take you up on adding a Skills roll, though...and that's...

16:14, Today: Supplicant 7 rolled 74 using 1d100. Mad Skillz.

So Natural Weaponry.

And I need to go start getting things ready for tonight, so no time for secondary rolls now.
Sword of Damocles
GM, 248 posts
Wed 31 Oct 2012
at 22:47
  • msg #87

Re: Character Creation

In reply to Supplicant 7 (msg # 86):

Well, Speed Bonus isn't necessarily useless. It can be applied to a particular form of movement such as jumping. Say a character has a 15 STR and 15 AGI. Using my jumping rules they would have a running jump of 21 feet (or 4"). If the person rolled a 5 on Speed Bonus and applied it to jumping their running jump would zoom to 54" or 220 feet, quite a difference. It isn't as impressive with straight ground movement I agree, but as noted above it can be worked with on other movement based on ground movement (swimming and climbing being other possibilities).

Is there a way I can get you those documents, cuz they are kinda big to cut-and-paste in here?
Poco Tehuantl
player, 121 posts
Hit Points: 72 ( /75)
Power Points: 30 ( /100)
Thu 1 Nov 2012
at 18:51
  • msg #88

Re: Character Creation

I am unsure how to achieve this, so I'm just going to put it out there for a GM/player response.


I'd like to use Eddy's 'Inventing Point' to invent a Power Feat for his Heightened Agility.
       {I understand that a Power Feat should not equal a Power; maybe being 1/2 to 2/3 the effect}

Cat-like Reflexes
Eddy's Heightened Agility makes him react spontaneously and reflexively to any perceived threat. Like a cat, he springs and twists about in a way that makes hitting him harder than one might first realize.
Effect: similar to Heightened Defence Power, all attacks against Eddy are calculated at minus 2 to their chance to hit.  This is automatic, with no PR cost, but only operates while Eddy is conscious and mobile.


I beleive this will, of approved by the GM, cost one Invention Point ... and requires a d% chance:
- 04:28, Today: Poco Tehuantl rolled 8 using 1d100 with rolls of 8.
Sword of Damocles
GM, 253 posts
Thu 1 Nov 2012
at 20:31
  • msg #89

Re: Character Creation

In reply to Poco Tehuantl (msg # 88):

That could certainly be a possibility, but I am not comfortable with giving that out mid-adventure. That would be the kind of thing that would be achieved during the down-time via something like danger-room training. (that is how I have always experienced it in other games; done either via level training or an "invention" in the down-time)

One of the problems is adjudication of course. My character Bonespike in another game had a power stunt from his ability to grow bone weapons where he grew angled plates that gave him an additional -4 to be hit by certain types of attacks on top of his Heightened Defense, *but* it cost him 2 power per turn to maintain and I think the GM was more generous because he only had 3 powers (Heightened Defense, Willpower B, and his Body Power: Generate Blades).

(P.S. I know Poco is feeling picked on, but he *is* tearing through the soldiers compared to everyone else so he currently is the biggest threat.)
This message was last edited by the GM at 21:27, Thu 01 Nov 2012.
Poco Tehuantl
player, 123 posts
Hit Points: 72 ( /75)
Power Points: 30 ( /100)
Thu 1 Nov 2012
at 23:06
  • msg #90

Re: Character Creation

Strange, ennit, that we feel that in comic book world, development comes through 'training in the danger room' rather than through real [game]world experiences.

But if you'd like this development to wait for downtime, I am fine with that.


And I don't feel picked on.  I know Eddy is wailing.  I guess I just want him to wail better and longer.
Supplicant 7
player, 4 posts
Tue 6 Nov 2012
at 20:34
  • msg #91

Re: Character Creation

I think the idea isn't so much that all of the advancement comes from the Danger Room, but just that it's more gradual... like, presumably Poco is trying to dodge these bullets like anybody, but it won't develop into a whole new ability that he can use all the time in one afternoon.  His adventuring time plus training time and all that all have to add up together and, in a game sense - big changes happen during downtime.  Like why D&D characters don't level up in the middle of a battle.  Usually.

Although with that said, I have always liked the idea of a Power Stunt as something you can do to stretch your powers for like, a single-use cool thing in the middle of a scene, which can then maybe be developed to a regular ability later.  I think there's a lot of, you know, "Comics precedent" for that, where they'll suddenly realize, "Hey, I can use my super-speed to make a tornado and keep all the air away from the fire!"  Or whatever.

For Cat-Like Reflexes as a downgraded Heightened Defense, I might also suggest that the bonus only applies to physical attacks.  It doesn't make sense to be able to twist out of the way of a Mind Control attempt, but a bullet or a blast of flame does.


OK!  So, um, on to, like, my own actual character that I'm supposed to be working on.  I have been thinking about what to do with the Mutant Power.  There are some really awesome ideas in the set you sent, several of which are definitely worth focusing a character around, and I can just pick one of those if you want.

But what I'm thinking is modeled on Transformation (Power Activation), but to say that instead of needing a round to `turn on' her Powers - she's constantly changing.  What I'm picturing is that every time she uses an active Power (eg., anything with a Power cost, or that you roll dice to use), there's maybe an accompanying d6 roll that, on a 1, means her Power scrambles - she rolls a new percentile on the Powers table, and it changes to that.  {Am still considering whether she should get `one last' activation of what she was trying to do, or if it should come out as the new one - eg., she tries to throw a Fire Bolt with Flame Powers, rolls a 1, re-rolls Invisibility - so she thrusts her hands out dramatically, and... vanishes.  Thematically, I think I like the second better, but the former gives, for instance, the GM, more time to think.}

More `passive' Powers (like Armor, Willpower, Natural Weaponry, etc) would have to change more gradually - when one of those comes up, it lasts through a `scene', or...until something happens that might change it.  Her Vulnerability should probably tie to that - if we go with Option B (Achilles' Heel), then a part of it could be that when exposed to whatever it is, everything scrambles.  Probably also stunning her for a full turn while her system recovers.  (Which would conveniently give me a little bit in real-time to sort out dice rolls and stuff...)

I do like the idea of keeping Transmutation's +2 Powers and +1 Weakness, with the secondary Weakness, too, shifting the same way, and the option to drop the Weakness for a scene if a Power goes with it.  Especially as I look at this and realize that what I'm really asking for her Mutant Power is kind of an advanced version of the Low Self Control Weakness.  I think the unreliability of it matches pretty well to the needing-a-round-to-get-started, balance wise, but I don't know.

Anyway - that is probably enough writing for this point.  I know it needs some more thought, especially in terms of how to handle the more open Powers - like, we probably don't want to spend a week figuring out what happens if she rolls Mutant Power again.  I figure we can either work some sub-charts out ahead of time, or just say those get re-rolled or drop down to the next one on the chart or, um, whatever.  But I'll stop now so that I can post this and let you know I really am still paying attention! grin  If the whole idea sounds like too much trouble, then, again, I definitely can just pick one out of the set you sent, because some of those were seriously cool.
Oscillator
player, 149 posts
HP 20/20
PR 68/73
Tue 6 Nov 2012
at 21:02
  • msg #92

Re: Character Creation

Poco Tehuantl:
I'd like to use Eddy's 'Inventing Point' to invent a Power Feat for his Heightened Agility.
       {I understand that a Power Feat should not equal a Power; maybe being 1/2 to 2/3 the effect}
Cat-like Reflexes
Eddy's Heightened Agility makes him react spontaneously and reflexively to any perceived threat. Like a cat, he springs and twists about in a way that makes hitting him harder than one might first realize.
Effect: similar to Heightened Defence Power, all attacks against Eddy are calculated at minus 2 to their chance to hit.  This is automatic, with no PR cost, but only operates while Eddy is conscious and mobile.

A) this is awesome
B) agreed you generally need 'some' downtime to learn a stunt
C) that is quite a stunt, & could use a few refinements -- like -2 def vs 1 attacker (not all as w/Height Def), only vs 'physical', and maybe he jumps accidentally now & again?  (Last one was humorous....)

Another idea could be a cat-falling stunt -- like he only takes a max of X damage & it goes to power first...?
Poco Tehuantl
player, 169 posts
Hit Points: 50 ( /75)
Power Points: 100 ( /100)
Fri 8 Mar 2013
at 09:18
  • msg #93

Re: Character Creation

Poco Tehuantl:
I'd like to use Eddy's 'Inventing Point' to invent a Power Feat for his Heightened Agility.
       {I understand that a Power Feat should not equal a Power; maybe being 1/2 to 2/3 the effect}

Cat-like Reflexes
Eddy's Heightened Agility makes him react spontaneously and reflexively to any perceived threat. Like a cat, he springs and twists about in a way that makes hitting him harder than one might first realize.
Effect: similar to Heightened Defence Power, all attacks against Eddy are calculated at minus 2 to their chance to hit.  This is automatic, with no PR cost, but only operates while Eddy is conscious and mobile.


I beleive this will, of approved by the GM, cost one Invention Point ... and requires a d% chance:
- 04:28, Today: Poco Tehuantl rolled 8 using 1d100 with rolls of 8.

is now the time to revisit this request?
Amaranth
player, 27 posts
HP 34/34
Power 77/77
Fri 8 Mar 2013
at 18:16
  • msg #94

Re: Character Creation

No! Go for the Projectile Hairball Attack!
Sword of Damocles
GM, 312 posts
Wed 13 Mar 2013
at 01:41
  • msg #95

Re: Character Creation

Poco Tehuantl:
Poco Tehuantl:
I'd like to use Eddy's 'Inventing Point' to invent a Power Feat for his Heightened Agility.
       {I understand that a Power Feat should not equal a Power; maybe being 1/2 to 2/3 the effect}

Cat-like Reflexes
Eddy's Heightened Agility makes him react spontaneously and reflexively to any perceived threat. Like a cat, he springs and twists about in a way that makes hitting him harder than one might first realize.
Effect: similar to Heightened Defence Power, all attacks against Eddy are calculated at minus 2 to their chance to hit.  This is automatic, with no PR cost, but only operates while Eddy is conscious and mobile.


I beleive this will, of approved by the GM, cost one Invention Point ... and requires a d% chance:
- 04:28, Today: Poco Tehuantl rolled 8 using 1d100 with rolls of 8.

is now the time to revisit this request?

I am agreeable to this, we will say the next mission takes place 2 weeks after the 1st one, that will have Poco and Onyx healed up not to mention some time to work on the move.

That being said, I do agree that it should only work against physical attacks that you are aware of (yes, you would get a Detect Danger roll if someone snuck up behind you or shot you from the rear). It wouldn't apply vs. mental attacks as they don't target your Agility. It also would not work against physical attacks with a huge area (as you can't really dodge out of a 100 foot radius blast of a bomb) although situationally if you are in an area that has a reasonable amount of cover relatively close to you I would allow it. It still gives a good amount of things it DOES work against.

How does that sound? (BTW the projectile hairball attack would be amusing to devise, save vs. Endurance or be thoroughly grossed out)
Poco Tehuantl
player, 172 posts
Hit Points: 50 ( /75)
Power Points: 100 ( /100)
Wed 13 Mar 2013
at 04:51
  • msg #96

Re: Character Creation

Great.  I agree to all that.

So can I accept this as authorized, please.
Oscillator
player, 211 posts
HP 20/20
PR 73/73
Wed 13 Mar 2013
at 10:26
  • msg #97

Re: Character Creation

It should also give Poco some boost for falling?

:D
Poco Tehuantl
player, 173 posts
Hit Points: 50 ( /75)
Power Points: 100 ( /100)
Wed 13 Mar 2013
at 10:34
  • msg #98

Re: Character Creation

No, no.  This is just fine.   I'll develop another HAg stunt for falling, and always landing on his feet.
Oscillator
player, 212 posts
HP 20/20
PR 73/73
Wed 13 Mar 2013
at 10:40
  • msg #99

Re: Character Creation

I think you should be able to die at least a few more times...!

:D
Poco Tehuantl
player, 174 posts
Hit Points: 50 ( /75)
Power Points: 100 ( /100)
Wed 13 Mar 2013
at 10:46
  • msg #100

Re: Character Creation

I think that's Ami's shtick.
Oscillator
player, 213 posts
HP 20/20
PR 73/73
Wed 13 Mar 2013
at 10:57
  • msg #101

Re: Character Creation

Sword of Damocles:
We will say the next mission takes place 2 weeks after the 1st one...

I think Poco will not be THE ONLY character doing some inventing, then...?

Yes, Oscillator will be inventing something cool up in his lab!!
Sword of Damocles
GM, 313 posts
Thu 14 Mar 2013
at 00:08
  • msg #102

Re: Character Creation

In reply to Poco Tehuantl (msg # 96):

Yes you may, and I find it amusing you added my exceptions verbatim to your character. :)
Sword of Damocles
GM, 314 posts
Fri 15 Mar 2013
at 14:25
  • msg #103

Re: Character Creation

I was looking at the Invention Rules in the V&V 2.1 book and I had overlooked this part:

One attempt to invent New Equipment may be made at a time,
requiring 2 months of game-time to do the work or only 1 month if
the character sits out of adventures to concentrate on his
experiments.


That time does not apply for a one-shot invention, but definitely does for full inventions or power stunts. So everyone will be healed in 2 weeks but that is not enough time to have worked on an invention/stunt in down-time. There are 2 choices, one being to increase the down-time until the next mission to 1 month so inventions/stunts can be completed and two being to rule that they are still being worked on but not ready yet. I don't want to be arbitrary because I forgot an aspect of a rule so I am putting out those 2 options for group consensus.
Oscillator
player, 214 posts
HP 20/20
PR 73/73
Fri 15 Mar 2013
at 20:02
  • msg #104

Re: Character Creation

As Osc has 3 IP's, I'd say 3 months sit aside?!?
Ha

While those rules are sorta good for sit down games, I think a little leeway for rpol is reasonable.

For example, in sit down games players probably level up every 3 sessions, or ~1x a month (less at higher levels).
On rpol, players may never level, & so far for me I've leveled in 2 games (after ~2 yrs or so!).

That said, you are the GM, so its your call.

If we go 1 mo, I'd like to attempt the invention I described in PM.
If we go 2 weeks, whatever, I guess it'll be on-hold.

I don't think the inventions I outlined are 'game-breakers' per se, and Osc is a 'comic book' super-scientist w/Height Int, so the Invention rules def would be his domain...??
Master Sgt Patrick Muldoon
player, 32 posts
HP 45/45 PP 79/79
Fri 15 Mar 2013
at 21:31
  • msg #105

Re: Character Creation

It really depends on how fast you want us to move through the era.
Poco Tehuantl
player, 175 posts
Hit Points: 50 ( /75)
Power Points: 100 ( /100)
Wed 20 Mar 2013
at 11:26
  • msg #106

Re: Character Creation

Ok, so let's go.

Either it's two weeks later, we're all healed up, and Eddy doesn't yet have his Stunt.
      Or
It's two (three?) months later, healed and stunted.

Or maybe two days, and we have to react, wounded, to an issue?
Oscillator
player, 217 posts
HP 20/20
PR 73/73
Wed 20 Mar 2013
at 13:27
  • msg #107

Re: Character Creation

I was ok w/2 weeks.

GM rolls for inventions, no?
Sword of Damocles
GM, 316 posts
Thu 21 Mar 2013
at 02:00
  • msg #108

Re: Character Creation

I am just going to make it simple, sticking with the rules as written in the V&V book; 1 month for an invention if not active and 2 months if active. So I will pass 1 month of time so Poco can make his stunt and Oscy his invention. Remember too that Inventing Points can be used for other things than spells, stunts, and inventions (both permanent and one-shot).

Oh, and I have no problem with people rolling for their own inventions, it isn't like I can't see the dice roll....lol.

P.S. Does anyone else want to work on a stunt or invention in the month of recovery and down-time? Now is the time to do it...
This message was last edited by the GM at 02:03, Thu 21 Mar 2013.
Oscillator
player, 218 posts
HP 20/20
PR 73/73
Thu 21 Mar 2013
at 20:49
  • msg #109

Re: Character Creation



Un-freakin-believable!!!  Can I get a reroll?!?!  Or blow another IP?
Master Sgt Patrick Muldoon
player, 33 posts
HP 45/45 PP 79/79
Thu 21 Mar 2013
at 22:17
  • msg #110

Re: Character Creation

Perhaps it is a lesson in humility for thinking he is so smart. ;)
Oscillator
player, 219 posts
HP 20/20
PR 73/73
Fri 22 Mar 2013
at 05:59
  • msg #111

Re: Character Creation

Master Sgt Patrick Muldoon:
Perhaps it is a lesson in humility for thinking he is so smart. ;)

Despite the stat, smart people sometimes make mistakes too.
Osc varies from humility and cocky naturally.
Sword of Damocles
GM, 318 posts
Fri 22 Mar 2013
at 22:54
  • msg #112

Re: Character Creation

In reply to Oscillator (msg # 109):

You don't lose the IP according to the rules, but you do have to put time in again. I am going to be working on missions that are less investigation oriented as those seem to drag more and try to wrap combats better so I am not planning on 1 year between down-times IRL. (Hell my guy in another game blew his 1st roll and had to wait a while for another chance, but it eventually came through)
Oscillator
player, 236 posts
HP 20/20
PR 73/73
Thu 18 Apr 2013
at 09:24
  • msg #113

Re: Character Creation

re: Inhuman

Was going to make a comment that didn't actually fit Osc, something to the effect of "WTF?"
but "Oh my goodness" would be more in character -- and I settled for "uh, err, uh...." type of smart-person befuddlement.
Vosper
player, 169 posts
Eloise Sutton
HP: 16/16 PR: 61/61
Thu 18 Apr 2013
at 17:10
  • msg #114

Re: Character Creation

"Right you are, Osc," Vosper replied as Oscillator began outlying a plan.  Her speed would be best served - at least at first - in getting bystanders out of the way.  And 'bystanders' pretty much covered anyone who wasn't well-armed or super-powered.

She blinked at Muldoon's transformation.  "Don't see that everyday," she commented.  She'd imagined Muldoon as some sort of super-soldier, not... whatever The Inhuman was.

Dashing out, she took a quick survey of the scene and prepared to act...

10:10, Today: Vosper rolled 43 using 1d10+39 with rolls of 4. Inish.

The Inhuman
player, 10 posts
HP 212/212 PP 91/91
Thu 18 Apr 2013
at 17:20
  • msg #115

Re: Character Creation

Vosper:
"Right you are, Osc," Vosper replied as Oscillator began outlying a plan.  Her speed would be best served - at least at first - in getting bystanders out of the way.  And 'bystanders' pretty much covered anyone who wasn't well-armed or super-powered.

She blinked at Muldoon's transformation.  "Don't see that everyday," she commented.  She'd imagined Muldoon as some sort of super-soldier, not... whatever The Inhuman was.

Dashing out, she took a quick survey of the scene and prepared to act...

10:10, Today: Vosper rolled 43 using 1d10+39 with rolls of 4. Inish.



I think you meant this for the IC thread.
Sword of Damocles
GM, 339 posts
Thu 18 Apr 2013
at 17:28
  • msg #116

Re: Character Creation

I already copied it there. :)
Master Sgt Patrick Muldoon
player, 49 posts
HP 52/52 PP 79/79
Thu 18 Apr 2013
at 17:32
  • msg #117

Re: Character Creation

Sword of Damocles:
I already copied it there. :)



Good job soldier.
Onyx
player, 218 posts
HP: 14/22; PR: 30/64
Dam Mod: +2; PA: +3 MA: -
Mon 12 May 2014
at 00:26
  • msg #118

Re: Character Creation

Playing around with a character to take Onyx's place when and if this fight ends. Onyx is pretty effective, but as a replacement player, I just never got a good feel for him.

My replacement character ... potentially ... looks something like this:

Name: Cyclone Man       Secret ID: John Blackhoof

Male (Shawnee descent)
Backgrounds: Mysticism (Shawnee)/Scientist (Meteorology)

Level: 2    XP: ????
Training: ????

Wt. 160
Ht. 5'10"

Str: 17  CC: 585 HTH: 1d8
End: 24  Healing: 2.8
Int: 14  DHO: 10 DD: 14
Agi: 25  ACC: +4 DMG: +3
Cha: 10

Wt. 160
BH: 4
HP: 42

MV: 66 // 856
PP: 80

Inventing Points: 2.8 Chance: 42%

Powers
H. Agility A +7
H. Endurance A +8
H. Speed 790" +26 initiative
H. Expertise +4 with Tornado attacks
Nat. Weaponry Device (Forearm blades) +3/+6
Weather Control Device - Tornado - 18 charges
   Automatically summon tornado for one action.
     Attack (Vibratory Power) R=34" D=3d6 Also High Winds

John Blackhoof was a young PhD in the University of Illinois School of Atmospheric Sciences when a letter from his grandmother arrived. She invited him to visit her home and spoke of time being short. He had not had much contact with the old woman, but sensed the urgency.

The old woman told him that he was part of a blood line of Shawnee spiritualists who had a special connection with Kako-u'hthé, the cyclone spirit. After a three-day ritual, she infused him with the ancient spirit's power.

Blackhoof was given the speed of Kako-u'hthe, or Cyclone Man, but he produced wild winds and whirlwinds when he ran. With the help of a genius friend, he devised a hi-tech harness that allows him to create whirling tornadoes with his mastery of the wind and even direct the swirling winds to attack his foes.

Although ambivalent about the history between his people and the U.S. Government, he is also eager to prove that Native Americans are "real" Americans who will defend the country against the real Red Menace.

Master Sgt Patrick Muldoon
player, 109 posts
HP 52/52 PP 80/80
Acc: +2 Dmg: +2 HTH 2d8
Mon 12 May 2014
at 01:11
  • msg #119

Re: Character Creation

Great character, my only concern is we have a speedster. While you character is much more the heightened speed sort of steps on Vosper power wise. I mention it because I think it is important that new characters complement the existing characters.
Onyx
player, 219 posts
HP: 14/22; PR: 30/64
Dam Mod: +2; PA: +3 MA: -
Mon 12 May 2014
at 01:40
  • msg #120

Re: Character Creation

Master Sgt Patrick Muldoon:
Great character, my only concern is we have a speedster. While you character is much more the heightened speed sort of steps on Vosper power wise. I mention it because I think it is important that new characters complement the existing characters.


That is a valid concern. I've already had a conversation with Vosper's player and the GM about it.
Oscillator
player, 485 posts
HP 2/22
PR 32/73 Absorb: 0
Mon 12 May 2014
at 05:24
  • msg #121

Re: Character Creation

Master Sgt Patrick Muldoon:
Great character, my only concern is we have a speedster.

For that matter, we also already have a vibrator too.  Uh, a master of vibration, I mean.  Oscillator!


Actually, I have NO problem with the character concept.
BUT
one of the 'deadly combos' of V&V is Height Agi + Height Speed <-- gives that superdude lots of actions & leaves all of us scratching our butts waiting to do anything.
Then again,
while 'Cyclone Man' would get *a ton* of actions every turn, he can't fly (???) and he only gets 18 shots of weather control (more than enough for average combat) and he has no defense bonuses (except Vib Def?).
BUT
he also has Height Speed and +3/+6 Nat Weaponry -- seems like a heavy striker with some ranged.

But mostly my main question was --> what was wrong with Onyx?!?!?
Master Sgt Patrick Muldoon
player, 110 posts
HP 52/52 PP 80/80
Acc: +2 Dmg: +2 HTH 2d8
Mon 12 May 2014
at 06:06
  • msg #122

Re: Character Creation

Onyx:
Master Sgt Patrick Muldoon:
Great character, my only concern is we have a speedster. While you character is much more the heightened speed sort of steps on Vosper power wise. I mention it because I think it is important that new characters complement the existing characters.


That is a valid concern. I've already had a conversation with Vosper's player and the GM about it.


Cool :)
Sword of Damocles
GM, 672 posts
Mon 12 May 2014
at 13:08
  • msg #123

Re: Character Creation

Oscillator:
Master Sgt Patrick Muldoon:
Great character, my only concern is we have a speedster.

For that matter, we also already have a vibrator too.  Uh, a master of vibration, I mean.  Oscillator!



Actually, I have NO problem with the character concept.
BUT
one of the 'deadly combos' of V&V is Height Agi + Height Speed <-- gives that superdude lots of actions & leaves all of us scratching our butts waiting to do anything.
Then again,
while 'Cyclone Man' would get *a ton* of actions every turn, he can't fly (???) and he only gets 18 shots of weather control (more than enough for average combat) and he has no defense bonuses (except Vib Def?).
BUT
he also has Height Speed and +3/+6 Nat Weaponry -- seems like a heavy striker with some ranged.

But mostly my main question was --> what was wrong with Onyx?!?!?

One thing to remember is that Tornado *attacks* as Vibratory Powers. He does not have Vibratory Defense and cannot pass through matter or destroy matter on a special attack. Thus the 3d6 damage since it doesn't do anything but attack for damage.

As far as Heightened Speed/Heightened Agility yes it gives him a lot of actions but he will burn through power like crazy (8-10 power per turn not including other power expenditures). Also, aside from Evasion he really doesn't have any other defenses.

I do understand Bones's wanting to make his own character, Onyx wasn't his originally so he doesn't have the history or attachment to the character.
Onyx
player, 220 posts
HP: 14/22; PR: 30/64
Dam Mod: +2; PA: +3 MA: -
Mon 12 May 2014
at 13:50
  • msg #124

Re: Character Creation

All the points raised are valid ones.

Originally the character had a poison/venom motif instead of the Tornado one, but when I discovered that a Weather Control device can summon only one type of weather (tornadoes for a speedster seemed perfect) I found that I really liked that combo.

As originally rolled, he had Vibratory Powers, which I dropped right away because of the clash with an existing character. The GM, Vosper, and I talked about the issue of another speedster.

As for the damage, that is straight out of the rule book for Weather Control tornadoes.

As for Onyx, there is nothing wrong with him in one sense. He has a nice set of powers that have kept him up and going in this fight so far. I will admit, though, to not having a good handle on his voice or the back story. Maybe that would develop, but the GM said it would be okay to roll up a fresh character, and I love rolling up my own characters in V&V.
The Inhuman
player, 122 posts
HP 248/265 PP 66/94
Acc: +1 Dmg: +2 HTH 5d10
Mon 12 May 2014
at 14:13
  • msg #125

Re: Character Creation

As long as Vosper is cool I do not see an issue.
Vosper
player, 320 posts
Eloise Sutton
HP: 4/16 PR: 16/61
Mon 12 May 2014
at 15:33
  • msg #126

Re: Character Creation

Guys, I'd planned to retire, or take a break from, Vosper, long before Bones came up with his new charrie.  It's kismet that he rolled up a speedster even as I was planning something different.

Vos may return - if she doesn't get killed! - but I'll be playing someone else for a while.  ;)
Oscillator
player, 486 posts
HP 2/22
PR 32/73 Absorb: 0
Mon 12 May 2014
at 16:49
  • msg #127

Re: Character Creation

I'm only ok with it if Bones lets me in his new game.
Ha
All good -- we could use a speedster if we lose Vosper, but we could also use a mentalist/Psi person too.
Nightmare
player, 256 posts
HP 20/12
PR 65/19
Mon 12 May 2014
at 23:44
  • msg #128

Re: Character Creation

It doesn't seem like a bad character. To be honest, I'm usually more interested in the personality interactions than the powers. The blue-yellow secondary lantern and arrow comics worked because they were like a road picture, never mind that one could juggle tanks while the other was just a really good archer.
Oscillator
player, 488 posts
HP 2/22
PR 32/73 Absorb: 0
Tue 13 May 2014
at 01:58
  • msg #129

Re: Character Creation

Yeah, and Onyx 1.0 had a lot of personality!  (Or was that just attitude?)
Onyx
player, 221 posts
HP: 14/22; PR: 30/64
Dam Mod: +2; PA: +3 MA: -
Tue 13 May 2014
at 02:00
  • msg #130

Re: Character Creation

Oscillator:
Yeah, and Onyx 1.0 had a lot of personality!  (Or was that just attitude?)


Yeah. But I don't think I can play him without running the risk of making him a comic or insulting stereotype.
Oscillator
player, 489 posts
HP 2/22
PR 32/73 Absorb: 0
Tue 13 May 2014
at 03:12
  • msg #131

Re: Character Creation

Onyx:
Yeah. But I don't think I can play him without running the risk of making him a comic or insulting stereotype.

Not much risk there -- he was already pretty much right there, I think.
HA
The Inhuman
player, 124 posts
HP 248/265 PP 66/94
Acc: +1 Dmg: +2 HTH 5d10
Tue 13 May 2014
at 16:38
  • msg #132

Re: Character Creation

In reply to Oscillator (msg # 131):


I thought he was doong a great job with the character.
Vosper
player, 322 posts
Eloise Sutton
HP: 4/16 PR: 14/61
Tue 13 May 2014
at 16:43
  • msg #133

Re: Character Creation

Well, the OP put a bit more "jive" in Onyx.  Which, considering the period, was fun.  But Bones plays well with anything. ;)
Oscillator
player, 490 posts
HP 2/22
PR 32/73 Absorb: 0
Tue 13 May 2014
at 23:25
  • msg #134

Re: Character Creation

The Inhuman:
I thought he was doong a great job with the character.

Me too.  I don't think I said anything negative about their roleplay.

And no doubt Bones will have some skills with his dude/dudette.
Onyx
player, 226 posts
HP: 14/22; PR: 30/64
Dam Mod: +2; PA: +3 MA: -
Tue 13 May 2014
at 23:33
  • msg #135

Re: Character Creation

You are all being way too nice.
Vosper
player, 336 posts
Eloise Sutton
HP: 0/16 PR: 2/61
Fri 23 May 2014
at 22:17
  • msg #136

Re: Character Creation

Since Bones is keeping and "reimagining" Onyx, I'll keep Vosper.  She can't hit the broad side of a barn, and I rolled up a powerhouse of a replacement... but I guess I just fail as a powergamer. ;)

I just like the character.  If only she could hit something.
Oscillator
player, 501 posts
HP 0/22
PR 11/73 Absorb: 0
Sat 24 May 2014
at 22:46
  • msg #137

Re: Character Creation

Vosper:
If only she could hit something.


a) level up bonus to throwing darts?
b) any chance someone at HQ could invent her a better dart?  (like give her explosive darts that she throws at the ground?  or glowing paint darts to counter invisibility?)
c) can she throw other stuff at inanimate objects?

Mmmmm....  I'm out of ideas.  HA

With that many actions, she's gotta be able to do something!
Onyx
player, 241 posts
HP: 0/22; PR: 8/64
Dam Mod: +2; PA: +3 MA: -
Sun 25 May 2014
at 01:47
  • msg #138

Re: Character Creation

No need to keep Vosper just because I'm not using Cyclone Man ... or I don't think I am.

To be honest, I'm about to be totally out of pocket for 10 days, so maybe while I'm doing other things I might have an epiphany that makes me beg the GM to let me switch over.

So, don't hold on to Vosper just because I am probably sticking with Onyx.

Oh, yeah, and I'll see you all in June.
Sword of Damocles
GM, 701 posts
Sun 25 May 2014
at 01:52
  • msg #139

Re: Character Creation

The big problem with Vosper isn't her bonus to hit, at +11 with whirlwind thrown darts she is only +1 lower than Poco. The problem is the dice roller is just hating the character.
Oscillator
player, 503 posts
HP 0/22
PR 11/73 Absorb: 0
Sun 25 May 2014
at 04:03
  • msg #140

Re: Character Creation

The problem is --> WE MUST FIGHT THE DICE ROLLER!

"Ok team, it's time to HERO UP!"
:)
Vosper
player, 338 posts
Eloise Sutton
HP: 0/16 PR: 2/61
Sun 25 May 2014
at 16:24
  • msg #141

Re: Character Creation

What the GM said. ;)

I like the character's personality, concept, and even powers.  But the fact she cannot hit anything (because the dice) has become a running gag.

I was frustrated enough to try switching characters, but had mixed feelings about it.  I've generated a 2nd character, but will hang on to him for now, and stick with Vos.  If Bones wants to bring in Cyclone, he can, and if that sticks I may (or may not) phase out Vos, depending on what I feel like and the alignment of the stars and planets. ;)

Her current training is in HTH Accuracy, but she's already at +11 to hit.  My plan is to have her train in HTH accuracy from now until she stops missing.  ;)
Master Sgt Patrick Muldoon
player, 115 posts
HP 52/52 PP 80/80
Acc: +2 Dmg: +2 HTH 2d8
Sun 25 May 2014
at 16:59
  • msg #142

Re: Character Creation

What is her current agility?
Vosper
player, 339 posts
Eloise Sutton
HP: 0/16 PR: 2/61
Sun 25 May 2014
at 17:14
  • msg #143

Re: Character Creation

18.  She'd have to train for 3 levels to get much out of it.  At the rate of advancement, I'd die from old age before she'd ever get there. ;)
The Inhuman
player, 143 posts
Sun 25 May 2014
at 18:46
  • msg #144

Re: Character Creation

In reply to Vosper (msg # 143):

Yeah, if you were near a break point it would have made sense.
Onyx
player, 243 posts
HP: 28/28; PR: 66/66
Dmg: +2; PA: +3; MA: +1
Thu 5 Jun 2014
at 15:23
  • msg #145

Re: Character Creation

Just got back from 10 days overseas. Will try to get back in swing of game soon.
Sword of Damocles
GM, 710 posts
Thu 5 Jun 2014
at 15:36
  • msg #146

Re: Character Creation

Good to have you back, hope you had a good trip. The team is currently undergoing slight augments to an attribute via the Sun Chamber. Onyx will be bumped up +2 in Endurance when it is all done. I already have the updates on his character sheet so he is a bit more durable now. :)
Onyx
player, 245 posts
HP: 28/28; PR: 66/66
Dmg: +2; PA: +3; MA: +1
Sat 7 Jun 2014
at 19:13
  • msg #147

Re: Character Creation

I rewrote Onyx's background -- and gave him a new secret ID name.

Here is the first draft and short version:

Lawrence Jackson was not the smartest young man, but his father was not about to take that for an excuse. His father, William, worked in the sewers. His son would do better. Whatever that took.

Lawrence worked hard and eventually earned advanced degrees in Mathematics and High-Energy Physics, but he had no love of the work and was -- truth be told -- a mediocre scientist. Perhaps that is what led to the accident that gave him his powers.

Perhaps in part because of his father's admiration for the young Baptist preacher named Martin Luther King, Lawrence took to more aggressive approaches to civil rights. He saw the best way forward for black men was by strength rather than the "go limp" tactics of the non-violent movement. Only when the white man would dare not beat a black man out of fear of the consequences would they be free and respected by the law.

Onyx defends his people but has no love of his government or the white power structure that oppresses them. The Reds are no better, as far as he can tell, but his opposition to Communism is much more muted than many others in these days.
This message was last edited by the player at 10:34, Sun 08 June 2014.
The Inhuman
player, 153 posts
HP 206/206 Power 80/80
Acc: +2 Dmg: +2 HTH 3d10
Sun 8 Jun 2014
at 04:52
  • msg #148

Re: Character Creation

In reply to Onyx (msg # 147):

glad you made the character your own
Supplicant 8
player, 3 posts
HP 13/13, PR 55/55
Dmg: +1; PA: +2; MA: +0
Wed 4 Mar 2015
at 14:03
  • msg #149

Re: Character Creation

Yeah... I notice I seem to be the only one to post my character's full stats. Meh.. I don't mind everyone seeing my abilities. It just makes it easier for me to reference my abilities when I know my character sheet is posted. lol... guess I'm lazy.

By the way.. any chance I could make use of my single invention point before I start?  Or do I have to do that in game play?
Sword of Damocles
GM, 793 posts
Wed 4 Mar 2015
at 14:13
  • msg #150

Re: Character Creation

Supplicant 8:
Yeah... I notice I seem to be the only one to post my character's full stats. Meh.. I don't mind everyone seeing my abilities. It just makes it easier for me to reference my abilities when I know my character sheet is posted. lol... guess I'm lazy.

By the way.. any chance I could make use of my single invention point before I start?  Or do I have to do that in game play?

You would have had some down time between level 1 and getting almost to level 3 so I would say you can roll 2 Inventing chances. If you are successful you can work out a stunt or something with me. (I know your chance isn't that great)
This message was last edited by the GM at 14:15, Wed 04 Mar 2015.
Supplicant 8
player, 4 posts
HP 13/13, PR 55/55
Dmg: +1; PA: +2; MA: +0
Wed 4 Mar 2015
at 14:19
  • msg #151

Re: Character Creation

In reply to Sword of Damocles (msg # 150):

LOL.  Yeah I know! :)

Also.. not that it supremely matter is there any gear or equipment a character could either be issued or purchase?  My Knowledge Areas and low intelligence do not provide a large amount of Job Income but some minor things like a sidearm.. as an American he does have the right to get a gun license and carry a concealed weapon with the right licenses.  I know a lot of our modern day tech is just not invented yet, but some gear perhap a cutting edge kevlar vest might be available.. just as an example.

Not sure if SMITE issues any standard 'team gear'..like communicators or the like.

Oh and any chance of changing my posting name?
This message was last edited by the player at 14:19, Wed 04 Mar 2015.
Sword of Damocles
GM, 794 posts
Wed 4 Mar 2015
at 14:23
  • msg #152

Re: Character Creation

While you have the right to carry a firearm, with flame powers it generally isn't something you'd use.

As far as other gear people who wanted one have access to a Bulletproof Vest (Can roll up to 2x bullet damage into power, 1.5x from other kinetic attacks, and 1 point of non-kinetic).
Sword of Damocles
GM, 795 posts
Wed 4 Mar 2015
at 14:26
  • msg #153

Re: Character Creation

Your name has been changed to Sunphoenix and there is a character sheet available for you to edit.
Sunphoenix
player, 5 posts
HP 13/13, PR 55/55
Dmg: +1; PA: +2; MA: +0
Thu 5 Mar 2015
at 02:14
  • msg #154

Re: Character Creation

Ok.. here are his invention rolls and what I'd like to do with them.
For some reason the dice roller here was not allowing me to roll any dice for some reason.. don't know why.  So I rolled elsewhere. But now its working..weird must have been connection issues or somesuch.

Also picked some minor gear for him as well...

-----

Invention Rolls -
20:02, Today: Arcus rolled 21 using 1d100. [Success!]
{Power STUNT} Heightened Expertise: Spirit of the Resplendent PHOENIX
- Sun Phoenix's dreams are still haunted by the spirit of the Phoenix... but now it is more of a spirit guide and protector.
+ For the Cost of 5" of Movement Sun Phoenix can call upon the spirit of the Phoenix to apply his Heightened Expertise
to ALL his Unarmed Hand to Hand Attacks as he seems to instinctively know Mastery of 'Phoenix Eye Kung Fu'
{Unarmed, Martial Arts-Phoenix Eye Kung Fu} Hand to Hand - BASE: 6-{10-}

Dice rolled from Game -
link to another game
20:05, Wed 04 Mar 2015: 2nd Lt. Cain Edwards rolled 7 using 1d100 ((7)). [Success!]
{Power STUNT} Flight: PHOENIX AURA
- Sun Phoenix can surround himself in a flaming aura shaped like of majestic bird of cosmic flames to enhance his flight.
+ Flight = 2PR/hour, {SxE/4 in mph}, 63mph

Equipment:
Kevlar Weave Costume 'Bulletproof Vest' = Roll w/Blow to PR {2x bullet dam}, {1.5x kinetic att. dam}, and {+1point non-kinetic dam)
{.45 Colt 1911} Pistol w/Silencer = +3Acc, Dmg: 1d8, Ra[Ax6]: 90", 7shots
2x Case XX Boot Knives = +1Acc, HTH+1d2
Oscillator
player, 626 posts
HP 28/28
PR 74/75 Absorb: 0
Thu 5 Mar 2015
at 17:04
  • msg #155

Re: Character Creation

re: SunPhoenix comment about his stats being visible & ours not.

Player request: can we all make our 'about' character descriptions have relevant info on our powers?  Like a dossier, not like a char sheet?

Something like:
Known powers:
Known weaknesses:
Misc:
Sunphoenix
player, 12 posts
Lance Brighton
HP 21/21, PR 56/50, PA +2
Fri 6 Mar 2015
at 09:24
  • msg #156

Re: Character Creation

By the way... what does a critical hit do to a weapon attack?  Meaning a natural "1" on an attack roll.. besides 'automatically hit'?  Does it affect damage.. like going directly to hit points?  I can't seem to find any ruling on it in my rules... but I could have sworn I saw something on it int he rules somewhere!
This message was last edited by the player at 09:25, Fri 06 Mar 2015.
Sword of Damocles
GM, 804 posts
Fri 6 Mar 2015
at 13:23
  • msg #157

Re: Character Creation

Sunphoenix:
By the way... what does a critical hit do to a weapon attack?  Meaning a natural "1" on an attack roll.. besides 'automatically hit'?  Does it affect damage.. like going directly to hit points?  I can't seem to find any ruling on it in my rules... but I could have sworn I saw something on it int he rules somewhere!

A small few V&V GMs rules that a natural 1 is a critical hit and does double damage. I do not do that because then every grunt that rolls a 1 can double their damage on a PC and V&V can be tough enough with hit point totals for weaker characters that rarely increase. Also, imagine getting smacked by a brick for 5d10 damage which is doubled to 5d10x2 with a 1. On average that would be 55 damage but with a decent roll could get closer to 100. Nightmare's HP+Power total is 92, Onyx's is 94, yours is 77, and Vosper's is 82. Assuming any of you had damage already a high damage crit roll could kill any of you dead, dead, dead.
Sunphoenix
player, 13 posts
Lance Brighton
HP 21/21, PR 56/50, PA +2
Fri 6 Mar 2015
at 13:57
  • msg #158

Re: Character Creation

In reply to Sword of Damocles (msg # 157):

I can see your point on that... what about automatic max rolled damage?  That could be a lot depending upon the damage value.  Or perhaps you roll damage twice and take the larger value... to give critical hits some added umf... without completely OPing them.

Also I'd state that if the roll needed to hit is a '1' then critically hitting is not possible. Or perhaps a critical hit must be a natural '1' AND hit by at least 4.  That would allow someone normal to critically hit with hand to hand...which is also the skill to hit with all melee and ranged 'mundane' powerless weapons, but make the effectiveness of defences not an all kill shot or nothing... ie. defences that give a 4- less defense to avoid the~ "if I hit, I automatically crit even though my chances of even hitting were only 5% to begin with!"
This message was last edited by the player at 13:58, Fri 06 Mar 2015.
The Inhuman
player, 195 posts
HP 206/206 Power 78/80
Acc: +2 Dmg: +2 HTH 3d10
Fri 6 Mar 2015
at 15:17
  • msg #159

Re: Character Creation

I say we stay the way things are now.
Onyx
player, 295 posts
HP: 28/28; PR: 62/66
Dmg: +2; PA: +3; MA: +1
Fri 6 Mar 2015
at 15:37
  • msg #160

Re: Character Creation

As always, it is the GM's game so it is his choice.

I agree with his logic about not escalating damage, though.
Sunphoenix
player, 14 posts
Lance Brighton
HP 21/21, PR 56/50, PA +2
Fri 6 Mar 2015
at 15:51
  • msg #161

Re: Character Creation

lol. I'm not saying anything needs to change.. I'm just pointing out some options for an open discussion.  {Shrug}.. if no one is interested  that's cool too.
Oscillator
player, 632 posts
HP 28/28
PR 74/75 Absorb: 0
Sat 7 Mar 2015
at 04:44
  • msg #162

Re: Character Creation

While it's nice to get an autohit, rolling 2 dmg csn be a let-down.
But V&V has called shots & so on, so dont worry.
:)
Sunphoenix
player, 17 posts
Lance Brighton
HP 21/21, PR 56/50, PA +2
Sat 7 Mar 2015
at 05:08
  • msg #163

Re: Character Creation

In reply to Oscillator (msg # 162):

{Shrug}.. called shots don't really do any additional damage.. they 'can' increase your KO chances... but rolling only 2 points of damage cause you have the WEAKEST of attack powers of the entire group.. is still rolling only 2 points of damage! :)

Not everyone can be a superstar... when your at the mercy of random generation.  I'll deal with it!  At least I get to play! :)
Oscillator
player, 635 posts
HP 28/28
PR 74/75 Absorb: 0
Sat 7 Mar 2015
at 08:49
  • msg #164

Re: Character Creation

@Sunphoenix - a good power stunt with fire powers could be 'powers can set things on fire'
-- successful hit = dmg% x2 chance for catching fire or something...?
Sword of Damocles
GM, 815 posts
Sat 7 Mar 2015
at 14:35
  • msg #165

Re: Character Creation

Oscillator:
@Sunphoenix - a good power stunt with fire powers could be 'powers can set things on fire'
-- successful hit = dmg% x2 chance for catching fire or something...?

Actually, setting something on fire is already covered in the V&V rules on page 28:

It is also important to mention that the use of any super power will
normally have only the effects covered in its description, and no
others. Thus, a Flame attack does damage to its target but doesn’t
necessarily set him ablaze. To avoid the sometimes cruel sideeffects
of various powers, Special rolls to hit will be required to
achieve them as well (a special attack of this kind would have its
normal effects as well). In all cases, unnecessary cruelty by the
players or against them should be strictly avoided.

Oscillator
player, 638 posts
HP 28/28
PR 73/75 Absorb: 0
Sun 8 Mar 2015
at 03:52
  • msg #166

Re: Character Creation

Osc can disint inanimate stuff.
You can burn stuff all you want.
:)
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