Character Creation.   Posted by GM.Group: 0
GM
 GM, 2 posts
Sun 16 Oct 2016
at 23:59
Character Creation
Here is where characterd will be built. Feel free to ask questions, make comments or whatever is needed to make the character you need.
badpenny
 player, 1 post
Mon 17 Oct 2016
at 00:48
Character Creation
Origin: Unearthly

Attribute levels:

Prowess 4 +2 (Unearthly)
Coordination 6
Strength 5
Intellect 3
Awareness 6
Willpower 3 +2 (Unearthly)

Stamina: 10
Determination: 1

Number of powers: 4

Power types: Alteration, Sensory, Alteration, Offensive

Alteration 1: Transformation 5 Animals (E: Additional type: Humanoids, Instant)
Alteration 2: Transformation 5
Sensory: Danger Sense 2
Offensive: Binding 3

Notes: swap second Transformation for Extra: Additional type: Humanoids
Swap Binding for Instant Extra

Specialties: 2 (Psychiatry, Technology)

Concept: shapeshifting alien who adopts earth as her own.

Qualities:
Alien Scout Infiltrator
"Mixnar's Beard!"
The Freedom to Soar

Background: Staff Sergeant Savros of Mixnar III is a career Scout Infiltrator in the Expeditionary Force.  She has been sent to earth to scout the planet for exploitation and possible invasion.  She is genetically engineered with an adaptive cell structure that lets her assume alternate animal forms so she can survive in any culture or environment.  She can also assume the identity of any humanoid creature as the mission dictates.

After spending years here on earth, she has stopped receiving transmissions from the Expeditionary Force and is unable to contact them.  She's been operating under her previous mission brief, but as of late has grown rather restless.  She's been taking to the skies in bird form and loves to fly.  While in this form, she observed a common mugging and decided to intervene.

While she occupies her time on earth with crime fighting diversions, she's growing worried that she's either been abandoned on the planet, or something's happened to the flotilla hidden in Venus' orbit.

This message was last edited by the player at 13:59, Mon 17 Oct 2016.

Nalaia Ibarra
 player, 1 post
Mon 17 Oct 2016
at 05:23
Character Creation
ORIGIN: Gimmick (Roll 8)

ABILITIES
3 Prowess (Roll 4)
3 Coordination (Roll 4)*switched with Coordination
4 Strength (Roll 5)
4 Intellect (Roll 6)
7 Awareness (Roll 7)*switched with Awareness +2 Gimmick
4 Willpower (Roll 6)

POWERS 4 (Roll 8)
Power 1: Alteration 5 (Roll 3/8)
   Alter-Ego (Roll 1,3)
   

Spoiler text: (Highlight or hover over the text to view)
Alter-Ego
Your hero can transform into an entirely different alternate character! Create a second character as your Alter-Ego. The new character automatically has one less power. The GM may require certain traits, notably origin and mental abilities, to remain consistent between the two characters. If your hero simply has an "ordinary" human identity with no powers, that is most likely a Challenge rather than an instance of this power.

Serial Alter-Egos: If you roll this power twice, you can take the following option: stop rolling and discard all other powers. In their place, you can assume a series of superhuman alter-egos! You either have a set number of alter-egos equal to the number of initially rolled powers (minimum of two) or an unlimited series of random superhuman forms (generate a new character for each identity assumed).

In both cases, you can assume alter-ego form at will, but must revert to your normal form afterward for an amount of time equal to the time spent in your superhuman form(s).



Power 2: Sensory 8 (Roll 11/12)
   Precognition 8 (Roll 6,5)

Spoiler text: (Highlight or hover over the text to view)
Precognition
You receive visions of what may happen in the future. Sometimes these visions come unbidden, provided by the GM as plot hooks or helpful hints.

A deliberate attempt at Precognition requires a power test, rolled secretly by the GM against a difficulty based on how obscure or distant the future events are you are trying to see. A moderate success gets you some cryptic clues and visions open to interpretation. A major success gets you clearer information, perhaps a name or a face, while a massive success gets you a very clear and detailed vision, although not necessarily all the information about the events.

The GM can also choose to give you a precognitive vision at any time, having you pick up on particularly strong premonitions as a plot hook to further the story.

Precognition also allows you to spend Determination differently: you can choose to make a determined effort on a test after rolling the dice and seeing the result. You can also avoid certain hazards: with a major or better success on a Precognition test and a point of Determination, you can retcon an event that just happened so it wasn't real at all, but a precognitive warning!

Example: Prometheus ("foresight") has Precognition 7. He and his teammates are dealing with a stolen nuclear weapon that's counting down to detonation. Prometheus' teammate clips the wrong wire and the bomb goes off! Prometheus' player declares an immediate use of Precognition, a determined effort to get a major success. He gets it, spends another point of Determination, and retcons the scene that just happened as a visionary warning. To the other characters, Prometheus comes out of a fugue just as his teammate is about to cut the wire. "Don't!" he warns. "You'll set it off!" Disaster is averted, for the moment.

You can use both these benefits (spending determination after a roll and retconning events) a maximum number of times per issue equal to your Precognition level, in whatever combination you choose.

If you have Precognition, you can choose Danger Sense as a bonus power.



Power 3: Movement 6 (Roll 8/10)
    Leaping 6 (Roll 6,4)
Swapped for: Danger Sense 8
I didn't bother rolling since I've Awareness 7 and Danger Sense has to be higher then Awareness

Spoiler text: (Highlight or hover over the text to view)
Danger Sense
You have a special sense for danger, moments before it strikes. You can substitute your Danger Sense level for your Awareness for surprise attacks, for your Prowess for evading, and for your Coordination for dodging (essentially making your Danger Sense level the difficulty to hit you in combat).

If you generate a Danger Sense level equal to or lower than your Awareness level, re-roll until you generate a higher level.



 Power 4: Movement 7(Roll 8/11)
    Swinging 7 (Roll 2,5)

Spoiler text: (Highlight or hover over the text to view)
Swinging
You can swing along on a line or cable; this might be self-generated webbing or lines of force, or a device like a grappling gun or lasso. Substitute your Swinging level for your Coordination, if it is higher, for maneuvers while you are swinging (including avoiding attacks).

You can also use your swing line to catch onto things and pull them to you rather than you to them with a successful Coordination test.

Your swing lines have Strength equal to your power level.



SPECIALTIES 1 (Roll 3):

8 STAMINA

1 DETERMINATION

QUALITIES
Catchphrase: "No one escapes their fate!"
Identity:
Motivation:
Slot 4:
Slot 5:

Challenges
Enemy:
Personal:
Social:
Slot 4:
Slot 5:

Concept: A girl whose latent psychic powers were awakened by the magical artifact and is bonded to the spirit within it (her alter ego)

I'd like to swap out Leaping for Danger Sense (Precog's bonus power)

Alter Ego: Erinys, the Fury

4 Prowess (Roll 6)
5 Coordination (Roll 8)
5 Strength (Roll 7)
5 Intellect (Roll 7)
4 Awareness (Roll 6)
4 Willpower (Roll 6)

POWERS 3 (1 less then base character)
Power 1: Defensive 7 (Roll 6/11)
Immortality 7 * (Roll 3,2)

Power 2: Control 6 (Roll 5/10)
Time Control 6 * (Roll 6,3)
  • Super-Speed 6
  • Paralysis 6
  • Fast Attack 6

 

Spoiler text: (Highlight or hover over the text to view)
Time Control (x2)
You can exert control over the flow of time, allowing you to perform a number of effects. Choose two you can do when you get this power, the rest you can acquire as bonus powers:

Slow down time relative to you, giving you Super-Speed at your Time Control level.
Slow down time for those within close range, giving you Fast Attack at your Time Control level.
"Freeze" time around a subject, like the Paralysis power (p. XXX) at your Time Control level.
Place someone (including yourself) in a state of suspended animation, with time slowed to suspend the effects of a condition like poison or the loss of Strength levels while dying. One minute passes for the subject for every (power level x 10) minutes in the outside world.
Summon duplicates of yourself from alternate timelines, like the Duplication power (p. XXX) at your Time Control level.
Travel in time, going into the past or future or alternate timelines. It's up to the GM whether or not you can actually change history by traveling into the past; by default, assume you create a divergent or parallel universe if you "change history." Likewise, any future you visit is only a "possible future," not necessarily set in stone. See Postcognition and Precognition under Sensory Powers for more about interacting with the past and future.



Power 3: Offensive 5 (Roll 10/8)
Fast Attack 5 (Roll 6,4)


SPECIALITIES 3 (Roll 10):

9 STAMINA

2 DETERMINATION

QUALITIES

CHALLENGES

This message was last edited by the player at 16:14, Mon 17 Oct 2016.

Mish-Mash
 player, 1 post
Mon 17 Oct 2016
at 08:20
Character Creation
07:32, Today: Mish-Mash rolled 10 using 2d6 with rolls of 5,5.  origin.

Origin: Artificial

Artificial: The character is a robot or some other kind of
construct, such as a golem. The character’s Strength is
increased by +2 and has the Life Support power in addition to
any rolled powers; roll Life Support level normally, or trade a
rolled power to increase it to 10

Attributes

07:34, Today: Mish-Mash rolled 10 using 2d6 with rolls of 6,4.  attribute 6. = Willpower
07:34, Today: Mish-Mash rolled 12 using 2d6 with rolls of 6,6.  attribute 5. = Awareness
07:34, Today: Mish-Mash rolled 8 using 2d6 with rolls of 6,2.  attribute 4. = Intellect
07:33, Today: Mish-Mash rolled 7 using 2d6 with rolls of 5,2.  attribute 3. = Strength
07:33, Today: Mish-Mash rolled 11 using 2d6 with rolls of 5,6.  attribute 2. = Coordination
07:33, Today: Mish-Mash rolled 8 using 2d6 with rolls of 5,3.  attribute 1. = Prowess

Prowess = 5
Coordination =  7
Strength =  5 +2 = 7
Intellect = 5
Awareness = 8
Willpower = 4

Number of powers: 4
07:34, Today: Mish-Mash rolled 10 using 2d6 with rolls of 6,4.  attribute 6.


Power types:

07:43, Today: Mish-Mash rolled 4 using 2d6 with rolls of 2,2.  power type 4.
07:43, Today: Mish-Mash rolled 6 using 2d6 with rolls of 1,5.  power type 3.
07:42, Today: Mish-Mash rolled 8 using 2d6 with rolls of 4,4.  power type 2.
07:42, Today: Mish-Mash rolled 5 using 2d6 with rolls of 3,2.  Powertype 1.

Power type 1: control
Power type 2: movement
Power type 3: defence
Power type 4: Control


07:46, Today: Mish-Mash rolled 5 using 2d6 with rolls of 2,3.  power 4 control.
07:45, Today: Mish-Mash rolled 7 using 2d6 with rolls of 2,5.  power 3 defence.
07:45, Today: Mish-Mash rolled 6 using 2d6 with rolls of 4,2.  power 2 movement.
07:45, Today: Mish-Mash rolled 10 using 2d6 with rolls of 6,4.  Power 1 control.

Power type 1: control: Magic
Power type 2: movement: super speed
Power type 3: defence: Force field
Power type 4: Control: Elemental Control

Free power: Defence: Life support:



07:50, Today: Mish-Mash rolled 3 using 2d6 with rolls of 1,2.  free power rating.
07:50, Today: Mish-Mash rolled 7 using 2d6 with rolls of 1,6.  power 4 rating.
07:50, Today: Mish-Mash rolled 7 using 2d6 with rolls of 6,1.  power 3 rating.
07:50, Today: Mish-Mash rolled 4 using 2d6 with rolls of 1,3.  power 2 rating.
07:49, Today: Mish-Mash rolled 4 using 2d6 with rolls of 2,2.  power 1 rating.


Power type 1: control: Magic: 3
Power type 2: movement: super speed: 3

Power type 3: defence: Force field: 5
Power type 4: Control: Elemental Control(telekinesis) : 5
 extras: blast, flight
Free power: Defence: Life support: 2
Breathing, cold

Swap out magic and speed for two extras to elemental control

Specialties: 2
07:59, Today: Mish-Mash rolled 5 using 2d6 with rolls of 3,2.  specialties.

Aerial combat
Science


Determination 1

Stamina: 11

Quick Power breakdown:

Element control (air) is his primary ability. He can use the air to move things, produce concussive blasts of air to knock people over and ride the currents allowing him to fly. His force field is a product of being able to solidify the air around him to add further protection from the riggers of being in the heart of a tornado. and his life support is of course because he isn't human.


Origin: Artificial

Attribute levels:

Prowess = 5
Coordination =  7
Strength =   7 (included artificial str)
Intellect = 5
Awareness = 8
Willpower = 4

Determination 1
Stamina: 11

Powers:

Force field: 5
Elemental Control(telekinesis) : 5
 extras: blast, flight
Life support: 2 (due to artificial origin)
Breathing, cold

Specialties:

Aerial combat
Science



Concept:

The hero is an artificial construct created by a tornado chaser. The aim was to create a machine that could get into the heart of a tornado and gather data that would help save lives.

On one mission the hero was hit by lightning while in the heart of a tornado and it fried some of his circuits and suddenly he was born. He started to think for himself and instead of just being a machine he started using his abilities to safe people in the path of the tornados.
His creator tried to shut him down but the connection had been broken and now the hero follows his prime directive to gather information and use it to protect those in trouble only this now he sees himself as a saviour of human kind and wants to protect them from anything that threatens the world.

This message was last edited by the player at 08:25, Mon 17 Oct 2016.

badpenny
 player, 2 posts
Mon 17 Oct 2016
at 14:36
Character Creation
I have a question about the Transformation power:

The animals listed in the book (I'm using the Assembled edition) doesn't indicate either Growth or Shrinking for large or small animals.  How do you want to approach the scope of the power, i.e. turning into a mouse? a bear?

What about sharing the power, e.g. turning into a horse and giving a teammate a ride?

Can someone make sense of what Running Expert means?  Both the horse and the cheetah have this Specialty, which is confusing.  Athletics covers running and there is no Running Specialty as written.  I'm not aware of any mechanics that lets you increase your speed with a test, so other than getting a +2 for tests on uneven ground and the like, what exactly is this doing?
GM
 GM, 3 posts
Tue 18 Oct 2016
at 19:07
Character Creation
So here is my take on character generation. Random is cool, but can lead to... builds that just don't gel with the... style of the player. So I ususally offer up the chance to roll up 3 different characters and pick the one that you like best.

If the first character you roll up really suits you? Great run with it, but sometimes you end up with Fishboy and he just doesn't float your boat so roll up 2 more and pick the one you like best.

Now about your questions about Transformation. While I wish the book went a bit more in depth (Like M&M or Champions) when stating out Animals and such, I think they are using a bare bones approach for simplicity. A rat woild be small enough to slip through a hole ina fence, a Bear could shove a car.

In my opinion yes you can turn into a horse and give e team mate a ride.
Mish-Mash
 player, 2 posts
Tue 18 Oct 2016
at 19:48
Character Creation
Well quickly rolled up the basics for two other characters think I'll stick with wind chill :) first time lucky

Gm sent you an extended background by pm does it fit with the setting or is there anything you wish me to change / add?

Oh and hi to all the other heroes out there :)

This message was last edited by the player at 19:50, Tue 18 Oct 2016.