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Re: New Characters

Post  Admin on Wed Sep 15 2010, 22:41



Feel free to knock up a picture to replace that one whenever you want - I just stuck something in to fill the gap in the box. The HTC/HTK came up 15d6=62, 15d6=62 strangely enough *shrug* If you're ok with the way things look (all as you made the character I just filled in the blanks) take a loo kin the Current Issue area for Kittens first issue when you get the chance Smile
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Re: New Characters

Post  Admin on Wed Sep 15 2010, 14:24

House rule - 7 powers if you choose which ones you have or 8 if you roll at least 4 (then either upgrade those or roll the other 4). Experience has found the 8 random rolls tends to be a bit wacky and weird, so the choose 7 route is probably best Smile Your 8th power is the Dark Power - Putty is yet to have his surface, but he will. That's worth rather more than one power roll though. More like... 100.
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Re: New Characters

Post  DavidMcMahon on Wed Sep 15 2010, 02:52

I count 7 power rolls there, not 8. Grade Two Martial Arts only costs 2 power rolls, not three, unless my math is off on that. If that's true, and looking at your origin, you might want to get the Advantageous Background - Contacts/Criminal - since the Underground is basically made up of criminals.


And Shrink, shrinks you down to the size of an insect. Though if you wanted to be bigger - say cat size, the GM would probably allow it.
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Re: New Characters

Post  Admin on Wed Sep 15 2010, 02:42

Just got in from work, about to hit the sack, but things look good from here. There are a few blanks to fill in (Hits to coma and Hits to kill which are like hit points) which I can sort for you. There's also the question of your characters look - it's not mandatory but you may enjoy playing about with the various art packages listed here:

http://caradeedu.vilabol.uol.com.br/fabrica_beta2010c.html

http://marvel.com/create_your_own_superhero

http://cpbherofactory.com/

http://www.ugo.com/games/superhero-generator-heromachine-2-5

If not, no problem, we'll get you up and running later on today I should think (no work for 7 days, woot!)

Cheers, Paul
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Re: New Characters

Post  TDM7 on Wed Sep 15 2010, 02:24

Thanks for your suggestions. I hadn't considered the probability manipulation/luck aspect for a "black cat" effect. That's a clever idea, but it's not what I really had in mind.

Based on your recommendations, I'll drop the Judo Throw and take the Health(Regeneration: Grade 1) and Heightened Senses (Animal Senses: Grade 1).

Ego: 7
Strength: 13
Dexterity: 18
Vigour: 15

Superpowers:
Shrink (Grade 1)
Agility (Grade 1)
Martial Arts: Oriental (Grade 2)
Speed (Grade 1)
Health(Regeneration: Grade 1)
Heightened Senses (Animal Senses: Grade 1)

Background:
Kylie Robertson awakened from a mysterious illness to find herself gifted with strange new superhuman abilities. Recruited by the underground resistance movement at the university that she attends, Kylie secretly uses her new superpowers to assist their cause as the shrunken superheroine known as Kitten.

Personality:
Kylie seems to be the typical young woman of her age in college, carefree with romantic notions of the world and optimistic about the future. However, a part of her is very serious and concerned that things are not as they should be and could be better based on the stories that her grandparents once told her. As the Kitten, she is brave and can show a great deal of ferocity in a combat situation.

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Re: New Characters

Post  Admin on Mon Sep 13 2010, 12:56

I'd say swap Dex and Ego around - +3 to hit is nice, but overall characters have a 50% chance of hitting most super powered targets (roll of 10 on 1d20) and even better against non super powered. As David says, with low ego the math isn't great with the probability stuff, but with 18 ego it will be much better. And Dex in this game has nothing to do with agility - the agility power or gymnastics covers that. You've got plenty of dodge mod (+6 or +7 with a spandex costume, off the top of my head) so not only are opponents going to have a hard time hitting you, you'll make them look bad when they're tripping over, whacking their head on stuff etc thanks to the luck thing. It's your character, your call though, so feel free to have a play around. When you're ready we'll get you started in a solo intro adventure, and go from there.
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Re: New Characters

Post  DavidMcMahon on Mon Sep 13 2010, 12:35

My Two Cents -
Judo Throw is probably very good for a table top game but for a PBEM game it isn't. Slows thing down as the GM would have to stop actions to find out if you want to use Judo Throw. He would have to do this, unlike Dodge, because your throw could prevent the villains from using any further frames. Plus needing to use two FUTURE frames to use Judo Throw seems kind of ... wasteful to me. With those same two future frames, you could dodge an attack instead and have a frame to actually attack with or two frames to attack with if you don't Dodge. And it won't cost you two Power Rolls like Judo Throw does, letting you get another power or advantageous background or both.

Unconscious Probability Manipulation or Luck would be nice except your Ego value is so low it is almost like throwing away a power. Unless the GM lets you re-roll for a higher number .... clown Or you could take Previous Training Twice and add those fours points to your Ego. This would give you between 11 & 33% chance of good luck. With a 7 Ego, you would have between 7 & 28% chance of good luck.

Animal Senses are a nice touch. Some sort of Health Power is nice too. Claws ... gives you a different kind of attack so having two attack is nice as well.

You might want to look at Precision. Also Magic - either Enhancement or Hypnosis.

This is a very magic oriented game and universe.

And nothing wrong with being a university student for your origin. So what if it is for the priviledge few? College kids always rebel. Your character could be part of the Underground, fighting the Nazis any way they can.

OOPS! Got to get ready for work now!

David aka Putty
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Re: New Characters

Post  Admin on Mon Sep 13 2010, 04:03

Just got in from work so my brain is a bit scrambled, but the character looks fine off the top of my head. You may want to consider Probability Manipulation (black cat luck/unlucky thing), probably instead of Judo Throw (in my opinion) and get Animal Senses, A health power (fast recovery or regeneration) or Intuition. Some of the others may have an opinion if they want to chip in. Will get chance to take another look later on after I've had some sleep (it's 4.02 am now, and I know if I update the game threads right now I'll regret it and have to edit them later for typos and generally not making sense Smile )
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Re: New Characters

Post  TDM7 on Sun Sep 12 2010, 20:47

I finally had some time to take another look at the character creation process. Here's what I have so far.

Ego: 7
Strength: 13
Dexterity: 18
Vigour: 15

Superpowers:
Shrink (1)
Agility (1)
Martial Arts: Oriental (Grade 2)
+ Judo Throw (1)
Speed (1)
and then using the last point for either Regeneration or Animal Senses, depending on what you think.

I was thinking about giving her a cat-themed costume and calling her Kitten due to her tiny size. I probably could have added Claws to the mix to complete the 'Kitten' theme but I think that the martial arts would be sufficient enough for a method of attack. I was originally planning on making her a university student but if that's something that reserved for the privledged few, maybe making her a clerk/secretary for somebody that has power would be more approrpiate.

Let me know if I'm on the right track and make sure that I'm not doing something that goes against the spirit of the rules.

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Re: New Characters

Post  Admin on Thu Sep 09 2010, 16:56

House rule is:

Roll 8 powers (i.e. random) and after rolling 4 you can choose whether to upgrade the ones you rolled or keep rolling. Likely to come up with something weird n wacky, but still playable, no max rank.

OR

choose 7 powers/adv backgrounds as you see fit, no more than rank 2. This is probably the preferred option - tailor the character as you see fit.

http://www.mediafire.com/?dwdwkh3nw1j

Hopefully that links to the house rules document I knocked out last year (almost a year ago, or will be at the the end of the month ish)
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Re: New Characters

Post  DavidMcMahon on Thu Sep 09 2010, 12:19

You get 8 power rolls, which include your advantageous backgrounds, take a look at them, they might help. You might want to look at Grade One Leaping. You might look at Sidekick or Vehicle - that way you have some sort of transportation for getting around - the toy car or toy plane that Dollman used in a few stories or his faithful dog.
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Re: New Characters

Post  Admin on Thu Sep 09 2010, 07:47

I'll dig out what I know on Doll Man (primarily from the DC Heroes RPG, I have all the books for that, and should be a straight conversion. Any abilities that aren't covered by the Squadron UK/Golden Heroes rules, we can cook up) and come up with some suggestions.
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Re: New Characters

Post  TDM7 on Thu Sep 09 2010, 03:38

As I had mentioned in my introductory post, one of my favorite characters is the Golden Age superhero known as Doll Man. I'd like to use that basic concept here too. However, I'll probably change a few aspects and make the character female instead.

The necessary power choice would be shrinking. I think that the Agility and Martial Arts powers/skills would be appropriate too. Dexterity would be the primary characteristic, but other characteristics or powers could be enhanced or added if there are points remaining to make her faster, stronger, or more durable. Do you have any other suggestions such as things that I may have missed?

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Re: New Characters

Post  DavidMcMahon on Thu Jun 17 2010, 00:30

That said, who knows where you end up - depends how things go Smile[/quote]


SLIDERS!!!!!

Old American Sci-Fi show where our band of heroes jump from one reality to the other, trying to get back to their own reality. Sometimes, little things were different, sometimes, big things were different. Was a pretty good show for the first couple of years.

Be interesting to see if we make it back to the "real" world, after we save the Nazi universe or if we keep universe hopping.
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Re: New Characters

Post  Admin on Thu Jun 17 2010, 00:14

I'm a 'make things up as you go' sort of guy, so adapt to whatever the story/players throw at me. If that's the way you'd like things, we can do that - however - your character is the born in Nazi England version, currently in the year 2018, so the story may not take us to another reality of that era (you're headed to the past, if you can get there, and probably won't have been born back in the 30s/40s...)

That said, who knows where you end up - depends how things go Smile
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Putty's origin

Post  DavidMcMahon on Wed Jun 16 2010, 23:23

You know, since Putty is such a changeable guy, I think it would be neat if he had a different origin in each universe he winds up existing in. Idea

Alien in this Nazi Universe. An Indian Spirit in the universe where the American Indians conquered Europe. A criminal who was accidentally changed and reformed his ways in the "normal" universe. Or whatever.

Whaddaya think?

lol!
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Re: New Characters

Post  DavidMcMahon on Sat May 22 2010, 12:42

Didn't mention that I am calling my character Putty, making it short for Silly Putty. Most of the good stretchy or morpho names had been taken after all. Laughing
I remember playing with the stuff when I was a kid. Its biggest draws were that it stretched and bounced and that you could flatten it over a comic book page or Sunday morning comics page and get an impression of that page. I thought it was really neat stuff but didn't know its history until recently. I added the Wikipedia link as I don't know if you guys ever saw the stuff.


http://en.wikipedia.org/wiki/Silly_putty
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Re: New Characters

Post  Admin on Wed May 19 2010, 18:46

Games up in the 'current issue' section...
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Re: New Characters

Post  DavidMcMahon on Wed May 19 2010, 12:03

very nice picture for Putty!!!
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Re: New Characters

Post  Admin on Wed May 19 2010, 00:52



If you're ok with everything, I'll cook you up an intro later today (look out in the current issues thread for your Putty Issue #1)
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Re: New Characters

Post  DavidMcMahon on Tue May 18 2010, 20:03

Let's see if my avatar for Putty now shows up with my name.
David
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Re: New Characters

Post  Admin on Tue May 18 2010, 16:35

Weird. Something's happened to the pics I posted earlier (including your character sheet) Will repost, with amended powers.



edit: looks like the problem was at Tinypics end. Those pics have reappeared!
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Re: New Characters

Post  DavidMcMahon on Tue May 18 2010, 12:42

Okay, let's drop it down to Grade One. I hadn't bothered looking at the charts and was reading the descriptions only. Instead of Grade Two, why don't we add Wallcrawling instead? With his Shapeshifting ability, being able to create lots of tiny suction cups on his body to cling and move along vertical and overhead surfaces sort of makes sense.
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Re: New Characters

Post  Admin on Tue May 18 2010, 09:16

Golden Heroes:


Squadron UK:


In the Squadron UK book, Armour grade 1 stops Htk damage from WC0 or 1 and any kind of bullet or knife damage from any WC. Tough Skin Grade 2+ gives that benefit (but not Tough Skin grade 1). With tough skin, obviously that is 'you' whereas armour is a suit you need to wear, which is why I guess it gives that extra benefit you need the extra grade from Tough Skin for. Tough skin also explicitly states with Grade 2 or higher you can't have any kind of agility or athletic ability, whereas armour doesn't, but at Grade 2 for both, you have the limitation you cannot dodge, which kind of makes Agility redundant.
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New Character - PUTTY

Post  DavidMcMahon on Mon May 17 2010, 23:50

Hmmmm ... I have two different versions of the Squadron UK - basic rules. Niether one limits Agility or Dodging ability for use with Armour. But both say that Grade Two Tough Skin prevents thier use. Which is why I chose Armour over Tough Skin.

Is there another version that does limit armour and agility and dodge?
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Re: New Characters

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