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New Lore Knight

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Post  Admin Mon Sep 07 2020, 16:03

The other powers barely cost anything. He can use all the powers independently of Sorcery which would be set at a standard 9APs regeneration to keep him on his feet (or a force field or whatever) then still be able to use other abilities with the Adren Surge boosting those to Class 3 levels (around the 20AP range) as required. he could probably one shot the guys Wonder Man and Prof Wynde just beat up, but then again Wonder Man one shotted Baron Blitzkrieg twice and Prof Wynde only needed two shots to drop Nazi. As mentioned, the big thing is the base cost, everything else is pretty much peanuts in comparison. The Amulet is removable which chops the costs well down. To create this character in the standard sense would probably be in the region of 3-4k points!


Last edited by Admin on Mon Sep 07 2020, 16:23; edited 1 time in total

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Post  DavidMcMahon Mon Sep 07 2020, 16:17

Probably why Sorcerers are so rare and Thoth is such a big thing. flower

One Prof. Wynde lacks defenses which is why he has to be able to take down foes quickly. Anything lasts 3 or more rounds and he is down. And once they leave the Lore Knights and don't have access to Faerie's healing ... affraid affraid affraid
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Post  DavidMcMahon Mon Sep 07 2020, 16:36

If you can come up with the points, how about him being able to sense when his teammates are in danger? He would also have some kind of credentials, being a member of the House of Lords as well as an active duty soldier.


For extra disads for points how about:
Guilt - for leaving his men behind
Enemy, one of the Nazi super-soldiers becomes his personal enemy.

Authority Figure
Lime Light
[Being the new Earl, especially in time of War, those last two might be important.]


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Post  Admin Mon Sep 07 2020, 17:21

New Lore Knight - Page 2 Ghost-Knight

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Post  Admin Mon Sep 07 2020, 17:30

Awareness (the power) is to be used on a cosmic scale... usually. In this case I'll make it so that it represents grave threats to the land of Britain. Won't detect bank robberies or anything like that but it should detect invasions by Nazis, Advent, Demons, Undead etc, all your standard superhero stuff. Over time the range will grow I'm sure (to 20APs, covering Britain)

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Post  DavidMcMahon Mon Sep 07 2020, 17:55

Looks pretty good. Costume's not bad either.
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Post  DavidMcMahon Sat Sep 12 2020, 05:16

Swordsmith could wind up being the most powerful Lore Knight since there is so much metal for him to work with. Guns are metal and wood. Even advanced composite weapons have some metal in them. Some super-advanced ones might have ceramics and plastics and no metals but those will be rare in 1940s. Grenades, metal, Helmets, metal. Bras, metal clasps. tongue tongue tongue clown clown clown
Just seeing if you were paying attention.

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Post  DavidMcMahon Sat Sep 12 2020, 17:37

Having worked on those possible Ultrahumans, I think we should give Major Oak a gas attack power, from pollen, when he next gets xp.

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Post  DavidMcMahon Thu Oct 15 2020, 14:45

Was thinking over the unknown Lore Knights of WW2 that we haven't met yet and came up with a bunch of ideas for them.   Use them, turn them into villains or turn them into American heroes when we reach those shore or whatever.  Fine-tuning is obviously going to be needed.

Some use DC heroes stats/powers/skills and some I've thought up while trying to get back to sleep.    Cool Sleep Sleep Sleep 

1.  Captain Bulldog [homage to the Captain Bulldog Drummond character rather than British Bulldog] - use Hourman
2.  Major Victory -  use Captain Triumph
3.  John Bull - use Uncle Sam
4.  Lady of the Lake - fluid form, water freedom, dispersal with partial bonus, water blast[energy blast], fog, ultra vision
5.  Doris Oceanid - use Golden Age Aquaman who doesn't have telepathic command of fish but trains them. ultra vision.  Or use Sea Wolf nazi villain from World at War sourcebook minus the claws.
6.  Little John - 3 lvls of Density Increase and Growth with bonuses, telescopic vision, systemic antidote [low level], Skill - Weapons: Melee, Gadget: Stretching Quarterstaff[or maybe energy blast quarterstaff since it can't grapple].
7.  Merry Man - use GA Green Arrow, who has fewer gadget arrows.  Or Usil from World at War Sourcebook under nazi villains.  Give him 10 more stun arrows - 5 that do mystic stun, 5 that do mental stun.


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Post  DavidMcMahon Thu Oct 15 2020, 15:27

One of the problems with the Lore Knights is most of them can't fly so they can't take on German Fighters and Bombers.  The following heroes all have a flight of 7 or 8, which should be about the same as most WW2 fighters can fly, unless noted otherwise.

1.  The Grim Ghost or the Highwayman -  The horse isn't real but spectral, it is just the physical manifestation of his Flight Power instead of wings or riding a surfboard or bolt of lightning.  His guns/flintlocks - one fires Magic Blast, the other fires Mental Blast.  This makes him one of the few Lore Knights who do mental or magical damage.

New Lore Knight - Page 2 Grim-g10



2.  Mr. Q - Invisibility, Dispersal with partial advantage, skills - pilot, weapons:firearms, martial arts.  Disads - alter ego, missing one arm, crippled leg - must use support cane to walk more than a few steps.  This character was a pilot shot down over Dunkirk, losing an arm and gaining a permanently crippled leg in the process.  He was given an honorable disabled discharge.  He is whole in his Mr. Q [as in Question or Where is he? kind of thing] identity with his skills being much higher in his hero ID.

3.  Lady Victory or Britannia - Her trident has Flame Project, her shield has Flash and Shield, Her helmet has Ultra Vision and Telescopic Vision.
sort of Sun Boy from LSH with weapons and vision powers.

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Last edited by DavidMcMahon on Thu Oct 15 2020, 16:10; edited 1 time in total
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Post  DavidMcMahon Thu Oct 15 2020, 15:55

4.  The Mosquito - named after the de Havilland Mosquito, which didn't see service until mid/late 1941, so he wouldn't join until late 1941.  Shrinking 3-4 levels, dispersal 3-4, flight 10-12[to make up for the fact that each level of shrinking reduces his movement by 1], Projectile Weapons, telescopic and ultra vision. Martial Arts.  Radar Sense.  Radio Communication.


5.  Banshee - female - using Marvel's Banshee as base for character from Writeups.org.  Lower points than what is shown here.


Powers:
Direction hearing: 03, Extended hearing: 02, Flight: 09, Flash [Sonic]: 08, Sonar: 08, Sonic Beam: 15, Sonic Beam (Area Effect 1 AP): 09, Sound Nullify
Bonuses and Limitations:

  • All Powers (Except Direction hearing, Extended hearing): Contingent to Sonic Beam (-1).
  • Flash is Sonic in nature and affects Hearing (0).
  • Flight does not allow him to carry more than 2 APs of weight or one person.
  • Sonic Beam can of course be used to Block other sonic/vibration attacks.

Skills:
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Post  DavidMcMahon Thu Oct 15 2020, 17:53

Other possible Lore Knights

1.  Daddy Long Legs - Snare with advantages, extra limbs [at least two, max of 6, maybe with stretching of 1 or 2 for all limbs locked to that length], jumping, glue, Full vision, cling, gliding.

2.  Luckstone - Probability Control, Martial Arts, Luck and Ultra Luck. Mystic Link

3.  Blackhand - Martial Arts and Poison Touch, mystic linked

4. Captain Medusa - Petrifaction and Paralysis

5. The Shaper - Mutation with bonus "can choose mutation".  Martial Arts

6.  The Chameleon - Chameleon and Molecular Chameleon

7.  The Blue Knight - use the Guardian from World at War sourcebook

8.  The Sorcerer or Sorceress - Mental Illusion and Illusion.

9.  War Nurse [nod to Pat Parker, War Nurse  Origin: Captain Pat Parker really is a British nurse, but she becomes a superheroine by taking off her white uniform to reveal an outfit consisting of a crop top and blue shorts with a cross on her belt, and by donning a mask also decorated with a red cross. Suddenly, she is known as "War Nurse"! ] - from Writeups.org: 
Skills:
Acrobatics (Climbing): 05, Charisma (Persuasion): 06, Martial Artist (incl. Techniques): 04, Medicine (First aid): 05, Military science (Camouflage, Demolition): 04, Scientist: 04, Thief (Stealth): 04, Vehicles (Air, Land): 06, Weaponry (Heavy): 04
Advantages:
Area Knowledge (English coast), Expertise (Nursing), Familiarity (Military equipment and protocols, Search & Rescue, Parachuting), Language (German, Japanese, French, Morse code), Luck, Omni-Familiarity, Rank (Matron).
Connections:
British Military (Low), Anti-Nazi partisans throughout Europe (Low).

add power:  Damage Transference with advantages.  Maybe Life Sense: Sense Wounded only

10.  Newton - Gravity Increase/Decrease and Gliding.

11.  Trap Master - Diminution and Glue, Escape Artist

12.  Earthman - Digging, Ultra Vision, Sealed Systems, Systemic Antidote, Super Str/Body Claws(?maybe, if it isn't considered killing attack)

13.  Major Danger - Danger Sense, Defensive Adaption, Regeneration, Martial Arts.

14.  Black knight - Darkness [intense], Dispersal with Partial Advantage.  Martial Arts

15.  Bombardier - use Human Bomb add Control Radius advantage and throw in Flight.  Sealed Systems, Systemic Antidote and Skin Armor if there are points left over.  Basically he flies into Planes, tanks, ships, etc and blows them up.  With control of radius, he can punch badguys with Bomb instead of Martial arts or add it to martial arts {? Not sure how that would work}.

16.  Jungle Lord - Animal Mimicry, Martial Arts, acrobatics

17.  Omega the Ultimate - Adaptation [cannot adapt skills]

18.  Metal Man - use Iron Munroe from World at War sourcebook, lower invulnerability and give him Skin Armor

19.  Captain Whiz - use Johnny Quick from WaW sourcebook

20.  Betty Britain - use Miss America from WaW

21.  Spotlight - use the Ray from WaW

22.  Sir Justin - use Shining Knight from WaW.  Add Air Walking and remove Pet: Winged Victory.

23.
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