|
Okay! Here is the OOC thread for the sheet collection stuff. Everybody, post your sheets in here and we can bring them up to date. If you already have your updates ready, just add them and get the sheet up to date and we'll be good. If you need to add some level up stuff to it, then post the sheet you got and we can work together to figure this all out. Also, any fun pictures will be welcome. Like this!
|
# ? Jun 24, 2015 14:02 |
|
|
# ? Apr 18, 2024 08:30 |
|
pre:Name: Elliot Kowalski (who cannot actually levitate) Age: 16 Height: 5'11" Weight: 131 lb. Build: Gangling and long-limbed; very skinny Eyes: Solid white; slightly luminescent Hair: Yellow-blond; naturally wild and spiky Skin: Fair; lightly freckled PL: 9 | PP: 139/139 | HP: 0 Abilities 8 points Defences & Init. 11 points Advantages 13 points SUM (RNK + PWR) SUM (RNK + ABL + ADV) Defensive Roll 4 STR -1 -1 Dodge 8 6 2 Eidetic Memory STA 0 Fort. 2 2 Evasion AGL 2 2 Parry 3 3 Fearless DEX 0 Tghn. 4 4 Languages 5 FGT 0 Will -2 -2 Skill Mastery (Stealth) INT 10 2 8 AWE -2 1 -3 PRE -2 -2 Init. +2 2 Skills 21 points Languages known SUM (RNK + ABL) Arabic Japanese Expertise English (native) Latin Literature 16 6 10 Finnish Malay Mathematics 18 8 10 French Mandarin Optics 18 8 10 German Polish Sewing 8 8 0 Greek, ancient Russian Stealth 10 8 2 Hebrew Spanish Treatment 14 4 10 Hindi Swahili Italian Powers 86 points Mind of Light Immunity 30 (effects resisted by Will) 31 points Base cost: 1 PP/rank Extras: Innate Extras mod.: +1 PP Descr.: Light, Mutant Final cost: 1 PP/rank Range: Personal Duration: Permanent Action: None While no one has been able to fathom the way Elly's mind actually works, it appears to be very much impervious to anyone and anything attempting to read or interfere with her thoughts, memories, and mental faculties in general. Quickness 16 8 points Base cost: 1 PP/rank Flaws: Limited (mental tasks only) Flaws mod.: -1 PP/rank Permanent Final cost: 2 ranks/PP Descr.: Light, Mutant Range: Personal Duration: Permanent Action: None Thanks to her blisteringly fast speed of thought, Elly can, in a fraction of a second, work out any mental task that a normal person would struggle with for hours. Enhanced Intellect 8 7 points Base cost: 2 PP/rank Extras: Innate Extras mod.: +1 PP Flaws: Reduced Awareness 3 Flaws mod.:-10 PP Reduced Presence 2 Final cost: 2 PP/rank Permanent Descr.: Light, Mutant Range: Personal Duration: Permanent Action: None Elly's mind is brilliant, figuratively and literally. The downside is that it exerts such a strange attraction on her, she must make a constant effort to keep her attention focused on the outside world; and, compounding her natural shyness, its cool, logical nature renders her even more naďve and clumsy when it comes to reading people and dealing with them. Senses 2 (Direction Sense, Time Sense) 2 points Base cost: 1 PP/rank Descr.: Light, Mutant Range: Personal Duration: Permanent Action: None Possessing a mind not altogether dissimilar to a modern computer in its capabilities makes it a simple matter for Elly to track the passage of time with considerable accuracy. It also allows her to mentally "map" her surroundings to a degree, enabling her to easily retrace her steps as well as take her general bearings no matter where she finds herself. Luminous Eyes Senses 23 (Analytical [Visual], Counters Concealment [Visual, 23 points all descriptors], Counters Illusion [Visual], Distance Sense, Extended 1 [normal vision, Microscopic Vision, Infravision, Ultravision], Infravision, Microscopic Vision 1, Rapid 3 [Visual], Ultravision) Base cost: 1 PP/rank Extras: Innate Extras mod.: +1 PP Flaws: Noticeable (luminescent Flaws mod.: -1 PP eyes) Final cost: 1 PP/rank Descr.: Light, Mutant Range: Personal Duration: Permanent Action: None Elly's eyesight is prodigiously keen. Short of opaque objects there is little that can obstruct it, she can see perfectly well no matter how dark her environs are, and the general range, scope, and acuity of her vision are far superior to that of homo sapiens. Their appearance and soft luminosity, as well as the fact that they scintillate strangely when Elly focuses on something beyond the purview of normal human sight, do all make it apparent that her eyes are distinctly special in some way, however. Enhanced Perception 12 4 points Base cost: 2 ranks/PP Flaws: Limited (visual senses) Flaws mod.: -1 PP/rank Permanent Final cost: 3 ranks/PP Descr.: Light, Mutant Range: Personal Duration: Permanent Action: None Somewhat unobservant though she otherwise tends to be, Elly is fairly quick to pick up on even minor visual cues and details. Affliction 9 11 points Base cost: 1 PP/rank Extras: Alternate Effect 2 Extras mod.: +2 PP/rank Area (cone) 1 +2 PP Extra Condition Flaws mod.: -2 PP/rank Flaws: Instant Recovery Final cost: 1 PP/rank Limited Degree Descr.: Light, Mutant Resistance: Fortitude Degrees: Visual Impaired, Vulnerable; (DC 19) Visual Disabled, Defenceless Range: Close Duration: Instant Action: Standard Elly emits a brief, blindingly bright flash from her eyes; anyone who fails to avert their gaze in time feels as though they've been staring directly into the sun for several painful seconds. While no permanent damage is inflicted by this light, whose effect fades again after a few moments, it still makes for a highly discomfiting experience that leaves its victim all but sightless and barely able to defend themselves while it lasts. Alternate effect #1: Environment 4 (bright light) Base cost: 2 PP/rank Descr.: Light, Mutant Range: Rank Duration: Sustained Action: Standard While normally their luminosity is only noticeable in poorly lit environments, Elly may also project brilliant but harmless light from her eyes to illuminate a considerable area ahead of her (~200 foot cone) as brightly as the midday sun. Alternate effect #2: Damage 9 Base cost: 1 PP/rank Extras: Area (cone) 1 Extras mod.: +2 PP/rank Secondary Effect Flaws mod.: -2 PP/rank Flaws: Side Effect 2 (blind) Final cost: 1 PP/rank Descr.: Mutant, Heat, Light Resistance: Toughness (DC 24) Range: Close Duration: Instant Action: Standard Set off by the revelation that her scientist captors were planning on killing and dissecting her in order to sate their curiosity about her mutant powers, Elly discovered she could unleash a blast of light from her eyes so intense that it severely burnt anything (and anyone) directly in front of her. In addition to being very unpleasant if not outright painful for her and potentially fatal to anyone caught in the blast, however, doing so also strains Elly's eyes to the point of effectively rendering her blind for some time; as a result, she has to find herself in truly dire, extraordinary circumstances to push herself this far. Motivation: Never again. Growing up a quiet, bookish loner made Elly a natural outsider and an easy target for the local bullies and thugs. She bore this indifferently, taking for granted the viciousness of the world without ever truly dwelling on it, much like she accepted the fact that her parents resented her for not being the child they'd wanted. Some years later, living in a highly conservative neighbourhood as a young mutant forced her to reconsider the depths of intolerance and cruelty to which humans could sink…until her parents sold her to a mysterious research institute. In doing so, knowingly or not, they subjected their daughter to months of captivity and experiments that not infrequently bordered on torture, a time which impressed on Elly the meaning of helplessness and being a victim like nothing before. Not only has she emerged from this ordeal remarkably well-adjusted, however, it also effected a profound change in her. Whereas Elly once cared little for the company of others, preferring to be left alone and reciprocate in kind, she is now coming to feel that a life devoid of affection and companionship just is not worth living; and, mildly confuse her though this does at times, for the first time ever she will be making active efforts to remedy these shortcomings. Her captivity, and to a lesser degree the years preceding it, also imbued her with a powerful conviction that no one must ever be made to experience what she did again. Though the mutant girl remains somewhat timid and unassertive otherwise, she has come to be surprisingly outspoken and quietly forceful when she perceives someone being taken advantage of or picked on; being intimately, painfully aware of what it means to be utterly at someone else's mercy, to have no one in the whole world who cares, Elly will not allow anyone to be treated that way if she can help it. Complication: Lost in the light… To hear Elly talk about it, her mind is a place of radiant though abstract beauty, infinitely more compelling than the drab exterior reality surrounding her. Because she also processes thoughts and memories at unheard-of speeds, the "real world" tends to seem excruciatingly ponderous to her by comparison, like watching a movie in extreme slow motion. As a result, Elly is constantly tempted to heed the siren song of her mind and immerse herself in its luminous depths rather than pay attention to the here and now – and though she has, for the most part, gotten a handle on remaining responsive and "in the present", it is a kind of addiction she hasn't quite beaten just yet and there's always a certain risk that she'll abandon herself to her thoughts in times of great stress, or when a prolonged, delightful distraction seems preferable to having to deal with something really unpleasant. Complication: Ignorance is bliss…? So alien is Elly's mind that she doesn't notice attempts to probe or manipulate it at all, or indeed any psychic phenomena in her vicinity. Such energies are simply absorbed by the singularity, as negligible as the light of a lone candle next to the thermonuclear blaze of a star, while the psychic responsible is left feeling as exhausted as they would otherwise, but with nothing to show for their efforts. Similar to the inability to feel pain however, being aware of attempts to read or influence her mind on the whole seems preferable to being unaware of them, and her complete inability to sense any exterior mental influences may just cause Elly to walk headlong into trouble she might otherwise have been alerted to. Complication: Damaged good? Ostensibly, the experiments Elly was subjected to were meant to somehow help the researchers gain insight into the workings of her mutant mind. While apparently a failure, they nevertheless left her with her share of physical scars, but other than the curious fact that the memories of these months are strangely dim in her otherwise faultless mind (and the less curious fact that she now suffers from mild claustrophobia as a consequence of her prolonged captivity), the treatment she suffered inflicted no lasting damage or had any other permanent effects on her – as far as anyone, including Elly, can tell at this point, anyway… Free bonus: the original Google Sheets version I used because I'm bad at adding up points. Also here's Iron Man using an Anti-Cancer Beam on a large, pink dinosaur, I guess. MMAgCh fucked around with this message at 03:01 on Feb 11, 2016 |
# ? Jun 25, 2015 20:57 |
|
pre:Code Name: Real Name: Anna Lee Age: 16 Height: 5'6" Weight: 110 Eyes: Brown Hair: Black (feathers) Skin: Pale white Power Level: 9 Power Points: 135 Abilities: 12 points STR -1 (-1) -2 points CON 0 (+0) points AGL 0 (+0) points DEX 0 (+0) points FGT 0 (+0) points INT 2 (+2) 4 points AWE 2 (+2) 4 points PRE 3 (+3) 6 points Saves: 29 points Toughness 8 = (con) + 0 + Protection Fortitude 9 = (con) + 9 9 points Dodge 9 = (agl) + 9 9 points Will 9 = (awe) + 7 7 points Parry 4 = (fgt) + 4 4 points Combat: 0 points Attack: 0 points Reflect +9 Grapple: Oh god, no. Initiative: +4 Powers: 58 points Probability Control 9 40 points Total Cost: 4/Rank Base Cost: 3/Rank Action: Reaction (pasv.) Save: None Range: Personal Duration: Instant Extras: Affects Others (+1/rank) Power Feats: AP: Blast, AP: Deflection, AP: Move Object, AP: Snare Effects: Each round, any one of Anna's die rolls has a minimum result of 9. This effect cannot be used in any turn that an alt power is used. The effect can be used on a friendly target, by touch. The... engine of Anna's peculiar powers are strong, but her understanding of its workings, and her fine control, Sometimes she perceives 'strings', but has difficulty articulating how they connect. Catastrophe 9 * points Total Cost: 3/Rank Base Cost: 3/Rank Action: Standard Save: Toughness Range: Perception Duration: Instant Extras: Indirect 4 (+4), Subtle 2 (+2), Variable Descriptor (Accidents) (+1) Effects: Anna twists the threads of causality tightly around a target, bringing freak accidents down upon their heads. Only sometimes they trip over the carpet instead. Fate is funny that way. (Effect is proportional to the damage inflicted; Dodge vs. DC 18 halves the damage effect.) Deflect 9 * points Total Cost: 2/Rank Base Cost: 1/Rank Action: Standard Save: None Range: Ranged Duration: Instant Extras: Reflect (+1/rank), Subtle 2 (+2), Accurate +4 (+4) Effects: Defend others against Dodge and Parry-targeted attacks. Minimum die roll is 10 (plus 9) on the defense check. Modifiers are standard for range. Does NOT work on area or Perception-range attacks. As a free action, can reflect attacks back at the attacker on a successful Deflect, attacking at +9 and dealing damage as per the attacker's power. Like Anna's other powers, this one seems to be a subtle manipulation of luck. It's hard to say though whose luck she's pushing: the person narrowly missed, or the foe facing an attack that's blown up in their hands. Move Object 8 * points Total Cost: 4/Rank Base Cost: 2/Rank Action: Standard Save: None Range: Perception Duration: Sustained Extras: Subtle (+1/rank), Precise (+1) Effects: 40 STR for purposes of moving an object. Garden-variety psychokinesis. It may be that her powers all derive from it, but thather subtler and more profound abilities are channeled reflexively, rather than controlled consciously. Snare 8 * points Total Cost: 4/Rank Base Cost: 1/Rank Action: Standard Save: None Range: Perception Duration: Sustained Extras: Subtle 2 (+2), Perception range (+2/rank), Cumulative Affliction (+1/rank), Extra Condition (+1/rank), Resisted by Dodge (+0), Limited Degree (-1/rank) Effects: Restrain a target with sheer foul luck. Dodge vs DC; one degree of failure leaves target hindered and vulnerable, two leaves target defenseless and immobilized. Effect can be broken via Damage or Sleight of Hand-- basically grabbing on and yanking oneself free of the area. Obvious Mutant in America While not a cause for real concern on school grounds Anna's wings, and to a lesser extent her claws and the occasional feather growing through her hair, mark her as something well outside the human norm. If they were white, she might have been able to pass herself off as an angel. No such luck. Developmental Difficulties Anna's powers have only recently manifested, and with them have come striking changes in her body. The wings are most obvious, but small feathers have sprouted on her scalp, and her feet are reshaping into something like those of a bird of prey. Being a girl with bird bits is cool --she can fly, after all-- but what if the changes don't stop there? Something Wyrd More than one mythology describes women with the ability to control fate by means of 'weaving' and otherwise manipulating strands of the stuff. Two of the pantheons containing such women are known to be very real. Is Anna somehow related to them? It's vastly more likely that her mutant power is just that, a mutation that lets her observe and pluck at the webwork of causality, but likelihoods have a way of skewing around her... --- I've been through the thread a few times, checking under the cushions for loose PP and HP, so it looks like Anna's at 140 PP, including a dozen unspent ones. Current plans include bumping Force Field, Probability Control (and its offshoots) and fiddling the Snare so that it looks coincidental, rather than reality melting like an overheated film reel. Also, picking up Sense Powers as an increasingly educated guess from the configuration of probability threads. And probably bumping INT or AWE if I've points left, because I think I'm playing Anna as being a bit sharper than her stats might suggest. And something I threw together for another thread, I think: Bieeanshee fucked around with this message at 06:34 on Jul 4, 2015 |
# ? Jun 26, 2015 00:39 |
|
Bieeardo posted:--- There's no real point increasing flying too much at all, so increasing her other powers and senses makes sense. It will give her some further combat options. And yes, I have everybody at 135pp or high at this point so if you added up to that then it sounds right by me.
|
# ? Jun 26, 2015 00:55 |
|
Flying's always tempting, because it's just that awesome.
|
# ? Jun 26, 2015 01:46 |
|
Could always add another set of wings.
|
# ? Jun 26, 2015 02:40 |
|
"There was a mixup, you're actually supposed to be a seraph. Totally different belief system, yeah. Boy, are my faces red."
|
# ? Jun 26, 2015 02:49 |
|
I was just visited by three ghosts-- no! I was just visited by the mental image of Reggie Prattkeeping several members of Blue House. I mean, come on. The lead raptor was called Blue! That can't be coincidence. I may need to find an artist. Bieeanshee fucked around with this message at 17:08 on Jun 26, 2015 |
# ? Jun 26, 2015 17:05 |
|
I'm pretty sure spiderbot would let you uploading it to instagram
|
# ? Jun 27, 2015 05:44 |
|
pre:Name: Patricia Asher (Feeling colorful) Age: 16 Height: 4' 10" Weight: 147 lbs. Eyes: Hazel Hair: Brown Skin: Caucasian PL 9 Power Points: 134/139 Abl 26 + Def 15 + Skl 38 + Adv 12 + Pwr 43 = 134 Abilities: 26 points STR 1 2 points STA 2 4 points AGL 2 4 points DEX 2 4 points FGT 0 0 points INT 2 4 points AWE 1 2 points PRE 3 6 points Offence: Initiative: +2 Melee +0 Ranged +3 Defence: 15 points Toughness +9/2 = (sta) + 0 (+7 Defensive Roll) Fortitude +6 = (sta) + 4 Dodge +7 = (agl) + 5 Parry +0 = (fgt) + 0 Will +7 = (awe) + 6 Skills: 38 points Name Total Rnk PP Acrobatics +6 4 2 Deception +17 14 7 Expertise Art +14 12 6 Current Events +6 4 2 Pop Culture +10 8 4 Theater +6 4 2 Insight +7 6 3 Perception +12 11 5˝ Persuasion +13 10 5 Ranged Combat (Splat!) +5 3 1˝ Advantages: 12 points Daze (Deception) Defensive Roll 7 Ranged Attack 2 Set-Up Taunt Powers: 43 points Illusion (Visual) 9 Ranks 40 points Color Control Total Cost: 4/Rank+4 Base Cost: 2/Rank Action: Standard Save: Will (DC 18) Range: Perception Duration: Concentration Extras: Illusion Area (15-ft. diameter), Alt. Power 3, Independent Effects: Patricia produces a crystalline pigment solution from her sweat glands. She has complete mental control over the crystalline structure, able to alter its color and position freely. Keeping a tight telekinetic hold on her pigment allows Rickie to spread it through the air, forming very realistic scenes and creations that have about the consistency of thick fog. Alt. Power: Affliction 9 Ranks Splat! Total Cost: 3/Rank+2 Base Cost: 2/Rank Action: Standard Save: Fortitude (Staged) (DC 18) Range: Ranged Duration: Instant (Lasting) Extras: Accurate, Increased Range, Homing 2 Flaws: Limited Degree Effects: Dazed, Stunned Effects: Patricia throws a blob of pigment with the force of a powerful water balloon. If it misses, she has enough telekinetic control over it to make it loop back and try again twice before she loses her "grip". Alt. Power: Affliction 9 Ranks Eyeshadow Total Cost: 2/Rank+1 Base Cost: 2/Rank Action: Standard Save: Dodge (Staged) (DC 18) Range: Ranged Duration: Instant (Lasting) Extras: Increased Range, Alternate Resistance (Dodge), Reversible Flaws: Limited Degree Effects: Vision Impaired, Vision Disabled Effects: Normally Patricia is careful enough to leave the eyes of anyone she paints uncovered, but covering them with opaque pigment can be useful on occasion. Alt. Power: Concealment (Normal Vision) 2 Ranks Chameleon Total Cost: 2/Rank+1 Base Cost: 2/Rank Action: Free Save: None Range: Personal/Touch Duration: Sustained Extras: Affects Others, Precise Flaws: Blending Effects: By coating herself or others in her pigment, Patricia can carefully paint them to match the background. Works best if they stay near a wall so there aren't several people at different angles to deal with. It's also not very comfortable. Alt. Power: Concealment (Normal Vision) 2 ranks Blackout Curtain Total Cost: 4/Rank Base Cost: 2/Rank Action: Standard Save: None/Dodge Range: Personal Duration: Sustained Extras: Burst Area 2, Attack Flaws: Side Effect (Affects Self, -2) Effects: Radius 60 ft Effects: Rickie can simply create a dome of opaque pigment to block out all available light, painting over light sources within the area as well. The downside is, she can't see in it any better than a normal person could. EXPLOSIONS! Damage 10 26 pp (actual cost: 1 pt) Total cost: 3/rank-4 Base cost: 1/Rank Action: Standard Resistance: Toughness Range: Ranged Duration: Instant Extras: Cloud area +2/rank, Range +1/rank Flaws: Uncontrollable -1/rank Flat Flaws: Diminished Range -3, Quirk (Needs strong outside heat-source to ignite it) -1 Effects: Dodge DC20 to half rank Descriptions: 30ft cloud area inferno anywhere within 100ft Alt.Power: Damage 7 Ranks [Fire] Napalm Overcoat Total cost: 3/rank+3 Base cost: 1/Rank Action: Standard Resistance: Toughness (DC 22) Range: Ranged Duration: Instant Extras: Triggered, Increased Range, Secondary Effect, Accurate 2. Trigger: When someone is hit with a fire attack. Effects: Rickie saturates the battlefield with enough pigment that use of lasers or fire may result in secondary ignitions on the targets. This may include herself. Move Object 1 Rank 2 points Total Cost: 2/Rank Base Cost: 2/Rank Action: Standard Save: None/Dodge Range: Ranged Duration: Concentration Effects: 100 pounds capacity, attacks as with STR 1 Effects: By coating an object in pigment and then lifting the pigment, Rickie can, with difficulty, mimic telekinesis. While the ability has the potential to become more powerful, Rickie needs more practice before she can handle anything heavier than a few pounds. Complications: Motivation: Acceptance Prejudice: Teenage Mutant In America PL 8: Illusion +1 rank +Independent (11) (APs boosted to PL8), STA +1 (2), Ranged Attack 1 (1), Move Object rank 1 (2) PL 9: Illusion +1 rank (4) (APs boosted to PL9), STA +1 (2), Ranged Attack 1 (1), Insight +6 (3), Deception +2 (1), Persuasion +2 (1), added Precise to Chameleon, added Reversible to Eyeshadow, changed Environment (Vision) to Area Concealment and made it an AP of Illusion, slightly raised Move Object's RP weight limit, new power: Napalm Overcoat (1). - - - I had an idea for Rickie's costume. She basically needs a high-tech fabric that's inherently deodorizing, stain-resistant, and easy to clean. And the actual suit itself needs enough material and pleating tricks that she could adjust its cut and shape with telekinesis. Granted, this is perhaps for after school life. Dareon fucked around with this message at 11:32 on Dec 11, 2015 |
# ? Jun 27, 2015 08:29 |
|
Dareon posted:PL 8: Illusion +1 rank +Independent (11) (APs boosted to PL8), STA +1 (2), Ranged Attack 1 (1), Move Object rank 1 (2) Changes seem solid to me! You're all good to go. I look forward to Rickie setting everybody on fire. Because that wasn't a big enough risk before. Hey, we have an arts class already. No reason we can be making costumes too! I'm sure Emma can have a batch of unstable molecules shipped in, or whatever the X-Men use for their stuff. Especially for Rickie, what with the sweating through her clothes every day and all. It's just a quality of life thing if nothing else.
|
# ? Jun 27, 2015 14:52 |
|
Spent a while going through to make sure I had the right PP total, found out I'd already done that. Oh well.pre:Full Name: Sarah Simmons Age: 18 Gender: Female duh Profile Image PL: 8 PP: 135/141 (6 spare) Abilities: [16] Strength 1 [ 2] Agility 2 [ 4] Fighting 0 Awareness 0 Stamina 1 [ 2] Dexterity 2 [ 4] Intelligence 2 [ 4] Presence 0 Offense: Grab 0 Throw 2 Unarmed 0 Defense: [ 16] Dodge +6 = 8 [ 6] Parry +5 = 5 [ 5] Fortitude 1 Toughness 3/1 +2 from Defensive Roll 2 Will +5 = 5 [ 5] Initiative: 2 Skills: [24] Acrobatics +5 = 7 [ 2.5] Athletics +5 = 6 [ 2.5] Close Combat Unarmed +4 = 4 [ 2] Deception +7 = 7 [ 3.5] Insight +2 = 2 [ 1] Investigation +3 = 5 [ 1.5] Perception +7 = 7 [ 3.5] Persuasion +7 = 7 [ 3.5] Ranged Combat 2 Stealth +2 = 4 [ 1] Technology +6 = 18/8 [ 3] Advantages: [ 6] Benefit, Ambidexterity Benefit, Human USB Sarah can store data in her memory, so that it can be transferred between machines. Defensive Roll 2 Eidetic Memory Inventor Move by Action Skill Mastery: Technology Gained from Data Link. Powers: [66] Data Link [13] Enhanced Tech (+10), Enhanced Skill Mastery (Tech) Increased Range 2 (Perception), Subtle 1 Limited: Electronics Data Search [16] Mind Reading 5 Cumulative, Effortless, Sensory Link, Subtle 1 Feedback, Limited (Electronics) Digital Mind [ 4] Comprehend 2 (Electronics) Digital Awareness [ 3] Sense 3 (Electronics 2, Extended 1) (-1 at 100 feet, etc.) Radio Scanner [ 6] Communication 1 (Radio), Senses 1 (Radio) Area Technological Mimicry [12] Variable 2 Limited (Electronics - Requires study) Forced Shutdown [16] Nullify 8 (Electronics) Increased Range (Perception) Complications Motivation: Justice Sarah has a well developed sense of what is "right", and what is "wrong". She has a strong devotion to The Cause - although what exactly constitutes "The Cause" is a rather fluid definition. Child labor, Free Tibet, the Occupy movement... Sarah's focus has shifted over time, but she always manages to keep a small part of each fight she's moved on from. The end result is a wide view towards how the world is, and how it should be - both on an individual and global scale. Weakness: Digital Attacks Sarah is a machine - but still only a biological one. This offers a degree of protection to her - EMPs, for example, affect her no more than any other person. Even a hacker would have trouble against her, as their attacks are guided by a human, and therefore of biological conception. However, purely digital entities - such as computer viruses or AIs - are wholly alien to Sarah. With no "immune system" to fight them off, they have the potential to wreak havoc with her mind, memories and body if she isn't careful. Current as of: 17/07/2015 pre:Currently Mimicking: None PP: 0/10 (10 Remaining) Effects: - None pre:Current HP: 5 Current Status: None Staggy fucked around with this message at 10:47 on Jul 17, 2015 |
# ? Jul 2, 2015 11:04 |
|
You could totally do that. Mind/Emotion Control via targeted advertising. "Soldiers! Get 50% off your next "shore leave" at the Jade Dragon Massage Parlor! Simply attack the giant robot to receive your coupon code!"
|
# ? Jul 2, 2015 16:59 |
|
Staggy posted:I'm going to pump some into basic hand-to-hand self-defense then start going into gadgetry/crazy secondary mutations. Thematically, pushing towards iron man-ish, without the whole: You've got the points for it!! Variable would probably be the easiest way to go for gadgets. Just make the flaw 'gotta have a pocket full of junk' or something. Commandeer a roborat maybe. I don't know. But all sounds good. Also by the by, I'd imagine Sarah actually hating arch capitalist Tony Stark!
|
# ? Jul 3, 2015 03:28 |
|
Okay! I did a new sheet, went through my math again... and it looks like I effed up somewhere, and Anna is sitting on 137 PP. It looks like I thought I'd spent three somewhere, but comparing prior sheets I can't find anything to support that. Now I know why I stopped playing GURPS. Raised FORT and REF back to cap, and added a point of AWE, which raises WILL to cap as well. Probability Control is at rank 9, raising all of its subordinate powers similarly, except Snare and Move Object, which are both Rank 8. Snare now has two ranks of Subtle, which basically turns the air and ground around a person into invisible banana peels. Near Miss (Protection) is capped at Rank 9. And 2 points unspent, because I spent way too long agonizing over whether to boost her STR or not. Or we could say she's at 135.
|
# ? Jul 3, 2015 22:10 |
|
Keep it at 137. Spend one point on power feature: the fluffiest wings. Spend one point on advantage sidekick so you can buff Lenore into the meanest kitty in school.
|
# ? Jul 4, 2015 00:42 |
|
Updated:pre:Feature: The Fluffiest Wings 1 points Total Cost: 1/Rank Base Cost: 1/Rank Action: Save: None Range: Personal Duration: Permanent Effects: Nine out of ten people hugged agree: Anna totally has the fluffiest wings. The holdout is being a jerk. Lenore: STR -4 STA -1 FGT 0 AGL 2 DEX 0 INT -4 AWE 0 PRE 0 Fort: -2 Will: 0 Dodge: 6 Tough: 0 Advantages: Evasion 2 Fascinate (Cat) (https://xkcd.com/231/) Defensive Roll Powers: Low-light vision, Acute Smell, Safe Fall, Shrinking 8 (permanent) - Size rank -4, -2 STR (included), -1 Speed rank, +4 active defenses, +8 stealth Skills: Acrobatics +2 (+4), Persuasion +2, Stealth +2 (+8)
|
# ? Jul 4, 2015 06:33 |
|
|
# ? Jul 4, 2015 12:36 |
|
I'm not sure how Anna would feel about something like this. Makes me giddy, though! Thank you, Uncle Warren.
|
# ? Jul 9, 2015 04:34 |
|
Ask Gloom about it. Don't be surprised when the dorm explodes, though.
|
# ? Jul 9, 2015 04:45 |
|
If you tried that you'd probably end up with a chain-athame, WH40k style. Featuring a laser sight to boot, because…Gloom.
|
# ? Jul 11, 2015 01:05 |
|
A bomb's a poor choice for hand-to-hand combat.
|
# ? Jul 11, 2015 10:00 |
|
Hey, it takes a lot of skill to fight hand-to-hand with a bomb.
Robodog fucked around with this message at 12:43 on Jul 11, 2015 |
# ? Jul 11, 2015 12:35 |
|
I think there's a Batman quote in here.
|
# ? Jul 11, 2015 17:52 |
|
Ok, (finally) got an idea for using my banked PP.
I finally remembered that I already have Variable (Technological Mimicry) on there and just never got round to using it. Not sure whether to keep the limit as requiring study of the target tech or, like you said, having a pocketful of spare parts on hand. Maybe keep it as is. Anyway, assuming that's all ok I'll update my sheet and then post in the main thread. The current plan is to spend a HP to have Sarah's current fear trigger mimicry of the SciGun: SciGun - 8/10 PP Damage (Ranged) = 1pp/r x 2 Weaken (Broad: Power Sources, Ranged) = 3pp/r x 2 Standard, Instant Also I'm pretty sure Sarah's current opinion of Tony Stark is a massive rear end in a top hat who needs someone with actual morals to show him how it should be done.
|
# ? Jul 11, 2015 23:10 |
|
Staggy posted:Ok, (finally) got an idea for using my banked PP. The variable flaw can be however you like it, if you prefer Sarah having to study tech first then that's fine by me. Or you could slap both flaws on it to get enough points back to shoot up up one or two more levels. It's all good, whichever way. And that SciGun is half wasted since Blunt Trauma already has her powers nullified! Hah! Staggy posted:Also I'm pretty sure Sarah's current opinion of Tony Stark is a massive rear end in a top hat who needs someone with actual morals to show him how it should be done.
|
# ? Jul 12, 2015 02:42 |
|
MMAgCh posted:"I can still see the men who rode with me in the back of the van clearly enough. What's left of them. I see them grinning at me, and staring. They don't have eyes any more, but they're staring at me all the same. And while the rest of them is ashen and charred, their teeth are very white."
|
# ? Aug 3, 2015 03:50 |
|
You know, I probably was thinking of those burnt corpses from HL2 when I wrote that.
|
# ? Aug 3, 2015 04:32 |
|
I was thinking more like https://www.youtube.com/watch?v=n2ZpsbGr7s8
|
# ? Aug 3, 2015 11:35 |
|
Everything is fine, FYI, just waiting for Reggie and Anna to post. I need to keep all the players even/equal for the totally normal and not at all nefarious GloomTraps that lay ahead in the not death maze.
|
# ? Sep 10, 2015 22:40 |
|
Summer vacations are supposed to be restful and non-busy, aren't they? End of the first week back at work. Getting my brain together, 'pologies for the delay.
|
# ? Sep 11, 2015 03:00 |
|
That's okay! This is an easy going game. No pressure until exams are on.
|
# ? Sep 11, 2015 04:36 |
|
The biggest decision facing me is whether to just do a straight Star Wars reference, or throw some parody in. Spaceballs and Thumb Wars might be a little out of her referents, but she's probably seen the Family Guy parody...
|
# ? Sep 17, 2015 11:17 |
|
Robot Chicken did some parodies too.
|
# ? Sep 17, 2015 11:52 |
|
I try to write the update in my browser, it crashes twice. I try to write it in my word processor, it kernel panics my lappy. Somebody doesn't want this update written! Is it Gloom? Arcade? Sarah??
|
# ? Sep 20, 2015 13:26 |
|
|
# ? Sep 20, 2015 19:37 |
|
Petition to change the Gloomdome soundtrack to Holy Diver.
|
# ? Sep 20, 2015 19:58 |
|
Intermittent but severe network issues this week. I've got a ticket opened and bumped up, but probably won't hear anything for a day or two. I'll try to get something in before that, but poo poo be crazy. Related to the game, this business with Regina and Tess makes me think of JP: Trespasser. Hope Tess doesn't have a colour-changing heart tattooed on her chest.
|
# ? Sep 24, 2015 14:59 |
|
My 'net hasn't been great either, so don't sweat it Bie. And if this were Trespasser then Tess would have a super long noodle arm and Reggie would kill herself on her own teeth.
|
# ? Sep 24, 2015 16:30 |
|
|
# ? Apr 18, 2024 08:30 |
|
And for the official record Bie, Anna rolled a 22 on that precog perception roll.
|
# ? Sep 26, 2015 13:07 |