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  • Locked thread
Robodog
Oct 22, 2004

...how does that work?


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!

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MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

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: Carpe lucem! Even though they caused her life to take more than one turn for the worse, Elly doesn't loathe her powers. Quite the opposite: to the young mutant, her luminous mind and unparalleled eyesight are things of sublime beauty and perfection, and improving and mastering them is one of her chief aims in life. Elly is therefore likely to seize any opportunity to further work on her mutant abilities, whether it is in terms of ascertaining their true extent and scope, increasing their existing potency and clarity, or somehow elevating them (and thereby herself) to an entirely different level – and having to pay a certain price to do so may not necessarily deter her either.

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 Feb 11, 2016 around 02:01

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer



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.
One of Anna's most spectacular looking powers, this effect is a direct
attack on causality in a limited area. Footing becomes treacherous as friction
becomes spotty, and both sound and light in the area become an eerie murk of
Dopplering flickers, murmurs and shouts as sound and light filter through in
globs and dribbles that show glimpses of fitfully shifting probability
strands.
Practice honing control of her powers has shifted this ability from manifesting
as a disturbing zone of uncertainty to something probably better described as a
'pratfall field'. Or to quote Anna herself, "This is what happens when bad luck
gets aggressive."

Precognition			2 points
Total Cost: 0.5/Rank		Base Cost: 1/Rank
Action:	None			Save: None
Range: Perception		Duration: Permanent
Extras:	Uncontrolled (-1/rank)
Effects: Limited capacity for perceiving potential futures, triggered by GM
fiat.
May require Perception check with DC 15-30 or more, for specific information.
Divination is like particle physics: the act of observing can affect the
ultimate outcome. A successful precognitive episode is something like a Magic
Eye
puzzle with a side of synaesthesia, looking without looking, echoes of potential
events filtering through five senses that weren't designed for that kind of
input. That's Anna's take; time will tell if she develops a proper sense and
degree of control over this talent.

Vision (See Below)		3 points
Total Cost: 1/Rank		Base Cost: 1/Rank
Action:	None			Save: None
Range: Perception		Duration: Permanent
Effects: Counters Illusion (Automatically succeed on resistance checks vs.
visual illusions) (2 pp); Awareness: Mutant Powers (Detect activity with
Perception DC 10, -1 penalty/10' distance).
Illusory constructs lack a certain... complexity, or weight, compared to
real entities, according to Anna's deepening awareness of probability. Their
passage isn't fringed with the quantum butterfly's wing effect that physical
or self-willed actors have.
With practice, and exposure to other mutants, Anna has extended her nth sense to
perceive the unique impressions that the active X-gene leaves on causality.
Further encouragement might sharpen this sense to identify latent mutants, or
other forms of physics-defying power as well.
Recordings from the 'Gloom Dome' suggest that reliance on sight may be due to a
mental/perceptual block, and not inextricably tied to her visual capacity.

Near Miss 9			9 points
Total Cost: 1/Rank		Base Cost: 1/Rank
Effects: Protection 9.
Anna's powers grant her a charmed life-- charmed, by the standards of people
who engage in superhuman combat on a harrowingly regular basis. Blows tend to
glance, when she doesn't slip and fall under the swing at the last moment, even
when she's immobile and unaware.

Flight 2			4 points
Total Cost: 2/Rank		Base Cost: 2/Rank
Action:	Move			Save: None
Range: Personal			Duration: Sustained
Effects: Fly at up to 25mph on feathered wings.

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.


Feats:				5 points
Fascinate (Singing)
Uncanny Dodge
Improved Initiative
Sidekick 2 (Lenore) (kitty) (:3)

Skills:		SKILL	MATH	32 points
Athletics		1	STR + 2		1
Deception		11	PRE + 8		4
Expertise
 - Arcane Lore		4	INT + 2		1
 - Pop Culture		6	INT + 4		2
 - Art			6	INT + 4		2
 - Theo. & Phil.	4	INT + 2		1
Insight			10	AWE + 8		4
Investigation		7	INT + 6		3
Perform
 - Singing		11	PRE + 8		4
Perception		10	AWE + 8		4
Persuasion		15	PRE + 12	6


Drawbacks:			points

Totals:
Attributes: 12
Combat: 0
Saves: 29
Powers: 59
Feats: 5
Skills: 32
Total: 137 (less unspent)
Unspent: 0

Lenore:
STR -4    STA -1	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)

Complications
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 Jul 4, 2015 around 05:34

Robodog
Oct 22, 2004

...how does that work?


Bieeardo posted:

---

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:


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.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Flying's always tempting, because it's just that awesome.

Robodog
Oct 22, 2004

...how does that work?


Could always add another set of wings.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

"There was a mixup, you're actually supposed to be a seraph. Totally different belief system, yeah. Boy, are my faces red."

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

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 Jun 26, 2015 around 16:08

Robodog
Oct 22, 2004

...how does that work?


I'm pretty sure spiderbot would let you uploading it to instagram

Dareon
Apr 6, 2009


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 Dec 11, 2015 around 10:32

Robodog
Oct 22, 2004

...how does that work?


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)

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.

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.

Staggy
Mar 20, 2008

Said little bitch, you can't fuck with me if you wanted to
These expensive
These is red bottoms
These is bloody shoes


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
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:

Staggy fucked around with this message at Jul 17, 2015 around 09:47

Dareon
Apr 6, 2009


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!"

Robodog
Oct 22, 2004

...how does that work?


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!

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

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.

Robodog
Oct 22, 2004

...how does that work?


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.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

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)

Robodog
Oct 22, 2004

...how does that work?


Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer



I'm not sure how Anna would feel about something like this. Makes me giddy, though!

Thank you, Uncle Warren.

Robodog
Oct 22, 2004

...how does that work?


Ask Gloom about it.

Don't be surprised when the dorm explodes, though.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

If you tried that you'd probably end up with a chain-athame, WH40k style. Featuring a laser sight to boot, because…Gloom.

Dareon
Apr 6, 2009


A bomb's a poor choice for hand-to-hand combat.

Robodog
Oct 22, 2004

...how does that work?


Hey, it takes a lot of skill to fight hand-to-hand with a bomb.

Robodog fucked around with this message at Jul 11, 2015 around 11:43

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

I think there's a Batman quote in here.

Staggy
Mar 20, 2008

Said little bitch, you can't fuck with me if you wanted to
These expensive
These is red bottoms
These is bloody shoes


Ok, (finally) got an idea for using my banked PP.
  • Forced Shutdown +1 (2)
  • Technology +4 (2)
  • Parry +2 (2)
  • Will +2 (2)
  • Dodge +1 (1)
  • Fighting +1 (2)
  • Close Combat: Unarmed +4 (2)
That uses 13 of the 19 PP I had banked. I can fluff it as general study and the self-defense classes starting to kick in.

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.

Robodog
Oct 22, 2004

...how does that work?


Staggy posted:

Ok, (finally) got an idea for using my banked PP.
  • Forced Shutdown +1 (2)
  • Technology +4 (2)
  • Parry +2 (2)
  • Will +2 (2)
  • Dodge +1 (1)
  • Fighting +1 (2)
  • Close Combat: Unarmed +4 (2)
That uses 13 of the 19 PP I had banked. I can fluff it as general study and the self-defense classes starting to kick in.

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

Points expenditure looks good to me! Yeah, everybody has been at school long enough for lessons and private learning to have kicked in by now.

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.
I think that's what Pepper is for? She sucks at it though, not tough enough on Tony.

Dareon
Apr 6, 2009


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."

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

You know, I probably was thinking of those burnt corpses from HL2 when I wrote that.

Robodog
Oct 22, 2004

...how does that work?


I was thinking more like

https://www.youtube.com/watch?v=n2ZpsbGr7s8

Robodog
Oct 22, 2004

...how does that work?


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.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

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.

Robodog
Oct 22, 2004

...how does that work?


That's okay! This is an easy going game. No pressure until exams are on.

Dareon
Apr 6, 2009


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...

Robodog
Oct 22, 2004

...how does that work?


Robot Chicken did some parodies too.

Robodog
Oct 22, 2004

...how does that work?


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??

Dareon
Apr 6, 2009


Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Petition to change the Gloomdome soundtrack to Holy Diver.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

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.

Robodog
Oct 22, 2004

...how does that work?


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.

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Robodog
Oct 22, 2004

...how does that work?


And for the official record Bie, Anna rolled a 22 on that precog perception roll.

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