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Captain Rehab
Jul 8, 2005

Bradley Sullivan
AKA
BRAD! The Living Skeleton

Shock and awe skeleton

Bradley Sullivan thought being a carny was the sweet life. Doing the state & county fairs was easy as hell, running the rides, fixing them when they broke, getting high, grifting rubes & chasing tail. Real sweet. But not half as sweet as this.

Long story short, Bradley bought some really weird pills from some skeezy guy in a shithole bar up in Allentown. Got him high as gently caress. Best night of his life. Until his heart gave out. Let that be a lesson to all the hard partiers out there - don't take weird poo poo when you're on the other side of 40.

Best Bradley can tell, he actually, not-making GBS threads-you died. Not, like, "forty seconds then they bring you back". For three whole loving days. Then he came back. Pretty sure nobody did that before. Except that one guy. The fella in the Bible. Yeah, him.

The bummer? He's a goddamn skeleton. Sure, some government egghead gave him some pills that give him back the squishy parts of his body when he takes them. Good for when he's out in public. Stops people getting scared and dogs from following him everywhere. Where's his body the rest of the time? Heaven? Hell? Another dimension? Who knows?

The good stuff? He came back with a bunch of wicked stuff he can do. He's a goddamn lord of light and shadow, a master of illusion and can gently caress with time itself.

Picture this: bunch of bad guys, doing bad things. BRAD! The Living Skeleton slides into the room, a shadow, not a soul knows he's there. These guys keep doing whatever bad poo poo they're doing, totally loving oblivious to the poo poo that's about to go down, then - BOOM! There's a goddamn glowing red skeleton in a sweet denim Motörhead jacket, flinging out bits of bone at every bastard in the room. Some wicked 80s metal is thumping out from goddamn nowhere. This skeleton guy has a loving bone sword for an arm. He's dodging bullets.

Everybody shits themselves.

gently caress yeah.

EclecticTastes posted:


Offensive Major: Slow Motion Control: You can engage bullet time.
-You can slow up to two people or one vehicle per level for up to a minute. Halve all damage done by those affected, as well as their initiative score (after rolling), and all attacks by them are made without any positive modifiers. 2 power per use, requires one action to set up, and can only be used once per round.
-Spend 5 power to slow time for a split second, allowing you to dodge any incoming attack. This doesn't take up an action, but will deplete your power fairly quickly.
-You can slow the metabolism of yourself or someone else for various purposes (slowing down the spread of a poison, slowing disease, etc.). 1 power per minute, no other action may be taken.
-You can slow down clocks and timers, which is handy for delaying bombs. You can even stop them outright. This requires you to spend all your concentration on it, though, so no other action may be taken until you let the timer resume.
-You age at half the normal rate.
-You're never late unless you want to be, and always know the time to within a couple minutes, without a watch.
-+16 initiative
-+1 to-hit

Offensive Minor: Bend Light: You're a human prism.
-You can split light into individual colors of visible light, or radiate colored light yourself. 1 power per minute spent doing this.
-You can bend light around yourself to become effectively invisible (includes infrared and ultraviolet light). However, if someone makes a Detect Hidden roll, they may notice the blank spot you leave behind. 1 power per round.
-You can gain a special defense against light-based attacks, including lasers. All of these attacks are made against you at a target number of 0. It requires one action and 1 power per round to maintain this. For 2 power per round, you can expand this defense to a bubble with a ten-foot radius around yourself.
-While your defense is up, if a light-based attack misses you (or anyone else you're protecting with it), you may bend the attack at a new target by spending an action. Make a Light Control (for pure light) or HTH (for lasers) attack at a target of your choice. The redirected attack is made with no to-hit modifiers, and only the attack's base damage is dealt. 2 power per redirect.

Offensive Major: Illusions: You got all sorts of mind games.
-You can make one illusion for every odd--numbered level. This illusion works perfectly against sight, sound, and touch, but anyone with enhanced smell (or taste, possibly) will see right through them at close range. Anyone with radar, sonar, or other senses that can see past the surface of the illusion will see that they're hollow and also figure out the trick. Anyone else can see through them with a saving throw on Intelligence. Damage dealt by illusions isn't real and won't kill anyone, but people will pass out if their HP is reduces to zero by illusory damage, so genuine does it seem. 2 power per round, may not take other actions when controlling these illusions. Both creatures and objects can be made this way.
-You can make illusory duplicates of yourself (up to your maximum number of illusions) that match your movements and stay within 10 feet of you. The advantage of the resultant confusion gives you +2 initiative, +1 to-hit, and -1 to your target number to be hit for each duplicate created. Costs 2 power and an action to activate, you can make as many duplicates as you'd like with this action (up to your maximum). Lasts until dismissed.
-Can create entire illusory environments as a single illusion. If not disbelieved, hostile environments (like the inside of a volcano) deal damage like the first type of illusion. If you're out of sight, you can cloak yourself in the illusion, becoming effectively invisible. When attacking while invisible, gain +3 initiative and double facing bonuses.
-+5 effective Intelligence when detecting illusions.


Defensive Major: Alter Physical Structure (Bone): You won't believe your eyes! Not that you have eyes. :yohoho:
-Bone Form costs 4 power per round.
-You could either be a spooky scary skeleton, or get a bone exoskeleton like some Guyver poo poo. I rolled for it and you're a straight-up skeleton man in this form. People get real scared when they see you coming.
-As a skeleton, your weight is halved, but you gain 7 Strength. You have 10 points of invulnerability. You're immune to injections of all kinds, but you still breathe. You're able to ignore environmental extremes of heat and cold, and cold attacks deal half damage, but fire attacks deal double. Impacts and explosions of all kinds deal half damage, as well.
-You can grow sharp stuff all over your body, made of bone, including making a bone sword on your arm (functions as a normal sword, is the best option for actual weapons you can make with this ability). 1 power to manifest a given sharp thing. You could grow non-sharp, too, if you really want to.
-You can grow bone shards and use them as throwing knives. Unlike regular throwing knives, you can throw up to three of these at a time (at a single target). 1 power per bone shard, one action can make up to three at once, a separate action is required to throw them.
-You can heal broken bones by touching the affected limb and concentrating for a round. The healed person will be right as rain, but the penalties and pain from the broken bone will persist for the next 24 hours or so. 3 power per use.
-Your own bones are unbreakable and you're immune to the dreaded boneitis (also actual bone diseases), even in normal form. The half damage from impacts and explosions also carries over to normal form.

Defensive Major: Alter Physical Structure (Shadow): Really confuse people watching the first season of Lost.
-Shadow Form costs 4 power per round.
-Physical attacks and projectiles pass through you harmlessly, but you can't pick anything up, in turn. Poison, gas, heat, cold, and other environmental effects are similarly useless against you. Magic, psionics, most other energy attacks, and the attacks of certain supernatural creatures work normally.
-You can move silently between shadows, only visible when moving from one shadow to another. You move at double your normal rate.
-You can mold your shape as a shadow to tail someone by copying theirs, scare people with spooky shadows, or just to move up vertical surfaces as gravity doesn't affect shadows. You can also squeeze through any space that lets light through.
-Shadows don't have blood, so you can stop bleeding by transforming.
-Perfect nightvision (yes, even this ability requires Shadow Form).
-By embracing someone before turning into a shadow, you can make them a shadow, too. But, they can't move or do anything as a shadow, and once you release them they turn back. Can be good for protection, or scaring people. Requires 1 additional power per round.
-Can launch a shadow bolt up to 100 feet (plus 10 per level), dealing 3d6 damage. 2 power per bolt.
-Cannot be made undead, and recognize vampires and other creatures of the night for what they are as soon as you meet them. These two benefits apply to your normal form, too.
-In shadow form, along with being unable to touch anything, light-based attacks deal double damage, and non-damaging focused lights (like flashlights) deal 1d6 damage. All penalties inflicted by bright lights last twice as long, too. Extremely bright light (like floodlights) will force you back into normal form and keep you from becoming a shadow until you get away.

Weakness: Low Self-Control: Variant 1, you have trouble controlling when and how your powers activate. Once you've worked out which power(s) to drop, I'll tell you how exactly this affects you, but getting one or more of your powers to turn on or off is going to be troublesome if you keep this weakness.

As a note, Alter Physical Structure powers are mutually-exclusive, in that you can only have one active at a time. Other form-changing powers can be mixed with them, but if they're part of the APS line, it's one or the other (though you can switch between them without going back to normal, if you want).

Captain Rehab fucked around with this message at 04:23 on Mar 25, 2017

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Dachshundofdoom
Feb 14, 2013

Pillbug
Isaac Hennessy/Akela the Shimmering
our hero
the wizard living in our hero's brain

Akela the Shimmering, Arch-Sorcerer of Atlantis. Master of the crystal arts. Writer of a thousand treatises on the integration of magic and technology. Creator and sole master of a magical discipline that could strip away the natural powers of any being, from the lowest mutant to the mightiest demigod. Amateur bodybuilder. He alone foresaw his city's fate. Knowing that magic would be torn from the world for millenia by the coming cataclysm, he saw only one way to survive. He split his own soul from his body and stored it in a mystical gem. Then, with the last of his strength, he hurled it through space and time into the distant future, when the stars would once again be right for magic and other powers to exist in the world.

Enter Isaac Hennessy, artisan jeweler by trade. Which is to say, an unemployed college dropout who supported himself by selling handmade jewelery on Etsy. Artisan jeweler sounds nicer, though. Regardless, his life changed forever when he crossed paths with the Gem of Akela. Literally crossed paths. The portal through which the sorcerer reentered our reality manifested directly inside his head. It takes more than a violation of the basic laws of physics to stop a wizard; Akela immediately made himself at home during the week-long coma that followed. So far as doctors can tell, the entirety of Isaac's brain tissue has been replaced with crystal that resembles clear silicon in many respects, but which doesn't correspond to any known element.

So, what does that mean? Well, a couple of things. For one thing, Isaac's intelligence has now spiked from "reasonably intelligent" to "hyper-efficient supercomputer with access to the memories and knowledge of one of the most powerful wizards in history." Of course, when the crystal appeared inside his head, something had to give. It violently shunted a portion of his Broca's Area out of our reality. Akela did his best to replace it, but he was a wizard, not a neurosurgeon. Isaac's not going to be talking ever again. Writing, signing, and typing are possible, but it's still a struggle. The cranky old man's thoughts tend to slip into any attempt at communication, and separating his own thoughts and personality from Akela is difficult. That's not surprising, considering that for all intents and purposes, Akela IS his brain. And of course, he has access to all of Akela's crystal magic, his power-canceling art, and the pocket dimension where Akela kept all his spare outfits and workout equipment. Speaking of which, the wizard's actually a great personal trainer. Isaac's in better shape than he's ever been in. He doesn't have a choice, frankly; Akela doesn't take "no" for an answer when it comes to working out.

So what do you get when you combine the big dreams of some random self-employed schlub with the ego and powers of an ancient wizard? A wannabe superhero, that's what. Of course, he can't communicate verbally, and since he doesn't have access to Akela's massive trove of powerful artifacts, all he has right now is a head buzzing with ideas for bizarre gizmos and weapons. In other words, he's not exactly cut out for the big teams. But hey, that's alright. Everybody has to start somewhere. Once he can get the money together to assemble even a quarter of Akela's crazy ideas (and to pay for all these gems), he'll be ready for the big time. Until then, he'll just do superhero work in Philly. Somebody's gotta do it, and he's getting his name out there.

First hurdle: coming up with a superhero name that the wizard doesn't immediately shoot down.

quote:

Offensive Major: Negate Super Abilities: Well, at least nobody else can have the cool ones, either.
-You can negate the non-Skill powers of any target within 120 feet (plus 10 per level), or negate all such powers within a ten-foot radius per level.
The negation lasts as long as you spend an action each round maintaining it. This does not cost power.
-Does not affect magic or technological powers, either.

Offensive Major: Gem Powers: Truly, truly outrageous.
-Click here for insanely long list of gem powers

Offensive Minor: Instant Wardrobe: Become a human action figure, swap out your accessories instantly.
You can send a set of clothes/costume and a handful of personal effects (environmental gear, invented Gizmos, weaponry) into a pocket dimension surrounding your body.
You can swap your current clothes for the stored outfit using a single action. You can store one outfit per level. The switch is instant once you take the action. 1 power to swap.

Weakness: Mute: You can't talk. You can communicate in other ways, but speaking is out of the question.

Dachshundofdoom fucked around with this message at 08:41 on Mar 25, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

professor_curly posted:

Purification in progress...

Slugger

Strength: 15 (Furious Home Run) (25 when using the big arms)
Endurance: 15 (Save First Base)
Agility: 17 (Run With Courage)
Intelligence: 10 (Escaping from your purpose is impossible)
Charisma: 9 (Hence nothing remains but our regrets)

Weight: 180 lbs.

Basic Hits: 4 (Weight divided by 50, rounded up)

Hit Points: 17 (a factor from each of the non-Charisma characteristics are multiplied together, then multiplied by Basic Hits, round up)

Healing Rate: 2 (how many HP you get per night of sleep, coefficient from Endurance multiplied by Basic Hits, round up)

Damage Mod: +1 (high intelligence and/or agility add to this)

Accuracy: +2 (high agility adds to this)

Chance to detect hidden objects: 8% (int has a chart for this)

Chance to detect danger: 12% (int has a chart for this, too)

Reaction Modifier: +0 with Good, +0 with Evil (based on Charisma)

Carrying Capacity: 439 lbs. (the cube of one-tenth your strength, plus one-tenth your endurance, then multiplied by half your weight, round up), 1,542 lbs with the big arms

Base HTH damage: 1d8 (there's a chart, based on carrying capacity), 1d10 with the big arms

Movement Rate: 47 (sum of Strength, Endurance, and Agility), 94 with the big legs

Power: 57 (sum of all non-Charisma characteristics), 67 with the big arms

Inventing Points: 1 per level (one-tenth intelligence, save remainder until they make full points)

Chance to invent: 30% (triple your intelligence)

Knowledge Areas (these help define what stuff you know and can do, for when skill checks get made, and tend to flavor any inventions you make): Sports (baseball in particular), Geometry (all kinds), Paranormal Studies (theories regarding alternate dimensions), Chemistry (the properties of plastic), whatever field his job concerns (specifically the scope of his job)

Powers: Enlarge Body Parts, Prodigious Limbs, Immune to High Speed Kinetic Attacks, Stretch Time, Matter Expulsion (Plastic)

Commentary by Captain Amazing of Victory Squad on reason for rejecting application (these notes were not shared with the PCs, they got form letters for their actual rejections): I can't claim to know exactly what's wrong with him, but he gave Mystikal a migraine, and Fraidy Kat said her cats were "uneasy" with his presence. His demonstration was certainly... something, but it's not something I'm keen to see again. I wasn't fond of that look in his eye, either. We don't need new members that badly, that's for sure.

EclecticTastes fucked around with this message at 23:39 on Mar 28, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

BRAD! The Living Skeleton

Strength: 16 (Carny work involves a fair amount of heavy lifting) (+7 as a skeleton for 23)
Endurance: 16 (Long hours, too)
Agility: 13 (Middle age does no favors for one's mobility) (+2 from low weight as a skeleton, for 15)
Intelligence: 8 (Never were one for books)
Charisma: 14 (Had to keep the rubes spendin' somehow)

Weight: 220 lbs., 110 lbs. as a skeleton

Basic Hits: 5 (Weight divided by 50, rounded up), 3 as a skeleton

Hit Points: 15 (a factor from each of the non-Charisma characteristics are multiplied together, then multiplied by Basic Hits, round up), 14 as a skeleton (the added stats make up for the lost Basic Hits, mostly)

Healing Rate: 2 (how many HP you get per night of sleep, coefficient from Endurance multiplied by Basic Hits, round up)

Damage Mod: +0 (high intelligence and/or agility add to this, low subtracts)

Accuracy: +1 (high agility adds to this, low subtracts), +2 as a skeleton

Chance to detect hidden objects: 6% (int has a chart for this)

Chance to detect danger: 11% (int has a chart for this, too)

Reaction Modifier: +1 with Good, -1 with Evil (based on Charisma), both are negative as a skeleton

Carrying Capacity: 627 lbs. (the cube of one-tenth your strength, plus one-tenth your endurance, then multiplied by half your weight, round up), 758 as a skeleton

Base HTH damage: 1d8 (there's a chart, based on carrying capacity)

Movement Rate: 45 (sum of Strength, Endurance, and Agility), 54 as a skeleton

Power: 53 (sum of all non-Charisma characteristics), 62 as a skeleton

Inventing Points: .8 per level (one-tenth intelligence, save remainder until they make full points)

Chance to invent: 24% (triple your intelligence)

Knowledge Areas (these help define what stuff you know and can do, for when skill checks get made, and tend to flavor any inventions you make): Grifting (Carny techniques especially), entertainment (also carnival-related), mechanics (basic repair and maintenance, especially regarding amusement park rides), Driving (Motorcycle)*

Powers: APS (Bone), APS (Shadow), Slow Motion Control, Bend Light, Illusions

Special: APS (Bone) is free and also constantly active if meds aren't taken regularly. Staying as a skeleton for more than a week straight, however, causes you to lose your 10 points of Invulnerability as your bones weaken from being exposed to the elements for so long (they're restored immediately once you've returned to human form). Pills must be taken every twelve hours, a full day without taking pills causes you to become stuck as a skeleton again until you take your pills like a big boy for three days straight (the meds need to build up in your system again).

Reason for rejection from J.U.S.T.I.C.E., written by Danger Man (not shared with applicant, form letter of rejection sent, this note is for J.U.S.T.I.C.E. private records): I was almost okay with the whole "living skeleton" thing, but then he comes into the interview room reeking of whiskey and, I learned something, even skeletons start to smell if they don't bathe for, god, I don't even know how long he must have gone to smell like that. He spent most of the interview staring at Madam Red's cleavage, and seemed more interested in getting famous and picking up women than defending justice. I'm pretty sure he stole my watch, too, the Rolex I got from the Italian ambassador after I saved him from Doctor Calamitous that time. Whatever, the point is, it'll be a cold day in hel- er, heck, before Bradley will ever join any national superteam.

Inventory note: You possess 1 (ONE) gold Rolex watch, with "Poor thanks for great deeds." engraved on the back face in Italian.

*Refers to really sweet tricks or vehicle chases, it's assumed most PCs can drive in normal fashions, also your guy just feels like he owns a motorcycle of some kind and is really into it.

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

Janice Phillips, the Amazing Arc Welder
a sensible techie with a big flaming problem

A native of Philadelphia and the daughter of a pair of electrical engineers, Janice Philips was an unusually bright child, with a knack for building toys and tinkering. The first sign of her metahumanity came at age 6, when she spent a Sunday afternoon "helping" her father repair a transmission issue with the aging family car, a shoddy-looking repair job that somehow held... until Monday morning, when it broke down again as Janice's father drove away from her school. After his mechanic informed him that his slipshod work on the transmission should never have worked, he tested Janet's abilities on a few devices at home, and it swiftly became clear that his daughter wasn't just talented -- she was superhuman. Things she fixed just worked, as long as she stayed close to them. As she grew, her interests grew more towards inventing as well, and she considered a future in crime-fighting as a low-level gadgeteer, a support type for more directly powerful heroes. It seemed like it might be fun and interesting, even if she wasn't ever going to be a front-line hero herself.

When she was 16 years old, Janice Phillips exploded.

It happened during her school's Track and Field Day, held at a local park. Hard of hearing since birth, Janice wore hearing aids; during the relay race, a chance collision with a classmate knocked her down and knocked out one of her hearing aids, which was trampled before anyone could find it. The resulting argument about whether this was really an accident turned into a screaming, shoving match, and a strange feeling built up in Janice's stomach. Some instinct drove her to run away from her classmates, towards a clear section of field at the center of the running track, and when her body erupted into liquid flame, that instinct probably saved the lives of her teachers and classmates. Janice's terrifying plasma form streaked into the sky, only to collapse back into human form on her own front stoop, exhausted and confused.

The next few days were full of appointments with metahuman medical professionals. Yes, it turned out, Janice was a mutant (or close enough: "Idiopathic Congenital Metahumanity" was the official diagnosis). Yes, she was going to need to attend special schools until it was clear that she wasn't going to incinerate her classmates. No, the City of Philadelphia wasn't going to press charges over the damage to the park, but there was the matter of community service...

Strangely enough, it was mostly smooth sailing from there. Even just a few years into the metahuman revolution, training unstable metahumans to avoid exploding was a streamlined science, and Janice was back in high school within a few months; she went onto college, and now, at 22, is beginning a master's degree in Mechanical Engineering. She's only taken steps into active superheroism over the past year, trying to work out... well, just how this works. Janice is a decent, sensible person, and she's not fond of the kind of ultraviolence that her genetic(?) superpower roulette has offered her, even if it's a fantastic tool. The Amazing Arc Welder can readily strike terror into the hearts of criminals, but she hasn't figured out just how to catch them yet without killing and cremating them in the process. This may take some teamwork... or maybe she just needs to stick to the stuff that nobody minds you shooting plasma at.

EclecticTastes posted:

I was about to express my sympathies for rolling three powers, but Siembieda has smiled upon you and made those three rolls count (well, the two you're likely to keep, anyway).

Defensive Major: Reconstruction: No, no carpetbaggers here, just some Orkish ingenuity.
-You can repair any device without training or tools, as long as you have the necessary parts, but it only works while it's near you, kept functional by your powers. All repairs are automatically successful (sort of). Also, double your Invention Chance when making anything, but it will only function while in your presence. In either case, any object built or repaired using your power will break within three hours once you're more than 200 feet (plus 15 per level) away.

Defensive Major: Alter Physical Structure (Plasma): APS powers at their finest.
-Turn into a being of pure plasma! Costs 7 power per round to maintain this form, but brings along a number of benefits.
-Constant active defense, use the better of Flame Powers or Power Blast.
-Launch bolts of plasma from your hands. Instantly ignites flammable materials, counts as Power Blast or Flame Powers (whichever is more likely to hit), range of 200 feet (plus 20 per level), deals 1d6 times 10 damage. You can instead fire a smaller bolt that deals 4d6 damage up to 50% farther, or launch a volley of 1d6 bolts at up to four enemies (roll once for all four shots, but they can still hit or miss separately depending on the enemies' defenses). Costs 2 power for any option.
-HTH attacks deal an additional 1d6 times 10 damage. You can spend an action at the start of the turn to restrain yourself and deal only 4d6. Most things you try to pick up or touch in plasma form will vaporize. Whatever you're carrying when you transform will be fine, as will magic items and anything that's indestructible in some fashion (adamantium, rune weapons, and so on).
-Physical weapons, projectiles, and basically anything denser than plasma will pass right through you, usually getting vaporized in the process. If an enemy punches you hard enough for their limb to enter your body, they take 2d4 times 10 damage from the twelfth-degree burns they suffer. Explosive force, heat, fire, and radiation do no damage in this form, and electricity and most other energy attacks deal half damage.
-You can melt through materials to get through walls and such. Each action you want to spend melting a path, roll your HTH damage, and divide it by the structural rating of the material. That's how many cubic feet of material no long exists. Force fields can stop you, but you deal 2d4 times 10 damage to the field (or more accurately, to the Power score of the person/object generating the field) every round you press against it, until it dissipates.
-You're superheated gas, so you can fly, and you naturally hover (you must spend an action every round to stay on the ground if you want to walk instead of float menacingly). Flight speed is 105 points (roughly 525 feet/round, or about 60 mph, and yes, I DID have to convert 60 mph to feet per six seconds for this number). Your flight speed increases by 35 points per level (that's 175 feet/round or about 20 mph). Maximum altitude is 60,000 feet (at which point the air is thin enough that you can't rise further).
-You get a bonus 10 HP in plasma form, and damage less than ten points just doesn't carry over at all to your human form.
-Cold and water attacks deal double damage.
-Magic deals normal damage (double if it's cold/water)
-Mental attacks work as normal.
-Take 3d6 damage per minute if placed in a vacuum (which is still probably less than if you weren't plasma).
-You're very scary in this form, your Reaction adjustments are always negative. Most bad guys will immediately attack when they see you, though some petty criminals will try to run away, or failing that, will immediately surrender. For good guys, if they know who you are, they'll just be uneasy, but if you're not familiar, they need to succeed at a reaction check or either flee (civilians) or open fire (law enforcement/military personnel). So, maybe be in human form when meeting new people.

Weakness: Diminished Senses: One of your senses is messed up in some fashion, describe how it makes life difficult.

*For those who haven't perused the rules, you only get experience from arresting bad guys, killing them doesn't get you anything.

EclecticTastes posted:

If it helps your decision-making process, if you take the latter option, despite it being less overtly powerful, and given that you rolled super low on number of powers compared to everyone else, I'll throw in Heightened Intelligence B from the V&V rules. It'll boost your Intelligence, which will give you both better chances at inventing, and more Invention Points, so you can create more Gizmos. While you can use Invention to solve transient problems, you can also spend your Invention Points permanently to gain Gizmos*, which are like the little doodads on Batman's utility belt. They're not as powerful as a full Power, and often have limited uses, but they diversify your options. They also include custom weapons (basically, minor improvements over the basic weapons in the book). That way, even if you forgo Vortex, you'll still have combat options that don't force you to vaporize the opposition with APS (Plasma). Funny as that would be, it wouldn't do much for your reputation. Hopefully that balances out the choices so you don't feel forced to pick one or the other.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Dachshundofdoom posted:

College dropout gets stoned, big surprise there.

Bonus: For voluntarily taking pretty weak/inconvenient powers and writing a great backstory, I'm adding the V&V powers Heightened Intelligence B (which I previously offered on Discord as a consolation) and A (the bonus for making the most of iffy powers). The former comes from the nature of the crystal brain, the latter from Akela's vast knowledge.

Isakela (actual codename pending)

Strength: 12 (Healthy living gave him a head start, but Akela has his work cut out for him with the strength training)
Endurance: 14 (A few charity fun runs here and there made this a little easier to start improving)
Agility: 16 (those yoga classes really paid off)
Intelligence: 18 (Akela decided he'd just spruce this part up directly) (+17 from HI B, +17 from HI A, for 52 total Intelligence)
Charisma: 8 (Isaac was kind of an annoying hipster to begin with, the muteness and Akela's attitude only made things worse)

Weight: 160 lbs.

Basic Hits: 4

Hit Points: 26 (crazy high stats, even one with as little impact on HP as Intelligence, can get your HP really spiraling up)

Healing Rate: 2

Damage Mod: +8

Accuracy: +2

Chance to Detect Hidden: 36%

Chance to Detect Danger: 40%

Reaction Modifier: -2 with Good, +2 with Evil (turns out the mad scientist wizard gets on better with the shady sort)

Carrying Capacity: 251 lbs.

Base HTH Damage: 1d6

Movement Rate: 42

Power: 94

Inventing Points: 5.2/level

Chance of Invention: 156% (you might need the extra for difficult skill checks using this)

Knowledge Areas (Isaac): Geology (particularly gemstones), Handicrafts (hipster crap), Sports (hackey sack only), Trivia (assorted and largely useless)

Knowledge Areas (Akela): Geology (lost and magical minerals beyond the ken of mortal men especially), Technology (All types prior to the sinking of Atlantis, primarily Atlantean, Phoenician, and Ancient Egyptian), Science (all fields), Occult (All ancient traditions up to ancient Greek), History (up to the sinking of Atlantis), Geography (ancient world), Medicine (ancient), Academics (Atlantean Contemporary), Literature (up to Herodotus' first atlas), Fitness (preference for Spartan training techniques)

Note: If some other bit of knowledge that existed prior to the sinking of Atlantis (based on the writings of Herodotus, which are absolutely correct in this setting) can be reasonably expected of Akela and wasn't mentioned, he knows it. Also there's a 20% chance during any skill check involving Akela's knowledge that he will dismiss the current problem as irrelevant and refuse to share his wisdom (this does not apply to inventing). I'm assuming he traveled the world at some point, picking up the knowledge of the Timurids and early Chinese, among other non-European ancient peoples.

Powers: Gem Powers, Instant Wardrobe, Negate Super Abilities (which does affect Magic now because of how well you sold the wizard angle), Heightened Intelligence A, Heightened Intelligence B.

Addendum by Professor Shadowcloak of The Nighttime Guild prior to rejection (via the customary form letter): Once communication was established, applicant was belligerent and imperious. He appears to hold Celtic and Germanic occult traditions in contempt, and when mentioned, appeared entirely unaware of proto-Russian traditions. Claims to hold vast knowledge of lost Atlantean technology, which is patently ridiculous. And the tribunal was agreed that the smell coming from his clothes was more than mere "incense".

Inventory Note: Let's work over Discord and get you two Inventions you can start play with (the Invention Points will be spent as normal). Further, you currently possess $500 worth of gemstones of any types or sizes that fit the budget. It's not actual money, though, so spend as much as you can.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Antivehicular posted:

It's kinda messed-up that only APS Fire gets the actual welding torch flame, but who needs welding when you have some gum and paper clips?

The Amazing Arc Welder

Strength: 13 (She's likely taken self-defense classes in training to be a superhero, but probably wasn't so fond of punching)
Endurance: 15 (Same, you can't be much of a superhero if you aren't at least kind of tough)
Agility: 15 (There was doubtless some running and jumping, too)
Intelligence: 18 (a whiz kid from a young age, powers or no, and now a grad student) (+27 from Heightened Intelligence B for a total of 45, plasma brains work better than meat brains)
Charisma: 10 (not a lot of presence as a bookworm)

Weight: 140 lbs.

Basic Hits: 3

Hit Points: 23

Healing Rate: 2

Damage Mod: +7

Accuracy: +2

Chance to Detect Hidden: 32%

Chance to Detect Danger: 36%

Reaction Modifier: +0 with Good, +0 with Evil, Always negative in plasma form (applicable if Charisma changes)

Carrying Capacity: 259 lbs.

Base HTH Damage: 1d6

Movement Rate: 43

Power: 88

Inventing Points: 4.5 per level

Inventing Chance: 135%

Knowledge Areas: Technology, Engineering, Mechanics, Physics, Geometry, Architecture (where it intersects with the previous fields), Trivia (superheroes), Medicine (medical prosthetics)

Powers: APS Plasma, Reconstruction, Heightened Intelligence B

Public forum post by Rayzzr of Teenz In Action regarding Janice's rejection (via form e-mail): lol what a fuckin nerd she cant even control her powers. such a tryhard but her nerd poo poo doesnt even work when she leaves the room. it was cool how she melted the gently caress out of our training dummies but she didnt even want to use those powers so gtfo. (The remainder of the post was removed by a forum moderator, and Rayzzr was summarily banned)

Note: Come up with a couple ideas for Gizmos and I'll let you start play with them so you're not without options early on. You can meet me on Discord, or you can just use the thread for it, it could be informative to demonstrate the invention process. If you want a custom weapon, check the list of weapons in the rules doc in the OP, then think of some sort of mild improvement to add to it. For other stuff, come up with the function in general terms, and then we can work on making the mechanics fit that idea.

EclecticTastes fucked around with this message at 22:57 on Mar 25, 2017

OscarDiggs
Jun 1, 2011

Those sure are words on pages which are given in a sequential order!
Liam Rochay. AKA Claymation

By the time Liam was old enough to know what words like “Senile” and “Dementia” meant, it was far to late to find out from the woman herself why Ol’ Nanna Rochay used to do the things she did. Horseshoes over doors, a pile of salt thrown over the shoulder, a lock of flowers on a door handle. These were all things she handed down to her many children, which were then handed down to their children, and so on and so on. And it would take many years for Liam to finally learn the truth.

It first happened when he was 5; Liam’s parents had just left him in bed after reading him a story, about a flying bed made of magic clouds! So cool! Wondering what it would be like to sleep on a bed of air just as he was on the cusp of falling asleep, his mattress disappeared. It came back a few minutes later, it hundreds of little pieces of cloth and spring scattered all over the room. No one could explain it and no one would believe Liam when he spoke about what happened. Nanna Rochay would have, but she was far, far away now.

At 8, it happened again. His Mother’s birthday was coming up and as the youngest of 5 children, he had a lot of responsibility! His older brothers and sisters had money so they could just buy a gift. Lima had to make one all his own, and it had to be the best, most amazing present ever. But it never worked. For three days he stayed up past his bed time trying to make the perfect present all with no success. Tired and upset, he remembered what his brother was buying, a gold ring. If only he had something gold to give, it would be better then anyone else’s present. He thought this, twisting and turning his latest attempt at a present, a meter long daisy chain. He thought and thought and thought so hard! If only it was golden and shiny! No one would be able to beat him. His parents found him in the morning, a chain of pure gold flowers surrounding him.

That began the theme of Liam’s life for the next few years; childhood sickness and constant visits to the hospital. No one could explain the sudden weakness that gripped Liam, and more often then not he would have to spend many weeks alone battling infections and running tests. It was during these weeks that Liam truly learned to appreciate art, and on the long lonely nights the nurses would find him painting, drawing, sculpting. Endlessly toiling on some new work and Liam’s only explanation was that “he dreamed it”.

Things changed again when he turned 16. Suddenly he was an inch taller and 8 pounds heavier. Where before he was constantly racked by coughs, now he was the picture of health. By the time he was finally discharged from the hospital, he was scaling near 6 feet and growing! His sudden return to highschool generated some interest, but a lifetime of practical isolation killed most interest and his quiet, soft-spoken nature killed the rest. When he finally graduated, Liam was over 7 foot tall, pounds and pounds of muscle hanging from his lithe frame and ready to begin his passion, Art.

Between his years of practice and hidden inspiration, Liam made some headway in the field, but his youth and lack of a name hampered a real breakout. So, he experimented. His favourite tool for a while was rubber, stolen from dumps and wrecked cars. His latest sculpture though, gave him a lot of trouble. Unable to find a suitably large piece to properly transfer his vision he was utterly stuck. If only it were clay! Frustrated beyond belief, he punched out in anger at his failed piece, only to see it turn into clay before his eyes. Now a child’s fanciful dream and a strange tale about a chain of golden flowers was put into perspective. Too panicked to notice the clay’s transformation back into rubber, he rushed back home for answers.
When he asked his parents about this power he seemed to possess (carefully avoiding the fact that he possessed it) his father only had one thing to say. “That sounds like one of Nanna’s bed time stories.” Nanna Rochay was long dead at this point, but her journals remained. No one in the family had been able to open them and no one was willing to break open the locks. Too anxious to care, Liam was more then willing to smash them open for some answers, but as he was about to, the book opened by itself. Finally Liam was about to learn the truth.

In Nanna’s hometown of Balbriggan, all the way back in Ireland, there lived a small clan. Thousands of years ago, the youngest son of the youngest daughter fell in love with the queen of the fairies. Their child, too human to survive in Tír na nÓg was sent to live with his human father. Filled with the power of the Sidhe, this child had mastery over the earth. As long as his feet touched the ground, nothing could harm him. He could turn lead into gold and summon the earth to defend him and his many adventures seems to be the basis of most of Nanna’s old tales.

It seemed unbelievable but Liam had just turned rubber into clay not an hour before. There seemed only one thing left to do. With his feet touching the ground, Liam went looking for trouble. And he found it. And nothing could harm him.

A few years later, Liam now works as the hero “Claymation”, using his invulnerability, superior strength and powers of transmutation to bring justice to his small corner of Philadelphia. In the day he is Liam Rochay, semi-famous artist known for his amazing sculptures out of extraordinary materials.

-----

Many years ago, Balbriggan, Ireland.

All of the children of age had been gathered and tested and the impossible had occurred. None of them had shown sign the the Sidhe. The oracles had been consulted and all had said that the next Defender had been born and was making use of their abilities. There was only one explanation; it happened often enough, sometimes someone took a fancy to an outsider and a child was born, or sometimes they dreamed of freedom and needed to be bought back. But never before had one of the blood ever left the clan. Somewhere out there the world, the One Of The Blood was free. And soon, all hell would break loose.

Claymations "Costume"

Fairy Magic keeps people too distracted from noticing Liam's face and making the connection between 7 foot tall hero and 7 foot tall artist.

quote:

Offensive Major: Transmutation: Turn lead into gold! If only it were that easy.
-You can turn any inanimate object into a single pure element, or common compound (like carbon dioxide, rubber, glass, water, etc.). This transformation lasts five minutes per level. You can make it permanent by sacrificing a point of Endurance that you will not get back. If an object is broken while as a different material, it will be broken when it turns back (so making it a liquid or gas will destroy it). Most items with mechanical components will cease functioning while transformed, as their parts get fused together. 2 power per transformation, range is touch.

Offensive Minor: Heavyweight: Melee damage being largely influenced by weight makes this power much crazier in V&V.
-You are 80 pounds heavier, all muscle. You are built like Terry Tate, office linebacker.
-+10 to all melee damage.
-+5 Endurance, +5 Strength.
-Your running speed is reduced by one-fifth.

Offensive Minor: Earth Empowerment: Might want to shop around for a ground-floor apartment.
-Touching the ground or street, or anything rooted into the ground (trees, buildings, etc.) gives you the other powers here. Being more than four stories up inside a building, or in a vehicle, among other technicalities, breaks this connection and turns this power off.
-You can summon a rock outta nowhere and shoot it at an enemy. You can make a big ol' rock for 2d6, a ball of packed dirt for 1d4 damage as a warning shot, or a ball of mud for a single point of damage and messing up whatever it hits (good for blocking windows and the like). In any case, 2 power per rock/ball summoned.
-You can summon some earth to make a little bridge or other transport across chasms and other impediments. 1 power each.
-+10 Strength
-5 points of Invulnerability.

Weakness: Vulnerability: Cold Iron. Classic Fairy weakness. He’s not a full fairy so it doesn’t kill him, but it does disrupt his ability to call upon the power of the earth, so his Transmutation and Earth Empowerment are right out.

OscarDiggs fucked around with this message at 11:45 on Mar 25, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

OscarDiggs posted:

Next, you'll say, "Wow, you did a really great job on my character!"

Claymation

Strength: 15 (he had no special training, but once his powers kicked in, using it helped promote his natural strength) (+5 from Heavyweight for 20, +10 when Earth Empowerment is active for 30)
Endurance: 10 (he spent quite a few points early in life, luckily kids bounce back so he still pulled off an average score) (+5 from Heavyweight for 15)
Agility: 18 (JoJo posing requires the absolute pinnacle of dexterity)
Intelligence: 13 (he's no genius, but his artistic pursuits stimulate the mind)
Charisma: 16 (he's exceptionally pretty)

Weight: 230 lbs. (all muscle)

Basic Hits: 5

Hit Points: 31, 46 when Earth Empowerment is active

Healing Rate: 2

Damage: +2

Accuracy: +3

Detect Hidden: 10%

Detect Danger: 14%

Reaction Modifier: +2 with Good, -2 with Evil

Carrying Capacity: 1093 lbs., 3278 lbs. with Earth Empowerment

Base HTH Damage: 1d10, 1d12 with Earth Empowerment

Movement Rate: 43, 51 with Earth Empowerment (53 and 63, reduced by 20% for Heavyweight)

Power: 66, 76 with Earth Empowerment

Inventing Points: 1.3 per level

Inventing Chance: 39%

Knowledge Areas: Art (sculpting especially), Occult (Sidhe Lore and Alchemy), History (Irish)

Powers: Earth Empowerment, Heavyweight, Transmutation

Special: Cold iron ignores your invulnerability from Earth Empowerment, deals double damage, and prolonged contact will disable your powers until you can get away from it. You also cannot roll with the hit when damaged by cold iron. Naturally, you can't transmute it into something else.

Note by Lavalanche of The Hero Pals on Liam's rejected application (he just got a form letter, this is for their own reference): So, I interviewed him, and he was pretty buff, and he could throw rocks, but only when he's close to the ground. And he can transmute things for a bit. Not terribly exciting. Gonna give this rookie a pass, he brings basically nothing to the table, there's enough strongmen tromping around lately. This'll probably be the last we hear of him.

EclecticTastes fucked around with this message at 17:57 on Mar 25, 2017

Werewhale
Aug 10, 2013
Solomon Slade


A.K.A. PRIMORDIO*


Solomon was too smart to waste away in his crumbling home town. But his family was caught between poverty and opioid abuse, so money for college was but a pipe dream. As soon as he graduated high school(with top grades, mind you), he enlisted in the military. His aptitude for science was noted, and after basic the military sponsored him through an education in molecular biology. There he was introduced to Dr. Anastasia Aguilar, who convinced him to join her genetic engineering research. For the next several years he would work in her lab, developing biological weapons for military use. Their main project was a "Hades Ape", a breed of vampire chimpanzees that could breathe fire. He also met the love of his life during this time, Vivian Verity, a fellow researcher. On the day after receiving his Master's degree, Solomon returned to the lab only for one of the Hades Apes to escape during routine testing. It attacked the researchers, viciously mauling Solomon and knocking him unconscious, and set the place on fire before escaping to terrorize the surroundings before being stopped by some masked heroes.

Solomon woke up two months later in a civilian hospital. Vivian, who had not been present during the attack, filled him in on what happened. The lab and all the research was destroyed and everyone involved was dead** but for the two of them. The black-site nature of the place meant probably no-one knew about their escape, and she recommended they keep it that way. Because the Hades Ape had infected Solomon with... something. The ape vampirism translated strangely into Solomon's human body. He had lost no muscle mass during his coma, when normally they should have withered away dramatically. He wouldn't even need any physical therapy to recover. He was also apparently running a constant fever without any indication that he was actually sick. They would later learn, after he had left the hospital, that he had gained several powers, which Vivian catalogued diligently. He could turn into a giant angry red ape monster, he could turn into fire, he gained an affinity for shadows and darkness, and he could assume the powers of other nearby metahumans.

Unfortunately, either the repeated blunt trauma to the head or a period of oxygen deprivation had caused damage to Solomon's brain. While doctors told him he was lucky, since he could still walk and talk normally, Solomon found himself struggling with the intellectually demanding tasks that had once been his bread and butter. Cutting-edge research was now hopelessly beyond him. A friendly officer from his basic days instead set him up with a job as a high school biology teacher in a rundown district in Philly, where he struggles with the course material. Vivian encouraged him to make use of his new powers instead, and sign up as a costumed crimefighter. She coaches him through physical training and keeps detailed reports on his capabilities and improvements.

*Always in all-caps

**Presumably***. The bodies were burnt pretty badly.

***dun Dun DUUUUN

Powers posted:

Defensive Major: Monstrous Form: You can become the giant purple people eater.
-Turn into Monster Form for 3 Power per round.
-Has a monstrous, ape-like face (the face was randomly-determined), you're very muscular and hairy and generally it's impossible to tell you were human at all. Skin's a weird color (purple, orange, whatever), too, your choice. Also any recognizable tattoos, birthmarks, etc. vanish in this form. +15 Strength.
-You have claws (as the Natural Weapon power, +2 to-hit and +4 to damage with HTH attacks). Climbing is easier (skill checks are handled holistically, so you'll see the benefit during play, not so much in hard numbers here).
-10 points of Invulnerability (you ignore this many points of damage every round)
-You become violent and cruel, make a successful intelligence saving throw whenever the temptation to finish off a downed opponent or take advantage of a situation to steal or otherwise do bad stuff arises, in order to not give in to your base impulses.
-+3 to hit with attacks, -3 from the target number to hit you, due to animal reflexes.
-Regenerate 3 HP per round, and regrow lost limbs within 24 hours (only in monster form, though, so if you lose an arm, I'd recommend not changing back for a while).
-Your feet and toes are completely prehensile.

Offensive Minor: Nightstalking: You're also Blade.
-You can hide in shadows or darkness, and halve the Detect Hidden/Detect Danger ratings of anyone rolling to sense you (normal people standing in the same place as you wouldn't even require a roll to notice, usually).
-Sense the exact moment the sun rises or sets. You can also detect vampires and other creatures of shadow on sight, even if they're disguised as human or hiding in shadow (so you can see other people with Nightstalking when they're in shadows). Unnatural or magical darkness does nothing to hide anyone from your sight.
-You cannot be made into the undead.
-+1 initiative.
-Perfect night vision.
-Tracking is easier for you (another thing that will be evident when you use the skill rather than being numerically defined).
-+2 damage at night.
-5 extra HP at night (those points of damage, if taken, do carry over to your daytime HP, but if it would leave you with zero or less HP, it instead just leaves you at 1 HP).

Defensive Major: Alter Physical Structure (Fire) Flame on!
-Flame Form costs 5 power per round.
-Constant Flame Powers defense (obviously).
-You can generate a continuous stream of flame of any size up to 15 feet long (plus 5 per level), down to the size of a welding torch. As an attack, it deals up to 2d6 damage (and is a Flame Powers attack, of course). You can drop down to 1d6 for more of a warning shot. You can fire two streams simultaneously (from both hands) at a single target as a single attack (requires a special attack roll rather than normal, however), dealing double damage. 2 power per usage (4 for a double)
-You can launch a long-range fireball up to 300 feet (plus 30 per level), dealing 3d6 damage, and you can reduce the d6s as much as you like to deal less damage. 2 power per ball.
-Create up to a five-foot wide, 25-foot tall wall of flame around up to a 20-foot radius (40 feet for a half-circle, if you get someone against a wall, or 100 feet for a straight wall) to encircle or ensnare. The wall can be up to 100 feet away (plus 10 per level). Anyone passing through the wall takes 4d6 damage. 3 Power per round to maintain.
-Can radiate heat, or increase the heat within the confines of the wall of fire, basically the same as Control Radiation up above, but without the chance for radiation sickness. However, when it's just you radiating heat, you have a maximum of 140 degrees (fire isn't as hot a nuclear hellfire, sorry). Costs 1 power to keep the heat going, and an additional point each time you increase it.
-You can breathe fire (this power can be used even in human form, which is nice). Range of 5 feet (plus 1 per level), dealing 1d6+3 damage. 1 Power per breath attack.
-Super Nova! Yeah, Palladium's just straight-up stealing from the Fantastic Four. When you use this power, you risk losing APS(Fire), losing all your powers entirely, or just losing all your body molecules (you could also mutate this power into a new one and, at the same time, go insane). In any case, you blow the hell up and make a 700-foot blast radius. Up to 100 feet takes 10,000 damage, 5,000 out to 200, 1,000 to 300, then 500 out to 500 feet, and then 100 damage for the remaining area. No power cost because it technically costs all your remaining power.
-You can fly (you actually had a 50% chance not to have this ability). 2,000 feet maximum altitude, speed of 105 (60 mph, see APS Plasma above), speed doesn't increase with level. -1 to target number to hit you while flying.
-Fire, plasma, and heat do nothing to you, even in human form.
-Unarmed attackers take 4d6 damage on contact because they touched fire.
-Requires large amounts of oxygen to maintain this form, is a liability in airtight spaces.
-A vacuum will turn your power off for you within a minute.
-Cold, ice, water, and firefighting chemicals have a 40% chance of putting you out and reverting you to human and keeping you from flaming on for 2d4 minutes.
-Touching things can set them on fire.

Defensive Major: Mimic Because that's what we needed, two guys with Control Radiation.
-Copy all the non-Skill superpowers from anyone within 100 feet. If the mimicked person leaves that radius, the copied powers will fade. The copied powers temporarily replace all of your powers except this one. You copy their powers at their level (however, V&V doesn't do level scaling with powers, so that part only applies to Heroes Unlimited fare). As long as they remain in range, you can keep them copied indefinitely.

Offensive Major: Directed Force

Weakness: Lowered Intelligence: This could have gone very badly for you, but as it is, on 3d6, you only lost 5 points of Intelligence, so you're probably fine.

EDIT: By the way, Monstrous Form and APS(Fire) can be used together to create a terrifying flame beast.

Werewhale fucked around with this message at 21:18 on Mar 25, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Werewhale posted:

At least this monkey breakout didn't cause a zombie apocalypse.

PRIMORDIO

Strength: 15 (as a military man, Solomon had to stay fit) (+15 in Monstrous Form for 30)
Endurance: 16 (learning to march leaves its mark)
Agility: 13 (they don't emphasize flexibility in their general PT, but you need a little, at least)
Intelligence: 16 (a skilled researcher) (-5 from Lowered Intelligence, down to 11)
Charisma: 14 (ruggedly handsome)

Weight: 190 lbs.

Basic Hits: 4

Hit Points: 16, 27 in monstrous form

Healing Rate: 2

Damage: +1

Accuracy: +1

Detect Hidden: 10%

Detect Danger: 14%

Reaction Modifier: +1 with Good, -1 with Evil, reversed while in monstrous form

Carrying Capacity: 473 lbs., 2,717 lbs. in monstrous form

Base HTH Damage: 1d6, 1d12 in monstrous form

Movement Rate: 44, 59 in monstrous form

Power: 55, 70 in monstrous form

Invention Points: 1.1 per level

Invention Chance: 33%

Knowledge Areas: Biology (notably molecular biology and genetics), Chemistry (pharmaceuticals, primarily), Military (operation and procedures), Medicine (basic, mostly related to biology research or field triage)

Powers: Monstrous Form, APS Fire, Nightstalking, Mimic

Evaluation for possible membership in CHESS as superpowered asset, by Co-Director Alexandria Huntington, Codename Queen: When animalistic qualities manifest, personality becomes unpredictable and dangerous. Due to his other powers, this issue also represents a fire hazard. The brain damage he suffered ruined any value he had as a scientist, as well. Recommending his application be denied and the usual form letter sent.

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
M'ikgael Var Fennitam, AKA Michael



A denizen of the far reaches of Space, at least relative to Earth, M'ikgael has a long, storied career as one of a crew of 5 on a smuggling ship. As engineer, his specific anatomy was very useful in allowing him to crawl down narrow access tunnels and to access high gangways in service of keeping the ship running, jury-rigging up solutions on the fly, and giving the engines that little big of extra juice to help them evade authorities when a job went south.

It was on a milk-run that things went south. Despite their experience, and the cautiousness of his Captain, a Thandarian by the name of Tyg, they never sniffed out the setup. Instead of their expected contact to pick up the guns they were running, they instead were met by a large force of Imperial police who promptly took them all into custody. The trial was quick and the list of offenses was extensive, though due to what largely amounted to circumstantial evidence, M'ikgael was simply given fifty years of community service to be served with a less fortunate species. The lottery drew some backwater planet by the name of Earth for M'ikgael to serve his time on, and a short flight later, he was dumped off on one of the major continents with instructions to check in with his parole officer every week. The terms of his sentence were unfortunately left vague - it seems like the Powers That Be simply tossed him away in hopes that he wouldn't cause too much trouble.

As a Traxian, M'ikgael shares characteristics with several Earth plants. Or he normally would. Unfortunately, it seems that Earth's yellow sun is very harsh on Traxian anatomy, and the light very difficult to work with and convert into something useful. Most of it simply just can't be held, and is simply expelled in all sorts of ways that would be harmful to humans. As such, M'ikgael has been reduced to existing as a carnivore. He fortunately has taken a great liking to chicken, which there seems to be ample amounts of. Through a great amount of focus, he can briefly make use of Sol's solar radiation to regain some of his old functions, but it's a fleeting thing and too much leaves him exhausted.

Trying to fit in has been a bit of a challenge. As it turns out, Earth is not very cosmopolitan, and just being in public usually results in panic or hostility, or at best, rather rude remarks and gawking. Even wearing local fashion doesn't seem to do much, much to M'ikgael's frustration. His parole officer doesn't really seem to care too much so far, simply giving encouraging comments such as 'keep at it', 'do your best', and 'I need results soon or I'm taking you back'.

quote:

Defensive Minor: Heightened Sense of Balance: Just be glad it's not Heightened Sense of Time. Your balance and coordination are always top-notch.
-Will never lose balance, preventing any penalties that could arise from such a situation.
-+2 when making called shots
--2 to target number to be hit


Offensive Minor: Conduct Electricity: It's like Control Lightning, but harder to use!
-Immune to damage from electricity less than 60,000 volts, one-third damage from anything greater.
-By holding a live wire or other electrical source, shoot Lightning Control bolts dealing 3d6 damage, or improve HTH with 3d6 electrical damage (HTH attacks made this way are Lightning Control attacks). 2 Power to conduct electricity this way.
-Gain a passive Lightning Control defense while conducting electricity.
-Can sense nearby electrical devices, and by channeling their power away from them, can shut down all nearby electronics. 1 Power per round to maintain.
-Can create 10-foot diameter field that grounds out all electric attacks passing through it, to protect others. 1 Power per round to establish and maintain.


Defensive Major: Alter Physical Structure (Vines): I loving love APS powers. Just look at this goddamn mess of powers.
-Become vines, necessary to access any of the other abilities. Requires 4 power per round to maintain this form, but the following passive effects are available: weight is tripled, height increases by two feet, Strength +8, and loses half Power from staying up too late (1 point per hour rather than 2)
-Can grow thorns, anyone grabbing you while your body is covered in thorns takes 1d6 damage. Thorns can be grown on your hands to add 2d6 to your HTH damage. Usable at will while in vine form.
-Use Vine Whip! Can make a HTH attack up to 15 feet away. 1 Power to extend the whip as a free action, costs nothing to attack with it.
-Can extend vines to Spider-Man around. Costs 1 power per minute of use. Can carry up to 100 pounds beyond your own weight while swinging through the city.
-Make a special HTH attack to lasso opponents with a vine. Ties up one limb, 55% chance of pinning both arms to the torso. Costs 1 power. Range is 10 feet (plus 5 per level).
-Create a vine ladder by touching the side of a building, five feet wide, grows by ten feet per round you spend concentrating. No maximum height. Lasts fifteen minutes per level from the moment you stop concentrating, but you can make the ladder wither and fall away sooner by willing it. Ladder holds up to your weight plus 600 pounds. +5 to any checks made to climb the ladder by your allies. 1 power per round spent making the ladder.
-As long as there are sufficient places to attach the corners, can make nets of vines, to catch falling people, block passages, etc. Makes 10 feet in diameter per round spent concentrating, up to 50 feet. Lasts two minutes per level or until dismissed. Vine nets have Structural Rating 3 (same as Hard Wood). 1 power per round spent making the net.
-Can shoot a vine net out that's big enough to entagle a single person or hold a door shut. Same stats as the larger nets. Hitting a person requires a special attack using HTH. Costs 1 power.
-While in vine form, recover HP at a rate of 8 per hour. Only applies to damage taken in vine form, and only during the current transformation (any damage carried back over to human form must be healed normally). Lost limbs will regrow within five minutes. If you return to human form after losing a vine limb, your human limb will still be there, but will feel numb and heavy for 24 hours, imposing various penalties.
-While in vine form, you breathe carbon dioxide and exhale oxygen, which can have applications if a villain tries to bury the team alive or something. You also breathe using your whole body so you won't suffocate as long as any part of your body remains exposed to open air.
-You can't be seen using infrared or thermal vision while in vine form.
-You're also very bouyant and float on water.
-Your HP in vine form is doubled (after adjusting for the increased strength and the lowered agility due to higher weight). You only retain half the damage you took when you return to human form.

Defensive Minor: Super-Vision (Night Vision): See in the dark.
-See perfectly in the dark

Defensive Minor: Heightened Sense of Awareness: You can always tell when someone's sneaking up on you, and are just generally very aware of yourself and your surroundings.
-Enemies get no to-hit bonus from facing.
-+2 initiative
-Willpower as active defense (passive)

Offensive Major: Control Radiation: You can give everyone cancer!
-Immune to all radiation, heat, fire, and molten substances (well, aside from possible suffocation if you're caught inside).
-Can accurately tell current radiation levels.
-Generate deadly radiation in up to a 50-foot radius up to 200 feet away. If an area is exposed for more than five minutes, the area will remain irradiated for 4d6 minutes afterwards. Deals 3d6 damage to any who are in the field for any length of time, and have a 30% chance of getting radiation sickness (which is horribly lethal and unpleasant). Costs one action to establish the field, and you can't do anything else while maintaining it. 5 Power per round.
-Can dampen all radiation in 100 feet (plus 10 per level), making an otherwise hazardous area safe. Cannot be used to absorb the radiation of a nuclear blast, though, but reduces the radiation level of the explosion by 5% (plus 1% per level). Cannot attack or do any other strenuous tasks while dampening radiation. 2 Power per round.
-Can detect sources of radiation within 200 feet (plus 20 per level), even underground. Includes nuclear power systems. Doesn't tell you the amount.
-Can generate bright light to brighten a dark area, or a very bright light so enemies have a hard time looking right at you. In the latter case, -2 to target number to hit you, and -1 to the target number to hit anyone close to you. Light extends up to 500 feet at the brightest, to-hit penalties extend up to 200 feet (but only at angles where you're in the attacker's field of vision) People within 100 feet (maximum, reduces with lower light levels) have a 30% chance of contracting radiation sickness. Requires one action to start glowing, 1 power per round.
-X-Ray vision lets you see through anything except lead and lead-based alloys.
-Shoot nuclear fire from your hands like a flamethrower (this is a Flame Powers attack). Deals 3d6 damage, but you can freely adjust how many d6s you roll. Range is 100 feet (plus 10 per level), costs 2 power per blast. 30% chance of causing radiation sickness.
-Increase the heat in a 20-foot radius by 50 degrees Fahrenheit every round up to a maximum of 2000 degrees, and starting at 100 (requires one action per round to keep up, as well as 2 power). Grants you Flame Powers defense while active (the heat right around your body is extreme). 30% chance of causing radiation sickness from getting microwaved. Warning: This power will melt your armor right off, if you're wearing any.
-Can fire heat bolts for 1d6 damage(range of 100 feet plus 5 per level), 1 power per shot. The extreme heat deals double damage to any Armor the target is wearing from melting. 30% chance of, you guessed it, giving a dude radiation sickness.
-Constantly emitting small amounts of radiation unless you spend an action every round suppressing it. Effects are gradual and minor enough that it's more of a long-term story thing than a mechanical thing.

Defensive Minor: Hyperdensity: It's basically the Tanuki Suit. You harden and harden until even your cells stop moving.
-For up to one minute per day per level, become indestructible statue, incapable of doing anything, but impossible to harm, move, or otherwise affect by any means. Costs 5 Power to activate, costs nothing to maintain.


Offensive Minor: Energy Expulsion (Cold): You can shoot beams of pure cold out of your hands. It's not ice, per se, so no freezing dudes, but it'll certainly chill them out.
-Ice Powers attack, range 60 (300 feet), dealing 2d6 damage. You can reduce it to 1d6 to regulate the damage dealt, or divide the dice in half to make two simultaneous attacks (see the rules on making multiple attacks in a round in the rules doc, but the benefit here is that if one of these blasts miss, the other can still hit). 2 Power per shot.

Weakness: Reduced Charisma: Turns out people don't much care for radioactive, electrified plant-men. -5 Charisma.

IPlayVideoGames fucked around with this message at 04:07 on Mar 26, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

IPlayVideoGames posted:

SPACE CRIME: NOT EVEN ONCE

Michael

Strength: 12 (being made of vines isn't conducive to high upper body strength) (+8 from Vine Form for 20)
Endurance: 18 (you're basically classified as a weed, though)
Agility: 17 (vines can wiggle around plenty) (-2 for weight in Vine Form for 15)
Intelligence: 13 (about on-par with the average mechanic)
Charisma: 12 (you're a lot more popular back home) (-5 for Reduced Charisma, to 7)

Note: By your description, you seem very thin and vine-like, even in your non-plant form, so that's how I'm interpreting it.

Weight: 120 lbs. (360 in Vine Form)

Basic Hits: 3 (8 in Vine Form)

Hit Points: 14 (50 in Vine Form)

Healing Rate: 2 (4 in Vine Form, which applies to receiving first aid and the like, even if you can't sleep like that)

Damage: +1

Accuracy: +2

Detect Hidden: 10%

Detect Danger: 14%

Reaction Modifier: -2 from Good, +2 from Evil

Carrying Capacity: 212 lbs., 1,764 lbs. in Vine Form

Base HTH Damage: 1d4, 1d10 in Vine Form

Movement Rate: 47, 53 in Vine Form

Power: 60, 66 in Vine Form

Invention Points: 1.3 per level

Invention Chance: 39%

Knowledge Areas: Technology (Alien), Mechanics (Alien), Language and Culture (Alien), Grifting (specifically smuggling contraband)

Powers: APS Vines, Conduct Electricity, Control Radiation, Heightened Sense of Awareness, Heightened Sense of Balance, Super-Vision (Night Vision), Energy Expulsion (Cold)

Record of interview with rejected applicant "Michael" by Colonel Victory of the Justice Guild: The interview was going splendidly at first, but Professor Swirl kept insisting that Michael was a "giant plant man". Accele-Girl and I tried to calm him down, but he persisted and was forced to leave the room. Naturally, we apologized for the very unusual insult. Of course, then we learned that Michael slowly leaks harmful radiation due to his powers, and official policy stated that we had to turn him away. It was quite regrettable, he had a lot of potential, I think.

You put on some clothes to look like human bros, but you're not a man, you're a Traxian...

Epicurius
Apr 10, 2010
College Slice
ET, give me a mulligan! I like options!

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Epicurius posted:

ET, give me a mulligan! I like options!

And options ye shall receive. You've rolled seven powers.

Offensive Minor: Lifting Field: It's true, you do even lift, bro.
-For one hour per level, you can generate a field that lets you slowly lift weights up to 500 times your Strength. Being attacked or falling unconscious causes the field to dissipate and you drop what you're carrying, requiring a dodge not to get crushed. While lifting, you can move at a maximum speed equal to one-third your Strength. 1 power per hour to maintain.

Defensive Minor: Radar: No, not like Daredevil, we're talking actual radar.
-In a radius of 400 feet (plus 100 per level), you have radar sense, which lets you sense objects in the area. It requires checks against Intelligence to interpret speed, distance, direction, shape, or exact location. All penalties for being in the dark or blinded are negated. Radar doesn't pass through solid objects, so it won't let you see through walls. It's also fouled by heavy weather like snow, sandstorms, or heavy rain, and somewhat bothered by smoke and fog. When it's working at full capacity, however, radar grants you +15 initiative, +2 to-hit, -2 to your target number to be hit, and enemies can neither receive facing bonuses when attacking you, nor can they attack you by surprise if they're within range of your radar.

Defensive Major: Super-Regeneration: Finally, some actual regeneration powers.
-You regenerate 1d6 HP per round.
-You're immune to disease, and poisons have one-tenth their duration and only one third the effect.
-Internal injuries heal in minutes, a lost organ will grow back within an hour. You can survive up to 90% damage to the heart or brain and still regenerate from it in less than an hour, though such severe injury can leave you weakened.
-Lost appendages can be regrown in one or two days, depending on size, even having most of your body blown off is fine, you'll just take longer to regrow.
-The only ways you can die are decapitation or complete destruction of the brain. If "killed" (reduced to 0 HP and 0 Power), in order to damage your body enough to prevent your regeneration through regular attacks, you must receive ten times your Basic Hits in damage (whereas others simply have their Basic Hits to protect them).

Offensive Minor: Color Manipulation: The world is your Photoshop.
-You can change the color of any physical object or substance, organic or inorganic, solid, liquid, or gas. You can also turn opaque stuff transparent and vice-versa. You can also change specific sections of those objects (like changing the color of the writing on a page so it matches the color of the paper, making it vanish). You can change skin, hair, and clothing color for disguises, as well, among countless other applications. Range is up to 60 feet (plus 10 per level). You can affect up to 200 square feet of material per level. Each change requires an action, and lasts 15 minutes per level, or until dismissed. Costs 1 power per use.

Offensive Minor: Immovability: Tell the whole world "No, you move."
-For up to 20 minutes per level per use, you can anchor yourself to a location or an object, at which point you can't be moved from that spot. However, if what you're anchored to moves, you'll move with it. This can be useful for car surfing without falling off. Requires an action to activate, as well as 1 power.
-+5 Endurance

Defensive Major: Ectoplasmic Armor: 3spooky5me
-Cover yourself in ghost juice as armor. Armor has 120 Armor Rating and covers everything you're wearing or carrying. Heat, cold, fire, and plasma do half damage while the armor is up, and attacks directed at you by non-corporeal or astral projected entities are made at a target number of 0. +4 to rolls to resist possession or curses. 4 power to generate the armor, lasts until destroyed or dismissed.
-The armor can generate any melee weapon by reshaping part of the ectoplasm. Attacks made with these weapons ignore Non-Corporeal or Astral Projection defenses.
-The armor can generate a tentacle that can reach out and grab small objects. It lacks the strength for combat maneuvers, however.

Defensive Major: Sonic Power: Sound, not fast food drive-ins.
-Your hearing is vastly improved. You can hear a single decibel at 1,000 feet (plus 100 per level). You can make Intelligence checks to estimate distance, speed, type, and location of any sound. Penalties for lack of vision are halved. Ambient noise in urban areas during the daytime halve the range of hearing abilities.
-You can emit a high-pitched whine in a radius of up to 30 feet, imposing various penalties anyone who hears it. Make a Sonic Abilities attack each round (one roll for all possible targets), everyone hit takes 1d6 damage. Blocking one's ears or plugging them prevents damage and lessens the penalties. Must concentrate when generating the whine and can take no other action. 2 power per round.
-You can shoot out a shotgun blast of sound (as a Sonic Abilities attack), range is 200 feet (plus 10 per level). It deals 1d4 times 10 damage, plus 10 damage underwater. 2 power per shot.
-You have sonar, and use it to interpret shapes within 400 feet (plus 100 per level). Intelligence checks are required to interpret shape, distance, direction, and location.
-Sonic blasts/attacks deal no damage.
-The effects of extremely loud sounds are halved.

Weakness: Phobia/Psychosis: There's something wrong in your brain. You have some irrational fear or persistent delusion, and it makes it difficult to lead a normal life. Tell me what's wrong with you.

EclecticTastes fucked around with this message at 00:46 on Mar 27, 2017

Go RV!
Jun 19, 2008

Uglier on the inside.

I will go with either option 2 or 3, depending on whichever book you feel like rolling through

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Go RV! posted:

I will go with either option 2 or 3, depending on whichever book you feel like rolling through

Honestly, I've been itching to demonstrate how V&V handles powers, rather than Palladium, so let's have a look at your EIGHT powers.

Skill: Natural Weaponry: Your hands are deadly weapons.
-Roll for one of three increasing bonuses (you rolled the best of them), +3 to-hit, +6 damage with unarmed attacks.

Magic/Psionic Item: Heightened Endurance B: +3d10 Endurance, but from a magic/psionic bauble that you need to keep with you to get the bonus.
-+17 Endurance

Magic/Psionics: Telepathy: Reach out and touch someone.
-You can communicate with other minds in a radius of ten times your Intelligence (that's before converting to feet).
-You can automatically detect all thoughts within your range using 1 power and an action.
-You can read thoughts, communicate with other minds, and act as a psychic Skype server for as many minds at once as you have points of Intelligence, within your range. It takes an action to set up a connection, and costs 1 power per round.
-You can use your powers to track someone by spending an action every round to continue scanning for their mind, this costs 1 power per hour, and you need to stay within range.
-You can probe someone's mind for information, but must be close enough to touch them. Double your power plus your Charisma must be higher than your target's power plus their Charisma. This takes 1d6 rounds and 5 power. If the conditions are fulfilled, make a Mind Control attack. Willing targets can negate all previous requirements, of course. Failure to probe the target's mind may allow the target to feed you false information.
-You can shield your thoughts from being detected, tracked, or read at will, and defend against mind probes using double your power.

Magic/Psionic Items: Telekinesis It's a wand or glove or something that lets you do telekinesis. It has its own stats rather than using yours for variable factors, though.
-Uses your own Power reserves for its abilities.
-Has a Telekinetic Capacity of 210 lbs. (21 for the device's Strength times its level of 1, times 10). This is how much total weight you can move at once. You can "tune up" the device each level to have its level variable match your current level. Requires an occultist or technician for the tune-up.
-By using an action and 1 power to set up a Telekinetic defense, costs 1 power for each attack defended against, but uses the Telekinesis row.
-Can project waves of telekinetic force, range 14 (the device's Agility, that's 70 feet, multiplied by level). This is a Hand-to-Hand attack, dealing damage based on Telekinetic Capacity (in this case, it's currently 1d4). Costs 1 power per shot.
-Can move items at will, though it ties up Telekinetic Capacity to move things. Can move objects at a speed of 13 (The device's Endurance times level), to a maximum range of 14 (Agility times level). Costs 1 power per object being manipulated at once per turn (paid at the start of the turn), plus 1 additional power to initially grab an object. Manipulated objects can be used to attack at no power cost as an action, and deal damage as thrown objects based on weight and velocity.

Power: Invulnerability: You can just ignore the first X damage you take each turn.
-You have 28 points of Invulnerability. Certain attacks at the GM's discretion may bypass this, but otherwise, the first 28 points of damage sent your way each turn do nothing. Carrier attacks (see the rules document, or just think poison darts) cannot apply their secondary attack if the initial attack doesn't deal damage through the invulnerability (poison darts don't do much if they bounce off harmlessly). You decide what form the invulnerability takes (tough skin, a constant telekinetic field, magnetism, etc.)

Skill: Heightened Charisma A: You've trained yourself to have exception force of personality. (+2d10)
-+19 Charisma.

Magic/Psionics: Heightened Intelligence B: Your magic or psychic powers have boosted your intellect considerably. (+3d10)
-+16 Intelligence.

Skill: Heightened Expertise: You're highly trained in hand-to-hand, ranged, or superpowered combat.
-Roll for result (middle result). Select one broad category of weapons (military weapons, ancient weapons, martial arts weapons, etc.; overlap can exist between categories). You receive +4 to-hit with that category of weapons. Unarmed attacks would fit into a category of old-fashioned or martial arts-related weapons, while all superpowers fit into the same category (the superpowers category).

Weakness: Physical Handicap: I feel like being wheelchair-bound might be a tad on-the-nose with the telepathy and all, but that's one example of this weakness. You could also have lost a limb, or walk with a pronounced limp. Whatever the case, you have some diminished physical capacity, tell me about it.

EclecticTastes fucked around with this message at 02:58 on Mar 27, 2017

Go RV!
Jun 19, 2008

Uglier on the inside.

Nora Walker


Nora Walker was once the talk of the town. A lovely socialite in her 20s with a rebellious reputation, she took the men for their money, and for fun. By her 30s, she had gotten a quite bad reputation. By 40, she was a known quantity, and was no longer valued in the high-class scene. By that time, however, Nora had gained a substantial fortune, but had never quite learned the art of budgeting.

She lived off her money for the next however many years, while investing in a few ventures to keep the money appreciating. No one quite knows how many years, because Nora will not admit an age.

In the current day, Nora Walker is a grumpy old bird who runs an apartment complex that she bought in her younger days. She maintains a comfortable life, and makes a livable profit off of her apartments. She uses her wit and guilt to get discounts on everything, and skims the difference. She spends her spare days telekinetically throwing candy at the "goddamn noisy birds" outside her window who won't shut up during her stories.

Nora discovered her powers in a most mundane way: she fell down the stairs. Now, normally for someone of her advanced life experience, this would have caused several broken bones and years of rehab. But Nora simply got up and yelled at the tenants who had gathered. It isn't until later that she realized that falling down the stairs and landing on
her head should have caused more damage. She also later noticed, during her weekly poker game, that she was able to get into the mind of her opponents, and after that would always claim a modest amount of the pot by the end of the night. Just enough to keep them coming back.

Her necklace and telekinesis gem (which she hides in her hollowed out cane were purchased in her younger, more extravagant days, where they were purchased from the estate auction of a well-to-do businessman. His son had no interest in his father's jewelry or decor, so he sold the lot and Nora picked up a few choice pieces, keeping them in her jewelry box until now.

Using these powers, she later attempted to apply to CHESS under the name Bleedin' Nora, a nickname from her more rowdy days, but was refused.

Magic/Psionic Item: Heightened Endurance B: Antique Pearl Necklace
+3d10 Endurance, but from a magic/psionic bauble that you need to keep with you to get the bonus.
-+17 Endurance

Magic/Psionics: Telepathy
Reach out and touch someone.
-You can communicate with other minds in a radius of ten times your Intelligence (that's before converting to feet).
-You can automatically detect all thoughts within your range using 1 power and an action.
-You can read thoughts, communicate with other minds, and act as a psychic Skype server for as many minds at once as you have points of Intelligence, within your range. It takes an action to set up a connection, and costs 1 power per round.
-You can use your powers to track someone by spending an action every round to continue scanning for their mind, this costs 1 power per hour, and you need to stay within range.
-You can probe someone's mind for information, but must be close enough to touch them. Double your power plus your Charisma must be higher than your target's power plus their Charisma. This takes 1d6 rounds and 5 power. If the conditions are fulfilled, make a Mind Control attack. Willing targets can negate all previous requirements, of course. Failure to probe the target's mind may allow the target to feed you false information.
-You can shield your thoughts from being detected, tracked, or read at will, and defend against mind probes using double your power.

Magic/Psionic Items: Telekinesis (A gem hidden in her walking cane) It's a wand or glove or something that lets you do telekinesis. It has its own stats rather than using yours for variable factors, though.
-Uses your own Power reserves for its abilities.
-Has a Telekinetic Capacity of 210 lbs. (21 for the device's Strength times its level of 1, times 10). This is how much total weight you can move at once. You can "tune up" the device each level to have its level variable match your current level. Requires an occultist or technician for the tune-up.
-By using an action and 1 power to set up a Telekinetic defense, costs 1 power for each attack defended against, but uses the Telekinesis row.
-Can project waves of telekinetic force, range 14 (the device's Agility, that's 70 feet, multiplied by level). This is a Hand-to-Hand attack, dealing damage based on Telekinetic Capacity (in this case, it's currently 1d4). Costs 1 power per shot.
-Can move items at will, though it ties up Telekinetic Capacity to move things. Can move objects at a speed of 13 (The device's Endurance times level), to a maximum range of 14 (Agility times level). Costs 1 power per object being manipulated at once per turn (paid at the start of the turn), plus 1 additional power to initially grab an object. Manipulated objects can be used to attack at no power cost as an action, and deal damage as thrown objects based on weight and velocity.

Power: Invulnerability: You can just ignore the first X damage you take each turn.
-You have 28 points of Invulnerability. Certain attacks at the GM's discretion may bypass this, but otherwise, the first 28 points of damage sent your way each turn do nothing. Carrier attacks (see the rules document, or just think poison darts) cannot apply their secondary attack if the initial attack doesn't deal damage through the invulnerability (poison darts don't do much if they bounce off harmlessly). You decide what form the invulnerability takes (tough skin, a constant telekinetic field, magnetism, etc.)

Skill: Heightened Charisma A: You've trained yourself to have exception force of personality. (+2d10)
-+19 Charisma.

Magic/Psionics: Heightened Intelligence B: Your magic or psychic powers have boosted your intellect considerably. (+3d10)
-+16 Intelligence.

Skill: Heightened Expertise: You're highly trained in hand-to-hand, ranged, or superpowered combat.
-Roll for result (middle result). Select one broad category of weapons (military weapons, ancient weapons, martial arts weapons, etc.; overlap can exist between categories). You receive +4 to-hit with that category of weapons. Unarmed attacks would fit into a category of old-fashioned or martial arts-related weapons, while all superpowers fit into the same category (the superpowers category).

Skill: Natural Weaponry: Your hands are deadly weapons.
-Roll for one of three increasing bonuses (you rolled the best of them), +3 to-hit, +6 damage with unarmed attacks.


Weakness: Physical Handicap: Old as gently caress
I feel like being wheelchair-bound might be a tad on-the-nose with the telepathy and all, but that's one example of this weakness. You could also have lost a limb, or walk with a pronounced limp. Whatever the case, you have some diminished physical capacity, tell me about it.

Go RV! fucked around with this message at 02:39 on Mar 28, 2017

Tyrannosaurus
Apr 12, 2006
Mulligan!

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Go RV! posted:

Old woman yells at cloud; yanks cloud from sky.

Nora

Strength: 8 (her advanced age isn't doing her any favors in this department)
Endurance: 10 (being old just really sucks) (+17 from Heightened Endurance B, for 27)
Agility: 11 (She used to go dancing all the time, but that's in the past)
Intelligence: 16 (She ain't lost her wits, though) (+16 from Heightened Intelligence B, for 32)
Charisma: 14 (She's a gouchy old bag, but she knows how to turn on the charm when she wants something) (+19 from Heightened Charisma A for 33)

Weight: 160 lbs.

Basic Hits: 4

Hit Points: 6, 19 with her Heightened Endurance item on

Healing Rate: 1, 4 with her Heightened Endurance item on

Damage: +3

Accuracy: +0

Detect Hidden: 22%

Detect Danger: 26%

Reaction Modifier: +6 with Good, -6 with Evil

Carrying Capacity: 121 lbs., 257 lbs. with her Heightened Endurance item on

Base HTH Damage: 1d4, 1d6 with her Heightened Endurance item on

Movement Rate: 29, 46 with her Heightened Endurance item on

Power: 61, 78 with her Heightened Endurance item on

Invention Points: 3.2 per level

Invention Chance: 96%

Knowledge Areas: Business/Finance (most aspects, but still can't budget properly), Gossip, Trivia (answers to Jeopardy questions), History (twentieth century), Games (card games, specifically those listed in Hoyle's)

Powers: Telepathy, Heightened Intelligence B, Heightened Charisma A, Heightened Expertise (all superpowers), Invulnerability, Telekinesis (kept in cane), Heightened Endurance B (granted by necklace)

Reason for rejection, via form letter, by the League of Victory (commentary by Blue Typhoon): We could not in good conscience allow her to join the team at her advanced age. Her desire was admirable, but I calculated a 97.26493% chance of her sustaining injury while using base facilities, which was both dangerous for her, and a legal liability for us. She also referred to me repeatedly as a "no-good, jumped-up calculator" and to fellow LoV member Jamazon as a "shameless hussy". I hesitate to repeat what she insinuated about Photon Man and Laser Lad. In any case, I see no other option but to deny her application.

EclecticTastes fucked around with this message at 08:53 on Mar 28, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

I had a feeling you'd have trouble pulling the powers you rolled into a coherent character, good as they may have been. This time, you roll three powers. Not so good.

Defensive Major: Alter Physical Structure (Techno-Form): Transform and roll out. You become a walking, humanoid pile of machinery.
-Techno-Form costs 5 power per round.
-Robotic Body defense is used in this form.
-Immunity to mind-affecting powers, drugs, toxins, disease, and other things reliant on being made of meat.
-Powers that explicitly affect machines affect you. Control powers must succeed at a Mind Control attack (Robotic Body defense does not apply in this case), however.
-No sense of taste or smell, diminished sense of touch, enhanced sight and hearing. Perfect night vision and clear sight up to two miles away. Can hear whispers at 200 feet. Enemies get no facing bonuses when attacking you unless they are truly and completely silent.
-+11 Strength
-HP recovers at half rate, but you can eat 10 lbs. of metal to recover 4d6 HP instantly.
-+10 Endurance, 10 points of invulnerability
-Physical attacks deal half damage, cold attacks deal no damage.
-You can transform into any vehicle you desire with one action. You are considered to be skilled in driving or piloting yourself, but you may allow others to take the controls. Costs no additional power.

Offensive Major: Teleport: And you don't even need to travel through a hell dimension to do it. You're gonna wish you had the V&V version, though.
-Can teleport as an action twice every fifteen minutes, taking up to 1,000 lbs. of people and/or stuff along with it. 3 power per teleport.
-Range is 5 miles.
-Teleportation has a failure chance based on familiarity (or lack thereof) and visibility of the destination. Unsuccessful teleporting carries a flat 15% chance of telefragging yourself and dying instantly, and another 25% chance of teleporting yourself a few hundred feet in the air, which isn't so bad for you because you can turn into a helicopter.

Defensive Minor: Longevity: Live long and prosper.
-You age two years for every ten that pass.
-Guaranteed to age exceptionally gracefully.
-+5 Endurance, +5 Charisma

Weakness: Reduced Charisma: Turns out turning into a machine doesn't help the social skills. -6 Charisma.

EDIT: Here's what the book uses as the example image of someone with Techno-Form active, as an example:

EclecticTastes fucked around with this message at 07:59 on Mar 27, 2017

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

EclecticTastes posted:

EDIT: Here's what the book uses as the example image of someone with Techno-Form active, as an example:



God bless Palladium art.

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

If you are still accepting apps, I'd go for Option 3. If not that's cool, I'll just follow the thread. Villains and Vigilantes was the first rpg I ever played.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Mykkel posted:

If you are still accepting apps, I'd go for Option 3. If not that's cool, I'll just follow the thread. Villains and Vigilantes was the first rpg I ever played.

I'm accepting apps until Saturday, so don't worry. You've got five powers.

Defensive Minor: Extraordinary Physical Beauty: You're very pretty. This is one of Palladium's two social stats, but I'm not just gonna copy Heightened Charisma B, I'll make is 2d10 Charisma and 1d10 Agility, since beauty tends to include grace and poise.
-+12 Charisma
-+8 Agility

Defensive Minor: Quills & Spines: Hedgehogs are known for fighting evil, but they were only good at it in the early nineties.
-You've got quills all over you. You have 80, plus 10 per level, 8 to 12 inches long.
-Anyone who grabs you takes 3d6 damage, and they take 1d6 if they hit you with an unarmed attack.
-You can painlessly pluck a quill or two to use as a dagger (see the weapon chart in the rules document).
-By pulling three quills, you can make impromptu claws, adding 3d6 to your unarmed attacks.
-You can launch quills up to 30 feet (plus 10 per level) as a ranged HTH attack. You can launch one quill to deal 1d6 damage (+3 to-hit), or fire a burst of four at a single target for 3d6 (+2 to-hit), or a burst of eight for 6d6 (+1 to-hit). 1 power for every two quills launched (1 power for a single quill).
-Removed quills regrow at a rate of 20 per day.

Defensive Minor: Extraordinary Mental Affinity: This is the "talk to people" side of Palladium's social stats, which I'll make into 2d10 Charisma, 1d10 Intelligence.
-+15 Charisma
-+9 Intelligence

Defensive Major: Mega-Wings: Remember Archangel from X-Men, the Dark & Edgy version of Angel modified by Apocalypse? You get his wings.
-You have wings made of metal or crystal or some other very tough material. You can tuck the wings in, but hiding them is basically not gonna happen. You need room to spread your wings in order to use them for anything.
-Flight speed is 634 (about 360 mph), plus 70 per level (about 40 mph). Or in other words, go anywhere you drat well please within the current scene, instantly. Maximum altitude is 30,000 feet. 1 power per hour of flight.
-+3 Charisma (yeah, they're pretty wings, too).
-+16 initiative.
-When hovering at under 90 mph (speed 158), -2 to target number to be hit, or -6 when moving faster.
-+5 Endurance.
-Can use Mega-Wings as a shield to gain 15 invulnerability points. Can't fly when doing this.
-+4 damage for every 20 mph of current flying speed (or, every 35 squares you flew this round, can include flying in circles).
-Takes one action to take off or land.
-You can use the wings to slash at opponents, both on the ground and in flight. Deals HTH+1d6 damage, and can has a reach of two squares.
-If you sacrifice the Endurance bonus and five points of invulnerability, your wings can be summoned and dismissed at will, preserving your secret identity.

Offensive Minor: Weightlessness: This works much better in systems where your melee damage isn't directly impacted by your weight.
-Reduce your weight to zero at will, allowing you to glide on air currents. 2 power per minute.
-Punches, kicks, and explosive force deal half damage as you just get pushed away.
-Can be thrown and return to normal weight to land on someone at full force (dealing an extra 3d6 damage over normal thanks to the quills and spines, above)
-Being made weightless by someone else's power or being in space carries no penalties, either.
-When weightless, +10 speed, -2 to target number to be hit, and +4 initiative.

Weakness: Prejudice: Your Charisma bonus is always negative due to pervasive prejudice. Your secret identity is spared this weakness if you choose wings that can disappear, and properly cover up or disguise your quills. Your good deeds will be assumed to have ulterior motives, and you are generally distrusted. Your fellow PCs are immune to this, being humans instead of mindless blocks of numbers, and NPCs have a percent chance on meeting you to overcome their prejudice equal to their intelligence (failure means they can't try again until you do something to make them reconsider hating you). The local newspaper mogul will pay big money for pictures of you.




EDIT: I'll just roll you a mulligan now. Six powers.

Offensive Minor: Energy Expulsion (Particle Beam): Loses fights to Triangle Beam. But real talk, you have the fuckin' Spaceship Yamato Wave Motion Gun in your hand.
-When using this power, compare to both Disintegration and HTH attack columns. Range is 400 feet. Costs 3 power per shot.
-If you hit on the Disintegration column, but not HTH, you've nicked the target, and deal 4d6+4 damage.
-If you hit on the HTH column, you have scored a direct hit against the target, and deal 6d6+16 damage.
-You may not hold back on the damage this power does.
-If you deal more than a target's maximum HP in damage with a direct hit, the target is atomized on the spot (nicking the target does not have this effect).
-Destroys structural rating of materials regardless of damage threshold, like Disintegration (so, to destroy a cubic foot of iron, you'd normally need to deal 10 damage, but if you deal 5 damage with Particle Beam, that'll destroy half a cubic foot).

Defensive Major: Sonic Speed (Running): You had the quills, now you have the speed. Chili dogs not included.
-Your run speed is 1233 (about 700 mph, or mach one).
-+31 initiative.
-+10 Endurance
-+15 Agility (EDIT: Whoops! Forgot one of the critical parts of a super speed power, silly me)
-+1 to-hit, -3 from target number to be hit while running.
-Enemies receive no facing bonuses against you when you're on the ground.
-Super Speed Defense is available (use Stretching Powers defense row, but with HTH at 0). Costs 1 power per attack dodged, but requires no actions to set up.
-+4 damage for every 20 mph of running speed (as with Mega-Wings above).
-Can jump 60 high for a distance of up to 100 feet.
-Swim speed 528 (exactly 300 mph), maximum depth tolerance of 350 feet.
-Can reach maximum speed instantly by spending an action, otherwise takes a full round, moving the maximum number of squares. Going from zero to mach one instantly costs 1 power and causes a sonic boom.
-Can stop and turn on a dime.
-Clear vision up to a mile away.
-Perfect night vision.
-Stopping from extreme speeds takes one action.

Defensive Minor: Impervious to Sound and Vibrations: You're not picking up good vibrations, or any other kind.
-Sound-based and vibratory attacks deal no damage.
-You cannot be deafened permanently, and temporary deafness lasts half as long. This only applies to loud noises, continue using Q-tips with caution.

Defensive Major: Matter Expulsion (Bone): :quagmire:
-Create bone claws, which deal HTH+2d6 damage. Costs 2 power to create, lasts until dismissed.
-Fire bone shards, range 100 feet (plus 50 per level). 1d6 each, up to a volley of four, one from each finger. 1 power per shard fired.
-Create a bone spear that can be used at melee range or thrown. Treat as a spear (see rules document), but damage is HTH+2d6. 3 power to generate, can be dismissed and reabsorbed at will, but if lost or broken, requires 24 hours to recover.
-Can generate bone armor with 75 Armor Rating. 3 power to generate.
-Cracked or damaged bones heal within twelve hours.
-Immune to all bone diseases.

Defensive Major: Alter Physical Structure (Void): And now you're Universe Man.
-Become Void Form, which makes you look like a person-shaped starfield, for 6 power per round.
-Breathe without air, immune to cold, radiation, pressure differentials, zero gravity, and the terrible secret of space.
-Can survive indefinitely in space, in fact. You don't even need food, you are, and I quote, "nourished by starlight".
-Lasers (and only lasers, not other energy beams) deal half damage.
-10 Invulnerability.
-Fly at speed 177 (about 100 mph). Cannot reach escape velocity unaided, but can survive reentry on your own.
-Can speak in space.
-No penalties for zero gravity.
-+5 initiative, +1 to-hit, -4 from target number to be hit while flying around.
-Difficult to see, only the star flecks of your Void Form are visible in the dark. Others must make a Detect Hidden roll to see you in the dark or at night.
-In space, others must make a Detect Hidden roll at -50% to see you, and if you're not moving or moving at less that 12 speed, gain the benefits of full invisibility (+1 to-hit, -1 from target number to be hit, stacks every round until you give away your position, then resets to 1, enemies may attack in wrong direction entirely and automatically miss).
-Anyone that touches you is touching space, they take 1d6 damage from the cold unless they're wearing protective gear.
-Can see perfectly in both absolute darkness (including black holes) and bright light (including looking directly at the sun), immune to ill effects from either.
-Can launch a bubble of depressurization at enemies, range 100 feet (or touch). Uses Gravity Control as attack type. Causes various nasty penalties for the target. 2 power per shot.
-Can pull the oxygen from a fifteen-foot globe around yourself, suffocating anyone caught within. Requires one action per round to maintain, as well as 2 power.
-Can throw a bolt of pure space at enemies up to 500 feet away (plus 30 per level), dealing 4d6 damage. Is a cold attack, but uses Power Blast column, and still deals half damage to characters immune to terrestrial cold (beings immune to the cold of space, like yourself, still take no damage). 2 power per bolt.

Defensive Major: Bio-Armor: It's the Guyver suit, plain and simple. Kevin Siembieda never met an idea he didn't want for his own.
-Generate 125 points of bio-organic Armor Rating with an action for 5 power, or 60 points of partial armor for 2 power. When the armor is broken, it can't be created again for 24 hours (8 hours for the partial armor). Covers clothing (the full armor can serve as a costume, due to helmet piece).
-When you decide to create the armor during combat, you do so immediately, spending your next action, regardless of the initiative order.
-Half damage from heat/fire and cold while armor's up. Heat signature is lower than normal humans, as well, which can obscure identity.
-While armor is up, unarmed attacks deal +1d6 damage (does not stack with bone claws), +5 Strength. Full armor increases weight by 30% (this effect is removed once armor is reduced below 60 AR). No agility penalties from this weight increase.
-No protection against psionic or magic attacks (unless they use a physical medium, such as fireballs or lightning bolts). No defense against gases or disease.
-Armor is metallic, use Bionics defense while full armor is active (remove when reduced past 60 AR).

Weakness: Prejudice: Well, you still have people that really have a problem with you, probably because you're some kind of chitinous spaceman with death rays. On the plus side, you don't have a bunch of powers pumping your Charisma into the stratosphere (which makes Prejudice infinitely worse, you want as close to 10 as possible).

EclecticTastes fucked around with this message at 08:19 on Mar 28, 2017

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Yeah, I wanted the mulligan. and the second result is definitely bad rear end, joining discord channel now.

Tyrannosaurus
Apr 12, 2006
One more mulligan. But mostly because dropping 1 of 3 powers kinda sucks

Go RV!
Jun 19, 2008

Uglier on the inside.

Added some background details on how Nora got her powers.

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Vincent "Vinnie" Salvatore Scarfo




Super Identity: The Suit

Vincent is the third son of Nicodemo Scarfo's second cousin Salvatore Scarfo. Salvatore runs a mid class restaurant in South Philadelphia, and is not connected, and never was connected to the crime family's dealings. Vincent's older brothers Michael and Angelo are respected members of the Philadephia fire department. Vincent is 15 years younger than both of them, and as a child idolized them.

Vincent earned starting cornerback on the varsity football team as a sophomore at the Jesuit high school he attended. At fifteen, he was already 6'1, and 195 lbs. Football experts projected him to move to safety in college, and he had an offer from Pitt and Penn State. His mother, Erminia, made sure Vincent's studies kept pace wih his football studies.
His future seemed set, until one morning in the offseason, as Vincent was completing a conditioning run, a semi with some sort of chemical tank overturned on the road near Vincent. The driver was trapped and there was a fire. Vincent reacted as he knew his brothers would have. He managed to get the driver out of the semi, as and started to pass out from the black fumes escaping from the tanker. He lost his balance and fell into the liguid that was flowing out of the tanker, he woke up in a hospital 2 days later.

According to the doctors, what should have been a lethal exposure to flansburghide activated his until then dormant powers. Football was out of the question now, but on the other hand the Jesuits had a special school they wanted Vincent to attend, where he could learn to control his powers which ranged from an elegant black suit that was armor to being able to become space.

Vincent adjusted to his new situation, and managed to get control of his speed and alternate forms and get accepted to Saint Josephs University.

Vincent is in his third year of college and just starting out in the super hero gig. Unfortunately, the first time he tried to stop a robbery, he missed a villain attempting to steal the liberty bell, and his disintegration ray took a chunk out of the historic monument. Most of the nation at this point thinks he should have been arrested as well.

EclecticTastes posted:



EDIT: I'll just roll you a mulligan now. Six powers.

Offensive Minor: Energy Expulsion (Particle Beam): Loses fights to Triangle Beam. But real talk, you have the fuckin' Spaceship Yamato Wave Motion Gun in your hand.
-When using this power, compare to both Disintegration and HTH attack columns. Range is 400 feet. Costs 3 power per shot.
-If you hit on the Disintegration column, but not HTH, you've nicked the target, and deal 4d6+4 damage.
-If you hit on the HTH column, you have scored a direct hit against the target, and deal 6d6+16 damage.
-You may not hold back on the damage this power does.
-If you deal more than a target's maximum HP in damage with a direct hit, the target is atomized on the spot (nicking the target does not have this effect).
-Destroys structural rating of materials regardless of damage threshold, like Disintegration (so, to destroy a cubic foot of iron, you'd normally need to deal 10 damage, but if you deal 5 damage with Particle Beam, that'll destroy half a cubic foot).

Defensive Major: Sonic Speed (Running): You had the quills, now you have the speed. Chili dogs not included.
-Your run speed is 1233 (about 700 mph, or mach one).
-+31 initiative.
-+10 Endurance
-+1 to-hit, -3 from target number to be hit while running.
-Enemies receive no facing bonuses against you when you're on the ground.
-Super Speed Defense is available (use Stretching Powers defense row, but with HTH at 0). Costs 1 power per attack dodged, but requires no actions to set up.
-+4 damage for every 20 mph of running speed (as with Mega-Wings above).
-Can jump 60 high for a distance of up to 100 feet.
-Swim speed 528 (exactly 300 mph), maximum depth tolerance of 350 feet.
-Can reach maximum speed instantly by spending an action, otherwise takes a full round, moving the maximum number of squares. Going from zero to mach one instantly costs 1 power and causes a sonic boom.
-Can stop and turn on a dime.
-Clear vision up to a mile away.
-Perfect night vision.
-Stopping from extreme speeds takes one action.

Defensive Minor: Impervious to Sound and Vibrations: You're not picking up good vibrations, or any other kind.
-Sound-based and vibratory attacks deal no damage.
-You cannot be deafened permanently, and temporary deafness lasts half as long. This only applies to loud noises, continue using Q-tips with caution.


Defensive Major: Matter Expulsion (Bone): :quagmire:
-Create bone claws, which deal HTH+2d6 damage. Costs 2 power to create, lasts until dismissed.
-Fire bone shards, range 100 feet (plus 50 per level). 1d6 each, up to a volley of four, one from each finger. 1 power per shard fired.
-Create a bone spear that can be used at melee range or thrown. Treat as a spear (see rules document), but damage is HTH+2d6. 3 power to generate, can be dismissed and reabsorbed at will, but if lost or broken, requires 24 hours to recover.
-Can generate bone armor with 75 Armor Rating. 3 power to generate.
-Cracked or damaged bones heal within twelve hours.
-Immune to all bone diseases.

Defensive Major: Alter Physical Structure (Void): And now you're Universe Man.
-Become Void Form, which makes you look like a person-shaped starfield, for 6 power per round.
-Breathe without air, immune to cold, radiation, pressure differentials, zero gravity, and the terrible secret of space.
-Can survive indefinitely in space, in fact. You don't even need food, you are, and I quote, "nourished by starlight".
-Lasers (and only lasers, not other energy beams) deal half damage.
-10 Invulnerability.
-Fly at speed 177 (about 100 mph). Cannot reach escape velocity unaided, but can survive reentry on your own.
-Can speak in space.
-No penalties for zero gravity.
-+5 initiative, +1 to-hit, -4 from target number to be hit while flying around.
-Difficult to see, only the star flecks of your Void Form are visible in the dark. Others must make a Detect Hidden roll to see you in the dark or at night.
-In space, others must make a Detect Hidden roll at -50% to see you, and if you're not moving or moving at less that 12 speed, gain the benefits of full invisibility (+1 to-hit, -1 from target number to be hit, stacks every round until you give away your position, then resets to 1, enemies may attack in wrong direction entirely and automatically miss).
-Anyone that touches you is touching space, they take 1d6 damage from the cold unless they're wearing protective gear.
-Can see perfectly in both absolute darkness (including black holes) and bright light (including looking directly at the sun), immune to ill effects from either.
-Can launch a bubble of depressurization at enemies, range 100 feet (or touch). Uses Gravity Control as attack type. Causes various nasty penalties for the target. 2 power per shot.
-Can pull the oxygen from a fifteen-foot globe around yourself, suffocating anyone caught within. Requires one action per round to maintain, as well as 2 power.
-Can throw a bolt of pure space at enemies up to 500 feet away (plus 30 per level), dealing 4d6 damage. Is a cold attack, but uses Power Blast column, and still deals half damage to characters immune to terrestrial cold (beings immune to the cold of space, like yourself, still take no damage). 2 power per bolt.

Defensive Major: Bio-Armor: It's the Guyver suit, plain and simple. Kevin Siembieda never met an idea he didn't want for his own.
-Generate 125 points of bio-organic Armor Rating with an action for 5 power, or 60 points of partial armor for 2 power. When the armor is broken, it can't be created again for 24 hours (8 hours for the partial armor). Covers clothing (the full armor can serve as a costume, due to helmet piece).
-When you decide to create the armor during combat, you do so immediately, spending your next action, regardless of the initiative order.
-Half damage from heat/fire and cold while armor's up. Heat signature is lower than normal humans, as well, which can obscure identity.
-While armor is up, unarmed attacks deal +1d6 damage (does not stack with bone claws), +5 Strength. Full armor increases weight by 30% (this effect is removed once armor is reduced below 60 AR). No agility penalties from this weight increase.
-No protection against psionic or magic attacks (unless they use a physical medium, such as fireballs or lightning bolts). No defense against gases or disease.
-Armor is metallic, use Bionics defense while full armor is active (remove when reduced past 60 AR).

Weakness: Prejudice: Well, you still have people that really have a problem with you, probably because you're some kind of chitinous spaceman with death rays. On the plus side, you don't have a bunch of powers pumping your Charisma into the stratosphere (which makes Prejudice infinitely worse, you want as close to 10 as possible).

Mykkel fucked around with this message at 21:14 on Mar 27, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Tyrannosaurus posted:

One more mulligan. But mostly because dropping 1 of 3 powers kinda sucks

Well, just remember that you can always go back if you'd rather have Techno-Form. You can tell kids to stop all the downloadin'! The dice aren't getting much kinder with four powers.

Offensive Major: Energy Doppelganger: Make a double out of pure energy, then blow him up!
-Create a copy of yourself out of energy for 5 power. The copy will follow simple commands and fight for you. It will not vanish if you're knocked out or incapacitated, and will continue defending you until the bitter end. Lasts up to an hour per level.
-Has identical characteristics and derived stats to you, but half the Detect Hidden, Detect Danger, and Invention Chance, and no skills. It also has Power equal to half yours, that it will spend on some of its abilities.
-The clone takes half damage from kinetic damage, and no damage from cold, fire, and radiation. Obviously toxins, disease, and mind-affecting powers are useless.
-Can travel a mile per level almost instantly by turning into a bolt of energy, 2 power per jump.
-Melee abilities are identical to yours, comes with an energy copy of whatever weapon you're wielding (if any) that's identical to the base weapon, but lacks any special abilities your weapon may have.
-Can fire a bolt of raw energy from its fingers or eyes up to 30 feet per level, dealing 3d6 damage. 2 power per shot.
-Can self-destruct, which prevents you from making another doppelganger for two weeks. The resultant explosion has a blast radius of 200 feet. The first hundred feet take 4d6 times 10 damage, the next fifty take 2d6 times 10, and the last fifty take 1d6 times 10.

Offensive Minor: Gravitational Plane: Sometimes the names of these powers tell you nothing about what they are.
-You can create a gravitational plane. That is, you can make a region of gravity equal to the gravity of the planet you're on (or Earth's gravity if in space), with any angle or direction you'd like. For instance, you can have it go along the side of a building and just walk up the wall, or put it on the ceiling to walk around on the ceiling. This can be up to a 10 x 10 feet area per level of experience, shaped however you want (hope you got good grades in geometry). The gravity only goes "up" ten feet per level of experience. Get "above" that and the normal gravity of your surroundings takes over again immediately, which could cause a nasty fall. Lasts ten minutes per level or until dismissed. 3 power to create a plane.

Defensive Major: Create Force Fields: And then there are those that sound simple, but are anything but.
-Nah gently caress this you're getting the V&V version do you know how many pointless rules for every goddamn edge case this stupid hack stuck in this one just for "you can make force fields and also shoot force field bolts"? Too many.

Power: Force Field: Much better.
-You can create force screens as walls, bubbles, etc., to a maximum size of 1 square (5 feet) per side per power point you currently have. They take one action to set up, and an additional action per turn to maintain, to a maximum range of twice your Endurance. Power cost is equal to half the damage blocked from Force Field, Power Blast, Hand-to-Hand, Sonic Abilities, Ice Powers, Vibratory Powers, and any other attack the GM deems to be impact-based.
-Anyone behind a force screen has the Force Field defense (this applies to characters on both sides of the screen, attacking out is as hard as attacking in). A successful hit from one of the above-mentioned impact-based powers, on top of dealing normal damage, will deal its damage to the Power of the person projecting the force field.
-You can spend movement points to reshape your force screen at will.
-You can make a special attack using your force field to trap a target inside one.
-You can use force waves as a Force Field attack to deal your base HTH damage to a target at a range equal to twice your Endurance. Costs 1 power.

Offensive Major: Alter Physical Structure (Light): Now you can flash people all you want.
-Light Form costs 6 power per round.
-Physical attacks are useless against you, but you can't make any physical attacks or pick things up. You're also effectively weightless.
-Light, lasers, and other light-based attacks deal no damage, and cannot blind you.
-Heat, fire, cold, and plasma deal half damage.
-You use the Light Control defense.
-Shadow-based attacks deal double damage, and may dissipate your form (30% chance), requiring about an hour to reform.
-You can fly equal to your running speed, even in human form. In light form, you can also turn into a laser and fly at light speed up to one mile per level. Flight costs 1 power per hour in human form (flying is automatic in light form), laser jumps cost 1 power each.
-May shoot a beam of light to blind a target. This is a special Light Control attack. If successful, the target is blinded for 1d6 rounds, and must save vs. Agility every round or take 1d6 damage from stumbling into something, along with other penalties. If both attack dice for the special attack come up as 1, the target is permanently blinded. Range is 2,000 feet. 2 power per use.
-You can do the same as the above, but as a radial attack with a radius of 20 feet (plus 5 per level). The blindness lasts 3d4 rounds if successful, as well, since you can be a lot brighter when you're not aiming a single person. 2 power per burst.
-You can shoot a laser beam (HTH attack) for 3d6 damage (can restrict it to 2d6 or 1d6 at will) with a range of 600 feet (plus 100 per level). Costs 2 power.
-You can fire a concentrated beam of light particles (a Power Blast attack) for 2d6 damage at a range of 1000 feet (plus 100 feet per level). Costs 2 power.
-You can make yourself glow very bright and make it hard to look directly at you. Rather than type it all out, go back and look at Control Radiation, it's the same effect as the "be a bright light" ability there, minus the radiation poisoning. 1 power per round.
-Vampires and other creatures of the night take double damage from your light attacks.
-While exposed to sunlight or bright light while in light form, you regenerate 1 HP every ten minutes.

Weakness: Phobia/Psychosis: You have some sort of fear or delusion, describe it. It can be a normal, human failing, too, it doesn't need to be directly connected to your powers or anything.


BUT WAIT, THERE"S MORE!

So, here's the thing, you can take this set of powers and off you go, or, you can go back and keep the set with Techno-Form, and I'll roll you two additional powers to go with Techno-Form and whichever other power you keep. The choice is yours.

L0cke17
Nov 29, 2013

Im having a hard time making a cohesive character out of all the zany and disparate powers I got for mine. Can I get a new option 3 to see if I get something that maybe pulls together more cohesively? And at worst I can go back to the first set if that fails.

Tyrannosaurus
Apr 12, 2006

EclecticTastes posted:

Go back and keep the set with Techno-Form, and I'll roll you two additional powers to go with Techno-Form and whichever other power you keep. The choice is yours.

ROBOTMAN IS THE ONLY ANSWER

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Tyrannosaurus posted:

ROBOTMAN IS THE ONLY ANSWER

Good answer! Let's see what you've won!

Offensive Minor: Gun Limb: Now your robot man can have gun hands!
-Transform a limb into a gun. Requires an action and 1 power, and you can replicate a pistol or a rifle.
-See the weapon lists in the rules document for the stats on pistols and rifles, as well as rules for shooting.
-Gun limbs generate 2 bullets per round for free, 1 power can be spent for an additional 3 bullets (this does not require an action, you can do this as much as you want until you have enough bullets).

Offensive Major: Natural Combat Ability: You were born ready.
-You get a massive pack of bonuses that only function properly in the world of Kevin Siembieda's fever dreams, so I'm gonna just convert it as best I can.
-+16 intiative.
-+5 Strength, +5 Endurance, +10 Agility.
-+4 to-hit with all weapons and attacks (including superpowers), -2 to target number to be hit.
-+1 damage (to everything) per level.
-+2 to-hit and +4 damage to unarmed attacks.
-Enemies don't get facing bonuses against you.
-Willpower defense is active at all times.
-Can make two independent attacks per action (additional attacks still use the rules about multiple attacks).
-May not choose the "trade three level-ups for a Skill-type power" option when leveling up, except for Heightened Intelligence A, Heightened Charisma A, or Pet, due to being convinced you don't need any training to get awesome at fighting (and you're absolutely right about that).

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

L0cke17 posted:

Im having a hard time making a cohesive character out of all the zany and disparate powers I got for mine. Can I get a new option 3 to see if I get something that maybe pulls together more cohesively? And at worst I can go back to the first set if that fails.

Sure, maybe a more compact set will be better, because you rolled four powers.

Defensive Major: Multiple Beings/Selves: Send in the clones.
-You can make exact replicas of yourself that have the exact same abilities and powers (except this power, specifically), and see you as their leader, following you without question. You can create one duplicate per level, up to a final maximum of fifteen.
-Your gear isn't replicated, they need their own clothes and such. I'll say your costume is treated with some sort of technobabble quantum filament that lets it get duplicated so they're not actually naked.
-All of the multiple beings have a general sense of all the others' location and current state (mood, health, and so on).
-Duplicates will vanish if you die, but will remain active if you're knocked out.
-You can reabsorb duplicates at a range of 100 feet, and may want to if they're hurt, because if they die, Very Bad Things happen to you. Duplicates fully heal over 48 hours while reabsorbed.
-When a duplicate dies, you and the other duplicates will know it, but you won't know what killed him, as those final experiences are lost. You also permanently lose 1 Endurance and 1 Charisma, and that duplicate is gone forever, reducing the number of duplicates you can make.
-Creating as many copies as you want, up to the maximum, can be done in a single action.
-Duplicates can roam as far afield as you're comfortable allowing them, and last as long as you feel safe leaving them out.

Offensive Minor: Energy Claws: Hey, at least's it's clear what they are.
-You can create a set of energy claws six to twelve inches long. They add +1 to-hit and 2d6 damage to your HTH attacks. 1 power per round to maintain, one action to summon.

Offensive Minor: Energy Expulsion (Force): Punch a dude from across the room!
-Fire a nearly-invisible bolt of pure force (Force Field attack). +2 to-hit as enemies have a hard time seeing it to dodge. Range is 200 feet, damage is 2d6. 2 Power per bolt.

Offensive Minor: Multiple Limbs: You're just multiplying all over the place.
-You have an extra set of limbs (based on your roll, you have another set of arms). The bonuses are very Palladium specific, so I'll make something up.
-One extra attack per action.
-+5 Strength, +5 Endurance.

Weakness: Low Self-Control: I don't even need any further details. You can't keep your extra selves inside you, as soon as you're able to produce a new duplicate, you do so. You can only reabsorb duplicates with less than half their HP, and as soon as they're healed, they're forced right back out. Remember, all of you need to eat, and your family history doesn't mention you having any identical twins...

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Mykkel posted:

Who knows what evil lurks in the hearts of man?

EDIT: Messed up some minor math, and forgot to include an Agility boost for Super Speed, so, time to recalculate everything! :shepicide:

The Suit

Strength: 15 (gotta bulk up for football) (20 with Bio-Armor)
Endurance: 14 (any football player's gonna be tough, but cornerbacks are trained more for bursts of speed and agility) (24 from Sonic Speed)
Agility: 16 (gotta have the speed and agility for tough tackles) (31 from Sonic Speed)
Intelligence: 12 (not a genius, but smart enough to pass college classes)
Charisma: 12 (used to be a decently likeable kid, now it just serves to get his face in the paper more often)

Weight: 200 lbs. (260 lbs. in full armor)

Basic Hits: 4 (6 in full armor)

Hit Points: 58 (66 in partial armor, 98 in full armor)

Healing Rate: 3 (5 in full armor)

Damage: +4

Accuracy: +5

Detect Hidden: 10%

Detect Danger: 14%

Reaction Modifier: +1 with Good, -1 with Evil (both negative due to Prejudice)

Carrying Capacity: 578 (1,040 with partial armor, 1,352 with full armor)

Base HTH Damage: 1d8 (1d10 with armor)

Movement Rate: 70 (add super speed numbers to this, 75 with armor)

Power: 82 (87 with armor)

Invention Points: 1.2 per level

Invention Chance: 36%

Knowledge Areas: Sports (Football), Government (Firefighting), Religion (Catholicism), Foreign Language (Italian)

Note: It may be relevant to observe that sucking the oxygen out of an area will put out fires right quick.

Powers: APS Void, Bio-Armor, Matter Expulsion (Bone), Energy Expulsion (Particle Beam), Sonic Speed

Notes on The Suit by Captain Connecticut of the Willing and Able Safety Protectors' Society : Honestly, we could do with fewer troublemakers like this one. He's not really our type, you know? We've already sent the form letter, but I want to make sure we're clear, if I wouldn't want a person at the country club, I certainly wouldn't trust him to uphold law and order. Besides, he seemed a little ethnic, if you ask me. I think he'd be more comfortable in a more Catholic-leaning group, if you catch my drift.

EclecticTastes fucked around with this message at 08:28 on Mar 28, 2017

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
UPDATE: After some consideration, I've decided to adjust my conversions slightly, and have form-changing and similar powers with per-round costs switch to being per-hour outside of combat. This should allow for somewhat wider use.

Tyrannosaurus
Apr 12, 2006
Young-mi Cho

(Regular face)

aka

Cannonade

(Costume & Technoform)

Life’s funny.

You can train your whole life for the Olympics and you can make it past the preliminary stages to represent your country and during the finals you can post a great score and get an invitation by the coach to serve as the primary backup in case someone gets hurt and you can be so, so happy because everything is going your way and all your hard work is paying off and all of your dreams are so close to coming true because someone almost always gets hurt and then late one night your dad can pull over into a gas station for a cup of coffee and he can get shot twice in the chest and once in the head. And suddenly you don’t give a poo poo about the Olympics anymore.

Young-mi’s dad didn’t die. But he didn’t wake up either.

And then Young-mi didn’t get called up to the Olympics. No one on the team got hurt. No one pulled a muscle or sprained an ankle or broke a bone. But she really didn’t give a poo poo because while she was sitting in the hospital next to her dad, gymnastics seemed kind of loving pointless.

She grieved. She cried. She bargained with God. She got angry at the world And she acted out. She started smoking. Drinking. Shoplifting. Hanging out with a rough crowd. She got a lovely tattoo in an even shittier garage by a friend’s older cousin who introduced himself as “Pit Viper.” She made some mistakes. She made her mom cry.

And then she got superpowers.

Because life’s funny.

Like the Fresh Prince, she was west Philadelphia born and raised. She’d never even left the country before. But Young-mi could read Korean and she was already engaging in self-destructive behaviour and kids are always a lot faster at spreading stupid poo poo on the internet than adults are at stopping it so when a bunch of teenagers in Seoul started trending on social media with risky instructions on how to possibly trigger dormant power genes... Young-mi said, “gently caress it.”

It was easy to buy the chemicals. It was easy to mix them. The risk was that after you drank the concoction you either spent the next two weeks in the hospital puking so hard you burst all the blood vessels in your face or you triggered a power or you got stomach cramps and your hair hell out or nothing happened at all or you literally died.

Her dad didn’t die. She didn’t either. As her powers manifested they latched onto the traumatic experience of his loss and burst forth accordingly.

With overwhelming firepower.

Life’s funny.

EclecticTastes posted:

Defensive Major: Alter Physical Structure (Techno-Form): Transform and roll out. You become a walking, humanoid pile of machinery.
-Techno-Form costs 5 power per round.
-Robotic Body defense is used in this form.
-Immunity to mind-affecting powers, drugs, toxins, disease, and other things reliant on being made of meat.
-Powers that explicitly affect machines affect you. Control powers must succeed at a Mind Control attack (Robotic Body defense does not apply in this case), however.
-No sense of taste or smell, diminished sense of touch, enhanced sight and hearing. Perfect night vision and clear sight up to two miles away. Can hear whispers at 200 feet. Enemies get no facing bonuses when attacking you unless they are truly and completely silent.
-+11 Strength
-HP recovers at half rate, but you can eat 10 lbs. of metal to recover 4d6 HP instantly.
-+10 Endurance, 10 points of invulnerability
-Physical attacks deal half damage, cold attacks deal no damage.
-You can transform into any vehicle you desire with one action. You are considered to be skilled in driving or piloting yourself, but you may allow others to take the controls. Costs no additional power.

Offensive Major: Teleport: And you don't even need to travel through a hell dimension to do it. You're gonna wish you had the V&V version, though.
-Can teleport as an action twice every fifteen minutes, taking up to 1,000 lbs. of people and/or stuff along with it. 3 power per teleport.
-Range is 5 miles.
-Teleportation has a failure chance based on familiarity (or lack thereof) and visibility of the destination. Unsuccessful teleporting carries a flat 15% chance of telefragging yourself and dying instantly, and another 25% chance of teleporting yourself a few hundred feet in the air, which isn't so bad for you because you can turn into a helicopter.

Defensive Minor: Longevity: Live long and prosper.
-You age two years for every ten that pass.
-Guaranteed to age exceptionally gracefully.
-+5 Endurance, +5 Charisma


Offensive Minor: Gun Limb: Now your robot man can have gun hands!
-Transform a limb into a gun. Requires an action and 1 power, and you can replicate a pistol or a rifle.
-See the weapon lists in the rules document for the stats on pistols and rifles, as well as rules for shooting.
-Gun limbs generate 2 bullets per round for free, 1 power can be spent for an additional 3 bullets (this does not require an action, you can do this as much as you want until you have enough bullets).

Offensive Major: Natural Combat Ability: You were born ready.
-You get a massive pack of bonuses that only function properly in the world of Kevin Siembieda's fever dreams, so I'm gonna just convert it as best I can.
-+16 intiative.
-+5 Strength, +5 Endurance, +10 Agility.
-+4 to-hit with all weapons and attacks (including superpowers), -2 to target number to be hit.
-+1 damage (to everything) per level.
-+2 to-hit and +4 damage to unarmed attacks.
-Enemies don't get facing bonuses against you.
-Willpower defense is active at all times.
-Can make two independent attacks per action (additional attacks still use the rules about multiple attacks).
-May not choose the "trade three level-ups for a Skill-type power" option when leveling up, except for Heightened Intelligence A, Heightened Charisma A, or Pet, due to being convinced you don't need any training to get awesome at fighting (and you're absolutely right about that).

Weakness: Reduced Charisma: Turns out turning into a machine doesn't help the social skills. -6 Charisma.

EclecticTastes posted:

Here's what the book uses as the example image of someone with Techno-Form active, as an example:

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Tyrannosaurus posted:

If you can't beat 'em, join 'em. If you can't meaningfully prevent gun violence, become a gun.

Cannonade

Strength: 13 (While not trained for strength, you gotta be able to lift your own weight) (18 from NCA, 29 in Techno-Form)
Endurance: 16 (You gotta have endurance for long routines) (21 from NCA, 31 in Techno Form)
Agility: 18 (literal Olympic-level gymnast) (+2 from low weight to 20, 30 from NCA)
Intelligence: 11 (average intellect)
Charisma: 14 (used to be an up-and-coming star athlete) (8 from Reduced Charisma)

Weight: 110 lbs.

Basic Hits: 3

Hit Points: 39 (78 in Techno-Form)

Healing Rate: 2

Damage: +4

Accuracy: +5

Detect Hidden: 8%

Detect Danger: 12%

Reaction Modifier: -2 from Good, +2 from Evil

Carrying Capacity: 437 lbs. (1,512 lbs. in Techno-Form)

Base HTH Damage: 1d6 (1d10 in Techno-Form)

Movement Rate: 69 (nice), 90 in Techno-Form

Power: 80, 101 in Techno-Form

Invention Points: 1.1 per level

Invention Chance: 33%

Knowledge Areas: Sports (Gymnastics), Illicit Activities

Powers: Techno-Form, Teleport, Gun Limb, Natural Combat Ability

Recent news report (also yes you got a form letter): Team leader of Teenz in Action, Colin Abernathy, AKA Rayzzr, was removed from his position this week following an investigation of comments made regarding a Korean-American applicant, leading to the discovery of ties to several organizations classified as hate groups by the Southern Poverty Law Center. His father, Winscott Abernathy III, known more commonly as Captain Connecticut, declined our request for comment. The application was denied again on appeal, however, due to what were described as "unsavory activities" in the applicant's past. And now, in lighter news, it appears Doctor Calamitous had a run-in with Marble Man, and our exclusive footage has to be seen to be believed...

Epicurius
Apr 10, 2010
College Slice
Because I REALLY like variety, give me a third roll!

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Epicurius posted:

Because I REALLY like variety, give me a third roll!

Can do! This time, you got eight powers! Wow!

Offensive Minor: Exploding Spheres: You have explosive balls.
-You can create spheres that hang in the air or move slowly (speed 10) at your mental command, and detonate either on impact, on command, or on a timer you set with your mind. Your range of control is 20 feet (plus 10 per level), and the blast radius of each sphere is 5 feet. Spheres deal up to 6d6 damage, but you can make smaller ones dealing fewer dice. Detonating them manually requires an action. You can also reabsorb the spheres harmlessly (doing so refunds the power spent on that sphere). The time delay can be set up to one minute per level. Palladium said they'll eventually fade away harmlessly if not set off, but forgot to give a figure for how long that would be, so I'm going to say five minutes (the time delay may override this, of course). Spheres can be hidden in containers if you want a hidden bomb, though that's not very heroic. They can also be thrown at enemies as a direct attack (HTH as a thrown weapon), their damage doesn't change, but they're +1 to-hit with a range of 60 feet (+10 per level). All attacks with exploding spheres are Power Blast attacks.
-You can make one sphere per action for every two levels (minimum 1), they can be set to deal differing amounts of damage, all of them can go up to the max of 6d6. Cost is 1 power per die of damage (count all spheres being created), plus another 1 power per additional sphere beyond the first (so, a 3d6 and a 2d6 sphere would total 6 power, 5 for damage, and 1 for the extra sphere).

Defensive Minor: Heightened Sense of Recall: Ha ha yeah I think I know which one you're dropping.
-You remember things good. When your memory of something is in question, roll the d100. 66% chance of remembering it absolutely perfectly, 24% chance of getting all the important info right, and 10% chance of only remembering the basics. This applies to everything. Wanna remember your first moment of consciousness and the existential horror of pondering what may have come before that point? Easy! Want to remember with crystal clarity every embarrassing mistake or cringey phase from your entire childhood? Piece of cake! The burden of memory is yours to bear! Amnesia never looked so good.

Offensive Minor: Bubble Glue: Hit enemies with your sticky balls.
-Shoot a bunch of soap-like bubbles the size of ping-pong balls at enemies, which are very sticky. Works in a radius of 10 feet per level. 2 power per cloud. This is a Chemical Powers special attack that gums up affected people for up to one minute per level. Halve their initiative (after rolling) and all combat bonuses while they're covered in bubbles. You can use two actions to double the radius.
-With a successful HTH attack, you can then make a Chemical Powers attack at an enemy. If successful, you trap them in a giant bubble for one minute per level, or until they break it. The bubble takes no damage from physical attacks or weapons, only energy damage can break it. Magic and Psionics can be used from inside the bubble normally (unless it's a physical/energy attack originating within the bubble, such as a fireball or hand-thrown lightning bolt, which hits the bubble as normal).

Defensive Major: Dimensional Room: Relax in your own private D-Room. You can even bring a friend!
-Touch a flat, vertical surface for one action to create a doorway into your private D-Room (their word, not mine). It measures 16x10x10, plus 2 square feet per level (do not track this, I promise to never ever care about this number ever again for reasons that will become apparent momentarily). Palladium literally describes the D-Room as a dimensional "bubble" by the way, maintaining the theme. It maintains a comfortable temperature and can be used to store personal effects and non-perishable food. A timepiece is recommended because it's easy to lose track in limbo. When you leave, you reappear where you entered. Anyone besides you trying to get in your D-Room will make like Wile E. Coyote trying to run through a painted-on tunnel Road Runner just ran through somehow, taking 1d6 damage. You, however, can take one person per two levels (minimum one) into your D-Room with you. You can also look through the door from inside like a one-way mirror, seeing the area in front of where you entered, which can help you know when it's safe to leave if necessary. When you leave, all other people are forced out with you, but your items stay put, so feel free to hang a clock up in there. You can remain in the D-Room indefinitely, as long as supplies hold out. Costs 3 power to summon the door, everything else is free.
-What happens if the flat surface you entered from is broken or knocked over (and thus no longer vertical) while you're inside? What if you use it to hide from a nuclear blast that incinerates any possible surface nearby and leaves a crater so the door's point of origin is in the air? Did Palladium think any of this out? Of course not! Be glad they didn't, you'd probably be trapped forever or something.

Defensive Major: Rocket Fists: Less Mazinger Z, more Cannonball from New Mutants. Because everyone loves the New Mutants. Whee.
-You can use your fists for rocket propulsion. You lift off by pointing your fists at the ground, and you steer by moving your arms. Speed is 2,640 (1500 mph, mach 2), plus 880 (about 500 mph) per level. You can halve your speed by using just one fist, and you can control the speed you get per level completely (so you can slow down, to a minimum of 1500 mph, 750 with one fist). It takes a full round of movement to hit full speed. To stop, either turn off the rockets and glide when you get about 500 feet away, or crash into something (the latter is not recommended, for further information on the merits of crashing as a means of concluding a flight, see the case study of one Launchpad McQuack). 1 power per minute per fist, per hour in outer space.
-Reach mach 3 to go to space. You can judge distance and speed accurately, for yourself and those around you. +5 initiative. +5 Strength, Agility, and Endurance (most high-speed powers toughen your body up as a bonus). -4 from target number to hit you while you're flying. Vision like a hawk (let's say it's clear out to one mile since Palladium decided now was the time to stop giving numbers for every drat thing). +4 damage to melee attacks for every 20 mph of speed (on the first round of flight, that's every 36 squares you move, after that, you're at maximum speed).
-The moment you blast off, you're protected by an energy field that keeps you from being smushed into jelly by G-forces. You are protected from all impacts, all space-related hazards (cold, radiation, vacuum), you can breathe for 15 minutes per level. Cold deals half damage even when you're landed. Thin air, cool temperatures, and high G-forces just don't affect you when flying in-atmosphere. Cost is already handled.
-You can slam-jam your bad self right into some poor nerd's solar plexus. 1d4x10 damage for a short-range body check (less than 200 feet of distance). 1d6x10 damage for every 700 mph when attacking from further away. This is a HTH attack, +2 to-hit. Cost is the same as flight. You also deal this damage to anything you crash into. Due to the energy field above, you take no reciprocal damage. Ever.

Defensive Major: Orbital Spheres: You're surrounded by balls.
-Surround yourself with energy spheres that orbit you like electrons around an atom (their analogy, not mine). This gives you a constant Power Blast defense. Additionally, for every sphere orbiting you, gain -1 to the target number to hit you with any attack that produces a physical projectile, beam, etc. You can summon one ball per level. They hover about 2 feet away from you, but can be sent up to 300 feet away to attack. Spheres can be summoned instantly (costs one movement point per sphere summoned, and can be done at any time), and last up to five minutes per level. Costs 1 power per sphere to summon, costs nothing to maintain.
-You can send one or more of the spheres out to attack, dealing 1d8 damage each. This is a Power Blast attack, but when using more than one, use the automatic firing rules from the "how to play" document. After the attack, the spheres return to orbiting (if an attack is made against you during the attack somehow, you do not receive the defensive benefit of any orbs being used to attack). Costs 1 power per attack.
-Enemies can make called shots at your balls, and if one is destroyed, you take 1d6 damage and can't resummon that one for two hours.
-You must wait five minutes after the spheres' duration runs out to summon them again.

Defensive Minor: Dispersal: Pop yourself like a bubble!
-You can spread your molecules evenly through 20 cubic feet around yourself. Most people can do this, given time and materials (see the case study of one Daffy Duck). You, however, have the unique ability to put yourself back together and do it again. You can stay dispersed for five minutes per level. It only takes one action to disperse (make an Agility save on d20 if you want to disperse as a reaction, to dodge an incoming attack), but a whole round to reform. You can use this to hide, spy on an area unseen, and so on. Directly-targeted psionics and magic (mind control, spells that target you specifically rather than a spot where you're standing, etc.) can still hit you, but you are otherwise completely immune to all attacks. Costs 5 power to disperse. Or rather, it costs 5 to reform, you just pay it up front because you don't wanna be the fool who disperses, then realizes he's too tired to pull himself back together.

Defensive Minor: Physical Perfection: False advertising at its finest.
-Everyone is certain you're the pinnacle of the human form. Now, you're pretty buff and all, but perfect? Not at all. That's right, this power is the illusion of being swole as gently caress. Fortunately it comes with actual benefits. On the plus side, you can intimidate others with your apparent power. On the other hand, anyone looking to take out the toughest guy in the room will always look to you.
-Regardless of background, your base Strength, Endurance, and Agility are 18. This isn't the maximum you could reach without powers (that's 25), but it's the most you can get from the GM at chargen.
-+50 Charisma.

Weakness: Phobia/Psychosis: No need for input on this one. You have an OCD-like aversion to sharp angles. Flat surfaces with the angles away from you, such as a television, are tolerable, but you sleep on a round bed, you prefer Cheerios to Chex, you cut the corners off your sandwiches (or just use a roll), the list goes on. You'll suffer various penalties when forced to deal with angular objects.

EclecticTastes fucked around with this message at 00:58 on Mar 31, 2017

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L0cke17
Nov 29, 2013

Oskar Anderen aka The Horatio



Costume pic coming once I find one I like

8 years ago Oskar was a grad student pursuing a PhD in genetics. One night while catching up on sleep in the office attached to his lab, the lizard specimens got out. He was studying the methods by which genetics could be used to modify them to regrow limbs faster. One of them slipped into his office and bit him. This wasn't the start of Oskar's story, however. All this did was make Oskar certain that he really didn't want to be stuck pulling 80 hour weeks dealing with loving lizards. So he quit.

5 years ago Oskar was the proud owner of $180k worth of student debt having never finished his higher education, and forfeiting the loan forgiveness he would have been able to get had he stayed in academia. Oskar had a moderately well-paying but boring job with an agriculture company that was trying to cure global hunger with genetically modified rice. But it was barely enough to cover his student loan debt. While working there he started reading about the uptick in superhero powers that had been manifesting recently, and in the back of the local paper there was an ad for a study on superhero genetics. Now that was something he would be interested in! It was asking for volunteers to come in for testing, and he figured he would try and maybe see if he could get a job there.

Turns out, the whole thing was a scam. He called the number, got a time and place to meet. Showed up, got beaten, tied up, and shoved in the trunk of his car, which was then driven to a nearby warehouse to steal the rest of his stuff or some such. Turns out whether or not the study was real, Oskar's latent powers were, and they triggered under the stress of being kidnapped. But in the darkness of the trunk he had no idea that he had doubled for the first time. When he arrived and the attacker opened up the trunk the shock of seeing two identical men in the trunk, one naked was so great that his assailant literally died of a heart attack. Oskar nearly freaked out himself. But he now saw himself (literally) in a warehouse full of cash and other loot. All in all, it was nearly half a million dollars! He figured a windfall such as that was just compensation for what he had just been through, so he loaded up his car with as much as he could and drove home discussing with himself how to get all of this new money into his accounts without raising suspicions.

Now in his mid-thirties Oskar is quite bored with his life. A few 'gambling trips' later his loans had been paid off, and with 2 brains and a pile of cash he was able to get himself setup with stock trading, and could be awake and online for every major market worldwide. Within a couple years he had amassed a small fortune and had double the free time to boot, and all his experiences in either clone could be shared with a brief high-five. He quit his job and started just doing everything he had always wanted to do as a kid, but never had the chance. He learned martial arts, took sky-diving lessons, hiked every famous mountain trail he could get to, and just generally tried to have as much fun as possible. With one little problem: he ran out of money again. He had been enjoying his double life to the fullest, and hadnt been paying attention to how low his bank accounts were getting. Back at square one, he applied to join one of the superhero teams that was being advertised for and here we are.


EclecticTastes posted:

Sure, maybe a more compact set will be better, because you rolled four powers.

Defensive Major: Multiple Beings/Selves: Send in the clones.
-You can make exact replicas of yourself that have the exact same abilities and powers (except this power, specifically), and see you as their leader, following you without question. You can create one duplicate per level, up to a final maximum of fifteen.
-Your gear isn't replicated, they need their own clothes and such. I'll say your costume is treated with some sort of technobabble quantum filament that lets it get duplicated so they're not actually naked.
-All of the multiple beings have a general sense of all the others' location and current state (mood, health, and so on).
-Duplicates will vanish if you die, but will remain active if you're knocked out.
-You can reabsorb duplicates at a range of 100 feet, and may want to if they're hurt, because if they die, Very Bad Things happen to you. Duplicates fully heal over 48 hours while reabsorbed.
-When a duplicate dies, you and the other duplicates will know it, but you won't know what killed him, as those final experiences are lost. You also permanently lose 1 Endurance and 1 Charisma, and that duplicate is gone forever, reducing the number of duplicates you can make.
-Creating as many copies as you want, up to the maximum, can be done in a single action.
-Duplicates can roam as far afield as you're comfortable allowing them, and last as long as you feel safe leaving them out.

Offensive Minor: Energy Claws: Hey, at least's it's clear what they are.
-You can create a set of energy claws six to twelve inches long. They add +1 to-hit and 2d6 damage to your HTH attacks. 1 power per round to maintain, one action to summon.

Offensive Minor: Energy Expulsion (Force): Punch a dude from across the room!
-Fire a nearly-invisible bolt of pure force (Force Field attack). +2 to-hit as enemies have a hard time seeing it to dodge. Range is 200 feet, damage is 2d6. 2 Power per bolt.

Offensive Minor: Multiple Limbs: You're just multiplying all over the place.
-You have an extra set of limbs (based on your roll, you have another set of arms). The bonuses are very Palladium specific, so I'll make something up.
-One extra attack per action.
-+5 Strength, +5 Endurance.


Weakness: Low Self-Control: I don't even need any further details. You can't keep your extra selves inside you, as soon as you're able to produce a new duplicate, you do so. You can only reabsorb duplicates with less than half their HP, and as soon as they're healed, they're forced right back out. Remember, all of you need to eat, and your family history doesn't mention you having any identical twins...

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