Post by Paul on May 28, 2011 12:08:18 GMT -6
With every character I am going to add my own personal notes on how difficult the particular character is to play / understand.
Beer Man is another character that is rather simple to play. He doesn't have any true offensive powers like an optic blast or claws. The biggest tip I can give to the person that chooses Beer Man is to remember the danger sense. I will do my best as GM to give you the warnings but there will be times when I get wrapped up in the excitement and forget. I would rate him a 4 out of 10 as a difficulty rating.
Hero Name: Beer Man
Given Name:
(Alien Humanoid Race)
F = EX 20
A = GD 10
S = RM 30 +1CS = IN40
E = IN 40
R = EX 20
I = EX 20
P = RM 30
HP = 110
Karma = 70
Popularity = Good (10)
Resources: Poor (4)
Movement: 3 Areas / Turn (Land)
4 Areas / Turn (Flight)
Initiative: +1
POWERS:
Weather Control MC12 = GD10
True Flight T21 = PR4
Danger Sense M8 = RM30
TALENTS:
Martial Arts B (+1CS to unarmed attacks)
CONTACTS:
His Race
MC12/Weather Control: The hero has complete control over the weather. He can sense those factors in the air that create weather and alter any aspect of them at his desire. Any of these factors can produce both physical and psychological effects on humans. He can control temperature by raising or lowering the air a maximum number of degrees equal to his power rank number. For example, an incredible rank can change a comfortable 70 degrees into a wintry 30 degrees or a sweltering 100 degrees. He can increase or decrease wind speed by a number of miles per hour equal to his power rank number. For example, an excellent rank can stop a 20-mph wind, slow a 50-mph gale to 30mph, or turn still air into a 20-mph wind. Gale winds of 40-mph or higher begin to make travel difficult. Whole gales of 55 to 72 mph begin to do widespread damage. Winds above 72 mph reach hurricane strength. Above 200 mph the wind becomes a tornado. Wind direction can be changed up to 60 degrees by a green power FEAT, up to 120 degrees by a yellow FEAT, and completely reversed 180 degrees by a red FEAT. For example, changing a cool northern wind to an east wind is a change of 90 degrees, a yellow FEAT. Humidity can be increased or decreased a maximum percentage equal to the power rank number. Note: the maximum humidity is 100%. Apparently humidity has some effect on human behavior and health. As humidity approaches 80% or higher, people become more sluggish and irritable, especially if the air temperature is also 80 degrees or higher. If the air has any moisture at all, the hero can Collect it into any type of cloud, whether Cirrus, Cumulus, Stratus, a common Fog, or any other type. He can form Nimbostratus clouds that continually disgorge moisture in the form of rain, hail, sleet,-or snow, depending on the air temperature and wind direction. Rainfall per hour can reach a maximum number of inches equal to the power rank number. If the precipitation falls as snow, the snowfall depth is equal to six inches for each inch of rainfall (since snowflakes pack less densely than rain). The power can form Cumulonimbus clouds into thunderheads that deliver lightning as well as rain. The hero can control the emission and direction of lightning, producing bolts that do rank damage. The area of weather over which the hero has control is a circle (a vertical cylinder actually) with the Weather Controller at the center. The diameter and height of this cylinder is determined by the power rank. Appropriate distances are shown on Column C of the Range Table. For example, when she possessed her full Amazing Weather Control, Storm could control the weather over a fifty-mile wide area. Note: While the atmosphere is composed of four layers and is a few hundred miles deep, only the bottom layers of the troposphere and stratosphere really affect the surface weather. Beyond twenty miles in height, the power is reduced to a negligible effect. The duration of the effect the power has over the weather varies. The hero has a limited amount of time each day she can actively Control the weather. The maximum length of time is the number of minutes equal to the hero's Health. Each minute spent using this power temporarily costs the hero one point. Note: this does not decrease the hero's actual Health; instead it decreases a "dummy account" set up for the purposes of the player's bookkeeping. The account is replenished at the start of each new day. Returning to the example of Storm, her Amazing rank enabled her to actively control the weather fifty minutes each day. Furthermore, the effect the power has over the weather does not instantly vanish when the hero rests. The changes the hero made continue for a while before things return to their original state. Lingering effects last an amount of time equal to the time spent actively controlling the Weather. The Intensity rank of the lingering Weather slowly decreases; the average Intensity rank is half that of the power rank. For example, if Storm spent ten minutes operating a thunderstorm, that storm would last an additional ten minutes and produce excellent rainfall and lightning while it slowly dissipated. As mentioned briefly, the hero can detect any aspect of the Weather that he can control. A green FEAT enables the hero to know the local wind's speed and direction, humidity, temperature, the chance for precipitation, and the next day's weather forecast. A yellow FEAT enables the hero to detect these things anywhere within her power's range and thus figure out the weather forecast for the next two days. A red FEAT enables the hero to make three-day weather forecasts and more importantly detect the cause and location of any change in the weather, such as distant disturbances or the use of this power by others elsewhere. For example, with a yellow FEAT the hero senses a mass of hot air twenty-three miles away. A red FEAT enables her to detect the cause as a fire raging in New Rochelle.
A peculiar use of the power involves gaseous beings such as Air Elementals. The hero can create puppets of air whose actions simulate the behavior of Air Elementals. The hero can directly combat real Air Elementals with the power doing rank damage to the opponent's Health. Imagine this as a vaporous equivalent of a Slugfest. Finally, the power can serve as a means to communicate with gaseous beings. In this case the power acts as an equivalent to Telepathy.
T21/True Flight: The hero can fly through air and space without an apparent means of propulsion. This is the most desired power in the history of the world. The power rank determines the maximum speed the hero can attain in a specific condition. There are three mediums in which a hero can fly. The slowest form of Flight occurs when the hero torpedoes through the water at the Water Movement rate. Faster speed occurs when the hero flies through the air at the Air Movement rate. The fastest flight occurs when the hero is free of any hindering atmospheric friction; this is the Space Movement rate. Acceleration occurs at a rate of +1CS per turn. Deceleration occurs at -2CS per turn. The hero's maneuverability is determined by his Agility. The hero may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating the hero, the player can define the power in any way that is consistent with the character or his equipment.
M8/Danger Sense: This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning psionic powers (Telepathy, Empathy, and Precognition) that warns the hero about impending danger. The advance warning time is the number of seconds equal to the power rank number (rounded up to the nearest turn if need be). For example, Spider-Man's Amazing rank can warn him of danger almost a minute in advance. In a combat situation, the power can be used replace other, lower ranked Abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping. The minimum level for this power must be equal to the -hero's Intuition. If it's initially lower, the player can raise it to this level. The player can also raise its rank +1CS by choosing to make it a voluntary rather than an automatic power. That is, it only functions if the hero is making it function. Spiderman's version functions at all times, but your hero might decide the risk of being caught off-guard is worth the reward of the higher rank. The nature of the power reduces the hero's resistance to Emotional attacks -1CS.
Beer Man is another character that is rather simple to play. He doesn't have any true offensive powers like an optic blast or claws. The biggest tip I can give to the person that chooses Beer Man is to remember the danger sense. I will do my best as GM to give you the warnings but there will be times when I get wrapped up in the excitement and forget. I would rate him a 4 out of 10 as a difficulty rating.
Hero Name: Beer Man
Given Name:
(Alien Humanoid Race)
F = EX 20
A = GD 10
S = RM 30 +1CS = IN40
E = IN 40
R = EX 20
I = EX 20
P = RM 30
HP = 110
Karma = 70
Popularity = Good (10)
Resources: Poor (4)
Movement: 3 Areas / Turn (Land)
4 Areas / Turn (Flight)
Initiative: +1
POWERS:
Weather Control MC12 = GD10
True Flight T21 = PR4
Danger Sense M8 = RM30
TALENTS:
Martial Arts B (+1CS to unarmed attacks)
CONTACTS:
His Race
MC12/Weather Control: The hero has complete control over the weather. He can sense those factors in the air that create weather and alter any aspect of them at his desire. Any of these factors can produce both physical and psychological effects on humans. He can control temperature by raising or lowering the air a maximum number of degrees equal to his power rank number. For example, an incredible rank can change a comfortable 70 degrees into a wintry 30 degrees or a sweltering 100 degrees. He can increase or decrease wind speed by a number of miles per hour equal to his power rank number. For example, an excellent rank can stop a 20-mph wind, slow a 50-mph gale to 30mph, or turn still air into a 20-mph wind. Gale winds of 40-mph or higher begin to make travel difficult. Whole gales of 55 to 72 mph begin to do widespread damage. Winds above 72 mph reach hurricane strength. Above 200 mph the wind becomes a tornado. Wind direction can be changed up to 60 degrees by a green power FEAT, up to 120 degrees by a yellow FEAT, and completely reversed 180 degrees by a red FEAT. For example, changing a cool northern wind to an east wind is a change of 90 degrees, a yellow FEAT. Humidity can be increased or decreased a maximum percentage equal to the power rank number. Note: the maximum humidity is 100%. Apparently humidity has some effect on human behavior and health. As humidity approaches 80% or higher, people become more sluggish and irritable, especially if the air temperature is also 80 degrees or higher. If the air has any moisture at all, the hero can Collect it into any type of cloud, whether Cirrus, Cumulus, Stratus, a common Fog, or any other type. He can form Nimbostratus clouds that continually disgorge moisture in the form of rain, hail, sleet,-or snow, depending on the air temperature and wind direction. Rainfall per hour can reach a maximum number of inches equal to the power rank number. If the precipitation falls as snow, the snowfall depth is equal to six inches for each inch of rainfall (since snowflakes pack less densely than rain). The power can form Cumulonimbus clouds into thunderheads that deliver lightning as well as rain. The hero can control the emission and direction of lightning, producing bolts that do rank damage. The area of weather over which the hero has control is a circle (a vertical cylinder actually) with the Weather Controller at the center. The diameter and height of this cylinder is determined by the power rank. Appropriate distances are shown on Column C of the Range Table. For example, when she possessed her full Amazing Weather Control, Storm could control the weather over a fifty-mile wide area. Note: While the atmosphere is composed of four layers and is a few hundred miles deep, only the bottom layers of the troposphere and stratosphere really affect the surface weather. Beyond twenty miles in height, the power is reduced to a negligible effect. The duration of the effect the power has over the weather varies. The hero has a limited amount of time each day she can actively Control the weather. The maximum length of time is the number of minutes equal to the hero's Health. Each minute spent using this power temporarily costs the hero one point. Note: this does not decrease the hero's actual Health; instead it decreases a "dummy account" set up for the purposes of the player's bookkeeping. The account is replenished at the start of each new day. Returning to the example of Storm, her Amazing rank enabled her to actively control the weather fifty minutes each day. Furthermore, the effect the power has over the weather does not instantly vanish when the hero rests. The changes the hero made continue for a while before things return to their original state. Lingering effects last an amount of time equal to the time spent actively controlling the Weather. The Intensity rank of the lingering Weather slowly decreases; the average Intensity rank is half that of the power rank. For example, if Storm spent ten minutes operating a thunderstorm, that storm would last an additional ten minutes and produce excellent rainfall and lightning while it slowly dissipated. As mentioned briefly, the hero can detect any aspect of the Weather that he can control. A green FEAT enables the hero to know the local wind's speed and direction, humidity, temperature, the chance for precipitation, and the next day's weather forecast. A yellow FEAT enables the hero to detect these things anywhere within her power's range and thus figure out the weather forecast for the next two days. A red FEAT enables the hero to make three-day weather forecasts and more importantly detect the cause and location of any change in the weather, such as distant disturbances or the use of this power by others elsewhere. For example, with a yellow FEAT the hero senses a mass of hot air twenty-three miles away. A red FEAT enables her to detect the cause as a fire raging in New Rochelle.
A peculiar use of the power involves gaseous beings such as Air Elementals. The hero can create puppets of air whose actions simulate the behavior of Air Elementals. The hero can directly combat real Air Elementals with the power doing rank damage to the opponent's Health. Imagine this as a vaporous equivalent of a Slugfest. Finally, the power can serve as a means to communicate with gaseous beings. In this case the power acts as an equivalent to Telepathy.
T21/True Flight: The hero can fly through air and space without an apparent means of propulsion. This is the most desired power in the history of the world. The power rank determines the maximum speed the hero can attain in a specific condition. There are three mediums in which a hero can fly. The slowest form of Flight occurs when the hero torpedoes through the water at the Water Movement rate. Faster speed occurs when the hero flies through the air at the Air Movement rate. The fastest flight occurs when the hero is free of any hindering atmospheric friction; this is the Space Movement rate. Acceleration occurs at a rate of +1CS per turn. Deceleration occurs at -2CS per turn. The hero's maneuverability is determined by his Agility. The hero may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating the hero, the player can define the power in any way that is consistent with the character or his equipment.
M8/Danger Sense: This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning psionic powers (Telepathy, Empathy, and Precognition) that warns the hero about impending danger. The advance warning time is the number of seconds equal to the power rank number (rounded up to the nearest turn if need be). For example, Spider-Man's Amazing rank can warn him of danger almost a minute in advance. In a combat situation, the power can be used replace other, lower ranked Abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping. The minimum level for this power must be equal to the -hero's Intuition. If it's initially lower, the player can raise it to this level. The player can also raise its rank +1CS by choosing to make it a voluntary rather than an automatic power. That is, it only functions if the hero is making it function. Spiderman's version functions at all times, but your hero might decide the risk of being caught off-guard is worth the reward of the higher rank. The nature of the power reduces the hero's resistance to Emotional attacks -1CS.