Post by Paul on May 28, 2011 12:24:32 GMT -6
With every character I am going to add my own personal notes on how difficult the particular character is to play / understand.
Juniper can be a rather simple character to play. Her powers are very straight forward and only get a little confusing with growth and some more of the complex things she can do with Fire Generation. Hypnotic Voice can easily throw a wrench in the plans of a GM, but the overall effects can be comical if not done correctly. I would rate her a difficulty rating of 6 out of 10.
Hero Name: Juniper
Given Name:
(Angel/Demon)
Fighting: Remarkable (30)
Agility: Incredible (40)
Strength: Incredible (40)
Endurance: Good (10)
Reason: Poor (4)
Intuition: Amazing (50)
Psyche: Amazing (50)
Health: 120
Karma: 104
Resources: Feeble (2)
Popularity: Typical (6)
Age: 19
Gender: Female
Height: 6'4"
Weight: 230 lbs.
Skin Color: White
Hair Color: Black
Eye Color: Blue
Movement: 2 Areas / Turn
Initiative: +4
POWERS:
S16: Growth (Remarkable 30)
EE4: Fire Generation (Amazing 50)
P6: Hypnotic Voice (Good 10)
TALENTS:
Journalism
Occult Lore
CONTACTS:
Genetics
Law Enforcement
Newspaper Reporter
EE4/Fire Generation: The hero can project fire with power rank damage and range. These flames have no apparent fuel source and spring from the hero as if he were a living fuel tank. Although the flames' fuel comes out of the proverbial nowhere, free oxygen must be present for the power to function. If not, the hero can cause a single flame that lasts' only one turn, then fizzles out. At Shift X rank, the hero gains the ability to generate oxygen as well, permitting this power to function under any conditions. When creating the hero, the player can choose the powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. For example, under the Ultimate system, the Human Torch possesses three powers: Fire Generation, Fire Control, and Energy Sheath.
This has to be the most dangerous power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by the hero's Flame power. It makes me wonder what kind of ventilation system the Baxter Building has… Fire Generation is the opposing power to Cold Emission, Cold shaping, and powers that use water. This power gains +1CS when fighting these powers. It also loses -1CS when being attacked by those powers.
S16: Growth: Atomic Gain enables the hero to somehow create or gain new atoms and incorporate them into his atomic structure. As the hero gains new matter, his size and mass increase as well. As the hero grows, his strength increases +1CS for each +2CS of growth. The hero’s Primary and Secondary abilities are unaffected. However, Health seems to increase because physical attacks do less relative damage. Bullets, for example, would be nothing more than grains of high-velocity sand to a giant hero. Note that when the hero returns to his original size, wounds decrease in size—but imbedded bullets and other objects do not!
[/td]
[td]3X[/td]
[td]+1CS[/td]
[td]+1CS[/td]
[td]+6[/td]
[/tr]
[tr]
[td]GD[/td]
[td]4X[/td]
[td]+1CS[/td]
[td]+2CS[/td]
[td]+10[/td]
[/tr]
[tr]
[td]EX[/td]
[td]6X[/td]
[td]+1CS[/td]
[td]+3CS[/td]
[td]+20[/td]
[/tr]
[tr]
[td]RM[/td]
[td]8X[/td]
[td]+2CS[/td]
[td]+3CS[/td]
[td]+30[/td]
[/tr]
[/table]
P6/Hypnotic Voice: The hero possesses a voice whose intrinsic qualities permit a hypnotic domination of the target's conscious and subconscious thoughts. The bulk of the hero's commands are sub-verbal in nature (it's not what she says, but how she says it). The hero can affect anyone within the sound of her voice. The optimum effect occurs within twenty feet of her location. The power decreases -1CS for each additional twenty feet. Everyone within range must make an Intuition FEAT in order to resist falling under the effect of this power. Failure means complete submission to the singer's command. Victims of the power can make a new attempt to resist every ten turns. The power can be used for as long as the hero concentrates on it. If a victim gets beyond the sound of the Hypnotic Voice, he can attempt to resist every five turns. The power comes in two varieties, automatic and deliberate. The automatic form is a permanent modification to the hero's voice. Every time she speaks, the power can function. The deliberate form requires the hero to consciously alter his voice to manifest his power. The player must choose which form the hero has. The automatic form costs a decrease of -2CS to the power rank. The power's range can be extended by mechanical means like telephones and radio. Remote control has a decreased effectiveness of -2CS. Reproduction of the Hypnotic Voice is not quite as dangerous; the overall rank is decreased -4CS. The power cannot control someone who cannot hear it. Deaf persons or those with altered senses are immune. Soundproofing, loud noises, and simply getting out of range are effective tactics against the power. The power has -1CS effect on non-humans. (When creating the hero, the player can raise the power rank +1CS by limiting its effect to members of the opposite sex. For example, Lorelei can only affect men.)
GM Notes:[/u] Since we will be using a house ruled system for movement I am going to adjust the range of hypnotic voice. Even using the twenty feet as described above really doesn’t make this power worth the paper it is written on. Every square adjacent to Juniper will be affected at full power, but every square away will be at a -2CS effectiveness.
Juniper can be a rather simple character to play. Her powers are very straight forward and only get a little confusing with growth and some more of the complex things she can do with Fire Generation. Hypnotic Voice can easily throw a wrench in the plans of a GM, but the overall effects can be comical if not done correctly. I would rate her a difficulty rating of 6 out of 10.
Hero Name: Juniper
Given Name:
(Angel/Demon)
Fighting: Remarkable (30)
Agility: Incredible (40)
Strength: Incredible (40)
Endurance: Good (10)
Reason: Poor (4)
Intuition: Amazing (50)
Psyche: Amazing (50)
Health: 120
Karma: 104
Resources: Feeble (2)
Popularity: Typical (6)
Age: 19
Gender: Female
Height: 6'4"
Weight: 230 lbs.
Skin Color: White
Hair Color: Black
Eye Color: Blue
Movement: 2 Areas / Turn
Initiative: +4
POWERS:
S16: Growth (Remarkable 30)
EE4: Fire Generation (Amazing 50)
P6: Hypnotic Voice (Good 10)
TALENTS:
Journalism
Occult Lore
CONTACTS:
Genetics
Law Enforcement
Newspaper Reporter
EE4/Fire Generation: The hero can project fire with power rank damage and range. These flames have no apparent fuel source and spring from the hero as if he were a living fuel tank. Although the flames' fuel comes out of the proverbial nowhere, free oxygen must be present for the power to function. If not, the hero can cause a single flame that lasts' only one turn, then fizzles out. At Shift X rank, the hero gains the ability to generate oxygen as well, permitting this power to function under any conditions. When creating the hero, the player can choose the powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. For example, under the Ultimate system, the Human Torch possesses three powers: Fire Generation, Fire Control, and Energy Sheath.
This has to be the most dangerous power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by the hero's Flame power. It makes me wonder what kind of ventilation system the Baxter Building has… Fire Generation is the opposing power to Cold Emission, Cold shaping, and powers that use water. This power gains +1CS when fighting these powers. It also loses -1CS when being attacked by those powers.
S16: Growth: Atomic Gain enables the hero to somehow create or gain new atoms and incorporate them into his atomic structure. As the hero gains new matter, his size and mass increase as well. As the hero grows, his strength increases +1CS for each +2CS of growth. The hero’s Primary and Secondary abilities are unaffected. However, Health seems to increase because physical attacks do less relative damage. Bullets, for example, would be nothing more than grains of high-velocity sand to a giant hero. Note that when the hero returns to his original size, wounds decrease in size—but imbedded bullets and other objects do not!
Rank | Size | Bonus to BE hit | Strength | Bonus Health |
- | - | - | - | - |
FE | 1.5x | +1CS | +0CS | +2 |
PR | 2X | +1CS | +1CS | +4 |
[td]3X[/td]
[td]+1CS[/td]
[td]+1CS[/td]
[td]+6[/td]
[/tr]
[tr]
[td]GD[/td]
[td]4X[/td]
[td]+1CS[/td]
[td]+2CS[/td]
[td]+10[/td]
[/tr]
[tr]
[td]EX[/td]
[td]6X[/td]
[td]+1CS[/td]
[td]+3CS[/td]
[td]+20[/td]
[/tr]
[tr]
[td]RM[/td]
[td]8X[/td]
[td]+2CS[/td]
[td]+3CS[/td]
[td]+30[/td]
[/tr]
[/table]
P6/Hypnotic Voice: The hero possesses a voice whose intrinsic qualities permit a hypnotic domination of the target's conscious and subconscious thoughts. The bulk of the hero's commands are sub-verbal in nature (it's not what she says, but how she says it). The hero can affect anyone within the sound of her voice. The optimum effect occurs within twenty feet of her location. The power decreases -1CS for each additional twenty feet. Everyone within range must make an Intuition FEAT in order to resist falling under the effect of this power. Failure means complete submission to the singer's command. Victims of the power can make a new attempt to resist every ten turns. The power can be used for as long as the hero concentrates on it. If a victim gets beyond the sound of the Hypnotic Voice, he can attempt to resist every five turns. The power comes in two varieties, automatic and deliberate. The automatic form is a permanent modification to the hero's voice. Every time she speaks, the power can function. The deliberate form requires the hero to consciously alter his voice to manifest his power. The player must choose which form the hero has. The automatic form costs a decrease of -2CS to the power rank. The power's range can be extended by mechanical means like telephones and radio. Remote control has a decreased effectiveness of -2CS. Reproduction of the Hypnotic Voice is not quite as dangerous; the overall rank is decreased -4CS. The power cannot control someone who cannot hear it. Deaf persons or those with altered senses are immune. Soundproofing, loud noises, and simply getting out of range are effective tactics against the power. The power has -1CS effect on non-humans. (When creating the hero, the player can raise the power rank +1CS by limiting its effect to members of the opposite sex. For example, Lorelei can only affect men.)
GM Notes:[/u] Since we will be using a house ruled system for movement I am going to adjust the range of hypnotic voice. Even using the twenty feet as described above really doesn’t make this power worth the paper it is written on. Every square adjacent to Juniper will be affected at full power, but every square away will be at a -2CS effectiveness.