Post by Paul on May 28, 2011 12:31:52 GMT -6
With every character I am going to add my own personal notes on how difficult the particular character is to play / understand.
The Starlit build can be easily described as a supporting character. From her low stats she would not do well charging head long into combat. Her powers are rather straight forward. She also has the only true "healing" power in the game. I would rate her a 5 out of 10 on a difficulty rating.
Hero Name: Starlite
Given Name:
(Normal Human)
Fighting: Typical (6)
Agility: Good (10)
Strength: Feeble (2)
Endurance: Poor (4)
Reason: Typical (6)
Intuition: Typical (6)
Psyche: Typical (6)
Health: 22
Karma: 18
Resources: Poor (4)
Popularity: Typical (6)
Age: 23
Gender: Female
Height: 5'8"
Weight: 140 lbs.
Movement: 2 Areas / Turn
Initiative: +0
POWERS:
MC5: Disruption (Remarkable)
P7: Lung Adaptability (Incredible)
L1: Biophysical Control* (Incredible)
P2: Body Resistance: (Excellent)
TALENTS:
Guns (+1CS with attacks with Guns)
Pilot:
Mesmerism and Hypnosis: (This Talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.)
CONTACTS:
Mythology
Occult Lore
P7/Lung Adaptability: The hero can breathe any gaseous or liquid medium without harm. The lungs can extract required gases (oxygen for humans) or even create them by converting available elements. In game "reality" this power is an internalized, automatic form of Matter Conversion. Gases created by this power retain their new nature while still within the hero's body; upon exhalation they revert to their original nature. In rare cases, the conversion is permanent. In this case, the hero is a living filter who could eventually convert the entire local breathing medium into a form beneficial to him. Any poisons are simply resisted or converted into useful materials. Unfortunately, this power also has the drawback of decreasing the hero's senses of taste and smell. Everything is bland to him.
MC5/Disruption: The hero can destroy a target's physical structure without resorting to a physical or overt energy attack. The molecular bonds that give a target its solidity are directly disrupted, with the result that the target collapses into dust, sand, liquid, or even vapor. The Material Strength of the target determines what Intensity FEAT is required. For example, asphalt has Good Material Strength and consequently would require a Good Intensity FEAT to destroy. The hero can disrupt any target within both line-of-sight and range. The range is determined by the power rank; distances are shown on Column A of the Range Table on the inside cover. The amount of matter the hero can disrupt in a single turn is the number of pounds equal to his power rank number. If the player chooses when creating the character, he can increase either range or amount affected any number of +CS by decreasing the other factor an equal number of -CS. Example: an initial rank of Good can be altered by up to 3CS and produce results as varied as Feeble range (Contact only) and Incredible effect (40 pounds) or Incredible range (11 areas) and Feeble effect (two pounds). Also when creating the character, the player can choose whether to make the disruption permanent or temporary. Choosing the temporary option raises the power rank +1CS. The duration of the Disruption is determined by a separate Reason FEAT made at the time the power is used. A green FEAT gives duration equal to 100 turns times the Reason rank number. A yellow FEAT increases that to 10,000 turns time the reason rank number. A red FEAT makes the Disruption permanent. At the expiration of the duration, the Disrupted matter reforms in its original shape although not necessarily in its original location. If the target is living, the power has the peculiar effect of placing the target in a state of semi-Suspended animation. All life function cease for the duration but the target somehow retains consciousness and awareness. This power is often incorporated into weapons systems. A Disruptor Gun can be designed and built by a Reason rank and an expenditure of Resource points equal to the power rank desired for the weapon. Stationary, non-living, unprotected targets are automatically affected by the power. Moving targets require the hero to make an Agility FEAT in order to hit the target. Living targets are allowed to resist the power in the same manner they could resist any energy attack. Targets can be protected from disruption by the use of such powers as Force Field vs. Energy, Resistance to Energy,
True Invulnerability, a combination of Collection and Molding, certain Magic, and certain power Controls. Any of these can reduce the Intensity of the Disruption by the opposing power's rank. The
Judge is free to decide for himself the results of partial protection from disruption.
GM Note: The chance to disable an opponent for 100 rounds, to 10,000 rounds, to permanently is rather over powered. To make things more balanced the power will work like this when used against a living target. If the target is living, the power has the peculiar effect of placing the target in a state of semi-Suspended animation. The hero will roll to hit as the rules state above, however they will roll again if they hit to find out the duration. A white and green result fail, a yellow result stuns the target for one round, and a red result stuns the target for 1d10 rounds. Once the target’s suspended animation is completed they take damage equal to the power rank of the power. A green result fails to stun, but still does the disruption damage, a white result fails to damage. The same rules apply for non living targets as originally written.
L1/Biophysical Control: The hero has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on the hero's part, aside from touching the target. The power can be used at a distance but each 10 feet separating the hero from the target reduces his effective power by -1CS. The power is normally concentrated on a single target, but the hero can affect as many targets as he desires. Each additional target also decreases the rank -1CS. For example, trying to affect two targets at a distance of 10 feet drops the hero's rank -4CS (-2CS per target). The result of any form of this power is permanent. (What's the point of healing somebody if he's just going to drop dead later, right?) The actual ongoing effects continue for as long as the hero continues to use his power. Once this is done, the target's natural healing abilities and rates revert to normal. Healing—the hero can cure the damage caused by wounds, trauma, toxins', and disease. The hero can increase the target's Health by an amount equal to the power rank level. This is the maximum benefit the hero can give per day to one specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green Feats handle broken bones, non-terminal disease, and simple wounds. Yellow Feats handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red Feats handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The power seals the body and returns any still-living tissues to health. It cannot replace lost tissue. Regeneration—The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are re grown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.
P2/Body Resistance: This is the form of Body Armor most heroes want. The hero's body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only. The Intensity rank number of the attack is reduced by this Power's rank number. The remaining Intensity is the actual damage the hero suffers. While the hero's skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate.
The Starlit build can be easily described as a supporting character. From her low stats she would not do well charging head long into combat. Her powers are rather straight forward. She also has the only true "healing" power in the game. I would rate her a 5 out of 10 on a difficulty rating.
Hero Name: Starlite
Given Name:
(Normal Human)
Fighting: Typical (6)
Agility: Good (10)
Strength: Feeble (2)
Endurance: Poor (4)
Reason: Typical (6)
Intuition: Typical (6)
Psyche: Typical (6)
Health: 22
Karma: 18
Resources: Poor (4)
Popularity: Typical (6)
Age: 23
Gender: Female
Height: 5'8"
Weight: 140 lbs.
Movement: 2 Areas / Turn
Initiative: +0
POWERS:
MC5: Disruption (Remarkable)
P7: Lung Adaptability (Incredible)
L1: Biophysical Control* (Incredible)
P2: Body Resistance: (Excellent)
TALENTS:
Guns (+1CS with attacks with Guns)
Pilot:
Mesmerism and Hypnosis: (This Talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.)
CONTACTS:
Mythology
Occult Lore
P7/Lung Adaptability: The hero can breathe any gaseous or liquid medium without harm. The lungs can extract required gases (oxygen for humans) or even create them by converting available elements. In game "reality" this power is an internalized, automatic form of Matter Conversion. Gases created by this power retain their new nature while still within the hero's body; upon exhalation they revert to their original nature. In rare cases, the conversion is permanent. In this case, the hero is a living filter who could eventually convert the entire local breathing medium into a form beneficial to him. Any poisons are simply resisted or converted into useful materials. Unfortunately, this power also has the drawback of decreasing the hero's senses of taste and smell. Everything is bland to him.
MC5/Disruption: The hero can destroy a target's physical structure without resorting to a physical or overt energy attack. The molecular bonds that give a target its solidity are directly disrupted, with the result that the target collapses into dust, sand, liquid, or even vapor. The Material Strength of the target determines what Intensity FEAT is required. For example, asphalt has Good Material Strength and consequently would require a Good Intensity FEAT to destroy. The hero can disrupt any target within both line-of-sight and range. The range is determined by the power rank; distances are shown on Column A of the Range Table on the inside cover. The amount of matter the hero can disrupt in a single turn is the number of pounds equal to his power rank number. If the player chooses when creating the character, he can increase either range or amount affected any number of +CS by decreasing the other factor an equal number of -CS. Example: an initial rank of Good can be altered by up to 3CS and produce results as varied as Feeble range (Contact only) and Incredible effect (40 pounds) or Incredible range (11 areas) and Feeble effect (two pounds). Also when creating the character, the player can choose whether to make the disruption permanent or temporary. Choosing the temporary option raises the power rank +1CS. The duration of the Disruption is determined by a separate Reason FEAT made at the time the power is used. A green FEAT gives duration equal to 100 turns times the Reason rank number. A yellow FEAT increases that to 10,000 turns time the reason rank number. A red FEAT makes the Disruption permanent. At the expiration of the duration, the Disrupted matter reforms in its original shape although not necessarily in its original location. If the target is living, the power has the peculiar effect of placing the target in a state of semi-Suspended animation. All life function cease for the duration but the target somehow retains consciousness and awareness. This power is often incorporated into weapons systems. A Disruptor Gun can be designed and built by a Reason rank and an expenditure of Resource points equal to the power rank desired for the weapon. Stationary, non-living, unprotected targets are automatically affected by the power. Moving targets require the hero to make an Agility FEAT in order to hit the target. Living targets are allowed to resist the power in the same manner they could resist any energy attack. Targets can be protected from disruption by the use of such powers as Force Field vs. Energy, Resistance to Energy,
True Invulnerability, a combination of Collection and Molding, certain Magic, and certain power Controls. Any of these can reduce the Intensity of the Disruption by the opposing power's rank. The
Judge is free to decide for himself the results of partial protection from disruption.
GM Note: The chance to disable an opponent for 100 rounds, to 10,000 rounds, to permanently is rather over powered. To make things more balanced the power will work like this when used against a living target. If the target is living, the power has the peculiar effect of placing the target in a state of semi-Suspended animation. The hero will roll to hit as the rules state above, however they will roll again if they hit to find out the duration. A white and green result fail, a yellow result stuns the target for one round, and a red result stuns the target for 1d10 rounds. Once the target’s suspended animation is completed they take damage equal to the power rank of the power. A green result fails to stun, but still does the disruption damage, a white result fails to damage. The same rules apply for non living targets as originally written.
L1/Biophysical Control: The hero has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on the hero's part, aside from touching the target. The power can be used at a distance but each 10 feet separating the hero from the target reduces his effective power by -1CS. The power is normally concentrated on a single target, but the hero can affect as many targets as he desires. Each additional target also decreases the rank -1CS. For example, trying to affect two targets at a distance of 10 feet drops the hero's rank -4CS (-2CS per target). The result of any form of this power is permanent. (What's the point of healing somebody if he's just going to drop dead later, right?) The actual ongoing effects continue for as long as the hero continues to use his power. Once this is done, the target's natural healing abilities and rates revert to normal. Healing—the hero can cure the damage caused by wounds, trauma, toxins', and disease. The hero can increase the target's Health by an amount equal to the power rank level. This is the maximum benefit the hero can give per day to one specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green Feats handle broken bones, non-terminal disease, and simple wounds. Yellow Feats handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red Feats handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The power seals the body and returns any still-living tissues to health. It cannot replace lost tissue. Regeneration—The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are re grown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.
P2/Body Resistance: This is the form of Body Armor most heroes want. The hero's body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only. The Intensity rank number of the attack is reduced by this Power's rank number. The remaining Intensity is the actual damage the hero suffers. While the hero's skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate.