Post by Paul on May 28, 2011 12:36:37 GMT -6
With every character I am going to add my own personal notes on how difficult the particular character is to play / understand.
RCG as I'm going to call him is a moderate to difficult character to play. A 7 out of 10 for difficulty. This is primarily due to the Two-Dimensionality power. Looking at the power it just seems like a really stupid power. In the right hands it could be used in many different ways. The primary attack of RCG is using his great sword (which has been house ruled with a reach of two) and using his Two-Dimensionality power on the sword giving its material strength a boost. The way I understand the rules adds to the damage as well. The other confusing part of RCG can be the Zombie Animation. Another power once first looked at seems rather useless, but with the imagination of a creative player can be fun.
Hero Name: Rabbi Cicero G
Given Name:
(Android)
Fighting: GD10
Agility: EX 20
Strength: RM 30
Endurance: RM 30
Reason: EX 20
Intuition: EX 20
Psyche: RM 30
HP = 100
Karma = 70
Popularity = TY 6
Resources = TY 6
Movement: 3 Areas / Turn
Initiative: +1
POWERS:
Self-Alteration (S) Two-dimensionality S32 / IN40
Defensive (D) 54-65 Reflection D10 / GD10
Physical Enhancement (P) 83-90 Water breathing P16 / EX20
Matter Control (MC) 94-00 Zombie Animation* MC13 / EX20
TALENTS:
Religion:
Sharp weapons: (+1CS to hit when attacking with a sharp weapon.)
CONTACTS:
Scientist that created you.
Equipment:
Great Sword
D10/Reflection: A white result means the reflector failed to reflect anything. A green feat sends the attack back at -3CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A yellow feat sends the attack back at -2CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A red FEAT sends the entire reflected attack back onto the attacker. This power can now reflect ANY attack regardless of nature.
P16/Waterbreathing: This may be a "wimp power," but it would be embarrassing for an extremely powerful character to drown while a relatively wimpish water breather went unharmed. When creating the character, the player can substitute any other breathing medium for water. This is often the case when creating an alien character, such as one who breathes liquid methane. This power may be permanent or temporary. Characters with the permanent form have a decreased resistance to heat and aridity. A sauna might be a death trap. The hero is -1CS to resist and takes +1CS damage.
S32/Two-Dimensionality: The hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size photograph. The hero’s body functions and abilities are unaffected. Because the hero is now extremely thin, gaining leverage on three-dimensional objects is extremely difficult. He is also extremely hard to hit if he can turn his flat side toward his opponents. While in a flattened state, the hero suffers less damage from blunt physical attacks; the power rank number decreases the damage by that much for each attack. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore. For example, Flatman could be forcibly folded like a map and locked in a glove compartment! How thin the hero can get is determined by an Intensity FEAT. A green FEAT reduces the hero to the width of a piece of paper (about 1/256”). At this point, the hero can pass through the cracks around a door or adhere to a wall and pretend to be a poster. A yellow FEAT reduces the hero to one atom’s width. At this width, the hero can pass through solid barriers by slicing through them as if he were an incredibly fine knife. The power enables the hero to pass any barrier with a Material Strength up to +5CS greater than this power’s rank. Note that if the barrier is larger than the hero’s body (such as a wall), then the slice made by the hero’s passage immediately reseals itself. But, if the barrier was smaller than the hero (such as a chain), then the pieces fall apart as soon as the hero severs the entire width. A red FEAT removes the third dimension entirely; at this point, the hero can pass through barriers without damaging them, or he can be transported into a Flatland-type dimension where everyone has only two dimensions. In the latter case, the hero vanishes from sight.
The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top view-bottom view, or similar-shaped two dimensional images. Note that while one dimension is drastically altered, the remaining measurements remain the same. When this power is applied to a weapon, the result is a micron-sword such as the one used by the late Nemesis. Such a blade completely severs any matter with a Material Strength up to +5CS greater than this power’s rank. The name “Two-Dimensionality” is a misnomer. While in the Marvel Universe it most commonly describes the ability of normal beings to pass into a Flatland-like state, it can also be used to shed more than one dimension. Three-dimensional beings can reduce themselves all the way down to a single line one atom or even one “point” in diameter. The power can also be used by multidimensional beings to enter into this one. You CAN move while in any form, weapons included. However your speed in any miniature forum is reduced to half.
MC13/Zombie Animation: This is a macabre power that is definitely more at home in the horror genre than in the heroic genre. The hero, um… well, the character with this power can animate any previously living body. Normally, the power is used to animate relatively intact cadavers, since these are capable of a greater variety of actions. Part of the power is used to halt the process of decay and to maintain the structural integrity of the remaining body parts. Still, Zombies look awful, even the fresh ones. This power is not Biophysical Control/Revival. The Zombies are not alive. They lack the essential life force that is the core of each living being. The Zombies are at best mindless slaves, at worst grotesque marionettes who shuffle on the end of the Zombie Master's strings. The condition of a Zombie can range from freshly deceased to skeletal. The latter type of Zombie is little more than a walking skeleton, though being mostly bone it is cleaner than a still-fleshed Zombie. The Zombie does not have to have all its body parts. In fact, the power can be used to animate detached limbs or partial remains. These have their uses too. For example, if a character's Physical Type is either Cyborg or
Compound/Undead and he possesses this power, perhaps some of his body parts are animated bones grafted onto his still living sections. (I told you this is a grotesque power) Zombies possess Physical Abilities that are -3CS power rank. Mental Abilities are Zero-shift. A Zombie's "Health" is the same as the Zombie Animator's power rank. Karma is non-existent and popularity is as low as the scale goes. Most Zombies were originally human but there is nothing to prevent your animator from creating Zombies of other species. Since Zombies probably can't swim or fly worth a darn, the Animator is best choosing land-based species for his experiments. Possibilities include undead wolves, tigers, elephants, and so on. The Zombie animator can create a single Zombie in a process whose minimum time gets shorter as the power rank gets higher. It comes in two stages, Preparation and Activation. The required Preparation time is the number of rounds equal to 101 minus the power rank number. For example, a Good rank can prepare a Zombie for Animation in 91 turns, a Monstrous rank can do it in 26 turns, and any rank -higher than Unearthly doesn't need any Preparation time at all. The next step is Activation. All this requires is a successful red power FEAT. Failure requires the animator to prepare for another minute. It is possible, if however unlikely, for a character to have this power and never, ever be able to successfully Animate a Zombie. That's one of the mysteries of random chance. Once he creates a Zombie, the animator retains control over it until it is destroyed, returned to life, or stolen away by a higher ranked undead controller. An Animator can create an infinite supply of Zombies but can only retain direct control of a number of them equal to his Psyche rank number. For example, an Animator with an Excellent Psyche can control up to twenty Zombies simultaneously. Any Zombies over that number are in effect free agents who can act independently. Such free Zombies never attack their Animator though. Curiously, some Zombies retain some of their Resources and Contacts. This is an extremely rare occurrence and is only possible if the Zombie is in a near-perfect condition (albeit of course dead) and if the late person's death was not widely known. In such a case, a clever Zombie Animator can make the Zombie pretend to still be alive. For example, Nekra Animated the corpse of the Grim Reaper so well that the risen Zombie actually believed he was alive. Zombies are immune to attacks based on Psionics or other Mental powers, Disease, poisons, Pheromones, Hard Radiation, and Sonics. They cannot see Illusions. They have power rank resistance to most of the life form Control powers; the power rank that created them decreases such powers by that number. The exception is Undead Control, with which a green FEAT can permit control of any independent Zombie. Some aspect of the original mind remains. Zombies possess rudimentary memories of their previous existence. Zombies are also linked to the Spirit that once dwelled within it and can be used as a tool to Communicate with, Summon, and Control that Spirit. The use of a Zombie in this way increases the other powers' rank +1CS. It is possible return the Spirit to its now-Zombie body by use of the Forced Reincarnation. Although this does not return the body to actual life, it does weld the spirit and body together so well that only the total destruction of the body will free the spirit again. Such a Spirited Zombie possesses his original Mental Abilities and can work at restoring the other Abilities to their original levels. The effect of Bio-Physical Control on a Zombie is peculiar. Zombies don't actually Heal since that is a function of living organisms. Any attempt to Heal a Zombie actually kills it by negating the Animation. Only Revival will truly return the Zombie to life, as it negates the Animation, cures any damage or decay, and draws the spirit back home. Note: if the Spirit is now reincarnated elsewhere, this action creates a person with a newborn's mind and spirit. Okay, so why would anyone want to animate Zombies, particularly so-called heroes? The popular misconception is that Zombies are inherently evil. This is not true. Zombies are only a reflection of their Animator's personality. A currently popular fantasy series features a good willed if misunderstood character whose sole Magical power is Zombie animation. He uses them as servants and if necessary soldiers. He even used the power on himself in order to wait out the centuries until his fiancée could return to life. Your character will have his own justifications and uses for this power. The key thing, as always, to use your imagination and not be afraid to experiment. Be afraid of your experiment's results instead.
RCG as I'm going to call him is a moderate to difficult character to play. A 7 out of 10 for difficulty. This is primarily due to the Two-Dimensionality power. Looking at the power it just seems like a really stupid power. In the right hands it could be used in many different ways. The primary attack of RCG is using his great sword (which has been house ruled with a reach of two) and using his Two-Dimensionality power on the sword giving its material strength a boost. The way I understand the rules adds to the damage as well. The other confusing part of RCG can be the Zombie Animation. Another power once first looked at seems rather useless, but with the imagination of a creative player can be fun.
Hero Name: Rabbi Cicero G
Given Name:
(Android)
Fighting: GD10
Agility: EX 20
Strength: RM 30
Endurance: RM 30
Reason: EX 20
Intuition: EX 20
Psyche: RM 30
HP = 100
Karma = 70
Popularity = TY 6
Resources = TY 6
Movement: 3 Areas / Turn
Initiative: +1
POWERS:
Self-Alteration (S) Two-dimensionality S32 / IN40
Defensive (D) 54-65 Reflection D10 / GD10
Physical Enhancement (P) 83-90 Water breathing P16 / EX20
Matter Control (MC) 94-00 Zombie Animation* MC13 / EX20
TALENTS:
Religion:
Sharp weapons: (+1CS to hit when attacking with a sharp weapon.)
CONTACTS:
Scientist that created you.
Equipment:
Great Sword
D10/Reflection: A white result means the reflector failed to reflect anything. A green feat sends the attack back at -3CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A yellow feat sends the attack back at -2CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A red FEAT sends the entire reflected attack back onto the attacker. This power can now reflect ANY attack regardless of nature.
P16/Waterbreathing: This may be a "wimp power," but it would be embarrassing for an extremely powerful character to drown while a relatively wimpish water breather went unharmed. When creating the character, the player can substitute any other breathing medium for water. This is often the case when creating an alien character, such as one who breathes liquid methane. This power may be permanent or temporary. Characters with the permanent form have a decreased resistance to heat and aridity. A sauna might be a death trap. The hero is -1CS to resist and takes +1CS damage.
S32/Two-Dimensionality: The hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size photograph. The hero’s body functions and abilities are unaffected. Because the hero is now extremely thin, gaining leverage on three-dimensional objects is extremely difficult. He is also extremely hard to hit if he can turn his flat side toward his opponents. While in a flattened state, the hero suffers less damage from blunt physical attacks; the power rank number decreases the damage by that much for each attack. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore. For example, Flatman could be forcibly folded like a map and locked in a glove compartment! How thin the hero can get is determined by an Intensity FEAT. A green FEAT reduces the hero to the width of a piece of paper (about 1/256”). At this point, the hero can pass through the cracks around a door or adhere to a wall and pretend to be a poster. A yellow FEAT reduces the hero to one atom’s width. At this width, the hero can pass through solid barriers by slicing through them as if he were an incredibly fine knife. The power enables the hero to pass any barrier with a Material Strength up to +5CS greater than this power’s rank. Note that if the barrier is larger than the hero’s body (such as a wall), then the slice made by the hero’s passage immediately reseals itself. But, if the barrier was smaller than the hero (such as a chain), then the pieces fall apart as soon as the hero severs the entire width. A red FEAT removes the third dimension entirely; at this point, the hero can pass through barriers without damaging them, or he can be transported into a Flatland-type dimension where everyone has only two dimensions. In the latter case, the hero vanishes from sight.
The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top view-bottom view, or similar-shaped two dimensional images. Note that while one dimension is drastically altered, the remaining measurements remain the same. When this power is applied to a weapon, the result is a micron-sword such as the one used by the late Nemesis. Such a blade completely severs any matter with a Material Strength up to +5CS greater than this power’s rank. The name “Two-Dimensionality” is a misnomer. While in the Marvel Universe it most commonly describes the ability of normal beings to pass into a Flatland-like state, it can also be used to shed more than one dimension. Three-dimensional beings can reduce themselves all the way down to a single line one atom or even one “point” in diameter. The power can also be used by multidimensional beings to enter into this one. You CAN move while in any form, weapons included. However your speed in any miniature forum is reduced to half.
MC13/Zombie Animation: This is a macabre power that is definitely more at home in the horror genre than in the heroic genre. The hero, um… well, the character with this power can animate any previously living body. Normally, the power is used to animate relatively intact cadavers, since these are capable of a greater variety of actions. Part of the power is used to halt the process of decay and to maintain the structural integrity of the remaining body parts. Still, Zombies look awful, even the fresh ones. This power is not Biophysical Control/Revival. The Zombies are not alive. They lack the essential life force that is the core of each living being. The Zombies are at best mindless slaves, at worst grotesque marionettes who shuffle on the end of the Zombie Master's strings. The condition of a Zombie can range from freshly deceased to skeletal. The latter type of Zombie is little more than a walking skeleton, though being mostly bone it is cleaner than a still-fleshed Zombie. The Zombie does not have to have all its body parts. In fact, the power can be used to animate detached limbs or partial remains. These have their uses too. For example, if a character's Physical Type is either Cyborg or
Compound/Undead and he possesses this power, perhaps some of his body parts are animated bones grafted onto his still living sections. (I told you this is a grotesque power) Zombies possess Physical Abilities that are -3CS power rank. Mental Abilities are Zero-shift. A Zombie's "Health" is the same as the Zombie Animator's power rank. Karma is non-existent and popularity is as low as the scale goes. Most Zombies were originally human but there is nothing to prevent your animator from creating Zombies of other species. Since Zombies probably can't swim or fly worth a darn, the Animator is best choosing land-based species for his experiments. Possibilities include undead wolves, tigers, elephants, and so on. The Zombie animator can create a single Zombie in a process whose minimum time gets shorter as the power rank gets higher. It comes in two stages, Preparation and Activation. The required Preparation time is the number of rounds equal to 101 minus the power rank number. For example, a Good rank can prepare a Zombie for Animation in 91 turns, a Monstrous rank can do it in 26 turns, and any rank -higher than Unearthly doesn't need any Preparation time at all. The next step is Activation. All this requires is a successful red power FEAT. Failure requires the animator to prepare for another minute. It is possible, if however unlikely, for a character to have this power and never, ever be able to successfully Animate a Zombie. That's one of the mysteries of random chance. Once he creates a Zombie, the animator retains control over it until it is destroyed, returned to life, or stolen away by a higher ranked undead controller. An Animator can create an infinite supply of Zombies but can only retain direct control of a number of them equal to his Psyche rank number. For example, an Animator with an Excellent Psyche can control up to twenty Zombies simultaneously. Any Zombies over that number are in effect free agents who can act independently. Such free Zombies never attack their Animator though. Curiously, some Zombies retain some of their Resources and Contacts. This is an extremely rare occurrence and is only possible if the Zombie is in a near-perfect condition (albeit of course dead) and if the late person's death was not widely known. In such a case, a clever Zombie Animator can make the Zombie pretend to still be alive. For example, Nekra Animated the corpse of the Grim Reaper so well that the risen Zombie actually believed he was alive. Zombies are immune to attacks based on Psionics or other Mental powers, Disease, poisons, Pheromones, Hard Radiation, and Sonics. They cannot see Illusions. They have power rank resistance to most of the life form Control powers; the power rank that created them decreases such powers by that number. The exception is Undead Control, with which a green FEAT can permit control of any independent Zombie. Some aspect of the original mind remains. Zombies possess rudimentary memories of their previous existence. Zombies are also linked to the Spirit that once dwelled within it and can be used as a tool to Communicate with, Summon, and Control that Spirit. The use of a Zombie in this way increases the other powers' rank +1CS. It is possible return the Spirit to its now-Zombie body by use of the Forced Reincarnation. Although this does not return the body to actual life, it does weld the spirit and body together so well that only the total destruction of the body will free the spirit again. Such a Spirited Zombie possesses his original Mental Abilities and can work at restoring the other Abilities to their original levels. The effect of Bio-Physical Control on a Zombie is peculiar. Zombies don't actually Heal since that is a function of living organisms. Any attempt to Heal a Zombie actually kills it by negating the Animation. Only Revival will truly return the Zombie to life, as it negates the Animation, cures any damage or decay, and draws the spirit back home. Note: if the Spirit is now reincarnated elsewhere, this action creates a person with a newborn's mind and spirit. Okay, so why would anyone want to animate Zombies, particularly so-called heroes? The popular misconception is that Zombies are inherently evil. This is not true. Zombies are only a reflection of their Animator's personality. A currently popular fantasy series features a good willed if misunderstood character whose sole Magical power is Zombie animation. He uses them as servants and if necessary soldiers. He even used the power on himself in order to wait out the centuries until his fiancée could return to life. Your character will have his own justifications and uses for this power. The key thing, as always, to use your imagination and not be afraid to experiment. Be afraid of your experiment's results instead.