Post by Paul on May 28, 2011 12:41:13 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 Jimbo build is by far the most difficult of the characters available to play. He only has one power "Illusion-Casting" but it is a doosey. The power has the potential to mimic a lot of other powers as it is listed below. I would rate him as a 9 out of 10 for difficulty simply due to the amount of "options" the player has with just this one power.
Hero Name: Jimbo
Given Name:
(Modified Human - Wings)
Fighting: GD10
Agility: GD 10
Strength: RM 30
Endurance: RM 30
Reason: EX 20
Intuition: EX 20
Psyche: EX 20
HP = 80
Karma = 60
Popularity = TY 6
Resources = TY 6
Movement: 3 Areas / Turn (Land)
8 Areas / Turn (Flight)
Initiative: +1
POWERS:
I2/Illusion-Casting / IN 40
T21: True Flight (Good) [This is only here for a place marker for his wings]
TALENTS:
Boxing (+1CS to hand to hand combat)
Martial Arts B (+1 CS to unarmed combat)
CONTACTS:
None:
I2/Illusion-Casting: The hero can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this power from the psionic, image-generating power called Hallucinations, which produces images directly in the targets mind and cannot affect mechanical senses. The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this power presents the awesome ability to apparently alter the nature of reality. The hero can cast his Illusions anywhere within his power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is one area (132 feet). Beyond that range the hero can no longer clearly see his Illusion's surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast two areas away might seem to be floating a discreet two inches above the ground. If the hero is unconcerned about maintaining the reality of his Illusions, this limit can be ignored. The hero does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, free floating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If the hero possesses a means of extending the range of his senses, he can maintain the realism m of his Illusion at up to full range of both this power and that of whatever means he uses to extend his vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-extending powers, most notably Telescopic Vision and Clairvoyance. Example: Deetee has an incredible rank and can Illusion-Cast up to two miles away. She also has a good pair of binoculars that enable her to see up to one mile away. For idle amusement, she likes to go to the top of tall buildings and Cast Illusions at the pedestrians below. She also likes to find the monitors for remote surveillance cameras and use them to direct her Illusions into locked rooms. Illusions last as long as the hero concentrates on maintaining their existence. The Judge is free to determine how long the hero can maintain his concentration in a given circumstance. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion's effect on a viewer varies. A viewer must make an Intuition FEAT against the power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast."). Since Illusion-Casting includes the power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping the hero cool and safe from sunburn. Treat this power as +2CS Resistance to Light-based attacks. It does not provide protection against any of the other ways Moms Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. Illusion Casting can be combined with other powers to give the Illusion enhanced realism; this can also create Illusions that do real physical damage. If the Illusion-caster has any of the Energy Emission powers, these can be redirected to apparently originate from the Illusion rather than from the hero. For example, combining this power with Plasma Generation would simulate the Phoenix-force and fry any electronics in the area. More commonly, the power is used to disguise the true nature of anything the hero or her companions might be doing. Example: Deetee and her buddy Jayboy have to break into a certain building that they know is under surveillance. Deetee doesn't care about subtlety, only about distraction, and casts an Illusion of a, large elephant that comes lumbering around a corner and lies down in front of the door. Inside the elephantine Illusion, Jayboy is free to use his Kinetic Bolt power to smash open the door. He also uses his K-bolts to simulate the effect the elephant's legs have when they kick against a target. The main drawback to Illusion-Casting is that the hero must keep his power's true nature a secret from his adversaries. It must be presented as if it were another power entirely. For example, although she is an Illusion-caster, Deetee often presents herself as a demon-Summoner. Even if the power's nature is public knowledge, the power is still effective. The powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, the hero has the ability to generate any intensity and frequency of light. He can warp light, alter its frequency, and change its degree of coherency. The hero can do -2CS rank level damage using light-based attacks. As noted earlier, the power includes -2CS Resistance to Light-based attacks; the hero simply casts an Illusion of something opaque between herself and the offending light. The hero can simulate other visual powers or Talents with some effectiveness as well; the -2CS limit is used as a guide for determining how well the hero can do these things. Example: Once inside the building, Deetee and Jay-boy discover a guard. Deetee casts an Illusion of Ringmaster and tries to hypnotize the guard. Her Incredible rank is reduced to merely Excellent when she tries to simulate Hypnotic Control. Fortunately that is enough; the guard falls under the spurious Ringmaster's control. Powers that are a part of or can be simulated by Illusion-Casting include: D4/Force Field vs. Energy / D12/Resistance to Energy / DT3/Energy Detection (Light)
EC14/Light Control / EC18/Shadowshaping / EE5/Hard Radiation Emission (UV Light)
EE6/Heat (infrared Light) / EE8/Light Emission / EE12/Shadowcasting / I1/Animate Image
I3/Illusory Invisibility / I4/Illusory Duplication / L9/Hypnotic Control/ MCo1/Coloration
M13/Hallucinations / S6/Blending / S12/Energy Sheath (Light) / S20/Self-Vegetation
S21/Shapeshifting / A drawback in characters that have this power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.
GM Notes: An illusion caster can create as many illusions equal to his Psyche rank number. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). All illusions are affected by the user losing his concentration. The user of the power can use a feat roll to maintain his illusion with the damage being the intensity of the feat used. For example: Mr. J has an illusion power rank of IN40 and psyche of EX20. He wants to create 15 illusionary copies of himself. A viewer must make an Intuition FEAT against the power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Dr. T’s intuition check failed to realize the illusions were real. However Sabertooth with his keen sense of smell knows which target is the real Mr. J and punches Mr. J. Sabertooth wants a play thing and doesn’t want to kill Mr. J so he pulls his punch doing 20 points of damage. Mr. J then uses EX20 as the intensity for his roll to maintain his illusions. He needs a green result or better. The roll to maintain is done during the pre roll phase and will not alter any other rolls.
The Jimbo build is by far the most difficult of the characters available to play. He only has one power "Illusion-Casting" but it is a doosey. The power has the potential to mimic a lot of other powers as it is listed below. I would rate him as a 9 out of 10 for difficulty simply due to the amount of "options" the player has with just this one power.
Hero Name: Jimbo
Given Name:
(Modified Human - Wings)
Fighting: GD10
Agility: GD 10
Strength: RM 30
Endurance: RM 30
Reason: EX 20
Intuition: EX 20
Psyche: EX 20
HP = 80
Karma = 60
Popularity = TY 6
Resources = TY 6
Movement: 3 Areas / Turn (Land)
8 Areas / Turn (Flight)
Initiative: +1
POWERS:
I2/Illusion-Casting / IN 40
T21: True Flight (Good) [This is only here for a place marker for his wings]
TALENTS:
Boxing (+1CS to hand to hand combat)
Martial Arts B (+1 CS to unarmed combat)
CONTACTS:
None:
I2/Illusion-Casting: The hero can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this power from the psionic, image-generating power called Hallucinations, which produces images directly in the targets mind and cannot affect mechanical senses. The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this power presents the awesome ability to apparently alter the nature of reality. The hero can cast his Illusions anywhere within his power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is one area (132 feet). Beyond that range the hero can no longer clearly see his Illusion's surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast two areas away might seem to be floating a discreet two inches above the ground. If the hero is unconcerned about maintaining the reality of his Illusions, this limit can be ignored. The hero does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, free floating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If the hero possesses a means of extending the range of his senses, he can maintain the realism m of his Illusion at up to full range of both this power and that of whatever means he uses to extend his vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-extending powers, most notably Telescopic Vision and Clairvoyance. Example: Deetee has an incredible rank and can Illusion-Cast up to two miles away. She also has a good pair of binoculars that enable her to see up to one mile away. For idle amusement, she likes to go to the top of tall buildings and Cast Illusions at the pedestrians below. She also likes to find the monitors for remote surveillance cameras and use them to direct her Illusions into locked rooms. Illusions last as long as the hero concentrates on maintaining their existence. The Judge is free to determine how long the hero can maintain his concentration in a given circumstance. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion's effect on a viewer varies. A viewer must make an Intuition FEAT against the power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast."). Since Illusion-Casting includes the power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping the hero cool and safe from sunburn. Treat this power as +2CS Resistance to Light-based attacks. It does not provide protection against any of the other ways Moms Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. Illusion Casting can be combined with other powers to give the Illusion enhanced realism; this can also create Illusions that do real physical damage. If the Illusion-caster has any of the Energy Emission powers, these can be redirected to apparently originate from the Illusion rather than from the hero. For example, combining this power with Plasma Generation would simulate the Phoenix-force and fry any electronics in the area. More commonly, the power is used to disguise the true nature of anything the hero or her companions might be doing. Example: Deetee and her buddy Jayboy have to break into a certain building that they know is under surveillance. Deetee doesn't care about subtlety, only about distraction, and casts an Illusion of a, large elephant that comes lumbering around a corner and lies down in front of the door. Inside the elephantine Illusion, Jayboy is free to use his Kinetic Bolt power to smash open the door. He also uses his K-bolts to simulate the effect the elephant's legs have when they kick against a target. The main drawback to Illusion-Casting is that the hero must keep his power's true nature a secret from his adversaries. It must be presented as if it were another power entirely. For example, although she is an Illusion-caster, Deetee often presents herself as a demon-Summoner. Even if the power's nature is public knowledge, the power is still effective. The powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, the hero has the ability to generate any intensity and frequency of light. He can warp light, alter its frequency, and change its degree of coherency. The hero can do -2CS rank level damage using light-based attacks. As noted earlier, the power includes -2CS Resistance to Light-based attacks; the hero simply casts an Illusion of something opaque between herself and the offending light. The hero can simulate other visual powers or Talents with some effectiveness as well; the -2CS limit is used as a guide for determining how well the hero can do these things. Example: Once inside the building, Deetee and Jay-boy discover a guard. Deetee casts an Illusion of Ringmaster and tries to hypnotize the guard. Her Incredible rank is reduced to merely Excellent when she tries to simulate Hypnotic Control. Fortunately that is enough; the guard falls under the spurious Ringmaster's control. Powers that are a part of or can be simulated by Illusion-Casting include: D4/Force Field vs. Energy / D12/Resistance to Energy / DT3/Energy Detection (Light)
EC14/Light Control / EC18/Shadowshaping / EE5/Hard Radiation Emission (UV Light)
EE6/Heat (infrared Light) / EE8/Light Emission / EE12/Shadowcasting / I1/Animate Image
I3/Illusory Invisibility / I4/Illusory Duplication / L9/Hypnotic Control/ MCo1/Coloration
M13/Hallucinations / S6/Blending / S12/Energy Sheath (Light) / S20/Self-Vegetation
S21/Shapeshifting / A drawback in characters that have this power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.
GM Notes: An illusion caster can create as many illusions equal to his Psyche rank number. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). All illusions are affected by the user losing his concentration. The user of the power can use a feat roll to maintain his illusion with the damage being the intensity of the feat used. For example: Mr. J has an illusion power rank of IN40 and psyche of EX20. He wants to create 15 illusionary copies of himself. A viewer must make an Intuition FEAT against the power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Dr. T’s intuition check failed to realize the illusions were real. However Sabertooth with his keen sense of smell knows which target is the real Mr. J and punches Mr. J. Sabertooth wants a play thing and doesn’t want to kill Mr. J so he pulls his punch doing 20 points of damage. Mr. J then uses EX20 as the intensity for his roll to maintain his illusions. He needs a green result or better. The roll to maintain is done during the pre roll phase and will not alter any other rolls.