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  1. #51
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    Myrmidon (Lvl 10)

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    In TV Tropes land I'm suspecting my charcter will fall into this style Glacier Waif - Television Tropes & Idioms
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  • #52
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    I don't know, man... based on your skill set and talents, I see you as a bad-ass hot Gypsy chick.

  • #53
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    Myrmidon (Lvl 10)

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    Quote Originally Posted by Herobizkit View Post
    I don't know, man... based on your skill set and talents, I see you as a bad-ass hot Gypsy chick.
    Possibly a bit of both.
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  • #54
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    Alright, more things coming, still need help...

    Origin, Prowess, Coordination, Strength, Intellect, Awareness, Will Power, Powers, Power Type

    2d6 → [5,6] = (11) Unearthly I

    2d6 → [2,2] = (4) 3 Prowess
    2d6 → [5,6] = (11) 7 Coordination
    2d6 → [5,1] = (6) 4 Strength
    2d6 → [2,2] = (4) 3 Intellect
    2d6 → [5,2] = (7) 5 Awareness
    2d6 → [4,1] = (5) 4 Will Power

    2d6 → [5,2] = (7) 3 powers

    Roll Lookup

    2d6 → [5,2] = (7) Mental
    2d6 → [1,5] = (6) Defensive
    2d6 → [4,3] = (7) Mental

    Roll Lookup

    I'll take 2 mental powers

    Power rolls:

    1d6 → [4] = (4)
    1d6 → [6] = (6)
    1d6 → [4] = (4)
    1d6 → [6] = (6)
    Don't know what does it means since I don't understand the chart

    Roll Lookup

    Number of specialties: 3

    Roll Lookup

    Where do I choose the specialties from?

    Stamina = 8
    Determination = 4

    Come up with at least 2 qualities and 1 challenge.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #55
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    Grandmaster of Flowers (Lvl 18)

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    Quote Originally Posted by Voda Vosa View Post
    I'll take 2 mental powers

    Power rolls:

    1d6 → [4] = (4)
    1d6 → [6] = (6)
    1d6 → [4] = (4)
    1d6 → [6] = (6)
    Don't know what does it means since I don't understand the chart

    Roll Lookup
    No problem, here's a more cleaned up version..

    Roll 1.....Roll 2
    1-3........ 1 Astral Projection•
    .............2-3 Illusion
    .............4 Mental Blast
    .............5-6 Telepathy
    4-6........ 1 Animal Control Choose or Roll 2d6 for type.
    .............2 Emotion Control. If only one emotion raise level by +2. Choose or roll 2d6 for emotion.
    .............3 Mind Control •
    .............4-5 Mind Shield
    .............6 Possession •

    You ended up rolling the same power twice..

    POSSESSION

    You can take over someone else’s body, much like Mind Control, except your mind is “inside” the victim and controls their body, rather than issuing orders. Your own body is unconscious and immobile while you possess someone else. Otherwise, this power works just like Mind Control.

    Since your mind is in control of the target’s body, you can spend your own Determination for tests you make using the possessed target (unlike Mind Control). If you place the target’s body in a lifethreatening situation, you must make a Possession test against the target’s Willpower each round,
    with failure meaning the target shakes off your influence.

    Merger: As a bonus power, your own body disappears and merges with the target when you possess them. You reappear near the target when the possession ends.


    Possession is considered 2 powers for the purpose of figuring out determination. Roll for the power's level.

    Since you rolled the same power twice, you have the following options:
    1. Keep the roll and recieve +2 to your power's level.
    2. Discard the roll and obtain "Merger"
    3. Discard the roll and roll again.


    Number of specialties: 3

    Roll Lookup

    Where do I choose the specialties from?
    The are listed here
    Last edited by Relique du Madde; Tuesday, 29th June, 2010 at 09:04 PM.

  • #56
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    Alright, here are the full write ups for all the powers everyone one rolled/selected (minus any examples). I will be updating this post as we go.

    Affliction

    You can cause a fast-acting affliction – like a disease or toxin – by touching a target. Test your Affliction level against the target’s Strength each page; success results in power level damage. Failure means no damage, but the Affliction continues and another test is required on the following page. Failure by 3 or more also ends the effect.

    A victim reduced to 0 Stamina begins dying and losing Strength levels, although medical attention can arrest this loss, substituting an Intellect test (with Medicine specialty bonus) for the Strength test against the Affliction.

    You can remove your Affliction at will, simply by touching the victim, halting any further damage.

    As a bonus power, you can use your Affliction at close range without having to touch the target.


    Alter-Ego

    Your hero can transform into an entirely different alternate character! Create a second character as your Alter-Ego. The new character automatically has one less power. The GM may require certain traits, notably origin and mental abilities, to remain consistent between the two characters. If your hero simply has an “ordinary” human identity with no powers, that is most likely a Challenge rather than an instance of this power.

    Serial Alter-Egos: If you roll this power twice, you can take the following option: stop rolling and discard all other powers. In their place, you can assume a series of superhuman alter-egos! You either have a set number of alter-egos equal to the number of initially rolled powers (minimum of two) or an unlimited series of random superhuman forms (generate a new character for each identity assumed).

    In both cases, you can assume alter-ego form at will, but must revert to your normal form afterward for an amount of time equal to the time spent in your superhuman form(s).

    Blast

    You can project a damaging blast at a distance. Choose the effect of your Blast – from pure force to an element or energy – and whether or not it is a blasting or shooting attack (see Coordination under Taking Action) when you get this power. Your Blast inflicts damage equal to its level.

    As a bonus power, you can project an explosive blast, affecting all targets in a close area aroundthe target point.

    Blinding

    You can project an effect that temporarily blinds the target; it could be dazzling light, a chemical spray, a gob of mud or anything similar.

    Make a Coordination test against the target’s Coordination to hit. With a moderate success, you blind the target for 1 page, with a major or better success, the target is blinded for 1 page per Blinding level.

    The Resistance power (p. 43) can reduce the power level of your Blinding; if it’s reduced to 0 or less, you cannot blind the target.

    Optionally, you can have your attack affect a sense other than sight, usually hearing to deafen the target, although you could also target a sensory power like Danger Sense or Detection. It works the same way, just targeting the other sense.

    As a bonus power, your Blinding affects two senses at once rather than one, simultaneously blinding and deafening, for example. As a bonus power, you can project a blinding burst, affecting all targets in a close area around the target point.

    Chameleon

    Your body, as well as worn or carried items, can change color, allowing you to blend into your surroundings. This is similar to Invisibility (see p. 32), except it is easier to detect; anyone searching for you makes an Awareness test against a difficulty equal to your Chameleon power level. If the Awareness test fails, you remain hidden.

    Detection

    You have the ability to detect a specific form of energy, power, or presence with Awareness equal to your Detection level. Select one type of Detection from the following list or roll 2d6:

    Roll Type Effect
    2 Cosmic You can detect cosmic-level beings, cosmic energy, and universe-affecting events.
    3–4 Emotion You can detect emotional states or particular emotions like fear or love.
    5 Energy You can detect different types of energy and follow energy trails. You can identify different energy types with a power test.
    6 Magic You can detect magical energy – spells, artifacts, those with the ability to use magic, etc.
    7 Magnetic You can detect magnetic fields – including uses of Magnetic Control.
    8–9 Power You can detect the use of certain powers – when a power is used or someone possesses a power, such as mutant or mental powers.
    10–11 Radiation You can detect radioactive energy and sources of radiation, including uses of Radiation Control.
    12 Spirit You can detect spiritual activity – such as ghosts or astral forms.
    The above is by no means a complete listing of available detection powers. Players wanting a form of detection not listed here are encouraged to discuss the idea with their Game Master.

    In some cases, the GM may use an opposing ability, like Coordination or Willpower, as the difficulty for a power test to detect a subject deliberately trying to hide from you.


    Flight

    You can fly, either through the use of an item or by innate means. Flight 5 is sufficient to cross to visual range in one panel. Flight 7 is roughly Mach 1, the speed of sound, with higher levels of Flight orders of magnitude faster. Flight 10 is sufficient to go anywhere in the world in a single panel.

    Life Support

    You can ignore certain physical needs like breathing, eating, or sleeping. For each level of Life Support, choose one of the following needs to ignore. At Life Support 10, you automatically ignore them all:
    • Cold (atmospheric or environmental low temperatures)
    • Breathing (you don’t need to breathe at all)
    • Eating (including thirst and the need to eliminate waste)
    • Heat (atmospheric or environmental high temperatures)
    • Pathogens (atmospheric or environmental diseases)
    • Pressure (you can survive extremely high pressures)
    • Radiation (atmospheric or environmental radiation levels)
    • Sleeping (although not fatigue from exertion)
    • Toxins (atmospheric or environmental toxins)
    • Vacuum (you can survive extremely low pressures)

    Surviving unprotected in deep space requires Life Support 4 to deal with the cold, airlessness, radiation, and vacuum.

    Life Support does not provide protection against damaging attacks, for that see Resistance
    (following).

    Invulnerability

    You are resistant to physical damage, subtracting your Invulnerability level from the damage caused by an attack, which may reduce it to 0 or less, meaning you suffer no damage. Attacks reduced to 0 damage may still stun or slam you, however, even if you suffer no actual damage from the attack. Attacks reduced below 0 damage have no effect at all.

    Your Invulnerability may come from armor plating, a leathery hide, skin made of something other than flesh (such as metal), or just a general superhuman toughness, you decide.

    Device: A character who has this power from a device may choose to have a suit of armor that provides the Invulnerability and incorporates any or all of the character’s other powers into it.

    Mental Blast

    You can strike other minds within visual range with blasts of mental “force.” Roll a Willpower test,
    with a difficulty equal to the target’s Willpower and read the results like a blasting attack (see Blasting, p. 49). You inflict damage equal to your power level and can stun, but not slam, your target.

    Paralysis

    Your touch can render opponents unable to move. To paralyze an opponent you must roll a test to touch the target and a Paralysis test against your target’s Strength. With a moderate success the target is paralyzed for one page. A major success paralyzes the target for pages equal to your Paralysis level.

    As a bonus power, you can use Paralysis at close range, without having to touch your target.


    POSSESSION

    You can take over someone else’s body, much like Mind Control, except your mind is “inside” the victim and controls their body, rather than issuing orders. Your own body is unconscious and immobile while you possess someone else. Otherwise, this power works just like Mind Control.

    Since your mind is in control of the target’s body, you can spend your own Determination for tests you make using the possessed target (unlike Mind Control). If you place the target’s body in a lifethreatening situation, you must make a Possession test against the target’s Willpower each round,
    with failure meaning the target shakes off your influence.

    Merger: As a bonus power, your own body disappears and merges with the target when you possess them. You reappear near the target when the possession ends.

    Supersenses

    You have enhanced or extraordinary sensory abilities. Each level in Supersenses grants you one of the following abilities. Choose one or roll 1d6. You can choose some abilities more than once, in which case their effects are cumulative.

    If you have Supersenses, you can choose Danger Sense or Detection as a bonus power.

    Roll Type Effect
    1–2 Additional You have more than just the five normal senses; each level gives you a new sensory ability, like infravision, radar, sonar, or x-ray vision (the ability to see through solid objects). Discuss the details of the new sensory abilities with the GM.
    3–4 Enhanced Each level adds a +1 bonus to Awareness tests using a particular sense, much like a specialty; e.g. Enhanced Vision, Enhanced Hearing, etc.
    5–6 Extended Each level reduces the effective range to sense something by one. For example, you can see things at visual range as if they were only at extended range.

    Telekinesis

    You have the ability to move objects in visual range without touching them.

    The power’s level is treated as its Strength for lifting and moving things. Use your Willpower as your telekinetic “Coordination”. You can also acquire the following bonus powers:

    Attacking: You can strike targets with bolts of telekinetic force – using Willpower in place of Coordination for the Blasting or Throwing test. A successful attack deals damage equal to your Telekinesis level.

    Defending: You can use your Telekinesis like a Force Field (see Defensive Powers) at your Telekinesis power level.

    Moving: You can lift and move yourself, giving you Flight (see Movement Powers) at your
    Telekinesis power level.

    Telepathy

    You can read the minds of others and transmit your thoughts to them.

    You can read the mind of any character with a Willpower level lower than your Telepathy level or Willpower, whichever is greater. Minds with greater Willpower are closed to you unless you first tag one of their aspects (see Tagging and Compelling under Determination). Roll a Telepathy test against the subject’s Willpower to read their thoughts.

    You are automatically aware when someone attempts to read your mind and may attempt to block the attempt; both telepaths roll power tests and the greater effort wins.

    Wall-Crawling

    You can move normally across vertical and upside-down surfaces (walls and ceilings, for example). Game Masters should require a power test when attempting to move across a particularly slick or slippery surface, with the difficulty based on the surface.


    As you can see, some of you still have options in regards to bonus powers you could swap out.
    Last edited by Relique du Madde; Friday, 2nd July, 2010 at 08:10 PM.

  • #57
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    Lama (Lvl 13)

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    Lemme see how well I'm grasping this. Take a look at this very VERY preliminary workup for a character wearing a reconfigurable suit of battle armor. Basically, its components can be activated, deactivated or repurposed on the fly to create different operating modes with different intended uses.

    Attributes (21pts)
    PROwess = 3
    CooRDination = 3
    STRength = 3
    INTellect = 6
    AWarEness = 3
    WiLL power = 3
    STAmina = 7

    Specialties (6pts)
    Business
    Computer
    Electronics
    Mechanics
    Science: Chemistry
    Science: Metallurgy

    Serial Alter Ego 9 (18pts)

    Suit Base Template (45pts) <--- This lists the traits that all the modes have in common, which is the character's basic stats and skills.
    - Stats: 21pts
    - Specialties: 6pts
    - Discretionary: 18pts

    Powerhouse
    - +2 Prowess (2pts)
    - +4 Str (4pts, counts as power)
    - +5 Flight (5pts)
    - +7 Invulnerability (7pts)

    Sky Ranger
    - +2 Coordination (2pts)
    - +5 Blast (5pts)
    - +6 Flight (6pts)
    - +5 Invulnerability (5pts)

    Scout
    - +1 Stealth Specialty (1pt)
    - +3 Detect Energy (3pts)
    - +2 Awareness (2pts)
    - +2 Supersenses (Extended Vision)
    - +5 Chameleon (5pts)
    - +5 Invulnerability (5pts)

    Explorer
    - +8 Life Support: Cold, Heat, Toxins, Pathogens, Breathing, Pressure, Vacuum, radiation (8pts)
    - +5 Flight (5pts)
    - +5 Invulnerability (5pts)

  • #58
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    Grandmaster of Flowers (Lvl 18)

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    I Defended The Walls!

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    Shayuri, what you posted works.

  • #59
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    Lama (Lvl 13)

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    I Defended The Walls!

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    But is it well-built? Do you have any suggestions for how I could tighten the design up?

  • #60
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    Myrmidon (Lvl 10)

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    How do those of us on Random get the bonus powers? I may have missed something.

    I was planning on having my psychic girl basically have always on two way empathy (overloads brain=paralysis) she has a magically device that allows her to control it, thus telepathy and provides her with the invulnerability (possibly in the style of Armor from the X-men). She can never no be wearing this divice or she goes catatonic and hurts everyone around her, I feel this would make a good challenge and provide ANGST!!!
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