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The Dresden Files => DFRPG => Topic started by: Katarn on May 28, 2011, 12:58:35 AM
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Hoping this will go to the Resource Sub-Board eventually. This thread is for non-generic NPCs, such as superheroes.
I'll start off with my ongoing list of Asgardians:
*Odin Allfather, King of the Asgardians [ ]
*Thor Odinson, Asgardian of Thunder [ ]
*Loki Laufeyson, Asgardian of Mischief [ ]
*Balder (the Brave) Odinson, Asgardian of Light and former Monarch [X]
*Sif, Female Warrior [X]
*Heimdall, Guardian of the Rainbow Bridge [X]
Warriors Three
*Fandral (the Dashing) [ ]
*Hogun (the Grim) [ ]
*Volstagg (the Enormous) [ ]
Balder (the Brave) Odinson
High Concept: Asgardian God of Light and Prophecy
Trouble: Key to Ragnarok
Other Aspects: (Former) Monarch of Asgard, Widower, Swordsman Warrior, Staunch Ally of Thor, Love-Hate for Karnilla
Skills:
Legendary: Weapons, Endurance
Epic: Lore, Athletics, Conviction
Fantastic: Might, Discipline
Superb: Resources, Alertness, Survival
Great: Contacts, Intimidation, Presence
Good: All other skills default to Good or higher.
Stunts:
Powers:
[-4]Supernatural Strength- Balder can lift 35 tons (50 tons in role as Monarch)
[-4]Great Glamours- Balder can shield himself (and Odin's steed) from mortal eyesight.
[-2]Channeling (Pyromancy)- Balder can generate heat and light, but it is weaker than is contemporaries of other pantheons.
[-4]Supernatural Speed
[+1]The Catch- Mistletoe is Balder's one true weakness (although Odin's powers presumably apply as well), affecting the following:
[-4]Supernatural Recovery- Balder heals much faster than any mortal, and can perform at peak capacity for a full 24 hours.
[-8]Physical Immunity- Balder cannot be killed by mortal weapon.
[+1]Additional Catch- In addition to the mistletoe, the Immunity only applies to Balder when he is in the Asgardian dimension.
Equipment: Norn Stones (occasionally), Asgardian mounts, interdimensional portals, a pair of swords, occasionally Sword of Frey (not included in this write-up)
Refresh Cost: -24
Total Refresh: 4
Sif
High Concept: Female Asgardian Warrior
Trouble: Eyes only for Thor
Other Aspects: Affection for the Worthy, Understand the Mortals, Unrequited Love from Balder, Cold Weapon Mastery, the late Mrs. Chambers
Skills:
Epic: Weapons, Fists
Fantastic: Endurance, Conviction
Superb: Lore, Might
Great: Discipline, Alertness
Good: Survival, Presence
Fair: All other skills default to Fair or higher.
Stunts:
Powers:
[-4]Supernatural Strength- Sif can lift 30 tons.
[-4]Supernatural Speed
[+1]The Catch- Sif's power is potent primarily in Asgard, affecting the following:
[-2]Inhuman Recovery- Sif heals faster than any mortal.
[-6]Mythic Toughness- Sif can take all kinds of damage and still not go down.
Equipment: Dimension-traversing Sword from Odin
Refresh Cost: -15
Total Refresh: 5
Heimdall
High Concept: Sentry of Asgard
Trouble: Duty above Family or Love
Other Aspects: Trusted Confidant of Odin, Sister Sif, Former pawn of Loki, Seeker of Lost Asgardians, Power with Restraint
Skills:
Legendary: Alertness
Epic: Discipline, Conviction
Fantastic: Might, Weapons
Superb: Athletics, Fists
Great: Resources, Presence
Good: All other skills default to Good or higher.
Stunts:
Powers:
[-4]Supernatural Strength- Heimdall can lift 50 tons (191x his weight)
[-2]Inhuman Speed- Heimdall is quicker than any mortal athlete.
[-2]Channeling (Pyromancy)- Heimdall can conjure powerful blue fire, capable of downing Thor.
[-4]Refinement
[+1]The Catch- Sonic booms disable him, and his weak points are his eyes, that slowly heal (if at all).
[-3]Extreme Senses- Heimdall can detect beings hundreds of miles away. He can focus these senses intensely and block out other information.
[-4]Supernatural Recovery- Heimdall heals from wounds quickly
[-6]Mythic Toughness- Heimdall can take all kinds of punishment and not go down.
Equipment: his steed Gulltopp, Gjallerhorn, Hofund.
Refresh Cost: -24
Total Refresh: 4
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Quick comment: Wizard's Constitution is replaced by any Recovery Powers. You can't take it with Supernatural, Inhuman, or Mythic Recovery (possibly not with Physical Immunity). The anti-aging is implied.
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OP....
I don't think it's wise to stat plot devices.
If you are dead set on it, your gods are WAAAAAAY underpowered.
The Senior Council is in the 40s for refresh.
The way you stated your gods here, my 11 refresh character in my physical game would have a shot at taking one out one on one.
If you must plot these guys, they should be about 3x stronger and have quite a few custom powers.
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I'm pretty sure that these are Marvel Universe gods, not real ones. Not really plot-device level as far as I remember (that's not all that far).
Anyway, I kinda wonder why these guys have such high skills and no stunts.
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I'm pretty sure that these are Marvel Universe gods, not real ones. Not really plot-device level as far as I remember (that's not all that far).
Anyway, I kinda wonder why these guys have such high skills and no stunts.
Right, I'm doing the Marvel versions (hence the Warriors Three, which isn't part of Norse mythology)- Odin is the only one on the list that's plot level power.
Personally, I wouldn't stat the Senior Council that high myself- at most in the 30s. Irregardless, Sif and the Warriors Three would not be a match for any one member of the Senior Council (they're likely to lose, not necessarily die). I'd put Loki or Thor at the level of a Council member. I'd stat Odin as a Marvel Character or Dresdenized as a match for multiple Council members.
I'm open to suggestions for the stunts. Skills are high since I'm not confident with stunts, particularly specialized ones. And some skills, like Heimdall's Alertness or Balder with Weapons, should be noted.
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Re-posting my Ridley and Captain America (both of which underwent heavy review):
Captain America (Steven Rogers):
High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Fists, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Guns, Lore
Average: Investigation, Craftsmanship, Performance, Burglary
Stunts:
*Deflection Throw: when you throw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
[-15]
Powers:
[+0]Wizard's Constitution: Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-4] Item of Power: Captain America's (Unbreakable) Shield
*Unbreakable: the shield can not be destroyed by normal means. Only powerful effects that specifically pervert its purpose can break it.
*It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
*IoP rebate (+2)
*Absorb Energy: +2 block rolls vs energy attacks. (-1)
*True Aim (-1)
*Physical Immunity (-8)
*The Catch: Indirect Attacks (+4). The bearer must take a free action 1/round to decide the direction or opponent the shield faces; the shield only blocks attacks it faces.
In addition, attacks that the shield cannot interpose itself against (such as gas attacks, zone-wide fires, pools of acid) and attacks that drain energy/force instead of using it
to attack (such as extreme cold or energy drain) also ignore the immunity.
Equipment:
*Armor: 2 (bullets)
*Pistol (weapon: 1) (believe it of not he occasionally uses this)
*Avengers ID card (communication)
Refresh Cost: -19
Total Refresh: 11
Ridley
High Concept: Space Pirate General
Trouble: Mortal Foe of Samus Aran
Other Aspects: Cunning God of Death, Federation's Most Wanted, Heartless Monster, Competent Tactician, Battle Pleases Me
Skills:
Superb: Weapons, Fists
Great: Endurance, Intimidation
Good: Athletics, Resources
Fair: Might, Alertness
Average: Presence, Stealth
Stunts:
*Leadership through Fear- Ridley is a General of the Space Pirates, and an effective one at that- his abilities are primarily in intimidation.
Powers:
[-6]Mythic Recovery- Ridley shrugs off consequences like they're nothing. He has also brushed shoulders with death, but comes back from feasting upon corpses. He does not tire in battle.
[-2]Hulking Size- Ridley is big, scary, and intimidating.
[-1]Wings- Ridley can fly.
[-2]Breath Weapon- He can breathe plasma.
[-1]Claws- Ridley will get close and personal if need be. This can be either his literal claws or his tail.
[-1]Echoes of the Beast (Dragon)- despite being the only known member of his kind (by the Federation at least), he knows his heritage well.
[+1]Natural Reflexive Armor- after Ridley takes a decent beating, his skin hardens, upgrading abilities (costs covered under individual abilities labeled NRA. based on Human Form from the standard powers.
[-2]Inhuman Speed (NRA)- Ridley can move quick, when need be.
[-4]Inhuman Strength- Supernatural Strength (NRA)
[-6]Supernatural Toughness- Mythic Toughness (NRA)- Ridley can take a lot of hits, especially after his skin hardens in response to beam attacks from the Arm Cannon.
[+2]The Catch: Ridley is vulnerable when attacked in the throat and certain points on his chest.
Equipment: None.
Refresh Cost: -24
Total Refresh: 5
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LIBERTY PRIME (from the Fallout 3 game)
High Concept: Titanic Robot Superweapon Trouble: "DEMOCRACY IS NON-NEGOTIABLE" *throws atom bomb*
Aspects: Attack Of The 50-Foot Whatever, Overwhelming Firepower, Machine Out Of Time, "I DIE... SO DEMOCRACY MAY LIVE"
Stress: Physical OOOOOOOO(OOOOOOOOOOOOOO) armor 7, Social OOOO, Mental OOOO, Refresh and Fate: Submerged, -33/0
(http://m1.ikiwq.com/img/xl/Wh0D8vNH6xjVpqFExMNZVc.png)
Powers:
[-4] Titanic Size - twice the bonuses/penalties of hulking size (it's a 40+ foot robot weighing several hundred tons)
[-6] Mythic Strength
[-6] Mythic Toughness (catch is unknown)
[-7] Physical Immunity: Extra Toughness - 4 extra levels of toughness rather than full immunity (tough enough to barely survive a nuke)
[-1] Unstoppable - use endurance for defense against all physical maneuvers and attacks.
[-3] Nuclear Powered - energy weapons Libery Prime powers with its arc reactor have +2 weapon rating,
unlimited ammunition and may rapid-fire, provided their cooling systems can handle the load.
[-3] Advanced Tactical Interface - due to its tactical computer, Liberty Prime effectively has True Aim,
Target-Rich Environment and may use two weapons at once as per Off-Hand Weapon Training.
[-1] Energy Storm - when using energy weapons, Liberty Prime can take -2 to attack rolls to affect an entire zone.
[-1] Photonic Resonance Overcharge - may use his full breaking modifier vs energy barriers, with a further +2 bonus.
[-1] Advanced Sensory Interface - this sensory suit add-on is essentially a SAT providing Senses 3 as follows;
radar, ladar, EM vision, telescopic vision, EM comm receiver, computer interface, thermal vision
Skills:
+7: Guns, Endurance
+6: Might, Alertness
+5: Conviction, Discipline
+4: Intimidate, Weapons, Fists
+3: Presence, Survival, Science
Other skills default to mediocre. Mental skills reflect rigid/high quality programming.
Equipment:
Superalloy Plating: battleship-equivalent armor. Not actually "equipment", it's justification for having armor 7.
Massive Fists/Feet: Liberty Prime's fists and feet weigh at least as much as the average truck. They are naturally weapon 5.
Atomic grenades: weapon 14 grenades in significant supply.
2 particle cannons: weapon 5 armor piercing 2 with rapidfire capability each, positioned inside the helmet along with the sensory interface.
Liberty Prime could potentially carry bigger weaponry in his hands or shoulders - but doesn't seem to have any so far.
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Cthulhu (Deep One)
High Concept: Great Cthulhu
Other Aspects: When The Stars Are Right, Master Of R'lyeh, Doomsday Cult, Outsider Priest, That Is Not Dead Which Can Eternal Lie, And With Strange Aeons Even Death May Die
Skills:
Epic: Lore
Fantastic: Conviction, Might
Superb: Endurance, Discipline, Intimidation
Great: Deceit, Contacts, Fists
Good: Presence, Alertness, Survival
Fair: Investigation, Empathy, Athletics
Average: Burglary, Performance, Weapons, Craftsmanship
Stunts:
Shrug It Off (Endurance): Defend against physical attacks with Endurance.
Tentacles! (Might): +1 to grapple.
Outsider Loremaster (Lore): +1 to general forbidden knowledge, +2 to knowledge of the Outside.
Knowledge Of All Things (Lore): Use Lore instead of Scholarship for knowledge of things that haven't changed since he went to sleep.
Powers:
Titanic Size [-4]
Living Nightmare [-1] (Living Dead reflavour)
Demesne (R'lyeh) [-1]
Aquatic [-1]
Wings [-1]
Claws [-1]
Echoes Of The Beast (Outsider) [-1]
Marked By Power (Outsiders) [-1]
Sponsored Magic (Outsider) [-3]
Thaumaturgy [-3]
Refinement [-7]
Mythic Strength [-6]
Mythic Toughness [-6]
Mythic Recovery [-6]
The Catch (unknown) [+0]
Physical Immunity [-8]
The Catch (Standard Outsider weaknesses) [+2]
Vast Hyper-Dangerous Mental Aura [-8] Makes a Fantastic mental attack at weapon 2 against Discipline against everyone within three zones each turn.
Magic:
Thaumaturgy: +1 psychomancy control, +2 psychomancy complexity, +3 Outsider Magic control, +4 Outsider Magic complexity
Foci: Unpeakable Thing (+3 Outsider Magic complexity), Unthinkable Thing (+1 Outsider magic offensive power and defensive control), Unimaginable Thing (+2 Outsider Magic offensive control)
Enchanted Items: 4 potion slots (strength 7)
Total Refresh Cost:
-60
Refresh Total:
-22
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Actually, Cthulhu isn't a god, just a powerful priest of said gods. I like how you made him invulnerable vs anything mankind or mortals in general could do to him without making him close to omnipotent (as some Mythos fans tend to insist he is), especially if confronted by a sufficient amount of the right banishment spells or holy power.
I would, however deal with his insanity-inducing appearance a bit differently. IMHO it is not some sort of active aura that continually assaults the minds of others. It is more like a part of who and what he is; simply seeing him or acknowledging his existence should rob you of sanity, once. If you survive and accept the revelation (and that is a rather big if) you shouldn't have any more bad effects for simply being close. Luckily, there is a rather easy way to handle this;
[-1] Horrendous Presense: Outsiders are horrifying to behold. Move the "first impressions" to intimidation, and the roll is an intimidate attack rather than maneuver.
[-1] Mortal Dread: Outsiders are unnaturally frightening to mortal creatures. +2 to all intimidation rolls vs mortal races.
[-1] The Face of Madness: Especially powerful Outsiders can unhinge most minds. Their intimidation attacks are weapon 2 and, against true mortals with
their limited exposure to the supernatural, they do not need intimate knowledge or specific circumstances to use intimidation; their presence alone is enough
Now, Cthulhu has an intimidation of superb, living nightmare, titanic size and, if we are using the above powers, Mortal Dread vs mortals. That's a +13 bonus. The "first impressions" from him will be a +13 weapon 2 mental hit the first time some hapless mortal sees him. Assuming a discipline of superb, the highest common mortals are going to have, that is still a mental hit at about 8 stress - at least moderate consequence. A bad roll threatens serious or extreme consequences or even takeout... for the most mentally stable humans in the world. 99% of the population will go outright insane at first sight... which is as should be.
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How do you stat Cthulu can eat d10 investigators a turn, that means he can kill 5 player character each turn (so full concequences)?
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Investigators aren't player characters. They are true mortal player characters, usually at low power levels;
1) Merely seeing him would probably take them out, at which point he could just dictate an "as they fall down in mindless terror, I pick them up and eat them" takeout result.
2) He is titanic with claws and tentacles - so I'd make his "Echoes" trapping be a multiattack. Against such tiny things he attacks at +7 (fists modified by might justified by the ridiculous size difference) with weapon 8, tagging their consequences from surviving the insanity aura. 99% of true mortals would go splat - at which point he can again say that he eats them.
3) He has offensive magic at least at 9 power and control (including bonuses from sponsored magic) and as he is his own sponsor most of the time and has huge refresh total to begin with, he can take huge levels of "debt" towards his own nature. If all else fails, he just turns his victims inside-out.
But the major point is this; Mythos creatures are not incredibly powerful. They are incredibly powerful compared to humans of that setting. Anything that can resist mundane harm - the only thing such mortals can bring to bear most of the time - can just rip them apart. Anything with living dead/living nightmare that needs some obscure way to be killed will basically be immortal. Anything with -3 refresh to get the full suite of the insanity presence powers (which 90% of mythos creatures have) could harm their minds just by existing.
You don't need omnipotent adversaries to crush civilization. You just need adversaries said civilization has no weapons against.
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RAND AL'THOR (Wheel of Time)
High Concept: The Dragon Reborn
Trouble: Bound by Prophesy
Other: Chivalry is not Dead Damnit, Bound to Ishamael, One-Handed, I Must Do This Alone
Skills:
Legendary Conviction
Epic Endurance, Resources
Fantastic Discipline, Weapons, Intimidate
Superb Athletics, Presence, Alertness
Great Contacts, Deceit, Survival
Good Stealth, Fists, Might
Average Scholarship, Craftsmanship, Lore
Powers:
[-5] Channeling the One Power (sponsored full evocation, OP rituals at the speed of evocation (see below). Additional +1 power, may "overchannel" as sponsored debt)
[-2] One-Power Ritual (upgrade for Channeling, allows 3 thaumaturgy "talents". Rand has Warding, Worldwalking and Elementalism)
[+0] Innate Focus: instead of 4 base focus slots, the One Power abilities give +1 power +1 control.
[-18] Refinement (fire power +8, fire control +7, earth power +6, earth control +5, spirit power +4, spirit control +3, air power +2, air control +1)
[-1] Master Channeler (armor 2 vs backlash)
[-1] Weavesight
[-2] Multiweave (multiple targets divide weapon rating only and can apply different effects per target)
[-2] Warweaver (every zone increase after the first five adds +1 zone radius, not +1 zone)
[-2] Echoes of the Past (+1 rolls to rare or lost weaves, use conviction instead of Lore for refinement and knowing events of the War of Power)
[-1] Deep Reserves (+2 mild mental consequences, usable for Channeling only)
[-0] Wizards Constitution
[-2] Law Breaker (First Law)
[-2] Law Breaker (Sixth Law)
[-1] Law Breaker (Seventh Law)
[-1] Blademaster (+1 weapons skill when using a longsword)
[-1] The Oneness (may decide to get +1 attack rolls for the scene, but also takes -2 to social interaction except intimidate)
Total Refresh: -41, -57 with Callandor
Callandor
Item of Power bound to "Dragon Reborn" High Concept
One-time Discount [+2]
It is a weapons 3 longsword
Unbreakable
Major Sa'angreal; +10 to Power and Control focus for the One Power [-20]
Unless used in a circle of three with a woman commanding, any bonus used beyond +5 causes Fallout equal to half the spell's total power. [+2]
Stresses:
Mental: OOOO +2 mild consequences
Physical: OOOO +2 physical consequences
Social: OOOO +1 social consequence
Extreme Consequence: Cursed Wound
Strength in the Power:
Power: 8 conviction, +2 OP bonus, +8 fire specialization, +10 Callandor
Control: 6 discipline, +1 OP bonus, +7 fire specialization, +3 Lawbreaker, +1 Echoes, +10 Callandor
Rotes:
Blossoms of Fire
Five whining columns of fire appear in the midst of your enemies then immediately burst into discs, blasting everything within fifty yards
Effect: Weapons 4, 5 different zones, +3 zones radius. (20 shifts)
Note: Requires Warweaver, Violates 1st Law. Not that most Ashaman would care but Aes Sedai might want to have words with you.
Arrows of Fire
A arrows of flame flash from each finger, hitting a dozen different targets with deadly accuracy
Effect: Weapons 1, up to 17 targets at once, to hit roll is not divided (18 shifts)
Note: Requires Multiweave. Weapons rating might be low but a typical roll from Rand Al'Thor is still about 18 for lethal weaves so enemy mooks are still dead.
Balefire
A foot-thick bolt of blindingly bright radiance burns the target from time and space, even erasing past actions of the target.
Effect: Weapons 20 spiritual disruption opposed by discipline. Take-out erases the target from the continuum of time.
Note: Violates 1st and 6th laws. A target will almost always get hit since RAT has a control of 18+ for it and is taken out pretty much automatically. Oh, and expect Paradox-eggeddon if you use it too much.
Deathgate
A silvery slash in the fabric of the world quickly opens into a revolving one-sided gateway that moves, carving a path through everything unlucky enough to be before it
Effect: Weapons 10 transportation in a zone-wide, 5 zones long line, opposed by athletics (20 shifts). Ignores armor. Take-out moves the target in a random part of an empty dimension in which he can't survive. Lesser results cause physical damage as the razor-sharp edge of the revolving gateway slashes away limbs or even bigger pieces.
Note: Violates 1st and maybe 7th law. Otherwise, have fun gating-out the opposition. Just remember that some creatures might actually survive being sent into an empty dimension and might even eventually return.
Yeah, Rand Al'Thor is terrifying. Even without Callandor, he can Balefire your ass without breaking a sweat. He can overchannel (incurring Debt) for up to 16 fate points without burning out, twice as much if he doesn't care about burning out. His "death curse" (basically calling so much power in one weave that he bursts apart) is Power 120, Control 22 if he overchannels everything (sponsor debt equal to his refresh), uses Balefire and takes the difference in backlash (which doesn't matter cause he dies anyway). That's more than enough to create a small volcano given his abilities.
With Callandor, you're dead. He can open a gateway to your location and Balefire the city you're in. All of the city. In one blow.
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[-1] Horrendous Presense: Outsiders are horrifying to behold. Move the "first impressions" to intimidation, and the roll is an intimidate attack rather than maneuver.
[-1] Mortal Dread: Outsiders are unnaturally frightening to mortal creatures. +2 to all intimidation rolls vs mortal races.
[-1] The Face of Madness: Especially powerful Outsiders can unhinge most minds. Their intimidation attacks are weapon 2 and, against true mortals with
their limited exposure to the supernatural, they do not need intimate knowledge or specific circumstances to use intimidation; their presence alone is enough
I like the idea a lot... especially that you took into account the fact that supernaturals would likely be far more resistant to the effect than vanilla mortals.
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Hmm. Interesting approach you have there. Although you should add a note saying that the Intimidation attack is mental rather then social. Being able to use it outside of social encounters is probably also worth an extra refresh.
I kinda like the way that the aura works, though. It means that when 100 mortals team up against Cthulhu, he gets to attack all of them every round. Your approach would leave a lot of people sitting around (which is normal when 100 people join the same fight, but still).
I suppose both would work.
Editing the god/priest bit.
By the way, Rand is pretty damn fragile for such a powerful character. A Chest Deep party could kill him.
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I got it covered; Intimidate can already deal mental stress in specific circumstances - it is the only way people without powers can do it. And the "Face of Madness" ability allows its use beyond specific circumstances when victims are true mortals.
As for Rand Al'Thor, that's how the books portray him; in a battle he took hundreds of thousands of enemies out by his lonesome and he has the tendency to punch out his world's Cthulhu but in physical combat a sufficiently high number of opponents can overwhelm him if he does not have time to channel. He is still the second, maybe the third best blademaster in the entire world but that does not make him invincible.
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The Catch (unknown) [+0]
The Catch should be steamships.
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@Belial: Reasonable interpretations, but should be more clear.
@Slife: Been a while since I read The Call Of Cthulhu, but I don't think that he took any Consequences from the boat's impact.
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Superman (Kal-El)
High Concept: Last Son of Krypton
Trouble: Power Fluctuations
Other: Earth's Biggest Boyscout, Mild-Mannered Reporter, Man Of Steel, Shifting Public Image, Enemy Of Darkseid
(http://degoodstuff.com/images/uploads/logos/superman%20logo.jpg)
Skills:
+7 Endurance, Might
+6 Fists, Weapons, Alertness
+5 Conviction, Discipline, Athletics
+4 Presence, Rapport, Investigation
+3 Empathy, Survival, Driving, Scholarship
other skills default to fair.
Powers/Stunts:
[-6] Mythic Strength
[-1] World-Mover - bonus to breaking and lifting as if he were a strength category higher (+20 total from strength)
[-1] Tactile Telekinesis - superman can lift huge objects without breaking them
[-2] Tremendous Blows - superman's fists are weapon 4.
[-1] Man of Steel - superman may use endurance for the dodge trapping.
[-1] Swing for the Fences
[-2] Breath Weapon - eyebeams and breath attacks. Weapon 2 (plus strength bonus as breath weapons use thrown weapon rules).
[-2] Increased Range - superman's breath weapon has a range of "line of sight"
[-2] Multiattack - superman can hit a whole zone without penalties. He must still use spray attack rules to discriminate between friend and foe.
For every -2 penalty to his attack roll, he can hit an additional zone.
[-6] Mythic Toughness
[+3] The Catch: Kryptonite and True Magic (+2 for knowledge, +1 for availability)
[-8] Physical Immunity
[+1] Stacked catch: extra toughness. Superman has 8 more stress boxes and 4 more armor rather than true immunity. His base catch works on those normally.
[-4] Supernatural Speed
[-1] Flight
[-4] Superspeed 4x - by setting aside the normal bonuses of supernatural speed, Superman can move 8 zones and still act normally.
When sprinting, he can keep up with the fastest objects in the medium he's in and still perform actions but he rolls actions at average.
[+0] Solar Powered - superman has a mild feeding dependency on sunlight; he can lose a maximum of 1 point of powers per scene.
For every full scene he spends in broad sunlight, he gets a recovery period. Stronger than normal sunlight may have additional effects.
[-3] Senses - heat vision, x-ray vision, telescopic vision, parabolic hearing. Note that some of those are as powerful as 3-4 normal extra senses.
[-1] Listening
[-1] Discriminatory Senses - reduce time required to search a given area by 2 steps
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Shouldn't the Superman write up, have his Trouble be World of Cardboard instead of Power Fluctuations.
"World Of Cardboard" Speech
"That man won't quit as long as he can still draw a breath. None of my teammates will. Me? I've got a different problem. I feel like I live in a world made of... cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am."
— Superman, Justice League Unlimited
;D 8) 8) ;D
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Shouldn't the Superman write up, have his Trouble be World of Cardboard instead of Power Fluctuations.
"World Of Cardboard" Speech
"That man won't quit as long as he can still draw a breath. None of my teammates will. Me? I've got a different problem. I feel like I live in a world made of... cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am."
— Superman, Justice League Unlimited
;D 8) 8) ;D
Could also be "Not of This World....Superman is curently dealing with the fact that he never really fit in as a human, but feels compelled to protect them from everyone...including themselves and himself. In a sense it's quite tragic.
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@Slife: Been a while since I read The Call Of Cthulhu, but I don't think that he took any Consequences from the boat's impact.
The main characters managed to escape while he was incapacitated. I'd go far as to say he was Taken Out.
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Eh.
You have a point, but it still seems silly to give an Outsider a catch like that. I'll just say that they conceded, or that Cthulhu let them go for some incomprehensible reason.
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Roadrunner
High Concept: Super Fast Bird
Trouble: Where am I going ?
Other: MI! MI!, Desert Blur, Trap Proof, Wiley Who?
Skills: 5: Athletics, Alertness
4: Endurance, Deceit
Powers:
[-6] Mythic Speed
Stunts:
Trap Runner: You can avoid traps by running through them at incrediable speed (athletics to detect and circumvent traps)
Does anyone think they can stat Imhotep from the Mummy, I have been trying but having severe troubles with the Seven Plagues power.
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HECATONCHEIRES AVATAR
The Hecatncheires were the mightiest and most monstrous children of Gaia and Uranus. So horrifying in appearance that their own father imprisoned them in Tartarus when they were young, they were the physically strongest of all the gods and monsters of greek mythology that walked the Earth. In the Titanomachy, the three of them gave pause to all of the Titans and after they helped the gods beat them, were set as guardians of Tartarus. Any mortal being (and most immortals) facing a Hecatoncheires would be obliterated. Still Hecatoncheires, like other divine creatures, often send pieces of their power or aspects of themselves forth to interfere in far-off places. Here are the stats for a major but (theoretically) beatable portion of the full being;
High Concept: Old One Avatar Trouble: Divine Vehemence
Aspects: Mighty As The Mountains, Tall As A Great Tower, Many-Eyed Guardian,
Stress: Physical OOOOOOOOOOOOOO(OOOOOOOOOOOOOO) armor 7, Social OOOO, Mental -, Refresh and Fate: Deep One, 60/-22
(http://lh4.ggpht.com/_Xbs29ie4Jsc/TOnt3pZUEXI/AAAAAAAAAqw/t3ed0cDRu_Q/image%5B2%5D.png)
Powers/Stunts:
[-3] Avatar - an avatar is a projection or aspect some cosmic being or concept. It is not truly alive and has no mind of its own. Similar to Living Dead,
with the addition that an avatar is mindless; its creator must spend a supplemental action to guide it each exchange instead. Being spirit given form,
any spiritual attacks apply to its physical stress track instead. Do note that it can be socially engaged as if it were its creator.
[-6] Unthinkable Size - battleship-sized. +5 to be hit, +10 stress boxes, +8 breaking/lifting, +6 intimidate/movement, can be seen from miles away
[-3] Titanic Reach - A hecatoncheires has a melee reach of 3 zones and a thrown weapon reach of "line of sight"
[-6] Mythic Strength
[-2] Titan's Might - even stronger than most mythic creatures, getting +1 to all Might rolls and +2 stress for muscle-powered weapons.
[-2] Godsmite - Hecatoncheires avatars are semi-divine creatures. Their personal, direct attacks can potentially harm anything, treating
broad physical immunities as extra toughness instead. Specific or natural immunities still apply.
[-6] Mythic Toughness (catch is unknown)
[-7] Physical Immunity: Extra Toughness - 4 extra levels of toughness rather than full immunity
[-1] Unstoppable - Hecatoncheires may use endurance for the dodge trapping.
[-3] Injury Tolerance: Homogenous - being made of stone and earth and having redundant everything a hundred times over,
Hecatoncheires are immune to precision damage; no bonus stress from extra shifts in attacks.
[-4] Injury Tolerance: Divine - Hecatoncheires are immune to non-supernatural attacks and hazards.
[-8] One Hundred Hands - Hecatoncheires have enough limbs and enough control to attack three entire zones at once without penalties.
They have enough skill and coordination to hit the same spot or target with two weapons or limbs at once (as off-hand weapon training)
and get +1 to all rolls for muscle-powered weapons or fists. For every -2 to weapon rolls, they can hit an additional zone.
[-1] Swing For The Fences
[-1] Rapid "Reload" - having a hundred hands and excellent coordination, Hecatoncheires can reload ammunition for throwing really fast.
Keep in mind that for size and strength, boulders, cars, trains, houses and small ships are ammunition-size and weight for it.
[-4] One Hundred Eyes - Hecatoncheires have a hundred times the sensory organs of a human and exceptional coordination.
+2 bonus to all perception rolls and the Hecatoncheires can perform perception-based maneuvers as supplemental actions
[-3] Senses - Hecatoncheires can see through perception blocks, similar to The Sight but without backlash. They also have telescopic vision.
Skills:
+8: Endurance
+7: Might, Alertness
+6: Fists, Weapons
+5: Athletics, Investigation
+4: Intimidate, Presence
+3: Survival, Lore
Other skills default to fair
Equipment:
Up to 100 giant melee weapons, usually swords, at weapon rating 5 to 7 (depending on craftmanship and size)
Up to 100 readily available things for throwing, ranging from cars to small ships, at weapon rating 5 to 7 (depending on sturdiness and weight)
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Geralt of Rivia
High Concept: Badass Mutant Witcher
Trouble: Amnesia (again).
Other Aspects: Ruthless Killer, Blade Master, An army of Enemies, Friends in constant need of rescue, Bane of Monsters
Skills:
Fantastic: Weapons, Lore
Superb: Conviction, Discipline
Great: Endurance, Alertness, Might
Good: Presence, Intimidate, Survival
Fair: Empathy, Stealth, Contacts
Average: Rapport, Deceit, Resources
Powers:
Ritual Alchemy – Craft Potion etc [-2]
Sign Magic – [-4]: The ability to use the Quen, Igni etc Spell
Refinement: [4]: 16 potions slots
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Catch of Dragon Fire [+0]
Inhuman Strength [-2]
Items of Power
Witcher Silver Sword [-1]:
Obvious Item of Power: +2
Mystical Silver Sword: [-2]: This silver of this sword counts as the catch for sprits, demons, ghouls and most monsters that have a catch of Holy.
True Aim: +1 to Swords when fighting Monsters
Witcher Iron Sword:
A Sword made of Meteorite Iron counts as the catch for fae’s etc
Stunts:
Blade Master: +2 damage when fighting with swords
Sword Expert: +1 weapons accuracy with swords
Group Style: -2 to accuracy to hit everyone in a zone.
Focus Items
Focus Item: +6 potion strength Focus Knife
Refresh Adjustment [-19]
Total Refresh [+6]
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Albert Wesker
High Concept: The Big Bad
Trouble: Plans spiralling out of control
Other Aspects: Genetic Experiment, Ex-Stars, Umbrella Researcher, Constant Turncoat, Inhuman Monster
Powers
Mythic Speed [-6]: +3 to dodge and goes first against anyone without mythic speed
Supernatural Toughness [-6]
Mythic Recovery [-6]
[+0] Undislosed Vial
Supernatural Strength [-4]
Stunts
Faster than the eye can see: Wesker can use his athletic skill for stealth checks by moving faster than his enemies can perceive.
Hyper Reflexes: Because of Wesker’s ridiculous reflexes his attacks are hard to avoid, Albert can use his full Athletics to compliment his fist and guns skill.
Acrobat- +1 to Atheltics dodge.
Skills
+6: Athletics, Fists
+5: Scholarship, Deceit, Contacts
+4: Might, Resources, Alertness
+3: Presence, Conviction, Endurance
+2: Weapons, Rapport, Guns
+1: Survival, Intimidation, Investigation
(http://images2.wikia.nocookie.net/__cb20090619195813/residentevil/images/5/54/Wesker_Tricell.jpg)
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I'd give him Inhuman strength and, at best, supernatural toughness.
With Inhuman Strength and Might +4, he can rip off steel doors and even punch through weak walls with no trouble. He doesn't need any more strength.
Supernatural Toughness means he can be actually hit by shotguns or assault rifle bursts a half dozen times and keep going - even that might be high for him.
Physical immunity... no. He has, effectively, +4 athletics over any human. That's 1 in 81 chance for them to hit him at best - enough to reflect his dodging attacks from even world-class marksmans. And he was hit in the movie.
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I was going for the Resident Evil 5 Albert Wesker who when hit at point blank range with a rocket exploding in is his hand is distracted for a few moment after which he suffers no ill effect (I know I did this 8 times). You can shoot at Wesker in Resident Evil 5 for hours on end and unless you hit him from behind you will allways miss even with fully automatic weapons at point blank range whilst playing as Chris Redfield a man who has at least superb guns skill probably fantastic. As for why mythic strength I will quote the wiki.
'Notable achievements of his increased strength included being able to lift large missiles with one hand and throwing them, lifting large steel girders off his body, lifting an adult human off the ground with one hand effortlessly, thrusting straight through the chest of a person with his fingertips, killing a chimera B.O.W. with just one kick, and sending someone flying with a single backhand swipe.' Resident Evil Wiki
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Rockets and grenades are weapon 4-5. Someone with supernatural toughness only takes 2-3 stress from a hit. Having 8 stress boxes, he can take 6-7 hits from them before even suffering consequences. Hence Supernatural Toughness.
Inhuman strength means your bare hands are as damaging as a one-handed sword or a gun. You can simply shove your fingers through the average human's chest. Inhuman ST and Might +4 means you can lift a quarter ton to half a ton casually (without rolling) and can use heavyset adults as thrown weapons like one would use a grenade.
Supernatural strength means your bare hands are as damaging as a grenade and significantly more than machineguns or battleaxes. You can cut the average human in half with a single blow. Supernatural Strength and Might +4 means you can punch through exterior walls of most buildings and casually lift a truck. A good roll would enable you to rip off vault doors.
So, his strength seems closer to inhuman than supernatural IMHO.
As for his dodge, fantastic athletics + mythic speed + acrobat = dodge of +10. If you only have fantastic skill, he can keep dodging you forever by using every 3rd or 4th to stand up and look good for the camera (which incidentally is an athletics maneuver applying "perfect balance" which he can tag for a +2 if he ever rolls badly)
In short, Mythic abilities are for heavy hitters that could take out a small army on their own, not someone who could be taken out by a Pure Mortal, however experienced and well-trained.
Skills-wise, even Shiro, the best swordsman Nicodemus had come up against in millenia, only has Fantastic weapons. Unless Chris Redfield is the greatest shooter in the entire world (or at least one of the best), he doesn't warrant Fantastic skills.
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I'm not sure why, but most characters from other media get overstatted when people write them up for DFRPG.
There are plenty of superheroes that can be represented by Submerged characters. (Some representations of) Batman, Spiderman, the Fantastic Four, and the X-Men, for example.
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I'm not sure why, but most characters from other media get overstatted when people write them up for DFRPG.
There are plenty of superheroes that can be represented by Submerged characters. (Some representations of) Batman, Spiderman, the Fantastic Four, and the X-Men, for example.
I think that is due to the disconect between a lot of powers write up and their reality, there is also the fact with strength powers the divide between what the strength actually means and the damage is hugh at higher levels at mythic levels you can break a tank in half with your barehand in a turn but can't finish off a mortal wearing armour. The wierd disconects in places and the odd nature of stress (your attacks are at supposedly more powerful than a rocket launcher but will only cause a mortal to be graised at point blank) mean that fans of people from other medias often go for characters who are as lethal as they are in their own setting rather than as lethal as they would be in DFRP.
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Not really sure I follow.
Mythic Strength basically makes a take-out certain if you hit a mortal.
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And even superman likely only has good fists.
Batman and Lady Shiva might be +6.
Black Canary, Karate Kid, Cassandra Cain Batgirl are +5. I'd even stick Wonder Woman at this level.
A +5 skill and a few supporting stunts or aspects is low level supers without anything more.
I'm not sure why, but most characters from other media get overstatted when people write them up for DFRPG.
There are plenty of superheroes that can be represented by Submerged characters. (Some representations of) Batman, Spiderman, the Fantastic Four, and the X-Men, for example.
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I would personally say lady shiva fighting skill would be at legendary becuase when you get down to it there are legends about her skill and she may be the best fighters in the world. I take a fantastic to mean actually fantastic which in my opinion means olympic level, epic to mean one of the best in the world (in martial arts sort of Ancient Grand Master level) and legendary to mean the best in the world.
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That doesn't really work out very well, I'm afraid.
If that were true, then every single olympian would be an above-Submerged superman. They aren't. Great Athletics + stunts will get you up to olympic level, in my view.
Remember that by canon, some of the world's most skilled people have Superb skills. Luccio is a world-class swordswoman, but her Weapons is only Superb. Michael is a Knight Of The Cross and the most powerfully faithful person in the series, but his Conviction is only Superb. Here's how I'd break down the skill levels:
Average (1): Competent-ish.
Fair (2): Decent, but not impressive.
Good (3): Professional level.
Great (4): Exceptional. Most people never raise any skill this high.
Superb (5): World-class. You make ordinary professionals look bad.
Fantastic (6): Pinnacle of human ability. You can't go past this without magic.
Epic (7): Skill that transcends the limits of a human being.
Legendary (8 ): I don't have the words.
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Why would Olympians who focus in one aspect of their life have to have a balance pyramid?
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I have an answer to that, but I just realized how badly we are derailing this thread.
If you want to continue this discussion, make a new thread.
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The ultimate Overpowered Japanese Anime Vampire.
Name: Alucard
High Concept: King of Vampires
Trouble: Bound in Service
Aspects: The Dracula, Mass Murder, In it for the lols, Glory Seeker, My Soft-Hearted Apprentice
Skills:
8:Intimidate
7:Athletics, Weapons
6:Guns, Endurance
5:Fists, Might
4:Survival, Alertness
3:Lore, Conviction
2:Deceit, Scholarship
1:Performance, Discipline
Stunts:
Bullet Storm: Because of his ridiculous reaction Alucard can hit everyone in an area for a -2 penalty) with his custom pistols
Pistol Surgeon: +1 accuracy with pistols
Terrifying Transformation: +2 to intimidate when attempting to frighten someone when using shape shifting to transform into the most horrific thing possible
Powers:
[+1] Blood Drinker
[-4] True Shapshifting
[-6] Mythic Strength
[-6] Mythic Toughness
[-6] Mythic Recovery
[+4]Holy and Silver, well known
[-6] Mythic Speed
[-4] Incite Fear (lasting, potent, range)
[-8] Physical Immunity
[+0] Catch: Has to be killed 20,000 times or so (the lives of all the people he has eaten) before it sticks, think of it as (400,000 extra stress soak)
[-8] Plot Device Power: Blood Puppets (he can summon all the people he has killed by draining their blood as loyal servants, they obtain all the skill they had in life [though have no consequences] this strips him of his physical immunity.
[-1] Marked By Power (his own)
-43 refresh
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I haven't seen Hellsing, so I can't comment in detail.
But...
I thought that Alucard was all about the pistols. This build is better off using either throwing knives or Incite Fear.
True Shapeshifting might not be fitting. It allows impersonation, which I don't know if Alucard is good at.
The Plot Device Power and the Physical Immunity could be folded into one power and made more usable.
Why no Blood Drinker?
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As a rabid Alucard fan, I have to say this build looks all kinds of strange to me. Here are my thoughts:
I would replace one Aspect with "Death Seeker" or "Blood Knight", but thats just me
Get rid of weapons and replace it with Fists.
Raise Alertness to where Fists used to be.
Raise Lore to where Alertness used to be
All other skills default to Average, with a few at Good, IMO
For powers, I would just put everything except for Mythic Recovery under Modular Abilities and True Shapeshifting and call it a day. No Toughness Powers, as part of his charm is that you can blow him to soupy chunks and he'll get right back up again. Also I would get rid of the Holy and Silver Items, at best Holy stuff jams up his healing ability, and I don't remember Silver ever being used. I would also give him Channeling: Spirit, as he is shown throwing down some darkness every so often and using Hypnosis once or twice. Also no Incite Emotion, people fear him 'cause he's fucking SCARY, not any psychic effect.
I would get rid of Blood Puppets. It seemed to me that Alucard's player just threw down a few Fate Points and the GM (who loves creepy stuff, apparently) liked the idea of it.
Here are a few visual examples:
Alucard vs Luke Valentine (http://www.youtube.com/watch?v=-rKuN2jHtSQ)
Alucard vs Father Anderson (http://www.youtube.com/watch?v=_nz_QRkwyQ0)
Alucard vs Alhambra (http://www.youtube.com/watch?v=5BdY6dWP7k0)
Alucard vs Rip van Winkle (http://www.youtube.com/watch?v=DX1SsKbMxsA)
Also note that he never really gets a power up in between any of these fights. I'm pretty sure the whole Scenario was the GM and the player having a bit of a power fantasy after a rough spot in their lives.
Sorry about the languages changing all the time, you would not believe how hard it is to find a clip that isn't someone posting an alternate sound track over the video.
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As a rabid Alucard fan, I have to say this build looks all kinds of strange to me. Here are my thoughts:
I would replace one Aspect with "Death Seeker" or "Blood Knight", but thats just me
Get rid of weapons and replace it with Fists.
Raise Alertness to where Fists used to be.
Raise Lore to where Alertness used to be
All other skills default to Average, with a few at Good, IMO
For powers, I would just put everything except for Mythic Recovery under Modular Abilities and True Shapeshifting and call it a day. No Toughness Powers, as part of his charm is that you can blow him to soupy chunks and he'll get right back up again. Also I would get rid of the Holy and Silver Items, at best Holy stuff jams up his healing ability, and I don't remember Silver ever being used. I would also give him Channeling: Spirit, as he is shown throwing down some darkness every so often and using Hypnosis once or twice. Also no Incite Emotion, people fear him 'cause he's fucking SCARY, not any psychic effect.
I would get rid of Blood Puppets. It seemed to me that Alucard's player just threw down a few Fate Points and the GM (who loves creepy stuff, apparently) liked the idea of it.
Here are a few visual examples:
Alucard vs Luke Valentine (http://www.youtube.com/watch?v=-rKuN2jHtSQ)
Alucard vs Father Anderson (http://www.youtube.com/watch?v=_nz_QRkwyQ0)
Alucard vs Alhambra (http://www.youtube.com/watch?v=5BdY6dWP7k0)
Alucard vs Rip van Winkle (http://www.youtube.com/watch?v=DX1SsKbMxsA)
Also note that he never really gets a power up in between any of these fights. I'm pretty sure the whole Scenario was the GM and the player having a bit of a power fantasy after a rough spot in their lives.
Sorry about the languages changing all the time, you would not believe how hard it is to find a clip that isn't someone posting an alternate sound track over the video.
I agree about the toughness thing though if you have got far enough into the millennium arc you will probably no why I put it there. As the most bad ass vampire I am certain he has strength and speed at mythic levels all the time but would rather not use them because that would end the fight to quickly, "He isn't even dodging".
As to incite emotion your mileage would vary he clearly has access to some mental powers (him being Dracula and all) but they are never really shown in the plot probably because he finds physical violence more thrilling.
His Epic skill at weapons is justified by his back story him being a knight and having access to minds and souls of hundreds of knights and the sword being the weapon of the nobility.
Blood Puppets is a little to overkill for even the most excessive deceleration (GM's how many fate points would an army of thousands of loyal zombie knights be worth) and is clearly a result of Alucards over the top power list. The power wasn't an upgrade he had it all the time but it was bound by the wards/ magic of some kind that limited the majority of his power, so Integra's do what you must speech pretty much justified the power buff.
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Why characters from other media are overpowered or contested.
Biases towards favorite characters.
Also.
Good for a narative or video game =/= good for a Tabletop RPG. Game balance alone is impossible to achieve in some circumstances.
Like somone said there is a disconnect.
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Why characters from other media are overpowered or contested.
Biases towards favorite characters.
That and the fact that heroes all ways win in a lot of fiction so their stats may as well be infinite. There is also problems that worlds are not all ways balanced with each other or balanced within themselves. (High Level DF players live in an almost completely different world from feet in the water character and have a totally different degree of agency.) Finally there are the existence of absolute powers that aren't statable unless they are butchered for example mordite it kills people it dosen't deal stress.
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The always winning thing is easily represented by an excessive FP supply.
And mordite is stattable. Taking stress doesn't mean you got hit. And besides, you could always just give it weapon rating 341. Or...is it actually an auto-kill? Just because we've never seen anyone survive doesn't mean it's impossible to do so.
I think I'll put up some Astro City characters next.
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Oh I'm so looking forward to Professor Tenma, a personal favorite of mine!
er. . . oops, thats Astro BOY! Not Astro City. xD
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The always winning thing is easily represented by an excessive FP supply.
And mordite is stattable. Taking stress doesn't mean you got hit. And besides, you could always just give it weapon rating 341. Or...is it actually an auto-kill? Just because we've never seen anyone survive doesn't mean it's impossible to do so.
I think I'll put up some Astro City characters next.
To me asking just how much stress mordite does is like asking just how high is a perfect defense roll (exalted).
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Mordite Fiend (run!!!)
High Concept: Tentacled Death
Trouble: Mindless Hunger
Other: Touch of Annihilation, Horror from Beyond, Bound To A Dark Wizard
(http://www.wizards.com/dnd/images/compmage_gallery/100464.jpg)
Skills:
+6 Conviction, Intimidate, Fists
+5 Discipline, Stealth, Endurance
+4 Presence, Athletics, Alertness
most other skills default to mediocre.
Powers/Stunts:
[-1] Living Nightmare - as per living dead
[+1] Alternate Form - pint size black blob
[-4] Black Tentacles - a mordite fiend has a natural reach of 1 zone and can take a -2 on its attacks to attack an entire zone. Its physical attacks are weapon 4.
[-6] Physical Immunity - catch is faith powers and special banishment spells
[-1] Lifedrinker - a mordite fiend may devour a victim's lifeforce if it is disrupted. This is similar to Emotional Vampire and works much the same way.
[-9] Mordite Touch - incite lifedrain (based off Fists, defend with Athletics), lasting (w2), potent (+2w),
devastating (+2w), irresistible (+2 att), crippling (consequences take 2 steps more severe slots)
[-1] Senses - can pinpoint location and power of any white magic within 3 zones even through veils or physical barriers.
[-9] Sphere of Annihilation
(http://static1.spreadia.com/images/a08b1e/obj_0d4212cbc2c907c62c07d7ad23db438ad55ec7af.jpg)
*It is what it is: a small sphere of what passes for toxic waste from beyond Reality. Without the special enchantments
that govern and limit it, it can neither be controlled nor exist within our reality for any long period of time.
*One-Time Discount: +2 (a sphere of annihilation is rather conspicuous)
*Higher Purpose: Destruction. Not so much a purpose as a limitation - a Sphere of Annihilation can only be used at full potency
by someone of at least Superb Conviction. Under no circumstances can it be "pulled" to affect someone at less than full strength.
*Indestructible: Spheres of Annihilation are invulnerable to most attacks, except for effects that dispel or disrupt their governing spells,
in which case they burst in a zone-wide wave of instant death before fading to their own reality.
*Mordite Touch: incite lifedrain (based off Conviction, defend with Endurance), at range, lasting (w2),
potent (+2w), devastating (+2w), irresistible (+2 att), crippling (consequences take 2 steps more severe slots)
*Multitarget: by taking a -2 to their roll, a wielder can attack all targets in a zone.
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I have decided to stop talking about mordite because I don't want to derail the thread.
Good idea to make the Sphere of Annihilation an IoP.
I suppose I could do Astro Boy characters later, but I'm not terribly familiar with them. I'd need a refresher.
Anyway, here's the Astro City lineup:
The Confessor
Altar Boy
Steeljack
Manny Monkton
Goldenglove 2
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Steeljack (Submerged)
High Concept: The Steel-Jacketed Man
Trouble Aspect: Ex-Con Former Supervillain
Other Aspects: Tarnished Angel, Tough Enough, Kiefer Square, Ma's Grave, 800 Pounds Of Ugly Metal
Skills:
Superb: Might, Endurance
Great: Fists, Intimidation
Good: Conviction, Presence
Fair: Discipline, Contacts
Average: Investigation, Empathy, Athletics, Lore, Alertness, Burglary, Deceit
Stunts:
Former Supervillain (Contacts): +2 to Contacts for contacting supervillains.
Real Hard To Hurt (Endurance): Use Endurance for physical defence.
Tough Enough (Endurance): When an opponent tags or invokes one a physical consequence in a conflict they only receive +1 to their roll. If they choose to reroll, may lock down one of their dice and leave them only 3 to reroll.
Powers:
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (Vibrational Weapons) [+2]
Total Refresh Cost:
-9
Refresh Total:
1
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Manny Monkton (Feet In The Water)
High Concept: Owner Of Bulldog Comics
Trouble Aspect: My Way Of Comics Writing
Other Aspects: We Need Excitement!, Quite A Talker, One Of The Greats, Relentless, Crackerjack's Contract
Skills:
Great: Rapport, Performance
Good: Presence, Resources
Fair: Discipline, Empathy
Average: Conviction, Contacts
Stunts:
Quite A Talker (Rapport): +2 to Rapport defence.
You Don't Scare Me (Rapport): Armour 1 against Intimidation attacks.
The Social Graces (Empathy): +2 to social initiative.
Fast And Loose (Performance): Use Performance to tell "true stories" that aren't.
One Of The Greats (Performance): +2 to make comics.
A Lifetime In Comics (Performance): Use Performance for Contacts in the comics industry.
Relentless (Presence): 2 extra mild social consequences when his method of storytelling causes trouble for him.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
1
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John Taylor (Nightside series)
Power Level: Submerged +1 significant milestone
"Template": Scion
High Concept: Supernatural PI
Trouble: My future haunts me - and I don't even know why
Aspects: Pursued by my Enemies, "Shine so brightly in this dark place", I might be a King in Waiting, Unknown heritage of power, My reputation precedes me
Skills:
Superb: Presence, Discipline
Great: Alertness, Deceit
Good: Fists, Conviction
Fair: Athletics, Investigation, Lore, Stealth
Average: Burglary, Empathy, Endurance, Might
Stunts
The Weight of Reputation (Presence)
Powers:
The Sight [-1]
Sponsored Magic (unique) [-4]: Ritual (Divination) and Channeling (Spirit), can perform divination at evocation speeds, sponsor debt
compels reflect physical and mental strain and/or becoming very noticeable to all sorts of nastiness
Psychometry [-1]
Inhuman Recovery [-2]
The Catch [+1]: silver
Marked By Power [-1]
Total Refresh Cost: -8
Notes: His Sight, Psychometry, and most of the functions of his Sponsored Magic are features of his super-powered Sight gift. The spirit evocations he can do also represent a few of his other tricks like the evil eye and "bullets out of guns".
Advancement:
These statistics represent John Taylor at the end of Agents of Light and Darkness. Before that book, he lacks Inhuman Recovery.
Over the course of the series, he will pick up a few new mortal stunts (No Pain, No Gain; Ear to the Ground); probably putting him somewhere in the general range of -12 refresh cost. His main skill increases will be in Contacts (dramatically!), Intimidation, Alertness, maybe Endurance and Presence...
His Aspects are going to change a *lot*, too. "Hunted by my Enemies" goes away after that gets resolved in Sharper than a Serpent's Tooth. Somewhere in the Lilith trilogy (Hex and the City - Sharper than a Serpent's Tooth), the "I might be a King in Waiting" Aspect will change, at least in wording. Other aspects he should pick up at some point include "I belong here... with all the other monsters" and one related to his evolving relationship with Suzie Shooter.
At the end of book 10, his high concept will update as well to reflect
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Don't know enough about the Nightside to make an insightful comment, I'm afraid.
But I think that he has a total refresh cost of 9.
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The Confessor (Scuba Diving)
High Concept: Vampire Superhero Priest
Trouble Aspect: Creature Of The Night
Other Aspects: Someone I Don't Have To Lie To, Look At The Patterns, I Came To This City In 1869, Show Them The Way, Basically Batman
Skills:
Fantastic: Fists, Discipline
Superb: Conviction, Athletics
Great: Intimidation, Investigation
Good: Presence, Endurance
Fair: Alertness, Stealth, Might
Average: Empathy, Burglary, Deceit
Stunts:
Mesmerizing Gaze (Intimidation): +2 to Intimidation when able to force prolonged eye contact.
Righteous (Conviction): +2 to Conviction for Righteousness.
Actual Priest (Conviction): Use Conviction for religious knowledge.
Powers:
Human Guise [-0]
Claws [-1]
Supernatural Toughness [-4]
The Catch (Vampire weaknesses) [+3]
Living Dead [-1]
Righteousness [-2]
Blood Drinker [-1]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Strength [-2]
Inhuman Speed [-2]
Gaseous Form [-3]
Cloak Of Shadows [-1]
Total Refresh Cost:
-16
Refresh Total:
1
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Here's a post-draining Illyria:
(Warning, major Angel spoilers in this post:)
Illyria (Punched A Shark In The Nose)
High Concept: Old One In A Human Body
Trouble Aspect: Perplexed By Humanity
Other Aspects: "Might Of The Old Ones"; "The Burkle Persona"; "Stranger In A Strange Land"; "Drained Of My Power"; "Emotions Are Foreign To Me"
(http://i1138.photobucket.com/albums/n537/TheTuninator/IllyriaWeapons2.png)
Skills:
Fantastic: Fists, Might
Superb: Athletics, Endurance
Great: Alertness, Stealth
Good: Conviction, Discipline, Intimidation, Presence
Fair: Empathy, Lore, Rapport, Weapons
Average: Deceit, Investigation, Scholarship, Survival
Stunts:
Subtle Menace
Tireless
Supernatural Powers
Human Guise [-0]
Inhuman Speed [-2]
Supernatural Recovery [-4]
Supernatural Senses [-1]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (unknown) [+0]
Human Guise:
Illyria can assume the form of the human Winifred "Fred" Burkle, whose body she has possessed, at will. Additionally, Illyria can mimic the personality of Fred exactly; this grants her a default Fantastic (+6) Deceit skill when attempting to persuade individuals that she is Fred. If any of Illyria's strength, speed or toughness powers are activated (willingly or otherwise) while she is in Fred's form, she will revert back to her standard appearance as Illyria.
Supernatural Senses: Empath
Illyria perceives human emotions as most of us might perceive body odor or perfume; to her, they radiate off humans in palpable waves. Her Empathy skill defaults to Fantastic (+6) when Illyria attempts to gauge the emotions of a human.
The Catch:
Even after being trapped in a human body and drained of her power, Illyria remains much tougher and more powerful than most supernatural beings on Earth. Though Illyria can be beaten down by an even stronger foe, such as an emissary of Wolfram and Hart's Senior Partners, the only way to overcome her inherent resistance to all forms of attack appears to be sheer brute force.
Stress
Physical: OOOO (OOOO)
Mental: OOOO
Social: OOOO
Total Refresh Cost:
-17
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Who is this?
Also, I don't think that Supernatural Sense normally works that way. But I don't foresee any real problems.
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Who is this?
Also, I don't think that Supernatural Sense normally works that way. But I don't foresee any real problems.
Oh, my... Sanctaphrax? You have not tasted of the heavenly fruit that is Angel? The spinoff from Buffy? :0o Shocking!
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Um...no.
I don't watch television.
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Well, that would certainly explain it.
A quick recap, as I remember it, Illyria in the Angel/Buffyverse, is a Great Old One (read: Outsider) who was reawakened. She had to have a shell to live in, so she took over Fred's, effectively destroying her. In her original form, before time, she was one of the demonic entities that ruled earth, if I recall correctly. She essentially hung around the good guys and kicked bad-guy-arse of whatever came near here by accident.
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WARNING: MAJOR ANGEL SPOILERS ABOUND IN THIS POST
Illyria is, as mentioned, a character from the latter half of Angel Season Five, and one of my favorite characters in any fictional work. I've been on an Angel kick lately and was inspired to stat her up. I'm also working on the entire Buffy Scooby Gang circa S5 and Angel Fang Gang circa S3 for amusement, which I'll likely post up sooner or later.
She's basically an incredibly powerful ancient demon that's taken up residence in the recently-vacated body of one of the main characters. This limits her powers somewhat, but even so she starts out able to walk through dimensional barriers, manipulate space-time, and effortlessly swat aside even the most powerful characters on the show. After a period, she is forced to relinquish a good portion of her power in order to avoid self-destructing. She remains immensely strong and tough, though, and that's the portrayal I chose to stat.
The deal with her shapeshifting (and what makes her such an intriguing character) is that although she's evicted the human whose body she's wearing, the character's (whose name is Fred) memories remain and mingle with hers. As such, she's able to assume Fred's appearance and flawlessly mimic her personality, and the memories begin to force her to deal with human concepts and emotions. It's really quite fascinating.
As far as the Supernatural Sense goes, I recognize it's a bit of a stretch but there didn't really seem to be anything else that worked, so I twisted it a bit to fit.
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Perhaps Mimic Abilities would be appropriate, given that description.
And thanks for the explanations.
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Perhaps Mimic Abilities would be appropriate, given that description.
And thanks for the explanations.
Not a problem! Statting Buffy/Angel characters up is fun. ;D
I'm having a blast statting the entire gangs for both shows, the DFRPG lends itself extremely well to statting characters with rich backgrounds.
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Hey Tuninator,
Have you played the Buffy/Angel RPG by Eden Studios? I've been thinking of making a Revenant character, based partly on Edens version, but also D20 Modern, as well as the movie characters Crow and Jason Voorhees. I figure something like a Spirit of Vengeance.
Any help would be appreciated.
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Given how long it's been, I doubt The_Tuninator is still around to reply.
But if you explain what you're after a bit more thoroughly, I can maybe suggest something.
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Because I've been playing some videogames lately:
Slade Wilson (Submerged)
High Concept: Deathstroke the Terminator
Trouble: Everybody wants a piece of me
Other Aspects: A family in ruins; Nemesis of the Teen Titans; World's most exclusive assassin; Enhanced cognitive abilities; My word is my bond
Skills:
Superb: Guns, Intimidate
Great: Athletics, Fists
Good: Endurance, Scholarship
Fair: Alertness, Might, Stealth
Average: Contacts, Conviction, Discipline, Presence, Resources
Stunts:
Armed Arts (Fists): Knives, Swords and Batons
Tactical Genius (Scholarship): +2 to Scholarship declarations involving strategy or tactics
Rule with Fear (Intimidate)
Powers:
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch (Viral weaponry) [+1]
Item of Power: Nth Metal Armor [-1]
[+0] It is what it is: A finely crafted suit of armor made out of an extraterrestial metal. Armor:3
[+2] Rebate: A metallic full-body scalemail is pretty hard to hide.
[-4] Supernatural Toughness
[+1] The Catch: Weapons made out of Nth Metal. Any attack that bypasses armor ignores the extra stress boxes from Supernatural Toughness.
I opted to give him a statup playable at Submerged, which probably lowballed his abilities by a large margin. His abilities have varied somewhat from writer to writer, and it would be easy to justify giving him the majority of the Guns and Weapons stunts. He is basically the DC version of Kincaid.
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If he already has Inhuman Toughness as one of his powers, then maybe Supernatural Toughness from the armor should only be 2 refresh?
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I've given him only Inhuman Recovery. He has a limited healing factor, but isn't tougher than the average soldier without his armor.
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Sanctaphrax,
Undead - basically along the lines of The Crow. A person is killed usually in a horrible way and their spirit comes back in a corporeal form for revenge. Can be a bad guy or a good guy. Other great examples, Jason Voorhees from the Friday the 13th series, even Clint Eastwood in High Plains Drifter is an example.
Kind of like an intelligent walking dead/zombie, except injuries will heal pretty much instantly. I like the write-up in the D20 Modern Menace Manual - they have usually 1 weakness specific to the Revenant - Jason Voorhees can be held dormant under Crystal Lake, The Crow can be injured via his Raven, etc).
The strike me as Spirits of Vengeance. I've been working one up, just wondering what other peoples opinion might look like.
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The canon way to do that would be Living Dead and some combination of Toughness, Physical Immunity, and Recovery. Plus a Catch or two, of course.
Maybe some other stuff too, I haven't seen any of those movies/shows.
There are some issues with the canon way though. Physical Immunity really isn't fairly costed and Recovery may or may not be compatible with Living Dead. The Catch is abusable.
So you might want to go with non-canon Powers like Semi-Animate or Undying and Immunity or Limitation.
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Thanks.
You've never seen Friday the 13th? How is that even possible? :o
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Recovery may or may not be compatible with Living Dead.
There's one instance where they are compatible: (Uber) Ghouls.
You've never seen Friday the 13th? How is that even possible? :o
Maybe he only watches good movies? *ducks*
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Maybe he only watches good movies? *ducks*
OOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHH...
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I'm not a big movie-watcher.
I don't think Uber-Ghouls have Living Dead in OW.