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The Super Novas - Rise: Issue #1. Always Jinxed

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  • #46
    Re: (3e) The Super Novas - Interest Check

    So, are we supposed to make the people listed on the first post?

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    • #47
      Re: (3e) The Super Novas - Interest Check

      Originally posted by Moira View Post
      So, are we supposed to make the people listed on the first post?
      You are free to make any sort of build you'd like. The characters mentioned in the first post are NPCs in the world; a sort of rival super group occupying the city.

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      • #48
        Re: (3e) The Super Novas - Interest Check

        Originally posted by Satyr View Post
        Yep, you got it! 8 or 9, standard allotment of power points. All powers and concepts are viable. So far it looks like we may have a time traveling/solar speedster, a ghost, a ghoul, and tech warrior.
        OK so it is a multiple PL game then if I understand you correctly. I'm still not sure you understood my question though. Generally in a multiple PL game, there is some incentive (usually extra PPs) for choosing the lower PL over the higher.

        So you are saying the choices are PL8 120 PPs or PL 9 135PPs, very few people would take the PL 8 in that setup.
        Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
        [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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        • #49
          Re: (3e) The Super Novas - Interest Check

          How light/dark is the setting? Would the heroes be accepting of someone who uses an enchanted blade to carve curses into the flesh of her enemies?

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          • #50
            Re: (3e) The Super Novas - Interest Check

            Originally posted by digitalangel View Post
            OK so it is a multiple PL game then if I understand you correctly. I'm still not sure you understood my question though. Generally in a multiple PL game, there is some incentive (usually extra PPs) for choosing the lower PL over the higher.

            So you are saying the choices are PL8 120 PPs or PL 9 135PPs, very few people would take the PL 8 in that setup.
            That depends really. Some people want to be less powerful than others.

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            • #51
              Re: (3e) The Super Novas - Interest Check

              Originally posted by digitalangel View Post
              OK so it is a multiple PL game then if I understand you correctly. I'm still not sure you understood my question though. Generally in a multiple PL game, there is some incentive (usually extra PPs) for choosing the lower PL over the higher.

              So you are saying the choices are PL8 120 PPs or PL 9 135PPs, very few people would take the PL 8 in that setup.
              It's more of a thematic choice than any. Some people would prefer to play an inexperienced character just coming into their powers.

              Originally posted by Moira View Post
              How light/dark is the setting? Would the heroes be accepting of someone who uses an enchanted blade to carve curses into the flesh of her enemies?
              That could work. Does she kill her enemies? Are these actual physical wounds or just magical? Something like Magik from the X-men with her soulsword?

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              • #52
                Re: (3e) The Super Novas - Interest Check

                Originally posted by Satyr View Post
                That could work. Does she kill her enemies? Are these actual physical wounds or just magical? Something like Magik from the X-men with her soulsword?
                The wounds would be physical and lethal, but the curses would be magical. The idea is that an evil witch cursed her with immortality after (thinking up something here). The punishment is to carry a blood-drinking, curse-spewing blade that is bound to her. In the early days she angsted about the blood part, but after a few decades she grew apathetic. She decided to use the curse to her advantage and right wrongs. The blade didn't care if it was the blood of sinners or saints as long as it got what it needed.

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                • #53
                  Re: (3e) The Super Novas - Interest Check

                  Originally posted by Moira View Post
                  The wounds would be physical and lethal, but the curses would be magical. The idea is that an evil witch cursed her with immortality after (thinking up something here). The punishment is to carry a blood-drinking, curse-spewing blade that is bound to her. In the early days she angsted about the blood part, but after a few decades she grew apathetic. She decided to use the curse to her advantage and right wrongs. The blade didn't care if it was the blood of sinners or saints as long as it got what it needed.
                  That could possibly work. Is she killing every random mook she comes across or being discriminate with her murder victims?

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                  • #54
                    Re: (3e) The Super Novas - Interest Check

                    Definitely discriminate. She saves the murder for truly horrible people. She can fight without killing, it's just really painful. No, she won't be mowing down litterers and jaywalkers

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                    • #55
                      Re: (3e) The Super Novas - Interest Check

                      Originally posted by Moira View Post
                      Definitely discriminate. She saves the murder for truly horrible people. She can fight without killing, it's just really painful. No, she won't be mowing down litterers and jaywalkers
                      lol Okay, that was my main concern. Just picturing her mowing through people eating grapes without buying them in the grocery store. She should work just fine. Let me see what you build.

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                      • #56
                        Re: (3e) The Super Novas - Interest Check

                        Very Basic Backstory Concept for Zombie-esque Character:

                        Life is pretty much the same for everyone, one day you're born, then you live for a while, and eventually you die. Well that last part isn't really set in stone, or at least, not for everyone. (Name Placeholder) was a well respected anatomist, with a specific interest in prolonging life. It was in the late 19th Century that he crafted his serum, an elixir to prolong life indefinitely. Or so he thought. Rather than prolonging life, it merely staved off actual death. In all senses of the term however, his life was over. He ceased the need to eat, breathe, all activities related directly to life. However, he maintained his cognitive abilities and in all appearances seemed to remain alive. He also gained increased strength and longevity, and some interesting abilities.

                        He witness the rise of Liberty Bell to her position of fame, and watched horrified as she nearly cause the greatest disaster the world would ever see. He hid from the crowds as they hunted the supers. It wasn't always easy, he does look like a zombie after all. Now, the re-emergence of the supers has brought hope back to his world. Finally coming back to the world of the living, (Name Placeholder) feels he must prove to the world that the supers have been here, will always be here, and will always fight to keep the world safe. It is their world just as much as the normals!

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                        • #57
                          Re: (3e) The Super Novas - Interest Check

                          I will be submitting Roxanne Duval, a wealthy, famous and profoundly bored young socialite who's tried everything from extreme sports to casual sex to shake her ennui. Her latest hobby: buying and exploring reportedly haunted homes. In one such decrepit mansion, she finds laid out on the table of the study a suspiciously pristine golden pocketwatch and a single broken wand. As she picks the wand up, magic pours from it and the apparitions of Houdini, Maskelyne and Blackstone appear, exhorting her to forever keep the power of sorcery out of evil hands. Now, whenever she starts the pocketwatch, Roxanne is transformed into Sorceress, granted vast magical power and guided by the spirits of the three magicians. But her power lasts only as long as the watch keeps ticking, a warning against careless use of magic, as well as a humbling reminder of the magician's own mortality. Armed with her wits, spells and new purpose, the Sorceress sets out to confront a world of supernatural wonder. Charlatans, quacks, warlocks and witches, ghosts and imps and fiends and fey, denizens of the night beware -- the clock is ticking!

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                          • #58
                            Re: (3e) The Super Novas - Interest Check

                            Slow clap for you both. I'm loving these concepts!

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                            • #59
                              Re: (3e) The Super Novas - Interest Check

                              Personality and Character Concept for Arc

                              Name – Emily Whittier



                              Age 19
                              Born Febuary 17th
                              5'7

                              FKA - Pole-Volt (A name she did not pick) She will pick a new name once she joins her new team.

                              Mutant – Born in Texas, was found and trained under Blitzman at the age of 12 when she manifested her powers while going back to school shopping. During an argument about her clothing choices Emily became frustrated and the stress caused electricity to spark in between her hands, when her Mom tried to grab her hands she was shocked with low-voltage and fell unconscious. This only caused the young Emily even more stress as the electric current started arcing causing the lights to burst from the extra volts of electricity now coursing through it.

                              A panicked Emily wandered around seeking help for hours while the mall was evacuated, finding no solace she broke down and with it the emotional response of her powers grew only stronger.
                              Blitzmann and two other heroes just happened to be in the area when they heard the devastation being wrought and intervened. Absorbing all the electricity – Blitzmann saw that Emily had absolutely no control over herself and was truly the only victim in this situation. He absorbed all the energy she was able to produce (which honestly wasn’t all that much seeing as she had already expanded much of it) until she collapsed from exhaustion.
                              Waking up in a special hospital with her mother and father next to her she thought it had all been a dream until a representative from The Fantastic Faction came into the room and asked her if she would be interested in learning how to control her powers. She hadn’t noticed before but as he asked the question Emily saw electrical burn marks on her mother’s arm. Perhaps if 12 year old Emily hadn’t seen those burns she would have been unsure. She wasn’t though, she was confident that she wanted to protect herself and others. Instead of starting school in Texas with her old friends her family instead moved to New York with her then 3 year old brother where she went to school during the day and at night trained with various members of the Fantastic Faction. Then as she grew older and entered high school her confidence and her abilities grew tremendously.
                              When she was young the Super Team used metal conductors for her to focus her powers into. Such as wires, then metal silverware and then throwing knives and Sai’s. This led to her limiting her powers into only her hands and allowed her to focus on the target and not whether or not she could hit someone else by accident. It worked, as she entered her first year into high school she started accompanying Blitzmann on recon and patrol missions.

                              Seeing Blitzmann as more of a mentor figure rather than a friend, Emily became friends with Nyx in the way a young child could with the God of darkness, becoming close friends with the only other female on the team at the time. Going to her for advice and reassurance in times when her own mother could not. Perhaps it was because she already had kids who had gone through the same experience of having powers while in High school that made it work but she looks to Nyx with love and respect. Calling on her motherly advice when she is at a loss of what to do. During the middle of her Sophomore year Bombshell joined, a fan of her music Emily was ecstatic and did her best to be friends with her. Even accompanying her to a few shows during the summer, with her Parents and Blitzmann's support of course. What really bonded them however was when Bombshell's performance in a city was sabotaged by a villain, fighting him side by side with her. That brought on a level of new respect from Bombshell, because let's face it she did pretty amazing. Like even better than she normally is.

                              As she grew Emily (aka Pole-Volt) became a confident and beautiful woman, she did however have a hard time balancing her school and heroic duties, but when she fell too far behind Blitzmann made sure that she didn’t accompany him and forced her to get caught back up. She didn’t graduate with a perfect 4.0 but a 3.2, which was respectable. As she continued through high school Blitzmann and the few friends that knew of her secret started planning colleges and degrees she could explore. But overnight changed as the mental attitude of Mutant’s changed. Or had it become less put up with? Emily’s powers didn’t come from a lab accident or struck by magic lightning. She was a mutant, luckily her alter-ego wasn’t paid much attention too but some people questioned it. Taking the side of caution and listening to the members of the Fantastic Faction she hid her orgins and adapted her costume in a way that made it appear that she used technology. Really she just attached wires to gloves and jury-rigged a “thingy that makes it look like I store electricity,” but she is scared to go out some nights.

                              During the last 7 years she has loved the Fantastic Faction, and some of them she has grown quite close to, but she wants to branch out of Blitzmann’s shadow and eventually join the Faction. After all, for her it’s only natural. But at the same time when she does join she will do it with the whole world knowing the truth, she is a mutant. She doesn’t care what the world thinks, the Fantastic Faction trained her to stop caring what others might think and focus on the good of what she knows she can do. She may not be the strongest, the fastest or the most powerful but her skills have been refined and she can certainly be of much use to any team and most importantly the world.

                              Arc
                              PL9
                              Strength 1, Stamina 1, Agility 3, Dexterity 3, Fighting 3,
                              Intellect 3, Awareness 2, Presence 2

                              Advantages
                              Assessment 2, Attractive 2, Defensive Roll 6, Improved Aim, Ranged Attack 3, Improved Initiative 1, Improved Critical 1, Contact: Fantastic Faction (Free)

                              Equipment: Telepathy Blocker: Enhanced Will Save +2; Limited to Mental Attacks, Mental Awareness (Earring) (Free)

                              Skills
                              Close Combat: Taser Punch 4 (+7)
                              Acrobatics 3 (Agl) -+3(+6)=9
                              Deception (Pre)-+2
                              Insight 4 (Awe)-+3(+8)=11
                              Investigation 2 (Int)-+3(+4)=7
                              Perception 2 (Awe)-+3(+4)=7
                              Persuasion 1 (Pre)-+2(+2)=4
                              Ranged Combat 3 (Dex)-+3(+6)=9
                              Stealth 3 (Agl)-+3(+6)=9
                              Vehicles 3 (Dex)-+3(+6)=9

                              Powers

                              Energy Absorption: Enhanced Trait 8 (Traits: Dexterity +2 (+5). Agility +2 (+5): Reaction: reaction: Fades)

                              Immunity: Immunity 10 (Common Descriptor: Electricity; Limited - Half Effect)

                              Lightning Flight: Teleport, Accurate, Easy, Extended, Limited (must pass through intervening space in lightning form)

                              Lightning Blade: Damage 9 (DC 24; Increased Range: ranged)
                              AE: EMP: Broad Simultaneous Weaken 4 (Alternate; Affects: Electronics, Resisted by: Fortitude. DC 14: Affects Objects Only, Broad: Abilities. Increased Range: ranged. Simultaneous)
                              AE: Homing Taser: Affliction 9 (Alternate; 3rd degree: Paralyzed, Resisted by: Fortitude, DC 19; Homing: 1 extra attempt, Increased Range: ranged; Limited: Only against enemies wearing metal, Limited Degree (third only))
                              AE: Taser Punch Linked: Affliction 9 (linked: 1st degree: Dazed. 2nd degree: stunned. 3rd degree: Paralyzed. Resisted by: Fortitude, DC 19) & Strength-based Damage 7 (linked; DC 24)
                              AE: Taser: Affliction 9 (Alternate; 1st degree: Dazed. 2nd degree: Stunned, 3rd degree: Incapacitated. Resisted by: Fortitude, DC 19; Increased Range: ranged)

                              Offense
                              Initiative +7
                              Taser Punch: Affliction 8 & Strength-based Damage 7, +7/+7 (DC Fort/Toughness 19/24)
                              EMP: Broad Simultaneous Weaken 3. +6 (DC Fort 14)
                              Grab. +3 (DC Spec 11)
                              Homing Taser: Affliction 8, +6(DC Fort 19)
                              Lightning Blade: Damage 8, +6 (DC 24)
                              Taser: Affliction 9. +6 (DC Fort 19)
                              Throw. +6 (DC 16)
                              Unarmed. +3 (DC 16)

                              Dodge 8, Parry 9, Fortitude 5, Toughness 7/1, Will 6
                              Ranged Defense = 18
                              Melee Defense = 19
                              Power Points
                              Abilities 36 + Powers 42 + Advantages 16 + Skins 2 (4 ranks)+ Defenses 18 + Skills (21)= 136/136

                              Complications -
                              Family - She worries about her family, especially her brother, she wonders if her brother will develop powers liker her, she developed them when she was 12 - only 2 years left to find out...
                              Bond - Blitzmann and The Fantastic Faction have been her mentors for much of her life and she trusts them, not without cause though, she's old enough and they taught her well enough that doing what's right is the most important thing. They will always be her family but right now she needs to be a hero in her own way to prove that she can be a member of the Faction.
                              Fear - Some nights, when she's out patrolling by herself she can hear the police scanners talking about Mutant's. She wishes she can help but usually they end terribly without a just cause. She knows she should do something but when the night ends that way she goes home, locks the doors and cries. She is scared to be out at night when the nights are like that. Scared because she knows if it were found out what she was they would do the same thing to her no matter how many years she had been protecting the city. When the nights end like that thought she usually calls one of the Faction to check in (Usually Nyx, Bombshell if she's not on tour, or Blitzmann)- trying her best to hide the fact that she was just in tears.
                              Power Explosion - When Emily's mental stability starts wearing down, so does her control of her powers. This, if left unchecked, will cause her body to start expelling energy until she passes out from exhaustion. The range of who might be affected only grows as her powers and herself become stronger.

                              Thoughts on other Characters:
                              Fissure: For a guy that spent a lot of his life in the military, she thought he would be more, what's the word, precise? Tactical. He doesn't seem to think long term though.
                              Monkey Girl: While she certainly has an annoyingly outgoing personality, Arc loves how passionate MG is about the right's of animals and mutants. But something tells her Monkey Girl can't keep a secret, so while she will be as friendly as she can to MG, she will hold off on telling her all her secrets. At least for a little while.
                              Cerberus: Emily and Cerberus have been friends for about 5 years, it's gotten to the point where a simple question or phrase tells them more than a full explanation. A friend through and through, she just wishes he would stop caring about if she gets hurt. They're superheroes someones going to try and hit her, stop taking it so seriously.
                              Vagabond: She isn't sure what to think, he's pretty silent when it comes to her short encounters, she assumes he's thinking about something.
                              Last edited by Awfulmonk; 19th January 2016, 05:00 PM.
                              GM Pillars Rise and Heroes Fall (OOC) (IC),Setting Notes for Pillars Fall

                              Games I'm In:
                              Emily Whittier aka Arc in Crinoverse: Tales to Astonish

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                              • #60
                                Re: (3e) The Super Novas - Interest Check

                                I love her, Awfulmonk! She sounds like she'll do great in this and she makes the perfect link between the teams.

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