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Saker
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Post by Saker »

Dustland wrote:Do you think Fate would be a better term for your Bloodline? But yah, XMastery (Broad) is cool, as long as you can explain without too much mental gymnatistics how something works via fate.
I prefer luck, fortune, chance, hazard to fate, stochastic, random. Fate seems predestined to me.

My view of Entropy is things can be in a variety of states or places. Lightning can strike from a clear sky, but the probability is extremely low. The likelihood that a door gets left unlocked or jammed open can be relatively low, but why can't it happen when it would be the most fortunate?

Too much gymnastics?
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Volsung
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Post by Volsung »

Still tinkering...
Risks of munchkin and calamitous 'so called clever' choices...

Detective Zero Mark 4

Brawn: 3 Agility: 2 Mind: 3

Powers
Summoning 5 (7 stats, 5 powers/2 pts Extra 'any creature' (7pts) (This could be so fun! Go my minions! My gadgets! My toys!)
Danger Sense (2pts)

Weakness
Devastating Negating (Zero must be recharged every 24 hours for 1 hour, or it ceases to function. Good enough?)

Mental Malfunction
Amnesia/ Protector/ Would like to be human.

Advantages
Contacts, Leadership, Photographic Memory, Super Vehicle, Unliving,

Disadvantages
Destitute, Freak, Public ID, Rogue's Gallery, Ward

(I definitely need to clean my list of adds+disads)

Skills
Drive/Control, Streetwise/Gather Information, Investigation/Analysis, Technology/Repair, Pilot/Pursuit

(15 Stats +9 Powers -4 Weakness = 20 pts)
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Dustland
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Post by Dustland »

Volsung: Check your point costs. Remember that stats costs have changed, so 1=1, 2=3, 3=6, 4=10, and 5=15.

I think you may be at 24 pts.

You'll need to pick one resistance and one weakness from this list:
1) Acid
2) Cold
3) Crushing (Punches, Bats, Explosions)
4) Electricty
5) Heat (including Lasers)
6) Mental
7) Piercing (Blades, Teeth, Bullets)
8) Radiation
edit: 9) Sorcery (magic effects that don't fit into the above categories)

I don't see the weakness you've chosen really coming into play since most of the campaign happens in UC, so I'd ask that you drop it.

What is it that D Zero would be Summoning? Robots? It is a fun power, but I'd like for you to narrow it down a bit, wouldn't make much sense for an alien android to go around summoning ghosts and dragons and whatnot :)
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Post by Nestor »

And here's my humble submission: a member of the Spirit/Thought Bloodline.

Philip Manning aka the Psymancer

B:1 A:1 M:2

Powers
Boost 2 (+2 Mind when using mental powers) (2 pt)
Mind Shield 1 (+2 vs. mental attacks) (1 pt)
Ghost Form 3 (Insubstantial) (3 pt)
Flight 2 (10 squares, only when in Ghost Form (1 pt)
Invisibility 3 (Moving, only when in Ghost Form) (2 pt)
Daze (Close Range) (3 pt)
Telepath (full) (3 pt)

Skills
Athletics, Science: Psychology (x3)

Mental Malfunction
Because of his empathic abilities, Philip is very sensitive about causing harm to living things, and generally tries to find non-violent solutions to any situation.

Stats 5 pt + Powers 15 pt = Total 20 pt.

And an image for him:

Image
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Volsung
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Post by Volsung »

Nice Nestor :)

I realise I 'm slowly distorting my Detective Zero concept in something I don't like anymore.
It's supposed to stay a warmachine with high senses...
But summoning can be so fun :)...
So I suppose I'll have to left Detective Zero for another game...
Then...


Some heavy tinkering later... Here's...

The Professor
Image

A man who is unstuck in time, The Professor – his real
name is unknown – worked with Universal City many times in
the past and future (or so he claims) on problems with
aliens, time disruptions and the 'supernatural'. His time machine is currently broken, stranding him in this place and time and so he's thrown his lot in with his allies.
Brilliant and knowledgeable, The Professor is a natural genius who claims to be 'very old indeed' and appears to have the knowledge to back it up. Fey, humorous but also grumpy and impatient,
The Professor loathes other people's stupidity and is in a constant state of flux between disappointment at human stupidity and appreciation of the heights of compassion that people are capable of.

Brawn: 1 Agility: 1 Mind: 3
(An higher mind is so expensive!)

Powers
Eccentric Science genius Summoning 5 (7 stats, 5 powers/Extra (any creature ) (7pts)
From the depths of time to the reaches of space : Clairvoyance (Past/Present/Future/-Charges) (2pts)
Not entirely human: Healing 1 (10 Hits/Hour, ×1 roll) (1pt)
Feel the turn of the universe: Danger Sense (2pts)

Mental Malfunction
I have lived many different lives and I turn up where and when I’m needed

Advantages
Leadership, Headquarters, Jack of All Trades, Sidekick/Pet,

Disadvantages
Age(old 80 hits), Outsider, Rogue's Gallery, Public ID

(I need to clean my list of adds+disads aswell)

Skills
Athletics/Running, Occultism/Legend, Investigation/Analysis, Technology/Invent

Resistances: Mental
Weaknesses: Radiation

(8 Stats +12 Powers = 20 pts)

The inspiration is obvious...
But the text and art is ripped off the FATE powered 'Agents of Swing' by Postmortem Studios (James Desborough)
Dustland wrote: What is it that D Zero would be Summoning? Robots? It is a fun power, but I'd like for you to narrow it down a bit, wouldn't make much sense for an alien android to go around summoning ghosts and dragons and whatnot :)
Certainly :)
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Nestor
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Post by Nestor »

"The Professor", eh? Professor who, may I ask? :twisted:

I foresee some late-night debates over a pint between Philip and the Professor about the fabric of the universe or some other esoteric subject. Oh, and is the sidekick cute? ;)
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Dustland
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Post by Dustland »

Well I must admit this is a motley group of heroes, not what I was expecting. I think it's going to be a blast!
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Nestor
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Post by Nestor »

Hmm... So, so far we have a pacifist mentalist, an ersatz Time Lord and a walking four-leaf clover.

And this for a game that will be, if not combat-intensive, at least combat-rich.

Maybe I should shift to running the Earth Bloodline character, Terrayne. No, he's not the stereotypical walking mass of rock. He can sling some mean mud, though. ;)
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Volsung
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Post by Volsung »

That's certainly a motley group of heroes :D
I foresee some late-night debates over a pint between Philip and the Professor about the fabric of the universe or some other esoteric subject.
With pleasure :D Although I'm not sure alcool is for a kinda timelord liking.
And this for a game that will be, if not combat-intensive, at least combat-rich.
You forgot Ossyan,The Arcanist.
And Mr Fortune can be heavily offensive!
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Volsung
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Post by Volsung »

Nestor wrote: Oh, and is the sidekick cute? ;)
I was rather thinking of a Robot pet...
But why not :D
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Post by Volsung »

Professor's Companion: Miss Ada Prince
A valiant special agent from the 31st century with a disarming smile

Brawn: 1 Agility: 2 Mind: 2

Powers
Armor Special Vest 2 (×3 soak/ not complete coverage (fail against called shot)) (1pt)
Disarm Expert (2pts)
Fleet of Foot (1pt)
Double Taps (1pt)
Weapon Technique (Ray gun/+×1 to hit, +×1 to dmg) (2pts)
Force Field belt 2 (80 Hits 10 soak/Easily taken gadget) (1pt)

Equipment: Ray gun (x3 hit, x3 Dmg, Range 10, 6 shots)

Advantages
Appeal (of course!)

Disadvantages
Normal

Skills
Athletics/Acrobatics, Stealth/Moving Silently, Streetwise/Gather Information, Deception/Manipulation

(7 Stats +8 Powers = 15 pts)
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Protheuz
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Post by Protheuz »

Ossyan, The Arcanist
Image
Image

[Breakdown: Stats 10, Powers 10, Weakness 0= 20]

Story/Description:
Seth Blue was an orphan that never knew his parents. He never knew if he was abandoned, or if his parents died. He only remembers the institution where he was left amid the other small kids, and where he lived all his young life.
The institution was a large estate where the fundamentals of wizardry was taught – the dialect of power, and the will necessary to shape reality to his mind – was transmitted, so a new generation of mages exist.
All related to this place is a mystery: How did they choose the candidates? How was it founded? What relation did they had with the rest of the wizardry community?
Seth only knows that his powers grew steadily over the years, but as he reached 15 an “accident” happened: an ill (?) spoken word augmented the flow of magic, and the backlash made him fall… The control of magic disappeared for several weeks, and slowly returned, but never at the strength it had before.
Foul play was discovered, and a fellow classmate was found guilty of counter-willing the effect... He escaped before someone caught him…
At the coming of age -18 in the community – he could choose his mage-name, a reminiscence of the old tricksters that had a stage name. Seth chose Ossyan… but his powers were still small comparing with most of his colleagues.
As he read Clarks Laws regarding science, specially the third: Any sufficiently advanced technology is indistinguishable from magic, a though came to him… technology could be used to supplement his power…
Years later, he successfully combined magic and technology in a suit that acts as a catalyst, a way to focus the energy, and augmented the changes in reality.


B: 1, A: 2, M: 3.
Hits: 100, Soak: x1/x3, Defense: x2, Mental Defense: x3, Attack with TK: x5,
Damage with TK: x4
Mental Malfunction: Defend the innocent from magical threats; search the nature of magic; regain his former power
Powers:
Artificer powers:
Mnemonic Cloak - Boost mind 2 (only for powers) L: Fragile device 1pt
Armor of the Arcanist: Armor 2 2pts
Arcanist powers:
Conjuring 5 (all things made of blue magic) L: Casting 4pts
*Repulsor Wings – Flight 1
*Energy grappling Hooks - Clinging
*Energy shield – shield 3
*Hologram generator – illusion
*Psy-vision nerve enhancers: Clairvoyance
*BlastSword – Special attack 3
Telekinesis 4 L:Casting 3pts
Resistance: Sorcery Weakness: Electricity
Skills: Physical: Athletics/Acrobatics; Driving/Acceleration. Mental: Computers/Building; Occultism/Legend; Technology/Invent.
Advantages: Mentor
Disadvantages: Arch-enemy
Quote: “I’m not the man I was destined to be. The Word and The Will is everything to me, but it is also my downfall… I won’t let magic hurt anyone else.”
Catchphrase: “By the Will and the Word.”
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Post by Dustland »

Here's something to think about for your characters:

Each character will have a personal goal that when achieved will give them extra Hero Points. This should be a goal that is related to the character somehow and should be something that can be done repeatedly.

For instance Psymancer is a bit of a pacifist, so he could have a goal like "Wants to resolve conflicts non-violently". In any given scene he is able to do this, he'll receive his extra hero points (limited to once per scene).

If he fails to do this for one or more scenes, no worries, the hero points roll over to the next scene!

Also I may be open to adjusting the reward based on just how hard it will be to achieve.

Thoughts?
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Post by Nestor »

Works for me. :)
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Saker
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Post by Saker »

Ditto Nestor. I'll PM you two options for Chance.
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