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Post by Anya the Purple on Jul 15, 2012 21:01:17 GMT -8
Hm... Killing should obviously take away some karma, but I don't think it should take all of it. Maybe there should be a ranking system? Like, killing an innocent loses more karma than killing a bad guy in cold blood loses more karma than killing a bad guy in battle?
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lovely corte
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Lindsey Looseflaps
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Post by lovely corte on Jul 16, 2012 21:03:11 GMT -8
Mm, I guess.
I think It outweighs the situation.
If you attempt to persuade the enemy without killing them, but are forced to due to saving your own life or somebody else's life, than I guess that's loss, but not on comparison to if you just killed them, or even higher, if you just killed any random person or another hero.
It's more about what the situation and the context of the situation is. I'm willing to offer Karma for Bright Knight, and negate Creeper's own due to his killing.
And I guess Inferno Witch/Annie would take a hit, but not as high as Creeper did, due to her supplying the weapons.
And if it hits a certain margin, do we turn into villains?
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Post by JW% on Jul 17, 2012 17:40:33 GMT -8
Villains have their own rules for "villain karma" aquisition and penalties, but, like the hero rewards, it's done to maintain the tone of the setting.
As such, by the Classic Marvel rules, villains get rewards for capturing the hero alive, monologuing about their plans, and then leaving the hero in an overly complex and escapable death trap. Not killing people.
So, yes, you can head into "villain karma" territory by reducing your karma to zero and then performing acts that net you villain karma(terrorizing populaces, stealing wealth, humiliating the forces of justice, etc). But you won't be netting villain karma for just killing(the jury is out on if you'll still be penalized as a villain, and would probably depend on the tone of the story and setting).
Alternate rules for different settings have been debated. The system I first learned this on was trying to emulate the much darker and grittier post Age of Apocolypse story line. In that setting the henchmen, being cloned stormtroopers with no minds of their own, didn't dock any karma when killed, and killing a thinking person in battle only deducted 50 karma. Even then, the GM was somewhat cautious about us abusing this situation.
Also, it's questionable that Creeper attempted to persuade the enemy without killing, or that he was doing what he did to save a life. His powers could result in reasonable non-lethal solutions, as he can take a pounding while fighting back with non-lethal means(fists), let's nevermind that he had help in the fight, but as you wrote him he was making a concerted effort towards going for a killing blow rather than just knocking out his foes, even before he got the gun.
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Post by Anya the Purple on Jul 17, 2012 19:20:31 GMT -8
^Well, you might argue that he had no other choice by the time the kill actually happened. I mean by then he was badly injured and his armor was non-functional.
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lovely corte
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Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
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Post by lovely corte on Jul 17, 2012 20:47:24 GMT -8
Oh, no. The whole 'persuading before killing thing' was interpreted towards Creeper. He whole-heartedly set out off the bat to kill the Mutants.
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Post by JW% on Jul 19, 2012 15:48:26 GMT -8
He intentionally shut down his own armor, it should have still been functional. He also had two allies still on the field and fighting at his side(plus showing mercy might have done well to breaking the illusion Bright Knight was under, instead of vengefully desecrating a corpse).
Yeah, plus the player readily admits this his character was trying for a fatality right from the start, with no intention of showing mercy. It just took him a little while to get the results he wanted.
Now... really, by the original rules, this should cause penalties to everyone involved in the scene to encourage a "What the hell hero" wrap up afterwards. But we're not playing by the original rules, and I readily admit that I'm going a little more freeform.
So, is Creeper(and soon to be Inferno Witch if she doesn't put out the hellfire sometime between the Rector passing out(which hasn't happened yet but is set for the end of the current turn) and dying(turn after that if the fires continue to consume him)) supposed to be an exceptionally dark and edgy character in this setting, some one whos actions are shocking and objectionable, or is he supposed to be the standard for the setting?
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lovely corte
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Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
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Post by lovely corte on Jul 20, 2012 3:42:35 GMT -8
I sorta' want him to be Anti-Hero, I guess.
Like, he will help those whom have/don't have the intention to commit evil, but he will purposely kill anyone who attempts to kill him or is doing it all on purpose.
And at some point, if this gets too annoying, as I was going for that 'on-the-edge' character, Legion can be like his... counter-balance? When they meet. Like, he'll remain creepy, as his name implies and as I want him to be me personified, but he won't be so lenient with just killing people.
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Post by Prime Spinosaur on Jul 20, 2012 7:32:33 GMT -8
I kinda want Inferno Witch to loose some karma.
When she saw Creeper, she basically saw a dying man, and felt the situation for Creeper was desperate enough to warrant giving Creeper another means to defend himself. Though she probably now regrets it.
I kinda want Inferno Witch to get bit in the ass for this.
Also, she does plan on putting out the hellfire when it knocks him out.
While Inferno Witch has sort of been rehabilitated, the temptation to go back to her old ways of killing villains is always there, and I sort of want to portray her as at the border of that line, her feet slowly inching back and forth away from that line.
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Post by Penny Royals on Jul 21, 2012 11:35:00 GMT -8
Maybe the setting SHOULD be a bit darker. Like, still get pinged and everything, but the setting itself can be quite a bit darker now to allow for Anti-Heroes?
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lovely corte
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Lindsey Looseflaps
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Post by lovely corte on Jul 21, 2012 17:42:45 GMT -8
I think that would defeat the purpose of having two Anti-Heroes.
They're there in opposite settings to fight with unconvential means usually. ;/
Plus, It's alot of effort that we'd have to stack on JW, and until I think we can all get a hang of and maintain our own system, I think we'd want to put as little pressure on it. ;/
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Post by Anya the Purple on Jul 21, 2012 19:10:20 GMT -8
^Well, as long as there's diversity, I think it's okay. I mean, look at Creeper, then look at Isolde/Cupid. And I see Bright Knight as pretty innocent. So it makes a nice balance, and I think the setting should allow that.
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Post by JW% on Jul 22, 2012 15:33:17 GMT -8
I can do balance and diversity. I'm just fine with Creeper, and Inferno Witch, and others being Anti-heroes who don't play by the rules, and sometimes suffer for their beliefs.
But if we don't make the anti-heroes(and villians) suffer for their ruthlessness, then we're making our other heroes suffer for their naivete and beliefs in justice and honor.
For example, Starscreams cluster bombs could be quite lethal. Pack of six, each dealing six damage, that's enough to kill a normal person(who would have 24 hitpoints). As it is however, Cupid should just be distracted by them, dancing to avoid the explosions(she has decent agility and the bombs aren't targeting well), and if she gets hit with one or two of them(which may be inevitable, her agility is decent, but not superhuman), no problem, it tears her dress a bit, not puts shrapnel in her lungs and leaves her wheelchair bound for the rest of her life. Likewise her scepter dealt 30 damage(again, enough to kill a normal person in one shot that's like getting struck by a bolt of lightning or being in a car crash) to one of the cities finest lawyers, do you really want Cupid being accused of murdering an upstanding citizen? Probably not, so Nigel's Starscream outfit is armored, and his own physical conditioning(wealthy playboys get to hit the gym more often than your average citizen) is enough that getting hit with such a blast is an embarrasment not premeditated manslaughter that could easily have been witnessed by the pool owners, leading to Cupid being arrested or worse.
Also keep in mind that the karma rules aren't defined in character. Just like we don't see in Lord of the Rings the heroes calculating their Experience Points, your own characters don't know how much of a karma pool they have. It's all there to represent the writer fiat that lets characters be larger than life and perform above and beyond their known abilities.
I intended this to be a fun, hopeful, superhero story. The kind where the hero saves the day, kicks back and relaxes at a club or home, maybe spends time with family, and chats with other heroes about the strangeness of their lives. Fighting monsters in the stormdrains qualifies as that strangeness.
In short, I don't want the setting any darker(it's not dark enough "Warrior of Light"?), you can make your characters as dark as you want so long as you don't complain about the consequences. I don't want to hit anyone with a ruling by surprise that spoils their fun.
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Post by Prime Spinosaur on Jul 22, 2012 15:44:06 GMT -8
I won't ever complain about the consequences. Not unless it's entirely unjustified, or it goes into the levels of disturbing such as rape without the players permission, that's all.
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lovely corte
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Lindsey Looseflaps
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Post by lovely corte on Jul 24, 2012 22:53:56 GMT -8
Yar, I know what you mean. Sorta' like Deadpool? I guess. He fits in this really comical sense in this really funny manner, but is in a dark place and so fits the setting.
I know that sounds weird, but I'm fucking confused by myself right at this moment.
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Post by Penny Royals on Jul 25, 2012 11:15:19 GMT -8
How did I have a feeling rape'd be brought up.... ...HEY PER, BE HAPPY~! IT WASN'T ME WHO SAID IT FIRST Sorry, running gag, lovelies. ._. On topic, pretty much what PS said.
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Post by Penny Royals on Jul 26, 2012 18:30:06 GMT -8
Here's a familiar face!... Player Name: PennyCharacter Name: Karma- for all purposes, in civilian form, reffered to as Joey Brookes. Costume:public.bay.livefilestore.com/y1pBOXsotmF9YOuM02PEXa-qZWWFh3F8Zxoi0DCrNprY0k8GE9zl2hgEpcHMd16rKIrknRkKJxLEY7gD923HFXuyQ/KarmaCoH2.png?psid=1Profile: -Triumph City v.2, 2010 That was quite a while ago now. After several bouts of crime fighting here in TC, Joey was entered into the team sanctioned by Son of Liberty himself- the Triumphant. This went well, and as the world went on he became ever-so-slightly 'clique-y' with one of the members of the team, Cesspit. The two formed a close relationship of buddy cop-isms. Then there was that fateful night. Let's just say that once a person gets shot in the stomach with a sawed-off shotgun, nothing's secret. After losing a child the team didn't know Joey had, it came out that the 'he' was a 'she'. Jocelyn Warner- a girl who'd lost her parents and a bit of her girlish sanity during a planned robbery- her father being an influential man elsewhere with many enemies, and she being a very pretty young lady, narrowly avoiding being sold into sexual slavery by the back of the truck they were taking her in busting open. She'd found herself in Seaport City, being taken care of at a hospital. After being released she began to work on her fighting skills- she knew only minimal amounts from what her father and friends had taught her as a child. She eventually thought she was ready enough. She chopped her hair off, and under the guise of Joey Brookes made her way to Triumph City, where she stayed with a nice young woman and her son, helping out while moonlighting as a superhero. She stayed with the Triumphant for a while after that- luckily they kept her identity a secret for the most part. But eventually, both she and Cesspit left for Seaport City as the team disbanded, to go elsewhere and spread liberty, freedom, peace and goodness. Or at least that was the plan. Seaport City luckily was well enough, they found, eventually- but they heard news of some things going on in Pinnacle City. They went there for gang control- but are now back where it all began, coming to see their old mentor and friend, Son of Liberty, off and hopefully into a smoother retirement than there has been yet. Though the years have passed, for the most part, little has changed about Karma... well, other than the new-found relationship of sorts with Cesspit, that is. Fighting: 30 Agility: 30 Strength: 15 Endurance: 35 Reason: 15 Intuition: 15 Psyche: 15 Resources: 5 Charisma: 30 Max Health: 110 Starting Karma: 45 Talents: Marksmenship(Agility is boosted by 20 when using guns) Swords(Fighting is boosted by 10 when using a sword). A pretty gifted pool player, actually. Powers/Equipment:High Pain Tolerance(16) (damage dealt to health can be delayed for 5 turns. Does not stop stuns, but will keep Joey active if health reaches 0. Damage done during this time is taken out of the endurance ranks as per rules on dying characters) Twin Colt Navy pistols. (7 damage each) Hidden short sword. (10 edged damage) Fedora that can be compressed into a bladed weapon. (10 damage)
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Post by JW% on Jul 26, 2012 19:01:23 GMT -8
I'd like to point out that the Triumphants did not disband. They continued to protect Triumph City and became the largest and most powerful hero team in the city, recruiting additional heroes into their roster even before the Son of Liberty stepped down for them.
Joey may have left before the team "hit it big", particularly considering her wounds in the line of duty. In fact, he/she may have been encouraged to travel to the other cities in order to protect her secret crossdressing identity. Not to mention the public relations issues she'd have caused(crossdressing abortionists probably aren't good press).
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Post by Penny Royals on Jul 26, 2012 19:02:57 GMT -8
^True. Kay.
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Post by Adlai Stevenson on Jul 26, 2012 19:16:02 GMT -8
Player Name: Adlai Stevenson Character Name: Cesspit (born Mike Sciavo) Costume: 5xxvgg.bay.livefilestore.com/y1pfbhmMoYBPQcEbzTQDrQd-kFSCmtBDfazRAdVt6VN-H7GPdDdkXchbXa2zd1ygk92Js0fqerA-T6JZHRqIOBLaGSQrvfwGFMk/CesspitCoH3.png?psid=1Cesspit’s outward appearance is meager in comparison to the extent of his inner workings, as the entire interior of his body has been rebuilt and enhanced. Mostly to hide his hideous flesh, Cesspit wears a full dark-navy blue mask, covering his entire head, thereby leaving no distinguishing features visible. The eye lenses are like white one-way mirrors, with the texture of a foil-like material, rimmed with black (the white portions of the mask's eyes are reactive to his own; although he has no eyelids of his own, the lenses will "squint" when Cesspit is focusing in on something). The rest of his suit is fairly simple, comprised of light body armor (a derivative of strain rate sensitive armor, common among motorcyclists) and simple form-fitting spandex material. The strain rate armor, though effective against minor blunt objects and kinetic energy (such as falls, bumps and crashes, etc.), is not bullet-proof; though he hardly needs it, as he’s practically invulnerable to conventional weaponry anyways. Profile:- Triumph City v.2, 2010 That was quite awhile ago now. Indeed, Cesspit did become the hero he once could only dream of ever being; maybe not the biggest, or smartest, or most famous of them all, but it was never really about that kind of thing, anyways. As a member of the Triumphant team, Cesspit stood for truth, justice, and hope in Triumph City, and cared for the preservation of life and society as well as he could (illicit property damage, on the other hand . . .). While the group was never disbanded (the Son of Liberty's job was done; he had trained a new generation of heroes), they did go their own separate ways, with the exception of Cesspit and the rough-and-tumble gunslinger, Karma. Their kinship had grown overtime, and while other heroes made names for themselves on their own, they had become a dynamic duo, of sorts. Buddy cops, bros, maybe even so far as best friends. One fateful night, however, their lives had changed irreparably. During what seemed to be a standard sting operation; the inseparable pair foiling a weapons-trafficking scheme by the mob - Karma was wounded, struck down by the shells of a sawed-off shotgun, nearly killing him. The Triumphant team rushed him to intensive care, whereupon they discovered that he was not a he at all. Indeed, Karma had in fact been disguising her gender, and her apparent pregnancy, which was now promptly terminated. Eventually, Cesspit, still loyally by Karma's side, left with her to Seaport City, continuing their crusade against crime in this new locale, building up their reputations as big league heroes and keeping up the fight against villainy. Though their plan had been to stay in Seaport longer, news of the growing crimes of gang violence and corruption were growing as tall as wildfire flames from Pinnacle City. Cesspit had made the conscious decision to take the fight to the source, there; against the gangs, who trafficked drugs, guns, people, and incited violence throughout the city - which law enforcement answered with swift and merciless brutality, corruption, and martial law. His stay in Pinnacle was met with little success, however, despite leaving him a bit disparaged, he never let himself become embittered or politicized by either side, and stuck with Karma. The two heroes are now back where it all began, coming to see their old mentor and friend, Son of Liberty, off, and hopefully into a smoother retirement than there has been yet. Though the years have passed, for the most part, little has changed about Cesspit . . . well, other than the new-found relationship of sorts with Karma, that is. Fighting: 12 Agility: 12 Strength: 50 Endurance: 50 Reason: 12 Intuition: 9 Psyche: 12 Charisma: 4 Resources: 7 Max health: 90 Starting Karma: 23 Talents: Jack of all trades(no bonuses to stats under certain conditions) Powers/Equipment: Immortality(30). He does not need to eat, drink, or breath, and can survive earthly hostile conditions without harm. He probably does not age. Deep space or crushing ocean depths still deal damage. Invulnerability: Anything dealing less than 50 points of damage he can ignore. He is still subject to slams but not stuns or kill results. He can survive loss of limbs, but still suffers the penalties from them.
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Post by JW% on Jul 28, 2012 13:28:19 GMT -8
May want to check Cesspit's health. 50+50+12+12 /=/ 90. You upped your FASERIP to meet the current standards, while not increasing health and karma to match.
Also, don't expect your chacters to have a major "in" with the Triumphants. You left before they hit it big, and now you're all hipster with "well I knew them before they became popular". You may not even know the current roster. That said, Johnny Wraith and Stone Serpent probably remember you fondly(Yes, Johnny Wraith was v1, Stone Serpent was v2, they never met each other and your two characters are v2 so you shouldn't know Johnny Wraith, but this is v3 and I'm blending).
Additionally, I may use your Seaport and Pinnacle City background as a hook for future adventures. Pinnacle City is supposed to be the setting of the villain adventures, full of gangs, near police state, and just generaly gangpunk/cyberpunk/superpunk sorta things going on.
That assumes I take the time to think about it and work all this up. TC here was supposed to be relaxed, go whichever way the wind blows, sorta thing. The previous TCs were solidly "You are the Triumphants, you will be trained, you will expose these conspiracies(which we never got around to)" and now it's just "You live in the city, have fun."
Though the conspiracies may still be around, if you've got an interest in them...
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Darth Pichu
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Man ist was man isst[Mo0:4]
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Post by Darth Pichu on Aug 5, 2012 9:37:06 GMT -8
Okay.. this makes attempt number four for me to actually get this profile made. I... hope there's still room for me to join? I've read back on the last few pages of situations. Sorry for being a jump in so late. XPPPP Please no guns. Don't kill.
Character Name: Lady Enigma/ Cole Outland Costume/Appearance: Lady Enigma has a rather slender, well defined body. Her hair is rather long and brown, falling just past her ears in a pixie cut. She has a petite, pixie like face with lips often well rouged and eyelashes curled and plucked, indicative of a woman quite involved in the way she looks. Her outfit is low cut and fairly sexualized, showing a fair bit of skin. She wears a tight fitting leotard, all in white with black gloves and boots. At her hips hang a utility belt with a number of non-lethal tools and weapons at her disposal.
Profile: Born to two super hero parents it was no surprise that Cole would be a top notch super hero herself when she grew up. Everything seemed to be in order for her to succeed, being bright, possessing a number of survival skills and a versatile power to boot, and being top in her class at the academy for the supernaturally talented where she was enrolled. The only obstacle she ever faced in her young life was being born a male. Cole's young life was rooted in deep controversy as her parents pushed her to be perfect while trying to fill a body that felt alien and wrong to her. As she grew up she became increasingly obssessed with female superheroes like Wonder Woman to the point that by the time she was out of Primary School, she knew that she wanted not to be a Super HERO but a Super Heroine. Though not officially transgender, Cole lives out her dream life as a super heroine fighting crime and keeping peace, while during the day she works as a male TV reporter, as a short haired blonde, living an entirely separate life from his night time female counterpart.
Cole graduated top in her class and has ever since been fighting crime, keeping both her true identity and true gender a secret Cole has developed into a fine young Heroine who has a deeply rooted sense of justice. Her powers were based around manipulation of space, allowing her to grow or shrink to whatever mass and size she wishes. She can be a bit overbearing at times and is in fact sometimes blinded by her drive towards what is moral. Moral ambiguity has no place in the eyes of Lady Enigma whether it be by her strong sense of justice or her relative naivety. In her eyes the whole of mankind is naturally good, and the point of being super is not to defeat evil, but to defend good in all its forms. Defense of good can be extended even to the little good that Cole knows is at the heart of even the most vile of villains, and in her eyes, the fight against evil is less about defeating the wicked and more about defending those who do evil from their own evil ways. In line with this way of thinking Cole sees her was of thinking as always being right, with few to no exceptions.
Powersource: Lady Enigma was born with the power of spacial manipulation, a shapeshifter like power which is most likely biological, though, when shrinking or growing, anything she touches shrinks or grows with her. Fighting: 16 Agility: 26 Strength: 14 Endurance: 18 Reason: 8 Intuition: 7 Psyche: 15 Resources: 20 Charisma: 24 Max Health: 74 Starting Karma: 30 Talents/Skills: Because of her background Lady Enigma has gained a rather versatile skillset. She is quite charasmatic and has a way of rallying people to the side of truth and justice. She is also fairly athletic in spite of her petite size and uses this to her great advantage. She is flexible, poised and acrobatic when fighting in a way that can almost be described as graceful. She is quick on her feet, which when combined with her powers can make her into a formidable opponent. Powers/Equipment: Lady Enigma has the power, as stated before, to manipulate the mass both of herself and anything she touches. She also has an assortment of weapons such as a grappling hook, dart gun, sleeping gas and electric stun gun. She uses most of these judiciously, however, and prefers hand to hand combat to sniping things from the sidelines, preferring to confront her opponents head on in combat.
So tell me what you think. If there's anything I have to change or if this works. It's an iffy concept and it's still growing in my head, but I suppose I've grown it enough to play it for now.
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Post by JW% on Aug 5, 2012 18:07:23 GMT -8
Looks good, though I'm afraid Cole is going to break DreamStar's heart if they meet while heroing...
The current adventure is wrapping up so rolling in new characters(or picking up the ones that were left out this go 'round) should be easy enough. Happy to have Lady Enigma along for this.
A few points, that are mostly just nitpicking...
Talents/Skills are a little vague. The stats are catch all areas, while talents are for specific moments. "Quite Charismatic" she has a charisma listed at 24. "Excellent" level Charisma, the kind that you'd expect from a local news caster, lesser known actor, or professional cheerleader. If you mean her charisma is boosted specifically when attempting to rally people with talk of truth and justice, that makes things a little more specific. She's only TV News Caster(or Reporter considering secret identity) level, until she invokes Truth and Justice, in which case her obvious fervor makes people go along with her even more(So in situations where she can call on her talent her Charisma boosts to 34, "Remarkable" or the kind of charisma that can get you elected president).
I don't intend on nitpicking that much, since it's not worth it to hammer out numbers on everything, but I've already had to puzzle out what "athletic" meant as a talent for Aeon Phoenix...
Also, you're a little vague on the Powers/Equipment. The mass shifting works fine. I'd like a number applied to it(how MUCH mass can she effect at once? Does she shrink entire buildings with just a touch? Can she pull a shrunken working motorcycle out of her belt pouch? How precise is she with her power? In altering her own body, could she use it to impersonate another persons unique features, or is it just enough to make herself look different in feminine and masculine identities?) but quite frankly if you're willing to accept what I consider reasonable restrictions(a person will be able to resist the power which could potentially kill them with a touch, you don't get to shrink whole buildings, etc) it's fine. Nobody else has been all that detailed on their powers, and I've got the gist of it.
Likewise, you say "assortment of weapons such as" implying the list you gave is only the start of her gear. Again, this is fine, but if it comes down to something dramatic where there could be an argument, that list(and anything else she's clearly picked up and carried with her during that adventure or has laying around her at the time) are the only things she gets to use.
Anyway, nitpicking aside, character looks great. Have them show up anywhere that makes sense to you.
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Darth Pichu
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Post by Darth Pichu on Aug 5, 2012 21:32:18 GMT -8
Ah well ^_^; honestly I'm just glad I got a number of the stat levels decently. It's a rather daunting system to fill out, especially when you still aren't personally acquainted with the character you're playing.
For Charisma, that IS what I was getting at. 24 is where I placed her charisma when involved in rallying people to justice, though, all things considered I like your interpretation of the skill best. I'm not sure how vastly the incraments differ from one point to the next, though I'd imagine there WOULD be a visible difference between say, one with a score of 24 and 25, if not by much.
As for her powers, the boundaries of her abilities are insofar untested, though she has experimented enough to know that she can safely go from about 30 feet tall to about 2 inches small. She hasn't expiramented much going beyond those ranges, though it's expected that becoming too large or too small could become hazardous to her health or to the safety of people around her. She generally prefers not to become much more than 15 or so feet tall because her weight and mass become too much to allow her to move around safely.
As far as shrinking other items, anything she is touching (contact with either her skin, or anything on her toolbelt) shrinks or grows proportionately with her. As such creating a mini motorbike would involve a process of bringing the bike down to a few inches in height via shrinking, and then growing back to normal size, and then in order to use it again, she would have to shrink back down to its size and grow it back up again. A handy use, but not quite fast or practical in a pinch. As for shrinking or growing a building or something much larger than she is normally, I'd imagine she that focusing her powers to effect a structure that massive and complex would put a great strain on her body. Much of her powers are as of right now untapped and experimented with but the strain of shrinking something so large would probably be too much of a strain to attempt presently.
As for the her ability to morph her figure, it is only enough to create small changes. Hair color and length, the fill of her body and so on can be altered but her face maintains the same basic structure and her body the same weight distribution and build. It would be impossible for her, for example, to simply turn into a 6'4 man with the physique of a bodybuilder. However it would be possible for her to proportionally grow herself to be 11 feet tall and allow her to subdue her enemies with brute force.
Soo o-o I hope that answered some things? maybeyesno?
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Post by JW% on Aug 6, 2012 2:09:37 GMT -8
Honestly, the marvel FASERIP system works on tiers(starting at ten, every ten, prior to ten it's 6, 4, 2, 0), so a 24 and a 25 are completely identical. This is a modified version, so somebody with a 25 is "better" than somebody with a 24, but the differences usually aren't that noticeable unless under the most ideal circumstances. Somebody with a 20 Fighting can still beat somebody with a 30 Fighting in a boxing match, if they have better footing, or are better rested, or any number of circumstance differences.
The limitations on the shrinking and growing sound quite reasonable. The approximately six times growth(up to 30 ft tall) is listed in the rulebook as being "Excellent rank"(20 points), but that wouldn't mean that you couldn't go larger than that... just that it's the limit your comfortable pushing yourself to. Going larger than that would be pushing your known limits, and costs karma, just like it would cost karma to increase your Reason stat to figure out how to defuse a tricky bomb. Multiple pushings of these limits expands them, but what you write down now is what you intend to work within at the moment.
Also, you imply that her proportional growth increases he strength. That is in contradiction to the square cubed law in physics, but a standard of superhero size changers. Exactly how that strength increases is questionable... the different edditions of Classic Marvel couldn't quite agree on them. Assuming I go with the same book that listed this as "Excellent(20)" rank...
Height: normal, Strength: no change Height: twice as tall, Strength: +10, Body armor: +2, Enemies chance to hit: -10 Height: four times as tall, Strength: +20, Body armor: +4, Enemies chance to hit: -20
At least I think that's how the table works... eh, makes sense I hope. It's late and I don't feel I've got a good handle on it honestly.
Presumably that same scale works in reverse too... so at half height you'd only have the strength of a child, be harder to hit, but take more damage if you were hit.
Yeah, anyway, that should all work out. Everything looks good.
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Post by Penny Royals on Aug 10, 2012 0:13:57 GMT -8
WIP for a possible villain character... Character Name: Enchantment/Tara Hart Costume/Appearance:Civilian.Villain.Profile: Believe it or not, despite her civilian appearance, Tara is NOT all that young- Tara is 27 years old, and dropped out of the seventh grade to pursue a life of crime under the table of her father's work. Her father was a mob boss, influential in his day, taking in the money like nobody's business. He took his young daughter under his wing and taught her everything he knew. He was murdered by a small-time superhero when Tara was 25, leaving her his entire empire. The empire was re-hauled, going even more underground than before. Tara, like her father, had many kills and small powers. She began to train, to one day avenge her father's death by taking out all the so-called 'superheroes' of the city, by one day becoming somewhat of a supervillain herself... albeit much, much more 'zany' than most supervillains should be... Powersource: Magic (Her powers come naturally, so that falls under magic, yes?) Fighting: 30 Agility: 30 Strength: 5 Endurance: 10 Reason: 5 Intuition: 15 Psyche: 10 Resources: 30 Charisma: 30 Max Health: 75 Starting Karma: 30 (In villain karma, so... -30?) Talents/Skills: Has quite a big skill at juggling and a natural contortionist. Powers/Equipment: Can create rather elaborate illusions (50) and can levitate relatively small objects (30).
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Post by JW% on Aug 10, 2012 12:26:27 GMT -8
You're still trying to do a Harley Quinn type villain, aren't you?
Also 30 is not "relatively small". Telekinesis is judged much like your own strength, and a 30 in Strength is Olympic weight lifter level. Of course, if she uses these to manipulate multiple objects at once with her juggling skill, the strength is divided out among all the objects, and manipulating things at range decreases your telekinetic strength as well(so she might be able to lift a motorcycle if she's standing next to it, but if it's a few blocks away she'd need to strain and spend karma to lift it up).
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Post by Penny Royals on Aug 10, 2012 12:29:22 GMT -8
^Ever so slightly. Ja ja.
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Post by Alastor on Aug 10, 2012 15:27:53 GMT -8
FUCK, THIS MEANS WE NEED A JOKER.
EVERYBODY PANIC.
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Post by JW% on Aug 10, 2012 15:57:37 GMT -8
The original Joker looks something like this. Of course we may need to modify it.
The Joker
F) Ex20 A) Ex20 S) Ty6 E) Gd10 R) In40 I) In40 P) Am50
Health: 56 Karma: 130 Resources: Gd Pop: -20
Known Powers: Maniacal Strength: When Joker goes really nuts, his Physical stats change to S) Ex20 E) Rm30. His health also goes up to 106 points
Toxin Immunity: Pr4 immunity to chemicals.
Equipment: Tommy Gun: Rm Shooting, 7 areas Electrocuting Joy Buzzer: Am Electrical shock, on contact Acid-Spewing Boutonier: Rm Corrosive, 1 area range Joker Venom: Rm Poison, Kills within 24 hours, drives a person insane and left with the Joker's grin on their face, Target must make a Am End FEAT vs. death Joker Juice: Rm Mind Control, Drives a person insane with the Joker's grin on their face, Target must make a Am End FEAT vs. mind control
Talents: Crime, Martial Arts, Marksmen, Comedy, Biological Chemistry
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Aug 10, 2012 18:43:42 GMT -8
My god. The Joker is my favorite.
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