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Ragitsu

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Re: Ctrl+V

 

Slammer

 

Race: Human (Super)

Age: 29

Points: 294 (Super) + 62 (Normal) = 356/500 (Needs Skills)

 

Description: A Telekinetic of great power. Weighing 110 lbs, Slammer has an obvious disorder that causes facial ticks and minor uncontrollable tremors in his body. His mind, expanded to make room for his powers, is not in perfect working order. He has the ability to fly as well as throw extremely large objects with ease. Finally, he keeps a forward facing force field up in front of himself when in battle.

 

History: He was one of the first “natural born supers” (both parents have died sense then). His powers were small when he was young. He could make pencils fly around the room and could lift up to a computer monitor with some effort. When he hit puberty, his full powers manifested and something within his brain broke. This affected his physical body and his mental acuity to an extent. He is trying to find a cure for his current mental problems, but is also trying to live life and be appreciative for what he has… as his parents taught him, before they died.

 

Attributes

 

ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10].

Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 10 [0]; Per 11 [0]; FP 11 [0].

Basic Speed 5.25 [0]; Basic Move 5 [0]; Dodge 8; Parry ?; Block ?.

 

 

Advantages

 

Psychokinetic Talent +3 [15]

Powerful TK [198]: Compartmentalized Mind (TK Only, -20%; Super Psychokinetic Power, -10%) [35] + Telekinesis 25 (Super Psychokinetic Power, -10%) [113] + Telekinesis 25 (Super Psychokinetic Power, -10%; Max Duration, 10/min, -50%) [50]

 

 

  • Description: He can mentally push and move things about with great force. He can only operate at full strength (anything over 25) for a limited amount of time before he must rest for 5 minutes to let his neural pathways cool down.
  • Effect: ST 50 TK power. TK Damage = 5d+2/8d-1. TK Punch = 5d. TK Shove = 3d+4*2 knockback damage. TK Throw = 500 lb @ 30 yards for 7d damage. Slam a guy into a hard wall = HP * 2 * Velocity / 100 (10d damage for 180 lb guy with 10 HP, all armor is treated as flexible for this).

 

Regenerating Force Field [95]: DR 30 (Force field, +20%; Fully Ablative, -80%; Front Only, -20%; Super Psychokinetic Power, -10%) [75] + Fast Regeneration (1/min; Force field only, -50%; Super Psychokinetic Power, -10%) [20]

 

 

  • The same force he creates with his Telekinesis can allow him to to deflect large amounts of damage from a single 3 hex side direction. It has a fully ablative DR 30 that regenerates 1 DR / min.

 

Flight (Super Psychokinetic Power, -10%) [36]

 

 

  • He can move himself with his Psychokinetic power at a move of 10 yards per second. If he assists his flight with his TK 50 power, he can move +50 yards per second making a total of 60 yd/s (120 mph).

 

Disadvantages

 

Skinny [-5]

 

 

  • Description: He is 5’5” and only 110 lbs.
  • Effect: Gives -2 to St to resist knockback, -2 to Disguise skill or Shadowing, and HT may not be above 14.

 

Mild Neurological Disorder [-15]

 

 

  • Description: His mind, expanded to make room for his powers, is not in perfect working order. He suffers from facial ticks and minor uncontrollable tremors in his body.
  • Effect: -2 to tasks that involve fine manipulation, and such tasks take twice the normal time. Also has -2 to social skills.

 

Skills

 

Brawling DX/E 16 15 (+3 from Talent when used with TK)

Wrestling DX/E 16 15 (+3 from Talent when used with TK)

 

Equipment

 

$20000

What systems have you been using? I haven't recognized any of them.

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Re: Ctrl+V

 

Okay, so here are my current house-rules for survival in the elements. Note that I am generating specific weather for my games, with multiple levels of wind, moisture, and temperature affecting the environment.

 

Temperature and Exposure

Every 10 degrees below 0: -1 to HT rolls per increment

0 to 35 degrees: Roll HT every 30 minutes

36 to 50 degrees: Roll HT every 60 minutes

51 to 70 degrees: Roll HT each night you spend outdoors

71 to 90 degrees: Does not normally roll HT

91 to 100 degrees: Roll HT every 60 minutes

Every 10 degrees over 100: -1 to HT rolls per increment

 

Moisture levels will as an additional -5 to -25 degrees, depending upon the severity of the moisture, though a penalty of -15 or more below 35 degrees is rare.

 

Wind levels will increase the frequency of the HT rolls, by 1 to 4 levels. The wind factor progression follows this progression:

'Does not normally roll HT'

'Roll HT each night spent outdoors'

'Roll HT every 60 minutes'

'Roll HT every 30 minutes'

'Roll HT every 15 minutes'

'Roll HT every 10 minutes'

'Roll HT every 5 minutes'

'Roll HT every 1 minute'

 

For cold, nudity causes a -10 penalty to HT rolls, light clothing -5, heavy or light winter clothing +0, Heavy winter clothing +5.

 

For extreme heat, light clothes provide -5, nudity +0, and loose, covering clothes(bedouin-wear) provide +5

 

Temperature tolerance simply pushes back the thresholds as appropriate.

 

Example of cold exposure: being trapped in a terrible coastal storm(highest wind and moisture) as temperatures drop to 40 degrees, the party must make rolls every 1 minute they are caught out in the elements(Moisture reduces the temperature to 15, and the wind increases the frequency from 30 minutes to every 1 minute). Assuming they all wore winter clothes, they roll HT. If one of them had Temperature Tolerance 2 and HT 10, then he would roll every 5 minutes(his extra 15 degrees of tolerance would cancel out the effects of the moisture).

 

Additionally, I'd allow Survival skill rolls relevant to the environment to cancel or mitigate the effects of moisture, wind, or temperature, though it'd need to be a critical success to mitigate all three factors. This represents constructing a lean-to, getting a good fire going and keeping it going all night, and maybe finding a location shielded from the wind.

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Re: Ctrl+V

 

It's a symptom of something that in the original example a person with no skill with an SMG picked one up and tried to use it. That player either didn't give a flip what happened or he thought he was playing Schwarzenegger Hero instead of Dark Champions' date=' with weapons having Side Effects for blowing your skill roll. In both cases I tend to think GM Fail, either not nipping the use of the weapon in the bud with the ever popular "Are you [u']really[/u] sure you want to do that?" or not conveying to the group what level of realism they were using in the game. Could be the GM letting one Lord of Chaos player run roughshod over the game.

 

Sure they did. There just really are dummy players.

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