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Author Topic: Ability Builds
nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Ability Builds
on: January 19, 2018, 22:12

I thought I would start a thread of power builds. This could be a resource for how to build powers found in the comics, movies, etc... or maybe just something that sounds interesting.

I'll start off with the idea of a power that can weaken physical structures. This power would be stated as Siphon which affects the SR of materials. The Density Increase chart provides an equivalent material column and I'd use this to represent the CPs invested in the SR value. For this example, I'll build based on a 150 CPs character with a 30 CPs ability cap.

SIPHON: 2d12 Entropy (30), (vs. SR of materials), Suppress (-10), Armour Piercing 6 (+10) = Total Cost 30 CPs.

Example in play: The Mad Sapper, smiled. The lone security guard wasn't much effort and now he stood in front of his goal, the vault of the bank. Inspecting the circular vault door, he noted that it was composed of a titanium. He giggled and thought to himself, "money in the bank." Concentrating, he touched the door and released his Sapping Strike. He rolls 2d12, and achieves 16 points of entropy. The armour piercing reduces the SR vs the attack to 7, which is subtracted from 16 to leave 9 points of entropy damage. Consulting the Density Increase table, we find titanium as 32.5 CPs of Density Increase. The attack reduces 32.5 to 23.5 leaving the door at SR 9 or the strength of bronze. Again, he focuses and saps the vault door. This time he rolls 21 points of entropy damage. The vault door currently has an SR of 9 minus the armour piercing leaving 3. He does another 18 points of entropy reducing the 23.5 to 5.5 or SR 2 (rubber). Wiping away some sweat, he picked up his Cosmic Pick and smiled to himself muttering, "and now to the gold."

"Making a withdrawal Sapper!" Sapper spun to see his nemesis Herr Nacht. "Yes, do gooder and I think I'll bury you as well."

A question about SR. Should the SR be applied as defence against all damage types?

celestiale-
ditor
High-Powered Superhero
Posts: 86
Post Re: Ability Builds
on: January 20, 2018, 19:14

I think it is very creative and well thought out, in terms of how to make it work. However, it seems to overlap with Disintegration.

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: January 20, 2018, 22:18

Sure. Many powers have overlap. Most of the energy blast powers are essentially the same thing except they have a different source theme. This idea is more for flavour. Disintegration will vapourize a wall. This power would make the wall as brittle as paper.

celestiale-
ditor
High-Powered Superhero
Posts: 86
Post Re: Ability Builds
on: January 21, 2018, 23:48

Good point. It is an excellent way to model a completely different SFX.

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: January 22, 2018, 19:45

The next build will based on the idea of possession. This will be the type of possession where a spirit has taken possession of the victim's body. The attacker's body is absorbed into the body of the victim. The victim's psyche is suppressed and the attacker controls the body like a puppeteer. The attacker has no experience using the victim's body so it will be difficult to access certain powers.

The foundation for the build is Mind Control. It will have the following modifiers:
* 'Silent' Mind Control (+5)
* The possessor's actions become the possessed's actions. i.e. if the possessor wishes the possessed to attack, the possessor would use an action to make this occur (-5).
* The possessor must make a IN save to activate abilities and use voluntary abilities of the possessed. (-7.5).
The inhabiting of the body works like non-corporealness. Adding in non-corporealness at PR 0 would cost 30 CPs. This effect is much more limited in that the user would only be able to use the effect to take possession of the body (-10). Rather than give the build non-corporealness, I'm going to add a +20 modifier to represent this effect. So the final build will look like:

Mind Control, Silent Mind Control (+5), Puppeteer (-5), Rookie at the Reins (IN save) (-7.5), Inhabit Body (+20) = +12.5 on top of the base power spent.

Example: The Diseased was flying towards the scene. There were hostages at risk and he was the best chance for their rescue. Floating through the office building wall invisibly, he spotted the two gun men and the helpless family that they held at gun-point. Looking at the smaller of the two, he met the gunman's eyes. "Contact." The Jericho effect activated and he felt his psyche wrestle with the gunman for possession of his body.

The Deceased has an IN save of 15- and would have an initial chance to hit of 18-. The gunman has a Mental Defence of 1. He would need a 17- to hit. He rolls a 13. Now the gunman needs to make an IN save at -6 since the Deceased spent 20 CPs on the power. The gunman has a 11- IN save and would need to roll 5- to avoid being controlled. He rolls a 14 and fails. He cannot roll with the attack since he is unaware of the Deceased.

Looking out from the eyes of the gunman, the Deceased turns to the other gunman saying, "I got to go and take a piss." The other man grunts his assent. Moving around the other gunman toward the restroom, the Deceased turns slowly, points the gun in his hand at the back of the other man's head, and pulls the trigger...

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: January 22, 2018, 21:01

Here is a variation of possession / mind control. The very last episode of Star Trek was called the Turnabout Intruder. In this story, Kirk is reunited with a former lover named Dr. Lester. She is jealous of his position as a Captain of a star ship and feels that he attained the position because of gender. She uses an alien device to move her consciousness to Kirk's body and his consciousness to her body. This will be gist of this ability.

A klunky way to accomplish this effect would be to adapt Transmutation to work on both the attacker and victim. The effect would change one person into the other. I don't think this would be a good approach, so I figured it was unique enough to write up as a new power.

CONSCIOUSNESS TRANSFER
This is the ability to swap consciousness with another character essentially trading bodies. The other character would need to possess an IN score for this ability to be effective. Consciousness Transfer is a Mental Psychic save attack IN save +3 to hit. Range = IN". PR = 12 per use. This is a Voluntary Ability.

If the attack is successful, the target gets an IN save to resist the effect. Add any Psychic protection to the target number and apply the Consciousness Transfer save modifier. A target can 'roll' with the effect, adding points to the target number. If the save succeeds, the target is not affected.

With a successful attack, the defender's body is now under the control of the attacker. The defender will be in possession of the attacker's body. Both attacker and defender will be able to access all abilities of a physical nature in the new body. All Abilities derived from training, learning, or psychic nature stay with the owner and will not be available to the new body. Some judgement will need to be made by the GM.

For example, Dr. Swapo trades bodies with the Green Giant. Green Giant is a telekinetic, size changer. Dr. Swapo will be able to access Green Giant's size change power and Strength, but cannot use his Experience Levels, Telekinesis, or other Abilities like Heightened Defence.

The victim may re-roll their save to be able to recover. This will occur in the between-round phase and would be made at a further penalty of -10. If either body involved in a Consciousness Transfer is rendered unconscious, then the transfer will end and the consciousnesses will return to their original bodies.

CPs Consciousness Transfer Save Modifier
-5 +6
-2.5 +5
0 +4
2.5 +3
5 +2
7.5 +1
10 0
12.5 -1
15 -2
17.5 -3
20 -4
22.5 -5
25 -6
27.5 -7
30 -8
32.5 -9
35 -10
37.7 -11
40 -12
42.5 -13
45 -14
47.5 -15
50 -16

celestiale-
ditor
High-Powered Superhero
Posts: 86
Post Re: Ability Builds
on: January 22, 2018, 21:04

I loved that episode. Also reminds me of the Dr Doom escaped certain destruction by swapping bodies with some innocent guy in the crowd, right before Doom's body was destroyed.

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: January 22, 2018, 21:30

That was the issue with Terrax and the Silver Surfer during John Byrne's run on the book, isn't it?

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: February 6, 2018, 21:49

Not exactly an Ability. Not exactly a skill / task. Contacts are an advantage that many characters in comics possess. They provide a great means of fleshing out the back story of the character and provide a facile means of introducing story hooks. The mechanics below take inspiration from a number of games: Champions, DC Heroes, M&M, and Living Legends.

Connections / Contacts / Favours
A connection or contact is someone or some organization that the character knows, that may be able to occasionally help him out. Often this contact will be friendly to the character although this is not a requirement. A contact won't always have time, be available, or have access to a resource desired by the character. The character will need to succeed at a Luck roll adjusted by circumstantial modifiers that may seem appropriate. Contacts can be low-level or high-level contacts. High-level contacts provide greater access to resources or have a higher investment in the character. The GM may feel it appropriate that the contact expects some form of quid pro quo.

Contacts can provide the following at cost:

Description: Cost; Type;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trained in 3 Skills: 1; Low/High Level
Possess a skill at +3 Task: 2; Low/High Level
High-Level Contact: 1; High
Resource (CPs of resource): 5; Low/High Level
Skill Mastery (+3 task): 2+; High
Greater Resource (CPs):1+; High
Willing to Risk: 1; High
Variable Resource: 1; Low/High Level
Favour: -10; Low/High Level
Tips: 1+; Low/High Level

Resource (CPs of resource): A contact has some fixed resource that can be offered to the character totalling (5) CPs. For example, a scientist contact of the character has Major Inventing facilities that the character can borrow.
Skill Mastery: High contacts will possess greater mastery of a skill. Each additional (2) CPs spent can provide the contact with a +3 Task bonus to one skill.
Greater Resources: Each CP spent can increase the CPs available for the character to borrow from the contact.
Variable Resource: The contact is very resourceful. This requires that the contact already possess the Resources feature. The CPs invested represent a pool of possible tools available to the contact that might be loaned to the hero. Resources available from the contact should be appropriate for the back story of the contact. For example, a police officer contact might be able to provide access to crime computers but would not have a teleportation device to loan.
Willing to Risk: The contact could be a long time friend of the character and would be willing to risk life, limb, and employment to help out the character. For example, the character's former girl friend works for a crime boss. To help out her former lover, she sneak into her bosses office to access his secret files.
Favour: This character is not a contact. For some reason, this individual owes the character favour. Once this favour is spent, this contact disappears. It is a one-time contact.
Tips: This contact property serves as a story device. The character can receive information to help move the story along. Consider the contact to have useful information for the hero on a 11- task roll for (1) CP. Each (2) CPs spent in additional add +3 to the task check. These types of contacts can also be used as story hooks that approach the hero with information.

Example: The hero Herr Nacht, Night's Champion, was looking for the Ribald Rogue, the King Clown of Crime. But he had run into a dead end in his search. Herr Nacht contacts Toni "Sevens" Marconi, a gambler, and small time hood to see if he's heard anything on the streets.

Toni is a Low-Level contact with training in 3 Skills. He also has the tips feature (11- task roll). Herr Knact rolls a 9 and succeeds. Toni informs Herr Nacht that he's heard that the Rogue is based down at the docks. Before providing this information however, the GM requires a wealth roll. Toni has some outstanding debts and sells the information to Night's Champion. Finally a lead to go on.....

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Ability Builds
on: February 6, 2018, 22:05

My apologies for the formatting in the tables below.

Comprehend
This continual ability allows the character to comprehend and/or speak some entity or object. All comprehend options are PR = 0 per hour. The following options are available:

~~ Animals ~~
Being able to speak to an animal doesn't mean that the animal will be friendly or cooperate with the character. Animals may be terse and provide simple answers that do not provide much context, especially for stupid animals. Their remarks may also be coloured by the animal's understand of subjects or personality.
Costs Comprehension Speak Example
Kingdom (Animalia) 14 +1 Animalia
Phylum 11 +1 Chordata
Class 8 +1 Actinopterygii
Order 6 +1 Perciformes
Family 3 +1 Sphyraenidae
Genus 2 +1 Sphyraena
Species 1 +1 Barracuda

~~ Languages ~~
See MENTAL ABILITY C) Translation.

~~ Objects ~~
You can communicate with inanimate objects, this will include machines. The form of communication could be in the form of impressions provided by the object or more complex communication as you might be able to have with an AI. Being able to speak and comprehend with a single object, like rocks, costs (2) CPs. Being able to speak with a larger group like vehicles costs (5) CPs. And being able to address all objects would costs (15) CPs. The level of detail communicated should be determined by the GM.

~~ Plants ~~
You'd be able to speak to plants and plant like creatures. Plants should have a limited sense of its surroundings would not necessarily be able to communicate great or specific details, or explain complex concepts.
Costs Comprehension Speak Example
Kingdom (Plantae) 14 +1 Animalia
Phylum 11 +1 Angiosperms
Class 8 +1 Rosids
Order 6 +1 Rosales
Family 3 +1 Rosaceae
Genus 2 +1 Rosa
Species 1 +1 Rose

~~ Spirits ~~
You can speak to the dead. This ability will not be able to cross language barriers. So an English speaking character would not be able to understand the response from a dead German soldier. Spirits may not be cooperative, truthful, or friendly to the character. At a cost of (5) CPs the character would be able to address a spirit. The character would need to be in close proximity to the spirits bodily remains or spiritual manifestation. At a cost of (10) CPs, there would not be any proximity barrier to facilitate communication.

For example, the Hero Kodiak channels the animal spirit of 'Bear'. Bear grants the hero with the ability understand and speak to all bears. Kodiak would have Comprehend (Animals) Ursidae Family for a cost of (4) CPs.

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