[Interest Check] Marvel Heroic Roleplay: The Authority

Started by The Great Triangle, July 07, 2012, 09:06:26 PM

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The Great Triangle

So I'm interested in seeing if anyone is interested in playing a Marvel Heroic Roleplay game based around the higher end of the system, playing really powerful characters.  The plot of the game will be based on the comic book The Authority, where you play as a group of powerful Superheroes who have decided to effectively take over the world by becoming a justice unto your own.

The game could feature either marvel heroes, characters from the original comic book, DC characters (perhaps members of the Elite), or original characters, though the only limit on power should be that your character should have a very clearly defined weakness (one more interesting and limiting than "glowing green rocks") and that the team can really only support 2-3 classically omnipotent characters.  For those that don't know the comic, the Authority typically includes a heroin addict magician who can literally do anything, and the spirit of the current century, who has at the very least the ability to kill (alien) God in a single blow.  It should be noted, however, that massive, absurd levels of power are not the primary requirement to join the Authority, and a flexible but optimistic moral attitude is generally what qualifies a member of the team. 

As far as erotic content goes, I'm fully prepared to rate the game extreme, depending on character concepts and how dark people want to play it.  The concept can get extremely dark extremely quickly, so it'll mostly be a matter of mutual agreement how to play the game.  In the comic, the authority are very frequently having sex with each other, and also with whatever A-list supermodels and celeberties they invite to their spaceship, since part of the theme of the Authority is one of excess.

To make things clear, the game will be about an alternate version of the Authority, in an alternate world we'll agree on the details of later, but superheroes will be fairly rare in the setting, to make the actions of the group more plausable.  I'd prefer a group of players who can commit to posting once every 48 hours, but as long as people are willing to be a bit flexible about action order, I think we can keep the game going.
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BruceTheCat

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AndyZ

I'm familiar with the system in question, but not about the Authority.  I'm also not big on playing canon characters and would rather try to come up with my own original character.  Would this fit or are you hoping for something more canon?
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Cold Heritage

I'd be interested if the wanton sexuality and ship-wide orgies were toned down.
Thank you, fellow Elliquiyan, and have a wonderful day.

Drenlai

I am interested though not 100% familiar with the system, I enjoy super heroes.

The Great Triangle

Quote from: AndyZ on July 07, 2012, 09:26:19 PM
I'm familiar with the system in question, but not about the Authority.  I'm also not big on playing canon characters and would rather try to come up with my own original character.  Would this fit or are you hoping for something more canon?

Original characters would be perfectly fine, as long as you're willing to work on developing a character; the main challenge is coming up with a way to make your character interesting when your concept is something like "King of the Cities" or "Nine pints of liquid technology"   Going by the comic, it's good to focus more on who your character is as a person and what they do (specialties in particular) rather than getting bogged down in the mutinae of various superpowers.


(Considering that the comic once had a character with 1,641 superpowers running around, just to parody the concept!)
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AKunoichi

So it's going to use the marvel system but not take place in Marvel universe, and is going to be inspired by the authority but not be part of it's universe (which is now part of DCU)?

I might be interested by the topic confused me a bit.

The Great Triangle

Yes, inspired by the authority, using the marvel system.  The universe we can decide later, but most likely it will be set in its own universe, with characters randomly slotted in as needed.
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Drenlai

Alright, I am completely in. Will this be extreme or light or how shall it be placed?

AKunoichi

Well I'm interested, but I don't know much about the system.

I think If I could make anything, I'd re-use my idea for starfire from a Teen titans game that never went anywhere. My idea was pretty much Cartoon Starfire except older and a nudist. I liked the idea of a superhero who refuses to accommodate for the taboos of the people she protects. They might complain, but they can't do anything about it because nobody can stop her, and she's doing good things otherwise.

AribethAmkiir

I'm interested this sounds like it could be a lot of fun.  The Marvel system is it the same as the Marvel RPG system or is it something else?

Cold Heritage

The one Triangle is talking about is a relatively new iteration of the Cortex engine put out by Margaret Weisman's company (it's similar to the system used for the Serenity, Supernatural, and Smallville games the company put out). It's different from that old Marvel RPG.
Thank you, fellow Elliquiyan, and have a wonderful day.

The Great Triangle

Quote from: Drenlai on July 07, 2012, 10:59:29 PM
Alright, I am completely in. Will this be extreme or light or how shall it be placed?

That will be subject to agreement between the players, depending on what they want from the game; I'll likely but it between bondage and extreme. 


Quote from: AK47 on July 07, 2012, 11:24:46 PM

I think If I could make anything, I'd re-use my idea for starfire from a Teen titans game that never went anywhere. My idea was pretty much Cartoon Starfire except older and a nudist. I liked the idea of a superhero who refuses to accommodate for the taboos of the people she protects. They might complain, but they can't do anything about it because nobody can stop her, and she's doing good things otherwise.

That concept is potentially workable, but I'd prefer that your character's powers be tied somehow to being naked; perhaps by absorbing and converting solar energy.  The most well known nudist superhero is Dr. Manhattan, who simply didn't comprehend this human concept of modesty, but I think it would make more sense if your character had a practical reason to be naked. 

(The Enggineer from the Authority, for example, uses liquid technology secreted from her orifices for her powers, so it could easily be stated that she's more able to use her power efficiently when naked, thanks to better skin contact and not having to work around her clothes.  Of course, she coats herself in a liquid metal suit in the first place, so it's not like she's any sort of exhibitionist.)

Quote from: AribethAmkiir on July 07, 2012, 11:33:28 PM
I'm interested this sounds like it could be a lot of fun.  The Marvel system is it the same as the Marvel RPG system or is it something else?

Yes, the Marvel Heroic Roleplay system from Margret Weis productions that came out recently.  Character creation will have to be eyeballed, but my plan is to try and get 5-6 strong concepts to form the group.  For practicality, the group will likely be split into different teams during gameplay.
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Cold Heritage

Dr. Manhattan understood; he just didn't care anymore.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

Quote from: The Great Triangle on July 07, 2012, 11:38:01 PM
That concept is potentially workable, but I'd prefer that your character's powers be tied somehow to being naked; perhaps by absorbing and converting solar energy.  The most well known nudist superhero is Dr. Manhattan, who simply didn't comprehend this human concept of modesty, but I think it would make more sense if your character had a practical reason to be naked. 

(The Enggineer from the Authority, for example, uses liquid technology secreted from her orifices for her powers, so it could easily be stated that she's more able to use her power efficiently when naked, thanks to better skin contact and not having to work around her clothes.  Of course, she coats herself in a liquid metal suit in the first place, so it's not like she's any sort of exhibitionist.)

Yes, I was thinking something along the line of absorbing solar energy through her skin. As for how the powers manafest, I might just go with Flight+Strength+Invulnerability+Energy projection and call it a day, but I also had an idea of possibly converting her body into photons to travel at the speed of light temporarily. Probably closer to teliportation than super speed (she can't interact with the world while photogenic)
In either case her powers depend on sunlight to recharge. So her weakness is probably cloudy weather or being underground.

... Am I making a lesbian version of Apollo? ... does that mean somebody should make a girl midnighter?

Cold Heritage

Not really. If one wished to make comparisons, look no further than New 52 Starfire.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

I read Red Hood and the outlaws when I first made this character, upon the suggestion of somebody who had a similar reaction. And I didn't enjoy it. 52 starfire is really shallow and boring, also not a nudist.

Although I did like the idea of having a crashed alien starship on a tropical island as a super base.

The Great Triangle

The team will use the Carrier as their Super-base, a 50 mile long interdimensional spaceship with a built in transporter system that can go anywhere on Earth.  The mobility and untouchability the vehicle provides them is one of the main reasons the Authority can get away with what they get away with.




As a consequence of having the Carrier, each character also automatically has the following powerset:


Carrier Contact

Teleportation d10   Radiotelepathy d8

limit: Convenient Plot Device; Gain 1PP to shutdown Carrier Contact; take action against the doom pool or spend 1PP to recover.


Heroes who can access additional powers of the Carrier will have more advanced versions of that powerset, usually as a second powerset.  (On many characters, Carrier Contact will be a third power set)
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Cold Heritage

Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

Quote from: Cold Heritage on July 08, 2012, 12:14:58 AM
Nu52 Starfire is more nudist than Apollo.

True, but I only drew the compairson because this is an authority game, and Apollo is the resident sun powered hero.

AribethAmkiir

So knowledge of the system is pretty important for the game, correct?  Is it easy to learn and is there free sight to read up on it or do you need to purchase the source material, etc?

AKunoichi

Quote from: AribethAmkiir on July 08, 2012, 12:20:15 AM
So knowledge of the system is pretty important for the game, correct?  Is it easy to learn and is there free sight to read up on it or do you need to purchase the source material, etc?

Yeah, I'm with her. I liked the Authority, and I like my character concept, but I don't know anything about the system.

Cold Heritage

It's not free to distribute like, say, the Dungeons and Dragons 3.whatever SRD is. I've done some googling and couldn't find a "quick play" or sample version you could get legitimately, but there could be something like it out there that I haven't found. If you wanted to go through legal channels, you would need to buy the game.

The game's not especially complicated; something like Exalted is more demanding. I have a hard time with the Cortex rules because, in my opinion, they throw out a lot of unnecessary jargon at you for things that probably don't need it and so I have a difficult time keeping what is what straight in my head. It's basically a roll-over dice-pool system. It doesn't really seem set up for the typical rpg character progression, either - you don't level up and you don't really acquire new abilities in the usual manner.
Thank you, fellow Elliquiyan, and have a wonderful day.

The Great Triangle

#23
The main place you can read up on the system is at the discussion forum here;  I'd say playing without having intimate knowledge of the rules is fairly possible, as long as you're willing to follow the game's philosophy of "Say what you want to do, then let the GM figure it out."  (since the game's rules generally translate narritive into mechanics, rather than the other way around)


At its core, the game is a dice pool system, where your dice pool is built from basic components:

Your affiliation die (a die which you always add, based on whether your character is better solo, or in a team)
1-2 distinction dice (dice added based on your character's personality, and the environment at hand, such as if you're fighting atop a skyscraper)
A power die from each power set (dice that represent your superpowers)
A specialty die (dice the represent your character's skills)

You can also get a few more dice from things like your opponent being hurt, setting up assets to help you, and bringing things like a gun to a knife fight, or a computer virus to hack into a security system, but the basics are that everything in the system is rated from d4 to d12, representing the size of dice you roll. 

That should be an introduction, and obviously not enough information to get going on, but I have experience running the system, and the basics are that it is self-balancing, and allows Hawkeye to operate right next to Thor without much trouble.  (which is why there's no character creation restrictions, aside from the judgement of the GM whether certain themes or characters are appropriate.)  In play, the system offers a lot of freedom, as long as the players follow a strong narritive.

Here's the example of play, to see how everything fits together:  http://www.margaretweis.com/images/stories/bonus_content/mhr_exampleofplay.pdf

Captian America's Character Sheet:  http://www.margaretweis.com/images/stories/bonus_content/data_file_captain_america_promo_2.pdf

Random datafile generator, containing advice on creating a character:  http://www.margaretweis.com/images/stories/bonus_content/mhr_randomdatafiles.pdf   (Note: Do not rely on the random generator to create your character, since the character will be too weak for this series.)

Standard list of superpowers:  http://boldpueblo.com/downloads/mhr/MHR-Standard-Power-Traits.pdf

Standard list of special effects and limits: http://boldpueblo.com/downloads/mhr/MHR-Common-SFX-and-Limits.pdf

List of fan-made character sheets: Datafile Index

Game reference cheat-sheet: http://nerdnyc.com/tmp/marvel/Hero-Cheat-Sheet.pdf

Collectively, that should be enough to create a character from, though in Marvel Heroic Roleplay, it's much better to start from a concept and work towards stats, than the other way around.
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AribethAmkiir

Thanks for all the info, Triangle.  I'll start digging through it to see what I can learn.

Cold Heritage

Cool digs. Best I could dig up on the MW site was links to their web store.

Could you go into what you want to do with the game, Triangle?
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

So there's no limit to how many powers i can take? It's balanced by other factors?

Cold Heritage

It doesn't really matter how many you have, because there's a limit on how many you can use at a time and a hard limit as to the size of the dice used to measure potency. You could have those green blasts Starfire had in the cartoon, and I could have a sharpened toothbrush, and there's nothing stopping me from having my sharpened toothbrush from having the same die rating as those green blasts.

That's how this game has the Sentry and Hawkeye in the same party.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

Quote from: Cold Heritage on July 08, 2012, 02:01:22 AM
It doesn't really matter how many you have, because there's a limit on how many you can use at a time and a hard limit as to the size of the dice used to measure potency. You could have those green blasts Starfire had in the cartoon, and I could have a sharpened toothbrush, and there's nothing stopping me from having my sharpened toothbrush from having the same die rating as those green blasts.

That's how this game has the Sentry and Hawkeye in the same party.

What about the size of the dice though. Wont a character with all 12s beat somebody with all 6s?

Cold Heritage

Even the Sentry doesn't have all d12s (he's close, all d10s), and there is no one with all d6s. It's very rare for characters to have d6 powers and it's saved for things like Invisible Woman's flight or Iron Man's rockets - and even then they have higher rated powers that they can employ first to accomplish anything they could with those.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

But is there any mechanical drawback to bigger dice? Or is it just up to discretion? I don't think I'd make somebody who's totaly OP, but I'm curious.

Cold Heritage

In a general sense, I don't know of any. There are specific times where it's something of a risk - the Sentry has a special effect where he can double the size of a given die, but if he fails on the action he uses that die for, a die of equal size goes into the Doom Pool.

The Great Triangle and peer pressure are the only things that could stop you from having all d12s in your powers.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

I downloaded the book and skimming through It I see you normally only pick the two highest of your dice most of the time anyways.

Cold Heritage

Like I said, a limit on how many you can use at a time.
Thank you, fellow Elliquiyan, and have a wonderful day.

AribethAmkiir

#34
From what I'm reading this system looks pretty cool.  Though the terminology is something else.  All in all, it seems like a pretty complete system.  Still trying to understand the way the system figures out effect die.

Also, as for having all d12s you're unlikely to roll 1s which are opportunity die and if the Watcher (GM) buys those from you you get PP (Plot points) which allow you to use SFX (basically powers) such as Invulnerability or something else.  My understanding is without PP you're unable to activate any type of power which puts the character at a disadvantage.

AKunoichi

Quote from: AribethAmkiir on July 08, 2012, 02:53:27 AM
From what I'm reading this system looks pretty cool.  Though the terminology is something else.  All in all, it seems like a pretty complete system.  Still trying to understand the way the system figures out effect die.

Also, as for having all d12s you're unlikely to roll 1s which our opportunity die and if the Watcher (GM) buys those from you you get PP (Plot points) which allow you to use SFX (basically powers) such as Invulnerability or something else.  My understanding is without PP you're unable to activate any type of power which puts the character at a disadvantage.

Oh that's another good point.

Anyways, here's my attempt at picking out powers.

Powerset: Alien body
Superhuman Stamina d8
Enhanced Strength d8
Superhuman Durability d10

Powerset: Light Projection
Attack power (Solar Blast) d10
Elemental Supremacy (light) d12

Powerset: Lightspeed
Movement (Spaceflight) d12
Intangibility (transparent objects only) d6


Not quite sure I like this layout though, Can I take the same power twice in two diffrent sets at different levels? I want her to be able to fly normally as well as turning into photons for lightspeed flight. With her using the former more often because the latter drains her energy massively.

Cold Heritage

Quote from: AribethAmkiir on July 08, 2012, 02:53:27 AM
From what I'm reading this system looks pretty cool.  Though the terminology is something else.  All in all, it seems like a pretty complete system.  Still trying to understand the way the system figures out effect die.

Also, as for having all d12s you're unlikely to roll 1s which are opportunity die and if the Watcher (GM) buys those from you you get PP (Plot points) which allow you to use SFX (basically powers) such as Invulnerability or something else. My understanding is without PP you're unable to activate any type of power which puts the character at a disadvantage.

With the effect die, you choose it from your pool. It's any die that doesn't show up 1, and you didn't use towards your total. The thing that's tricky is that with the effect die, the number result doesn't determine how good an effect you have, it's the number of sides on it - if you want a big effect, you pick a d8 over a d6, even if the d8 turned up 2 and the d6 turned up 5. This is one way it would be advantageous to have all d12s - you're always guaranteed to make waves.

There's a few other ways to get PP too, so you aren't reliant on getting your 1s bought off. Characters with a lot of Limits to their power sets have a lot of options to get PP in exchange for unfavourable consequences befalling them, in addition to the few common options available to all players.

With powers, there's something of a need to be precise in terms and I haven't observed that - you can use Power Traits without needing PP, but it's the SFX that may need a PP to trigger (and not all of them do - Area Attack, for example, doesn't require a PP).
Thank you, fellow Elliquiyan, and have a wonderful day.

AndyZ

If we need a way to create characters which are balanced against each other, I've been working on a system for it using the XP system in the book.  However, if we're just going to have catch-as-catch-can, that's fine by me also.

My dad has a copy of the Authority comic and I've asked to borrow it so I can read up.  Until then, I'm going on the basic understanding of solving all the world's problems and usurping corrupt governments, things like that.

I like the ship.  I'm definitely big on team communication, and since only one member of the team having teleportation can cause problems, it's definitely beneficial to have our home base be able to handle it.

Also, I'm pretty sure you can't have more than two Power Sets, although our ship would apparently count as a third.  I may be wrong on that.
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Muse

Say, Triangle, do you have room for another?  I have the book in question.  :) 
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How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

AndyZ

Quote from: AK47 on July 08, 2012, 02:54:49 AM
Not quite sure I like this layout though, Can I take the same power twice in two diffrent sets at different levels? I want her to be able to fly normally as well as turning into photons for lightspeed flight. With her using the former more often because the latter drains her energy massively.

I don't think there's anything stopping you from doing so.  You'll just want to get a Limit for the turning into Photons.  I imagine it'd be the Exhausted Limit for when you completely use it all up.
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Primarch

Like Muse, I'd also be interested in taking part & I have the book.

AndyZ

Lengthy details will have to wait for later, but my basic concept is as follows:

Centuries ago, when the last Sorceress-Queen was forced into a negotiation table against some sort of cthtonic entity in order to keep the world from being destroyed during their battles, the arrangement made was that one of her descendants, the seventh daughter of a seventh daughter, would become the next Sorceress-Queen.  Since she was not able to see beyond time, though, they tricked her because her own daughters would have no interest in popping out seven children.  Thus, by the time the next Sorceress-Queen was born, the world would be in quite a sorry state from humans being left to their own devices for so long.

It still needs a little work, but that's the basic idea.

Going with the name Skyshard.  Her first name is Noelle, but no one knows her last name.

Affiliations: Solo d8, Buddy d6, Team d10

Distinctions: Sorceress-Queen (Need to come up with the other two)

Powers: I need to figure out names for the sets

Attack Blast d10
Subsonic Flight d8
Shapeshifting d8
Sorcery Supremacy d12
SFX: Boost
Limit: Exhausted

Superhuman Durability d10
Superhuman Reflexes d10
Superhuman Senses d10
SFX: Second Chance
Limit: Uncontrollable

Specialties:

Acrobatic Expert d8
Combat Expert d8
Covert Expert d8
Mystic Master d10
Psych Expert d8


Still needs some work, but that's what I'm looking at.
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The Great Triangle

In terms of plot, I'm basically going to be following the Authority Volume 1, much like Breakout follows New Avengers;

As for the downsides of being massively powerful, the biggest cost is that you draw attention to yourself, and cause more damage; in the authority, Midnighter is one of the weaker team members, yet often solves problems because he can go where others can't.

Commenting on power sets, I'll discuss them when I have time.

Finally, for the number of players, the Authority has seven members, so that's the capacity of the game.   Generally, you'll be split into 2-3 teams, since the mobility of the Authority means they very rarely have to all be in the same place.
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AndyZ

By the way, part of Skyshard's thing is that she has shapeshifting, and I totally expect that to come into play during sexual stuff.  She's got a sexual preference for females, but I can easily imagine her going female, male, or even futa sometimes, depending on her mood.  Would this be a problem for anyone?

A big part of how it will come up in game is that a shapeshifter can be an exceptional spy.  She can keep tabs on various governments simply by assuming the identity of someone else, and she's probably already taken down enough despots using this method that tyrants will know that they have to clean up their act if they don't want to end up at the mercy of the next regime.
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AribethAmkiir

As long as it doesn't turn into bestiality, Andy, I have no problem with that.  If it does, I'll likely not read those scenes or participate in them.  :P

AKunoichi

Code name: Sunflare (Original character do not steal :P)
Real name: Unpronounceable to humans.

Affiliations:
  • Buddy d10
  • Team d8
  • Solo d6
Distinctions:
  • Disposed Alien Princess
  • Emissary of the Stars
  • Naked Glory

Alien Body
  • Superhuman Durability d10
  • Superhuman Stamina d10
  • Superhuman Strength d10
  • Flight d10
  • Superhuman senses: Electromagnetic sense d10

Energy Projection
  • Attack powers: Blast d10
  • Elemental Control: Light d12

Photonic form

  • Spaceflight d12
  • Intangibility: transparent objects only d6

Origin Story:
Sunflare is from a race that long ago learned how to communicate with the alien sentience inside of every star. Beings of pure energy, the star gods are some of the oldest creatures in the universe. The Star gods granted Sunflare's race with the ability to absorb solar radiation as energy, giving them superior strength and durability as long as they remained exposed to sunlight. They also granted the highest caste in this society the ability to act as avatars of the sun's power, emitting blasts of plasma, flying, or converting themselves into a phonetic state where they can travel at light speed or vanquish there enemies with blinding light. The Royal family wields this power, but also the responsibility to protect all life which is touched by the sun, However Sunflare's sister abused her power and brought disaster to there planet. In Penance Sunflare was exiled to earth, where she took up her duties to redeem her family name.

Still under construction, I need to figure out SFX and Limits. As well as all the other junk, but here's what i have so far.

AndyZ

Wow, didn't even realize d8 Shapeshifting could do animal form.  But no, not unless specifically requested, and probably not even then.
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The Great Triangle

#47
Quote from: AK47 on July 08, 2012, 02:54:49 AM
Oh that's another good point.

Anyways, here's my attempt at picking out powers.

Powerset: Alien body


Powerset: Lightspeed
Movement (Spaceflight) d12
Intangibility (transparent objects only) d6


For your character, I'd say you need only two powersets, with the mutually exclusive limit, so here's what they would look like combined:  (I'm going to choose "Apollonian" as the preliminary name of your character's alien race.)


Apollonian Physiology

Superhuman Stamina d10, Superhuman Strength d10, Superhuman Durability d10, Solar Blast d10, Supersonic Flight d10, Light Supremacy d12

sfx: Area Attack: Against multiple targets, add 1d6 and keep an extra effect die for each target beyond the first.

sfx: Boost: Shutdown an Apollonian Physiology power to step up or double another power for one roll.  Recover during a transition scene by sunbathing.

sfx: Multipower: Use two or more Apollonian physiology powers in a single die roll; step down each die by -1 step for each die you add beyond the first.

sfx: Versatile: You may add Light Supremacy to a die pool as 2d10 or 3d8, rather than 1d12.

limit: Solar Powered: Step down all of your Apollonian Physiology powers by -1 step to gain 1PP.  Recover during a transition scene by sunbathing or by taking successful action against the doom pool.

limit: Nudist: Gain 1PP to add one of your Apollonian Physiology powers as a complication to an opponent's dice pool when your nudity hinders you.

Lightspeed Body Dynamics

Lightspeed Teleportation d12, Intangibility d12

sfx: Invulnerable; After making a reaction roll including Lightspeed Body Dynamics powers, add 1d6 to the doom pool to ignore physical stress, trauma, or complications unless caused by a darkness or antimatter based source.

limit: Incredibly Draining: If you include lightspeed body dynamics powers in a pool that also includes Apollonian Physiology powers, step back all of your Apollonian Physiology powers by -1 step.  Recover during a transition scene by sunbathing.

limit: Peak Performance: Shutdown Lightspeed Body Dynamics to gain 1PP.  Recover by taking action against the doom pool or at the begining of an Act.



Quote from: AndyZ on July 08, 2012, 09:47:52 AM
Lengthy details will have to wait for later, but my basic concept is as follows:

Centuries ago, when the last Sorceress-Queen was forced into a negotiation table against some sort of cthtonic entity in order to keep the world from being destroyed during their battles, the arrangement made was that one of her descendants, the seventh daughter of a seventh daughter, would become the next Sorceress-Queen.  Since she was not able to see beyond time, though, they tricked her because her own daughters would have no interest in popping out seven children.  Thus, by the time the next Sorceress-Queen was born, the world would be in quite a sorry state from humans being left to their own devices for so long.

It still needs a little work, but that's the basic idea.

Going with the name Skyshard.  Her first name is Noelle, but no one knows her last name.

Affiliations: Solo d8, Buddy d6, Team d10

Distinctions: Sorceress-Queen (Need to come up with the other two)

Powers: I need to figure out names for the sets

Attack Blast d10
Subsonic Flight d8
Shapeshifting d8
Sorcery Supremacy d12
SFX: Boost
Limit: Exhausted

Superhuman Durability d10
Superhuman Reflexes d10
Superhuman Senses d10
SFX: Second Chance
Limit: Uncontrollable

Specialties:

Acrobatic Expert d8
Combat Expert d8
Covert Expert d8
Mystic Master d10
Psych Expert d8


Still needs some work, but that's what I'm looking at.


I think these powersets could use a bit of revision, but that's mostly because it seems you're shooting for a Dr. Strange level of power, rather than an Authority level.  I think it's alright to keep your character at Dr. Strange level, of course, but lets try and tweak your powersets to make you into a better spy/mystic type.


Queen of the Mystic Realms

Mystic Blast d10, Superhuman Durability d10 (this power makes more sense in your sorcery powerset), Supersonic Flight d10 (if you're going to have flight above d6, you might as well put it at the level of the rest of your powers), Shapeshifting d10 (if you're going to be genderbending, d10 makes sense, and it makes all of your secondary spells d12 stepped down once), Supreme Sorcery d12

SFX: Area attack (Every member of the Authority except Midnighter has Area Attack, so if you have any excuse at all to have it, you should take it.)

SFX: Boost

SFX: Invulnerability (Call it mystic shield, but since you're likely to go solo it's a pretty good idea.)

SFX: A thousand faces: Add 1d6 and step up your effect die by 1 when creating disguise based assets.

Limit: The Extent of Sorcery: Supreme Sorcery may only be used to create or destroy assets and complications.  (Essentially just reminder text for sorcery, but it makes your powers last longer than exhausted would.)

The powerset probably needs one or two additional sfx or limits, but we can eyeball that later.  An emotion based limit to step up stress would be a good way of getting plot points.


Caul of Infinity

Godlike Senses d12
SFX: Second Chance
Limit: Uncontrollable

To me, this second powerset represents a powerful precognitive ability, messages from the future, and other such mystical claptrap.  In my experience, uncontrollable doesn't work unless every power in the powerset is irreplacable, which is why I decided to ditch the superhuman reflexes.  Knocking down the senses to d10 might be smart if you don't want the limit to hurt so much, and the Versatile sfx would be perfectly called for.
Meow!  I'm a kitty; made of fire.

Ons and Offs

caelcormac

I would also like to throw my hat in on this, I've been dying to give MHR a spin. Are there any niches people would like to see filled on the team or is it all up in the air still at this point?

AKunoichi

Quote from: The Great Triangle on July 08, 2012, 02:18:36 PM
For your character, I'd say you need only two powersets, with the mutually exclusive limit, so here's what they would look like combined:  (I'm going to choose "Apollonian" as the preliminary name of your character's alien race.)

SNIP wall of text SNIP

All that works well. Although I'd also like the ability to perceive the entire electromagnetic spectrum and other types of solar radiation. This would also allow her to hear the "voice" of the sun.

As for the Sun's personality? I'm imagining it being mostly an abstract alien entity that thinks and acts on a much higher scale. More of a religion than anything, But sometimes it could give her orders.

Perhaps that could be another powerset with the limit that she has to obey it's bidding?


Also, Specialties, Acrobatic Expert, Combat Expert, Cosmic Master, Mystic Expert.
This is easier because she's not that informed on earth things, but She probably knows a lot about the universe.

I just need milestones now. It's so much easier to do that when you are working from an existing character.

AndyZ

Quote from: The Great Triangle on July 08, 2012, 02:18:36 PM

I think these powersets could use a bit of revision, but that's mostly because it seems you're shooting for a Dr. Strange level of power, rather than an Authority level.  I think it's alright to keep your character at Dr. Strange level, of course, but lets try and tweak your powersets to make you into a better spy/mystic type.


Queen of the Mystic Realms

Mystic Blast d10, Superhuman Durability d10 (this power makes more sense in your sorcery powerset), Supersonic Flight d10 (if you're going to have flight above d6, you might as well put it at the level of the rest of your powers), Shapeshifting d10 (if you're going to be genderbending, d10 makes sense, and it makes all of your secondary spells d12 stepped down once), Supreme Sorcery d12

SFX: Area attack (Every member of the Authority except Midnighter has Area Attack, so if you have any excuse at all to have it, you should take it.)

SFX: Boost

SFX: Invulnerability (Call it mystic shield, but since you're likely to go solo it's a pretty good idea.)

SFX: A thousand faces: Add 1d6 and step up your effect die by 1 when creating disguise based assets.

Limit: The Extent of Sorcery: Supreme Sorcery may only be used to create or destroy assets and complications.  (Essentially just reminder text for sorcery, but it makes your powers last longer than exhausted would.)

The powerset probably needs one or two additional sfx or limits, but we can eyeball that later.  An emotion based limit to step up stress would be a good way of getting plot points.


Caul of Infinity

Godlike Senses d12
SFX: Second Chance
Limit: Uncontrollable

To me, this second powerset represents a powerful precognitive ability, messages from the future, and other such mystical claptrap.  In my experience, uncontrollable doesn't work unless every power in the powerset is irreplacable, which is why I decided to ditch the superhuman reflexes.  Knocking down the senses to d10 might be smart if you don't want the limit to hurt so much, and the Versatile sfx would be perfectly called for.

I'm not familiar enough with either Dr. Strange or Authority to know the precise power levels, but I'm guessing based on your post that Authority is much higher.

I'll go over everything in detail later, although I'm a little confused on your issue with reflexes.  You're on the same path that I am regarding the second power set, but wouldn't precognition and future images go hand in hand with being faster and more aware, giving both Reflexes and Senses?

Also a little confused by your Extent of Sorcery Limit.  Would that ban me from using the power for minor things like tricks and prestidigitation?
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

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If I've owed you a post for at least a week, poke me.

AKunoichi

I'd actually say Doctor Strange, and the Authority's Doctor, are about the same power level. With The Authority's doctor having the flaw of being a drug addict.

Primarch

#52
Not sure if the limit of seven people way a yay or nay, so I put something together. If there's not room, don't worry about it. Didn't take me long to write up this much and t'was a bit of fun anyway.

Adam, the Final Entity - is the last human that will ever live, from the extreme distant future where humanity has evolved beyond limits and mortality. But when mankind made the Universe itself its plaything the powers that be decided it was time to wipe the slate clean and restart. Adam is the last survivor of a Universal Armageddon that has wiped out all other life at the end of time itself. Now he has escaped to the distant past, giving himself countless eons to prepare for the fate he has escaped.

Affiliations:
Solo: d10
Buddy: d6
Team: d8

Distinctions:
Man From the Future
Hyper-Evolved Being
Indomitable Will

Adam, The Final Entity

Hyper Evolved Body
Godlike Strength: d12 - the power to hurl objects into orbit, push over tall buildings, and demolish most structures.
Godlike Reflexes: d12 - confers the ability to react as if the world around you had slowed to a crawl; you have lightning-fast hand-eye coordination.
Superhuman Speed: d10 - faster than a bullet train
Superhuman Durability: d10 - bulletproof skin and resistance to extreme temperatures or hazards.
Superhuman Stamina: d10 - allows for rapid recovery from injury, resistance to most terrestrial diseases or toxins, and the ability to operate at maximum effort for several hours.
Superhuman Leaping: d10
SFX:
Unleashed - Step up or double any 'Hyper Evolved Body' power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
Invulnerable - Spend 1 PP to ignore Physical Stress or Physical Trauma unless caused by Magic.
Limit:
Growing Dread - Both 1 and 2 on your dice count as opportunities when using a POWER SET power.

Power of the Last Man
Telekinesis: d12
Telepathy: d12 - can remain in constant communication with vast numbers of people, skim the surface thoughts of everyone on the planet, and implant entirely new life histories within specific minds.
Space Flight: d12 - permits swift interplanetary travel.
SFX:
Area Effect - Add a d6 and keep an additional effect die for each additional target.
Burst - Step up or double a 'Power of the Last Man' die against a single target. Remove the highest rolling die and add 3 dice for your total.
Counterattack -  On a reaction against a Mental attack action, inflict Mental Stress with your effect die at no PP cost or spend a PP to step it up by +1.
Limit:
Conscious Activation - If stressed out, asleep, or unconscious, shutdown 'Power of the Last Man.' Recover 'Power of the Last Man' when stress is recovered or you awake. If Magic Damage is taken, shutdown 'Power of the Last Man' until trauma is recovered.

Specialties
Science Master: d10
Combat Master: d10
Tech Master: d10
Cosmic Master: d10

Milestones:
History is Gonna Change:
1xp: When you declare that a threat the team is up against caused mass destruction to humanity in your original timeline
3xp: When you discover that an event or person is critical to your own personal history
10xp: When you decide to let things happen as they originally did to preserve your history, or risk destroying yourself with a time paradox to make a better world for humanity by changing your own past.

So Many Threads:
1xp: When you seek out an ally or enemy from your timeline
3xp: When you describe the horrors of the future to an ally or enemy from the present
10xp: When you take actions that either ensure your timeline will come to pass, or delete your timeline entirely, leaving you with no place in this world and no world to return to.

The Great Triangle

Quote from: AK47 on July 08, 2012, 02:34:40 PM
All that works well. Although I'd also like the ability to perceive the entire electromagnetic spectrum and other types of solar radiation. This would also allow her to hear the "voice" of the sun.

As for the Sun's personality? I'm imagining it being mostly an abstract alien entity that thinks and acts on a much higher scale. More of a religion than anything, But sometimes it could give her orders.

Perhaps that could be another powerset with the limit that she has to obey it's bidding?


I think the idea of taking orders from the sun would work best as a milestone, more than anything else.  As for being able to perceive the entire electromagnetic specrtrum, electromagnetic sense at d6 in your primary power set would cover it.  (with the inconvenient problem of shutting down when you start running your batteries down, which can be either a feature or a bug)


Quote from: AK47 on July 08, 2012, 03:28:20 PM
I'd actually say Doctor Strange, and the Authority's Doctor, are about the same power level. With The Authority's doctor having the flaw of being a drug addict.

Have you read Earth Inferno, by any chance?  When the Doctor's full potential is active, he's on part with Mr. Mxyzptlk, including being able to unmake the entire universe.  Considering Doctor Strange is regularly bested by the Enchantress, it's not exactly even a contest.


Quote from: AndyZ on July 08, 2012, 03:21:14 PM
I'll go over everything in detail later, although I'm a little confused on your issue with reflexes.  You're on the same path that I am regarding the second power set, but wouldn't precognition and future images go hand in hand with being faster and more aware, giving both Reflexes and Senses?

Also a little confused by your Extent of Sorcery Limit.  Would that ban me from using the power for minor things like tricks and prestidigitation?

Upon further thought, I've decided that yes, both reflexes and senses would make sense in the same powerset, as long as they were both at d10 level.  As for the extent of sorcery limit, the only thing it prevents you from is using supreme sorcery to inflict and heal stress, (which it isn't supposed to be able to do anyway) and destroy scene distinctions.  Prestidigitation and such are most likely unrolled applications of your power, and in a worst case scenario, you can use your covert or mystic specialties to cover it.  The main limitation inherent in the Extent of Sorcery is that you can't heal or kill through magic without resorting to a mystic blast.  (transforming your opponents into trees is still totally kosher, however)


Quote from: Primarch on July 08, 2012, 04:13:55 PM
Not sure if the limit of seven people way a yay or nay, so I put something together. If there's not room, don't worry about it. Didn't take me long to write up this much and t'was a bit of fun anyway. 

I'll take seven strong concepts, and I've received four submissions so far, including yours.  I am going to wait slightly before deciding which characters will join the game, but here's the basic niches that still need to get covered:

1. Bag of Tricks: A character with versitile powers that enable him or her to contact the entire population of the Earth at once, with minimal risk of censorship.  In the Authority, this is the Engineer; basically, a character who isn't exceptionally powerful, but can adapt to changing circumstances.

2. The Leader: A character with an epic claim to leadership over the Authority, perhaps the hero who suggested taking over the world in the first place.  In the Authority, this is Jenny Sparks; Manchester Black from the Elite is another example of the archtype.

3. The Badass: A character with weaker powers, who makes up for it by being mean.  For variation, the character could be a silver age style four color hero bringing happy ideals to the group completely angst free, but basically, a character who sticks out like a sore thumb yet overcomes the odds.  In the Authority, this is the Midnighter.  This would be a good place to stick a canon Marvel or DC hero.

Quote

Adam, the Final Entity - is the last human that will ever live, from the extreme distant future where humanity has evolved beyond limits and mortality. But when mankind made the Universe itself its plaything the powers that be decided it was time to wipe the slate clean and restart. Adam is the last survivor of a Universal Armageddon that has wiped out all other life at the end of time itself. Now he has escaped to the distant past, giving himself countless eons to prepare for the fate he has escaped.

Affiliations:
Solo: d12
Buddy: d8
Team: d10

Distinctions:
Man From the Future
Hyper-Evolved Being

Hyper Evolved Body
Godlike Strength: d12
Godlike Reflexes: d12
Incredible Speed: d10
Incredible Durability: d10
SFX Immunity:

Powers of the Last Man
Magnetic Manipulation: d12
Telepathy: d12
Cosmic Awareness: d12
FTL Flight: d12
SFX: Area Attack

Specialties
Science Master: d10
Combat Master: d10
Tech Master: d10
Cosmic Master: d10

Milestones:


*****

I'm not 100% on SFX, Limits & Milestones just yet, if you have any suggestions to finish it up and round it off I'd gladly take them.


Well, this is the kind of concept I would run screaming from in any other game, but in this game, it actually works, so let me just go through my list...

1. Step down your affiliation dice; we're using the normal affiliation rules in this game, and if you want to monkey with those, it should take the place of one of your powersets.

2. A good limit for hyper-evolved body might simply be Growing Dread, since the world is basically made out of cardboard for your character, who basically grew up in the event horizon of a black hole.  I'd also add leaping at d10 to your powerset, and possibly unleashed, for maximum world made of cardboard goodness.

3. I don't get what the common theme of your "powers of the last man" set is; I think you're trying to go for incredibly strong psychic powers or the Power Cosmic, but I'd reign things in to make them more logical and focused.  Perhaps something like Telekinesis d12, Cosmic Awareness d10, Mind Control d10, Telepathy d8, with the Area Effect and Burst sfx, and the Conscious Activation limit.  If you're really dead set on using multiple d12 powers in the same powerset, then perahaps Telekinesis d12, Space Flight d12, and Telepathy d12 would work.
Meow!  I'm a kitty; made of fire.

Ons and Offs

AribethAmkiir

Okay, this is what I have so far.  I'm not sure how balanced it is or if it works or not.  I'm not really sure on the milestones, specializations, or her distinctions.  I'd greatly appreciate constructive criticism.  Oh, I also don't really care for her name, but I really didn't like Gaia.



Terra

Character Name: Terra
Origin: Non-human

Appearance: Long hair, most often dark brown with red highlights, perfectly frames soft yet, to most humans, obvious Greek features.  Thin eyebrows hover over intense eyes that change between blue, brown, or green, depending on Terra’s emotional state.  Olive colored skin, most commonly found around Earth’s Mediterranean Sea area, is athletically toned and devoid of imperfections.  Long limbs and flat abs lead to her generous cleavage.  Sexy exudes from everything Terra does from a simple smile to her gentle swayed walk, and soft sultry voice.  Still getting a feel for Earth fashion, Terra is more comfortable in simple attire, such as, swimwear, tiny shorts, and halter tops.
images





Personality: Terra is fairly naïve to the workings of man.  She grows quickly irritated with double talk, unfulfilled promises, and outright lies which typically lead to her losing her temper.  She sees Earth’s governments as large, incapable things that cause more problems than they fix, and she doesn’t understand why the ignorant masses put up with it.  She doesn’t dwell on consequences and believes that might does make right.  She believes that justice is whatever those with power say it is and laws are concepts created by the weak to rule the strong.  Terra has her own morality: all should be peaceful, the strongest should rule, and the weak should work together to make their lives easier. 

Terra has few inhibitions and follows Earth’s cultural taboos in an attempt to blend in more than out of a true understanding or belief.  Terra enjoys having fun and exploring the thrills of the flesh.  It is the one thing humans seem to do often and well, and is one of the few things she respects from the species.  She sees her fellow teammates as Gods or Goddess that were simply misplaced by fate or destiny, and hence gives them more loyalty, honor, and respect than she does any other Earthling.  Despite her quick temper and black and white views, she is incapable of truly evil thoughts.

Brief History: Terra doesn’t remember where she was born or who she was born to.  She doesn’t recall a time when she looked any differently than she does today.  She believes that she simply willed herself into existence and has been aware since then. 

The world she lived in was a wondrous and magical place hidden from the eyes of man.  She existed there for many years, amongst others like her, where she learned to control her abilities through game, sport, and social activities.  The strong ruled over the weak and everyone lived in peace and tranquility.

It was during a hunt that she came to the mortal realm.  She had been carried away, looking to capture the trophy herself and win the glory of the kill in order to boast in her siblings’ faces, when she carelessly crossed the mystical boundaries that separated the realm of the Gods and that of humans.  Despite her vast powers and abilities, Terra has been unable to find the gate to lead back to her place of origin and has had to make do with living in the world of man.

Character Sheet

Affiliation:   
•   Solo d10
•   Buddy d8
•   Team d6
Distinctions:
•   Stranger to Man’s World
•   Whatever it Takes
•   Sexiest Woman Alive
Power Set: Powers of a Goddess  
Godlike Strength d12, Superhuman Speed d10, Superhuman Stamina d10, Superhuman Durability d10,
Intangibility d10, Invisibility d10, Enhanced Reflexes d8, Subsonic Flight d8, Telepathy d8
SFX: Area Attack For each additional target, add a d6 and keep an additional effect die.
SFX: Multipower Use two or more Powers of a Goddess powers in a single dice pool at -1 for each additional power.
SFX: Regeneration: Spend 1 PP to recover physical stress or step back physical trauma by -1.
SFX: Collateral Damage: Instead of spending 1 PP, add a d6 to the doom pool to create a Goddess stunt.
SFX: Phasing: Spend 1 PP to Shutdown Godlike Strength and Superhuman Durability and exchange them for Intangibility and Invisibility (d10).  Recover Godlike Strength and Superhuman Durability, but lose Intangibility and Invisibility, by spending 1 PP on this SFX.
SFX: Predictable Thoughts: Spend 1 PP to step up Enhanced Reflexes by +1 and reroll all dice on a reaction.
SFX: Immunity: Spend 1 PP to ignore stress, trauma, or complications from poisons, disease, or radiation.
SFX: Invulnerable: Spend 1 PP to ignore physical stress or physical trauma unless causes by magic.
Limit: Magic Vulnerability: Earn 1 PP to step up physical or emotional stress inflicted by Magical attacks by +1.
Limit: Uncontrollable Telepathy: In large crowds (100 people or more) change Telepathy into a complication and gain 1 PP.  Move away from crowds to recover the power and remove the complication.
Limit: Growing Dread: Count 1s and 2s on dice as opportunities when using a Powers of a Goddess power.
Specialties:
•   Psych Expert
•   Cosmic Expert
•   Combat Expert
Milestones:
Whatever it Takes
1 XP when you inflict stress upon someone whose lifestyle or morality disgusts you.
3 XP when you place loyalty before morality or morality before loyalty.
10 XP when you either refuse to surrender, daring the world to destroy you, or lose your nerve and become a blubbering mess in the face of moral impossibilities.

Goddess not from Man’s World
1 XP when brash behavior leads into trouble you could have avoided.
3 XP when you succeed at some goal or defeat a villain while causing serious collateral damage.
10 XP when you stop a crisis through ingenuity rather than great power, or when tragedy occurs despite your great power.

Cold Heritage

Quote from: The Great Triangle on July 08, 2012, 07:59:44 PM

3. The Badass: A character with weaker powers, who makes up for it by being mean.  For variation, the character could be a silver age style four color hero bringing happy ideals to the group completely angst free, but basically, a character who sticks out like a sore thumb yet overcomes the odds.  In the Authority, this is the Midnighter.  This would be a good place to stick a canon Marvel or DC hero.

I'm working on something like this. I'm thinking of an ersatz Nuke/Scourge sort of guy, probably taking a cue from Cable in the Civil War book.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi

Quote from: The Great Triangle on July 08, 2012, 07:59:44 PM
I think the idea of taking orders from the sun would work best as a milestone, more than anything else.  As for being able to perceive the entire electromagnetic specrtrum, electromagnetic sense at d6 in your primary power set would cover it.  (with the inconvenient problem of shutting down when you start running your batteries down, which can be either a feature or a bug)

Well I was thinking more than d6 because being able to see the entire spectrum allows her to see a lot of things that would otherwise be invisible. Most objects would appear to be transparent as Inferred and Xray light passes through them. If she has the mental capacity to perceive the entire perspective of light, her perception would be truly superhuman. She'd also be able to hear radio waves, although with modern digital communication it would probably be meaningless gibberish to her.

I'd put it into it's own powerset with it's own limit because I can't imagine somebody losing there senses by becoming exhausted.  As she runs out of power she loses the ability to fly and throw plasma, and her body becomes weak, but she wouldn't lose her senses.

Why can't listening to the Sun be a Limit and a Milestone?

AribethAmkiir

uhh, AK you realize that if a normal person becomes exhausted their hearing, smell, and vision all become affected, right? 

Primarch

I worked in those edits you suggested. I had another look at the book (only got it very recently) and AribethAmkiir's character sheet which gave me a much better idea of what it should all look like so I'll try add various bits and bobs tomorow and re-approach it to properly construct the character I had in mind.

Suggestions to flesh it up a bit more to create a character ideal for your setting are still very welcome.

AKunoichi

Quote from: AribethAmkiir on July 08, 2012, 08:23:09 PM
uhh, AK you realize that if a normal person becomes exhausted their hearing, smell, and vision all become affected, right?

This is a good point, but I want to play around with other kinds of limits.

The Great Triangle

Quote from: AK47 on July 08, 2012, 08:20:12 PM
Well I was thinking more than d6 because being able to see the entire spectrum allows her to see a lot of things that would otherwise be invisible. Most objects would appear to be transparent as Inferred and Xray light passes through them. If she has the mental capacity to perceive the entire perspective of light, her perception would be truly superhuman. She'd also be able to hear radio waves, although with modern digital communication it would probably be meaningless gibberish to her.

I'd put it into it's own powerset with it's own limit because I can't imagine somebody losing there senses by becoming exhausted.  As she runs out of power she loses the ability to fly and throw plasma, and her body becomes weak, but she wouldn't lose her senses.

Why can't listening to the Sun be a Limit and a Milestone?

Being able to see through obstacles in included in a d6 power; anything above that represents being able to sense with greater than human ability, such as being able to see things from many miles away.  You could stat it up as Superhuman senses, of course, but then it would be tied to her running out of power like her other powers.  (as her senses gradually degrade to human norm along with all her other powers shutting off.)  If the power is specifically something that cannot possibly run out of gas, then your solar powered limit can simply be reworded to not affect your senses. 

As for listening to the sun being a limit, there isn't really any limit that makes sense representing it.  +1 emotional stress when that stress is caused by the sun?  Shut down your powers if the sun says no?  A character's loyalties and drives make more sense as milestones.
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AKunoichi

Okay fair enough.


Side thought I had a terrible kinky idea. Apollonian's do not produce bodily waste, but they do produce a fluid that functions as Cum, sweat, and breast milk. To humans it tastes very sweet and unearthly fruity. It also happens to have no calories as humans cannot metabolize it, it just passes through the system without having any effect other than flavoring. Eventually she sells the rights to synthesize it as a sweetener for soft drinks to help combat obesity.

The Great Triangle

That would be perfectly in keeping with the Authority, thoug it does invite a rather nasty backlash when people realize just what's been in their diet sodas!
Meow!  I'm a kitty; made of fire.

Ons and Offs

AndyZ

If that kind of thing is in line, I had the idea of Skyshard setting up microsingularities: basically minor constant explosions that sit in fixed points of space relative to the Earth, which can be perpetually tapped for energy.  If that makes sense.  The Limit you suggested may not work for that, though...
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

AKunoichi

I don't think she'd hide it. Although it probably wouldn't be marketable until the Authority manage to change society. At verry least, if we have refugees on the carrier, they might enjoy it.

AKunoichi

Quote from: AndyZ on July 08, 2012, 08:59:59 PM
If that kind of thing is in line, I had the idea of Skyshard setting up microsingularities: basically minor constant explosions that sit in fixed points of space relative to the Earth, which can be perpetually tapped for energy.  If that makes sense.  The Limit you suggested may not work for that, though...

Oh no black holes!

Sunflare's evil sister probably destroyed there homeworld when she started to try to harness the power of black holes (dead stars)

The Great Triangle

Quote from: AndyZ on July 08, 2012, 08:59:59 PM
If that kind of thing is in line, I had the idea of Skyshard setting up microsingularities: basically minor constant explosions that sit in fixed points of space relative to the Earth, which can be perpetually tapped for energy.  If that makes sense.  The Limit you suggested may not work for that, though...


That would be perfectly plausable for you to do, though you might want to realize that if you give that much power to humanity, they're likely to start using it insanely irresponsibly, or getting REALLY bitchy when the toy you gave them breaks.  When you start really changing the world, you'll have to deal with the consequences of attracting the ire of the defenders of the status quo, which is the basic theme of the game.

But certainly, creating perpetual motion machines is within your abilities, though they wouldn't be especially useful to you personally, since you've got all kinds of other energy sources; in mechanical terms, they would almost certainly be an asset, or possibly a mystic or cosmic resource.
Meow!  I'm a kitty; made of fire.

Ons and Offs

AndyZ

Oh yeah, these would be the carrot for places which are willing to work with us and play by our rules, at least as how I see it.  Whether the rest of the team would agree to this idea would be the question before it's actually done.  I'd much rather have allies and loyal thralls.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

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Cold Heritage

Taking a lead from Aribeth . . .

Colonel Steven Walker
Character Name: Steven Walker
Code Name: American Psycho
Origin: Super-Science

Appearance: Steven Walker is a tall, white male in peak physical condition. He has blond hair and blue eyes, with pleasant down home features of a mid-western farmboy. The man looks good in a uniform, and on a recruitment poster, although those days are long gone. His blond hair is done in a military regulation approved cut, leaving him with a high and tight. An American flag is tattooed upon Steven's face. No emotions display upon Steven's face, and looking into his eyes, there is nothing remaining but the cold, merciless disdain of a psychopath.

images






Personality: There was once a man of honour, duty, and integrity who wore Steven's face, spoke with his face, and inhabited his body. That man is gone now. All that remains within Steven Walker is an entity that will answer to that name, dedicated to the mission, unconstrained by conventional ethics or morality. He no longer dreams of a better world for himself or others, of a wife, child, and a suburban home host to Sunday barbeques, or any aspect of the archetypical American dream. Those died, and what remains has no use for dreams of idealized civilian life. There are no more dreams for the thing within Steven Walker. When he sleeps, it is only unfathomable darkness. When he awakens, there is only the mission, and the will to see it carried through to the end.

History: Steven Walker was born in the American mid-west. His parents were devout Christians, and in a twist, this meant that they took to heart the values of the religion. They loved their neighbors, helped those less fortunate where they could, and strove to leave the world a better place than they found it. Steven grew up comfortably, played sports, went to college, and enlisted in the United States Army with a naive notion that he would be giving back to the country that gave him so much. Basic training broke him down and then rebuilt him into a cog in the U.S. war machine. Action in combat brought the grim realities of what was necessary to ensure safety and prosperity at home. There was a cost in blood, sweat, and humanity, and Steven paid that price gladly until Steven was just a shell, an idea, and a distant memory.

Killing came as easily as breathing.

Steven was injured by an I.E.D., and left in a comatose state in a V.A. hospital. The extent of the damage made it seem as though Steven would never awaken, and if he did, brain damage would ensure he would not be able to function. His parents elected to pull him off life support, not wanting a shell of a son. As far as they believe, their son is dead. Instead, Steven was augmented and enhanced, then deployed in black operations. For a time, an artificial operating system governed the body. But eventually some remnant of a human being asserted itself, and Steven regained control. He remembered committing acts of terrorism on American soil and abroad, serving the needs of a shadow cabal of global rulers. He could have accepted dying for his country, but this was not to be suffered. He would not be a tool to serve the personal agendas of greedy men of power.

Steven vanished, and when he resurfaced, it as an instrument of vengeance against the corrupt underbelly of the world.

Character Sheet
Affiliation: Solo: d10
Duo: d6
Team: d8

Distinctions: Psycho Killer, Qu'est-ce que c'est?
Black Ops Super-Soldier
A History of Violence

Cyborg Super-Soldier:Psychic Resistance d8; Cybernetic Senses d10; Enhanced Reflexes d8;
Superhuman Durability d10; Superhuman Stamina d10; Superhuman Strength d10; Enhanced Speed d8;
SFX: Nano-Repair Sub-routines: Spend 1 PP to recover your physical stress and step back physical trauma.
SFX: Combat Statistical Outcome Engine: Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return that doom die.
SFX:  The Terminator: Step up your physical stress die and move it to the doom pool. Spend 1 PP to do the same to physical trauma.
Limit: Haunted By The Ghost In The Machine: Step up mental or emotional stress to gain 1 PP.
Limit:  Software Compromised!: When you take mental or emotional stress, change any Cyborg Super-Soldier power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.

87 Bazillion Guns: Weapon d10; Cloaking Device d8;
SFX: Ultraviolence: Step back the highest die in your attack action pool to add a d6 and step up physical stress inflicted.
SFX:  Full Auto: Against a single target, step up or double a 87 Bazillion Guns die. Remove the highest rolling die and use three dice for your total.
SFX:  Bazillionder: Spend 1 PP or take d6 physical stress to step up or double your Weapon die.
SFX:  Explosives: Against multiple targets, for every additional target add a d6 and keep an additional effect die. For each complication you create using your effect dice, step up that effect die and add d6 to the doom pool.
Limit:  Gear: Shutdown an 87 Bazillion Guns power trait to gain 1 PP. Take an action vs. the doom pool to recover.

Specialties:Combat Master; Covert Master; Menace Master;
Tech Expert; Vehicle Expert; Medical Expert

Milestones:
Eternal Soldier
1 XP  when you make a battle plan with your allies.
3 XP  when you put fellow soldiers into the line of fre for the sake of the mission.
10 XP  when you sacrifice friends or family for the mission, or when you choose family or friends over the mission.

War . . . War Never Changes
  1 XP  when you declare war on an enemy.
  3 XP  when you use a Transition Scene to arm yourself or your allies.
10 XP  when you either take trauma in pursuit of your war or you are captured by the enemy.
Thank you, fellow Elliquiyan, and have a wonderful day.

AKunoichi


Cold Heritage

Also, for the record? He totally fucked up that gorilla and wrecked its day.
Thank you, fellow Elliquiyan, and have a wonderful day.

AribethAmkiir

I figured he did.  :P   I have to wonder who the character actually is?  And if that gorilla was Gorilla Grog. 

Cold Heritage

The character is Gorilla-Man, one of the Agents of Atlas. His powers are being a gorilla and being immune to dying from aging.
Thank you, fellow Elliquiyan, and have a wonderful day.

AribethAmkiir

So the original character your using for your character is who?

Cold Heritage

Thank you, fellow Elliquiyan, and have a wonderful day.

Primarch

#75
Did a bit more on Adam. If you have any suggestions for the milestones I'd happily take them.

Muse

Oh, dear, what to play. 

Given the spread so far, a guy would likely be welcome, ne? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

AKunoichi


Primarch

Quote from: AK47 on July 09, 2012, 10:48:27 AM
We need a midnighter/batmann ripoff

I might be wrong, but I think Colonel Steven Walker is supposed to be filling that role.

The Great Triangle

Currently our roster is looking like:

Solar Powered Energy Girl
The Last Human Being
Sorceress Queen
Pop Goddess (tenative)
The Goddam Terminator
-Engineer Slot-
-Leader Slot-


We still need the character who founded the Authority, or an agreement on how the team got together mutually, and someone to pilot/run the Carrier.  We could always have Col. Walker do that, but do we really want 90s antihero in the middle of a 50 mile long doomsday ship?


Quote from: Primarch on July 09, 2012, 07:01:24 AM
Did a bit more on Adam. If you have any suggestions for the milestones I'd happily take them.

The character sheet is looking pretty solid; thematically, he's basically a giant flying brick who gives Superman a run for his money (unless you use the mutually exclusive limit on your two powersets) but that's reasonably sustainable in this group.  It's mostly a matter of whether people think that telekinetically powered god punches would be too disruptive, which would be a good time to use mutually exclusive.  Final Adam can still be used as a means for the team to contact the entire planet, though, since his telepathy is strong enough for that.


As for Milestones, how about:

History is Gonna Change:

1xp: When you declare that a threat the team is up against caused mass destruction to humanity in your original timeline
3xp: When you discover that an event or person is critical to your own personal history
10xp: When you decide to let things happen as they originally did to preserve your history, or risk destroying yourself with a time paradox to make a better world for humanity by changing your own past.

So Many Threads:

1xp: When you seek out an ally or enemy from your timeline
3xp: When you describe the horrors of the future to an ally or enemy from the present
10xp: When you take actions that either ensure your timeline will come to pass, or delete your timeline entirely, leaving you with no place in this world and no world to return to.


Quote from: Cold Heritage on July 09, 2012, 12:25:26 AM
Taking a lead from Aribeth . . .

Colonel Steven Walker
Character Name: Steven Walker
Code Name: American Psycho
Origin: Super-Science

Appearance: Steven Walker is a tall, white male in peak physical condition. He has blond hair and blue eyes, with pleasant down home features of a mid-western farmboy. The man looks good in a uniform, and on a recruitment poster, although those days are long gone. His blond hair is done in a military regulation approved cut, leaving him with a high and tight. An American flag is tattooed upon Steven's face. No emotions display upon Steven's face, and looking into his eyes, there is nothing remaining but the cold, merciless disdain of a psychopath.

images






Personality: There was once a man of honour, duty, and integrity who wore Steven's face, spoke with his face, and inhabited his body. That man is gone now. All that remains within Steven Walker is an entity that will answer to that name, dedicated to the mission, unconstrained by conventional ethics or morality. He no longer dreams of a better world for himself or others, of a wife, child, and a suburban home host to Sunday barbeques, or any aspect of the archetypical American dream. Those died, and what remains has no use for dreams of idealized civilian life. There are no more dreams for the thing within Steven Walker. When he sleeps, it is only unfathomable darkness. When he awakens, there is only the mission, and the will to see it carried through to the end.

History: Steven Walker was born in the American mid-west. His parents were devout Christians, and in a twist, this meant that they took to heart the values of the religion. They loved their neighbors, helped those less fortunate where they could, and strove to leave the world a better place than they found it. Steven grew up comfortably, played sports, went to college, and enlisted in the United States Army with a naive notion that he would be giving back to the country that gave him so much. Basic training broke him down and then rebuilt him into a cog in the U.S. war machine. Action in combat brought the grim realities of what was necessary to ensure safety and prosperity at home. There was a cost in blood, sweat, and humanity, and Steven paid that price gladly until Steven was just a shell, an idea, and a distant memory.

Killing came as easily as breathing.

Steven was injured by an I.E.D., and left in a comatose state in a V.A. hospital. The extent of the damage made it seem as though Steven would never awaken, and if he did, brain damage would ensure he would not be able to function. His parents elected to pull him off life support, not wanting a shell of a son. As far as they believe, their son is dead. Instead, Steven was augmented and enhanced, then deployed in black operations. For a time, an artificial operating system governed the body. But eventually some remnant of a human being asserted itself, and Steven regained control. He remembered committing acts of terrorism on American soil and abroad, serving the needs of a shadow cabal of global rulers. He could have accepted dying for his country, but this was not to be suffered. He would not be a tool to serve the personal agendas of greedy men of power.

Steven vanished, and when he resurfaced, it as an instrument of vengeance against the corrupt underbelly of the world.

Character Sheet
Affiliation: Solo: d10
Duo: d6
Team: d8

Distinctions: Psycho Killer, Qu'est-ce que c'est?
Black Ops Super-Soldier
A History of Violence

Cyborg Super-Soldier:Psychic Resistance d8; Cybernetic Senses d10; Enhanced Reflexes d8;
Superhuman Durability d10; Superhuman Stamina d10; Superhuman Strength d10; Enhanced Speed d8;
SFX: Nano-Repair Sub-routines: Spend 1 PP to recover your physical stress and step back physical trauma.
SFX: Combat Statistical Outcome Engine: Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return that doom die.
SFX:  The Terminator: Step up your physical stress die and move it to the doom pool. Spend 1 PP to do the same to physical trauma.
Limit: Haunted By The Ghost In The Machine: Step up mental or emotional stress to gain 1 PP.
Limit:  Software Compromised!: When you take mental or emotional stress, change any Cyborg Super-Soldier power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.

87 Bazillion Guns: Weapon d10; Cloaking Device d8;
SFX: Ultraviolence: Step back the highest die in your attack action pool to add a d6 and step up physical stress inflicted.
SFX:  Full Auto: Against a single target, step up or double a 87 Bazillion Guns die. Remove the highest rolling die and use three dice for your total.
SFX:  Bazillionder: Spend 1 PP or take d6 physical stress to step up or double your Weapon die.
SFX:  Explosives: Against multiple targets, for every additional target add a d6 and keep an additional effect die. For each complication you create using your effect dice, step up that effect die and add d6 to the doom pool.
Limit:  Gear: Shutdown an 87 Bazillion Guns power trait to gain 1 PP. Take an action vs. the doom pool to recover.

Specialties:Combat Master; Covert Master; Menace Master;
Tech Expert; Vehicle Expert; Medical Expert

Milestones:
Eternal Soldier
1 XP  when you make a battle plan with your allies.
3 XP  when you put fellow soldiers into the line of fre for the sake of the mission.
10 XP  when you sacrifice friends or family for the mission, or when you choose family or friends over the mission.

War . . . War Never Changes
  1 XP  when you declare war on an enemy.
  3 XP  when you use a Transition Scene to arm yourself or your allies.
10 XP  when you either take trauma in pursuit of your war or you are captured by the enemy.


I happen to really really like this character, and I see nothing wrong with it, even if the number of guns might be slightly excessive.
Meow!  I'm a kitty; made of fire.

Ons and Offs

AKunoichi

Quote from: The Great Triangle on July 09, 2012, 11:21:27 AM
We still need the character who founded the Authority, or an agreement on how the team got together mutually, and someone to pilot/run the Carrier.  We could always have Col. Walker do that, but do we really want 90s antihero in the middle of a 50 mile long doomsday ship?

Nope.



Also, did you forget Tera?

The Great Triangle

The current incarnation of Tera is a brainwashed, modified pop star capable of mass mind control; she's in development hell right now though, so we're ironing out the kinks.
Meow!  I'm a kitty; made of fire.

Ons and Offs

Primarch

Quote from: The Great Triangle on July 09, 2012, 11:21:27 AM
As for Milestones, how about:

History is Gonna Change:

1xp: When you declare that a threat the team is up against caused mass destruction to humanity in your original timeline
3xp: When you discover that an event or person is critical to your own personal history
10xp: When you decide to let things happen as they originally did to preserve your history, or risk destroying yourself with a time paradox to make a better world for humanity by changing your own past.

So Many Threads:

1xp: When you seek out an ally or enemy from your timeline
3xp: When you describe the horrors of the future to an ally or enemy from the present
10xp: When you take actions that either ensure your timeline will come to pass, or delete your timeline entirely, leaving you with no place in this world and no world to return to.

Looks good to me. I'll slide them in and call him finished.
Looking at the team list, we're like something out of The Authority or The Boys alright. There's another one in my head as well but I can't think of it.

AndyZ

Is there a rule where the plot points you've accumulated at the end of a session convert over to XP?  My group has been using that, but as I look through everything, I can't seem to find it now.  I know there's an XP > PP rule...
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

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The Great Triangle

Any plot points still left over at the end of an act are wasted.  Try to spend down all your plot points when the act comes to an end. 

(I wouldn't want to use a house rule that encourages players to be anal retentive and useless)
Meow!  I'm a kitty; made of fire.

Ons and Offs

AKunoichi

Quote from: The Great Triangle on July 09, 2012, 11:55:54 AM
The current incarnation of Tera is a brainwashed, modified pop star capable of mass mind control; she's in development hell right now though, so we're ironing out the kinks.

Oh cool.


Maybe you could make the Leader as a GMNPC?

caelcormac

Quote from: AndyZ on July 09, 2012, 12:28:59 PM
Is there a rule where the plot points you've accumulated at the end of a session convert over to XP?  My group has been using that, but as I look through everything, I can't seem to find it now.  I know there's an XP > PP rule...

That rule is in Serenity and many other early Cortex games, but has been gone from later releases like Leverage, Smallville and MHR

The Great Triangle

#87
I've explained to others that I'd prefer for the leader to be a player character, but if nobody is really up to the task of playing such a character, I'll likely just have Jenny Sparks be the leader of the authority. 


For reference, here's how I'd stat up Jenny Sparks:


Jenny Sparks

Affiliations: Solo: d8   Buddy: d6  Team: d10

Distinctions: Spirit of the 20th Century, Chain Smoking Brit, Century Long Lifetime


Queen of Electricity

Electric Supremacy d12, Electrical Teleportation d10

sfx: Thunderstorm: Against multiple targets, add 1d6 and keep an extra effect die for each target after the first.

sfx: Immunity: Spend 1PP to ignore stress, trauma, or complications from electricity or aging.

sfx: Seen it All: Spend 1PP to add the highest die in the doom pool to your dice pool for one roll, then step down the die before replacing it in the doom pool.

sfx: Vesatile: Split electric supremacy into 2d10 or 3d8 when rolling it in a die pool.

sfx: Energy Form: Before rolling a dice pool including electrical teleportation, you may move your physical stress or complications to the doom pool.

limit: Electrical Dependence: In an environment with no electricity, shutdown Mistress of Electricity and gain 1PP.  Spend 1PP or take action against the doom pool to recover.


Specialties:

Business Expert
Combat Master
Cosmic Expert
Covert Master
Crime Expert
Menace Master
Psych Expert
Science Expert
Meow!  I'm a kitty; made of fire.

Ons and Offs

AKunoichi

Hmm, for some reason I prefer Expies to actual canon characters.

Question! Why don't we have a SCIENCE character? Maybe science could also be leader? Like a Reed Richards type?

caelcormac

I am working on a SCIENCE! character to fill the engineer slot

Primarch

Quote from: Muse on July 09, 2012, 07:03:40 AM
Oh, dear, what to play. 

Given the spread so far, a guy would likely be welcome, ne?

Hey Muse, would you fancy playing a leader type?

AndyZ

Quote from: The Great Triangle on July 09, 2012, 12:41:05 PM
Any plot points still left over at the end of an act are wasted.  Try to spend down all your plot points when the act comes to an end. 

(I wouldn't want to use a house rule that encourages players to be anal retentive and useless)

I actually like it: it gives people more of a reason to use their flaws and rack up Plot Points even if you don't have much else you need to do during a scene.  However, if it's not actually in there, it's more my sorrow that it's not.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

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AribethAmkiir

Okay the pop goddess is finally out of development hell.

Idol

Character Name: Talia Constotalvos
Codename: Idol
Origin: Altered human
Age: 22

Appearance: Short hair, most often dark brown with red highlights, perfectly frames soft yet, to most humans, obvious Greek features.  Thin eyebrows hover over intense blue eyes.  Olive colored skin is athletically toned and devoid of imperfections.  Long limbs and flat abs lead to her generous cleavage.  Sexuality exudes from everything does from a simple smile to her gentle swayed walk, and soft sultry voice.  Talia adores fashion and can often be seen in the most recent clothing to come from the runway.

Pictures




Personality: Talia is fairly cynical and distrusting, however, once someone has earned her trust she also gives them her fierce loyalty and friendship.  Talia is extremely insightful and empathetic and finds herself trapped more often than not by this, especially when she considers her past as she feels resentful and angry at the people who manipulated her while, at the same time, understanding why they did it.  Sometimes confused, as she still has trouble differentiating her implanted memories from her real ones, Talia can become agitated, solemn, and withdrawn when this occurs.  Instead of soul searching and dwelling on the past, Talia typically handles her problems by shopping or having fun with the people she knows she can trust.  A residual personality trait of her brainwashing is her relatively low inhibitions.  Because of her natural empathy and insight, Talia has a great sense of morality, justice, and a belief that she needs to help The Authority create a better world.

Brief History: Talia Constotalvos was born on an American Naval base in Greece.  Her father was an American sailor and her mother was a Grecian tour guide.  Having dual citizenship, Talia was raised in Greece where her mother had family.  She had a normal and happy childhood where she excelled at dance and music.  With her grandparent’s encouragement, her mother sent her to a private school that specialized in music when she was fourteen.  By the time Talia turned seventeen, she was a pop icon in Greece and was a star on the rise across Europe and North America.

On her eighteenth birthday, the plane she was travelling in was believed to have crashed near the Bermuda Triangle.  The search lasted for two weeks, but no signs of the downed airplane were ever recovered and the world as a whole believed she and the other occupants had perished.

In truth, a mercenary by the name of Joseph Strider hijacked the plane and made it disappear.  He then handed Talia over to his employers, a group of extremists who wanted to take over the world known as The Trust.

With nearly unlimited funding and unsanctioned methods, they had been experimenting on different methods of mind control for the last decade.  Ready to implement the last step of their plan, they simply had to wait for an opportunity to present itself.  Talia’s flight was such an opportunity.  After Talia was delivered to The Trust, they began turning her into their weapon.  A decade of research had created effective ways of brainwashing and had invented a way to give the human voice the irresistible quality of being unquestionably obeyed.  With full control over Talia, the rising pop star was the perfect vehicle to deliver their demands.

Six months after Talia’s disappearance, a new star began making waves and ripples in Germany.  Disguised with blonde hair, green eyes, and full body reconstructive surgery Talia, now called Heidi, began to develop an unflinchingly devoted following.  Anyone who heard her voice became instantly enamored with her.  The commercials she spoke in created an unbelievable demand on the product the likes the world had never witnessed before.  Eventually, Steven Walker’s task force discovered what was happening, followed the trail back to Talia, and confronted her.  Knowing that her voice was what caused absolute obedience, the team subdued her without allowing her to speak.  When they ran a DNA scan on her, they found that she was actually the missing Grecian pop star.  With the help of Stormwatch, they slowly undid the brainwashing effect on Talia, reversed the reconstructive surgery, and returned her to a semblance of her previous life.

Fearing that she would be abducted again, Talia kept close ties with Steven Walker and the members of Stormwatch who helped her.  She learned to control her ability, attended college, and renewed her singing career.
Character Sheet

Affiliation:   
•   Solo d8
•   Buddy d10
•   Team d6

Distinctions:
•   Voice of a Generation
•   Empathetic Brainwashed Victim
•   Insightful Pop Star

Power Set: With One Voice  
Hypnotic Voice d12
SFX Mass Hypnotism: Add a d6 and keep an additional effect die for each additional target.
Limit Conscious Activation: While stressed out, asleep, or unconscious, shutdown With One Voice.  Recover With One Voice when stress is recovered or wakes up.  If character takes physical trauma, shutdown With One Voice until that trauma is recovered.

Pop Goddess Enhancements
Enhanced Senses d8, Enhanced Reflexes d8, Superhuman Stamina d10
SFX: Dance of Destiny: Step up or double a Pop Goddess Enhancements power for one roll; remove your highest rolling die from the pool, and use three dice t o determine your total.
SFX: Second Wind: Before you make a roll including a Pop Goddess Enhancements power, you may move your physical stress die to the doom pool and step up the Pop Goddess enhancements power for the action.
Limit: Deep Conditioning: Step up mental stress or complications caused by intelligence agencies or their directors by +1 step to gain 1PP.

Specialties:
•   Psych Expert
•   Cosmic Expert
•   Combat Expert
•   Business Master

The Hero of Heroes
You're rather insistent on proving that you belong on the team
1xp: When you stand up to another hero
3xp: When you prove that a decision you made was best for humanity, or best for the team
10xp: @hen you stress out the last foe in an Action Scene, or another character acknowledges your assistance was essential in saving the day.


New Goddess of Humanity
That attempt to turn you into the world's first memetically engineered pop god might not have been such a good idea...
1xp: When you are mobbed by adoring fans
3xp: When you allow someone to put their safety at risk out of freely given devotion to you, or refuse to use your powers to help prevent others from getting hurt.
10xp: When you accept leadership of a major world religion, or use your powers in an attempt to reduce the size of your fanbase and allow you to live as a normal human being.


AKunoichi


AribethAmkiir

Is that your character's nasty waste product?  Natural sweetener?  Where's our science guy to test that stuff and make sure it's safe?

AKunoichi

Quote from: AribethAmkiir on July 09, 2012, 03:15:56 PM
Is that your character's nasty waste product?  Natural sweetener?  Where's our science guy to test that stuff and make sure it's safe?

"It is not waste friend, We Apolians beak down all waste products via nuclear fusion. Our nectar is a sexual lubricant and pheromone medium. It is perfectly safe for humans."

AndyZ

What about those of us who would rather drink it right from the source?
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AribethAmkiir

I would still feel more comfortable with some laboratory testing.  :P   Of course, the guys seem to be more than willing test subjects.

Primarch

Quote from: AK47 on July 09, 2012, 03:19:21 PM
"It is not waste friend, We Apolians beak down all waste products via nuclear fusion. Our nectar is a sexual lubricant and pheromone medium. It is perfectly safe for humans."

"In twenty years time it'll be discovered to be extremely carcinogenic. I'm from the future, you can trust me. On an entirely unrelated note, what you want to buy is my all natural caffeine scented shampoo-conditioner. Wear the future now!" 

AribethAmkiir

Oh boy.  We're going to turn into a bunch of capitalistic assholes, aren't we.  :P

The Great Triangle

As long as you're willing to accept jobs with major corporations, they probably won't even need to dispose of you to open up the garden of ancestral memory for development!
Meow!  I'm a kitty; made of fire.

Ons and Offs

AribethAmkiir

Oh, come now.  I can't do that, I've got a fan base to worry about.

Primarch

Quote from: AribethAmkiir on July 09, 2012, 03:26:19 PM
Oh boy.  We're going to turn into a bunch of capitalistic assholes, aren't we.  :P

"And in Today's news, 'Adam' of The Authority has relaunched himself under the new codename 'Captain Red Bull-Ferrari-Armani-Durex XXXXXXL-Man.' "

AKunoichi

Quote from: Primarch on July 09, 2012, 03:24:04 PM
"In twenty years time it'll be discovered to be extremely carcinogenic. I'm from the future, you can trust me. On an entirely unrelated note, what you want to buy is my all natural caffeine scented shampoo-conditioner. Wear the future now!"

"How was I supposed to know you humans cannot absorb beta radiation?"


I think my character probably would sell out if given an opportunity. She'd probably enjoy being a celebrity, it would remind her of the good old days when she was a princess before her sister blew everything up. At least if they allowed her on TV that is.

"Hey terra, convince the humans to abandon there nudity taboos! And drink more Solaid.!"

AribethAmkiir

"Seriously?  I've got to work PR to cover that?  Tell Atom that I'm going to squash an ant that's going to ruin his future, and tell Starflare that's why we run laboratory tests."

AndyZ

Jokes aside, Skyshard is going to run mystical tests before she drinks any of it.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

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caelcormac

#106
Here is the first pass at my SCIENCE! guy. Still need to work out some milestones.
Edit: Added a Milestone Mostly cribbed from Reed Richards

Spoiler: Click to Show/Hide
Duncan Durant III
Solo d8
Buddy d10
Team d6

Distinctions:
Technology for a Better Future
You don’t own me
Conditioned from Birth

Powers Set: Omni Tool

       
  • Energy Blast d8
  • Transmutation d10
  • Technology Control d8
SFX:Constructs, Unleashed
Limit: Gear

Power Set: Mobility Enhancement Suit
Enhanced Speed/Strength/Reflexes d8
Superhuman Duribility d10
SFX:Boost
Limit: Exhausted

Specialties:
Science Master
Technology Master
Medical Expert
Pyche Expert
Vehicle Expert

Milestones:
The Way Forward
1xp when you reveal a new stunt using Medical, Science, or Tech Specialties
3xp When you successfully eliminate a threat with Medical, Science, or Tech Specialties
10xp Whenever you use find a harmful use for a purely benign technology or a benign use for a purely harmful one

Background:
Duncan Durant does not have a code name. It would do him little good anyway, he has been in the news media since before he was born. He is the son of wealthy technology magnate Duncan Durant Jr. owner and CEO of Durant Heavy industries. Founded by Duncan Durant the first, DHI is one of the world's leading manufacturing companies even before Duncan Jr’s genius made it into one of the world's leading technology innovators as well. Growing up, Duncan III had every advantage and lived a carefully cultivated life to ensure that he would grow up to be a genius like his father and follow in his footsteps. The plan only half succeeded.

After seeing one of his inventions adapted for military use Duncan ran away to see what the world outside of his carefully crafted upbringing was like and getting a taste of how the other half lived, Duncan did his best to break free of his father’s plans for him using his intelligence and his inventions to try and become a hero for the everyman but met with only limited success. His father used his resources and intelligence to attack Duncan and try to drive him back into the fold, and nearly succeeded on several occasions. When Duncan was contacted about the Authority it did not take him long to accept. His father only innovated to make money, but he was otherwise a pillar of the status quo. In order to break free of his father, the status quo would have to change.

Abilities:
Duncan’s mobility enhancement suit is the invention that divided his family. It was originally designed to help with physical rehab and to dive those who had lost function in their legs the ability to walk again but Duncan’s father quickly realized it could be used to make enhanced super soldiers. The irony of using the invention the way his father wanted to in order to fight him isn’t lost on Duncan.

The omni-tool is a recent invention of Duncan’s based on observing some of the technologies inside The Carrier. Taking the form of a large gauntlet with a keypad and display screen on his left hand it uses an advanced form of quantum destabilization in order to transmute matter and its primary purpose is to quickly fabricate any tool, device, or element that duncan might need at a moments notice. The same technology allows it to function as a quantum computer, allowing Duncan to interface with and control any machine complex enough run on electricity. He has yet to test it on any truly intelligent machine, and doubts its ability to override something with a will of its own.

The Great Triangle

Looks like a pretty good character to me,  thugh I'd give the mobility suit enhanced durability instead of enhanced stamina, and if it's a full body metal suit, I'd give it superhuman durability to cover the life support functions.


I'll have an OOC thread and a character sheet thread posted in a couple of hours, once I have all my ducks in a row. 
Meow!  I'm a kitty; made of fire.

Ons and Offs

AKunoichi


caelcormac

Nice catch Triangle, that was actually supposed to be Durability. I always get things like that mixed up for some reason. I've gone ahead and changed it, with a bump up to d10 so it is an environment suit.

AK47 - What do you mean 'why no rockets?' did I miss something?

AribethAmkiir

Rockets are overrated?   Besides doesn't Terminator have all the rockets?  He doesn't seem like he'd share.

Latooni Subota

*Kicks in the door*

Did somebody say MHRB? I have a totally normal human I'm working on, that will be up before I go to work. :3
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

The Great Triangle

Okay, I've got the OOC Thread Up and Running:

https://elliquiy.com/forums/index.php?topic=145602.0


And also the character sheet thread:

https://elliquiy.com/forums/index.php?topic=145610.msg6564590#msg6564590


The current roster we've got is:   (based on people who have made character sheets)


Witch-Queen (AndyZ)
Terminator-Man (Cold Heritage)
Time Traveler (Primarch)
Pop Idol (Aribeth Amkiir)
Sun Queen (AK-47)
Science Guy (caelcormac)
Normal Human (Latooni Subota)


That isn't neccisarily our final roster, and I'm quite happy to have people post in the character sheet thread as guest heroes, backups, or potential supervillians.  It's not likely that all seven players will be playing after a couple of weeks, and I'd be happy to have characters slotted off the team temporarily or permanently to make room for new characters.
Meow!  I'm a kitty; made of fire.

Ons and Offs

Cold Heritage

Quote from: AribethAmkiir on July 09, 2012, 04:34:55 PM
Rockets are overrated?   Besides doesn't Terminator have all the rockets?  He doesn't seem like he'd share.

Rockets are kind of overrated. But yes, my character has all the rockets. Any kind of rocket. Really . . . any weapon with destructive capacity up to the "equivalent to heavy explosives or lightning bolts."

But he will share. Steven is a giver.

Quote from: Latooni Subota on July 09, 2012, 04:49:06 PM
*Kicks in the door*

Did somebody say MHRB? I have a totally normal human I'm working on, that will be up before I go to work. :3

Awwwww shiiiiit, it's Latooni Subota! We done did it now, folks! Y'all ain't ready for none of Latooni! Y'all ain't ready!
Thank you, fellow Elliquiyan, and have a wonderful day.

caelcormac

Quote from: Cold Heritage on July 09, 2012, 07:13:06 PM
But he will share. Steven is a giver.

Unloading an entire clip into someone isn't "sharing".

Cold Heritage

We'll never make a better world with that attitude.
Thank you, fellow Elliquiyan, and have a wonderful day.

Primarch

Quote from: caelcormac on July 09, 2012, 07:26:35 PM
Unloading an entire clip into someone isn't "sharing".

That's sharing FREEDOM with the terrorists.

AribethAmkiir

Just cuz it seems appropriate at the moment:  NSFW, no nudity just profanity

http://youtu.be/sWS-FoXbjVI

The Great Triangle

As a note, if Cold Heritage actually bothers to step up his weapon die, he can actually pull out any weapon short of a strategic nuclear bomb. 

(if he can get away with it, though, tacnukes are fine)
Meow!  I'm a kitty; made of fire.

Ons and Offs

Latooni Subota

#119


Mimi Mackenzie is your average everyday young woman, who also happens to be lucky. Lucky enough to win the lottery on her 18th birthday. Twice. Lucky enough to survive a plane crash without a single scratch on her. Lucky enough to trip, fall off a bridge, and land inside a spaceship after falling through a time/space anomaly. Did I mention how lucky she was yet? She spent the majority of her formative years skipping school (and not getting punished for it) to play around on the Carrier, slowly learning about it and educating herself in more interesting things like alien languages and shiftship piloting. For a normal person, she's pretty weird!

Despite her absurdly weird life, she's always been a fairly down-to-earth and goodnatured person. Superheroes might be rare, but she absolutely fell in love with the thought of special people fighting to protect the innocent. To her, especially in an age where governments tend to overstep their bounds and not put their people's needs first, the world truly needs superheroes willing to do what's right to protect the people above all else. Of course, not everyone shares her overly naive ideals . . or respects her insistance that she's the leader the Authority needs, despite her finding the Carrier and using it to gather heroes. Such is the life of a (mostly) normal girl, surrounded by superpowered beings.


Name: Mimi Mackenzie
Alias: Me? I'm just Lucky.

Affiliations-
Solo d6
Buddy d8
Team d10

Distinctions-
Just a Normal Girl
My BFF is a Spaceship
Oops.

Power Set: Luckiest Girl Around
Luck d12

SFX: Second Chance- Spend 1 PP to reroll when using Luck in a dicepool.
SFX: Versatile- Split Luck into 2d at -1 step, or 3d at -2 steps.
SFX: Black Cat- Step up or double a die (or add 1d6 to the Doom Pool or step up the lowest die to do both) when using Luck in a dicepool.
SFX: Plausible Shenanigans- You may take the lowest die from the Doom Pool and add it to a Luck roll, then step it down and return it.

Limit: Oops- If a roll to inflict stress using Luck fails, add 1d6 to the Doom Pool.
Limit: Growing Dread- Both 1's and 2's count as Opportunities when using Luck, but only 1's are excluded from the total or effect dice.
Limit: Mutually Exclusive- Black Cat and Plausible Shenanigans SFX's cannot be used for the same roll.

Specialities-
Acrobatic Expert
Cosmic Expert
Science Expert
Tech Expert
Shiftship Piloting Master


Milestones-
TEAM LEADER
Your natural leadership qualities come to the fore.
   
1 xp ... when you first lead a team.
3 xp ... when you defeat a foe without any team member becoming stressed out.
10 xp ... when you either convince a hero to join the Authority or disband your existing team.

SHE DID WHAT?!
Your increasingly implausible streak of good luck baffles friends and foes alike.

1 xp ... when you first inflict a complication on a target with your Luck.
3 xp ... when you pull out a feat of Luck so implausible that allies and enemies alike comment on it's absurdity.
10 xp ... when your good luck saves the world, or your dependance on your luck causes the mission to fail.
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

AribethAmkiir

Huh, interesting.  Not what I expected from a leader. 

Latooni Subota

I live to please, Ari. :3

You can expert her to be more of a (probably inept) idealistic leader, getting in over her head with pulling together all this omega-level superheroes and such. Really, I imagine she'd only be tolerated because she found/befriended the Carrier.
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

AribethAmkiir

Well, at least I know my character isn't the weakest character in the game.  :P  j/k

I like luck as a superpower.  There's some pretty good heroes who use it very effectively.  :-)

AKunoichi


AKunoichi

Quote from: AribethAmkiir on July 09, 2012, 04:34:55 PM
Rockets are overrated?   Besides doesn't Terminator have all the rockets?  He doesn't seem like he'd share.

No I meant rockets as in Jets. Terminator has missiles.

Question? How many of us can fly?

AribethAmkiir

I had to think for a second, I made too many concepts for this game (and in the end, none of them could fly  :P  )

I think just the three all powerful characters: The Sorceress-Queen, Alien Princess, and Future Boy.

Latooni Subota

That's what my dear Carrier is for. Yay Doors! . . . also, piggyback rides.
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

AKunoichi

Quote from: Latooni Subota on July 10, 2012, 02:09:43 AM
That's what my dear Carrier is for. Yay Doors! . . . also, piggyback rides.

Free piggyback rides! Just don't forget sunscreen...

Hmm, I probably can't carry people when flying at light-speed, but fortunately the carrier means I don't have to.

AribethAmkiir

Teleportation for all of us!!  Perfect way to escape all those adoring fans.  Probably be cool special effects for live performances too.

AKunoichi

Still think Duncan should invent anti-gravity devices.


Well Mimi gets a piggyback ride.

The Great Triangle

I'm quite happy about the lack of flying, though of course, Idol can pull out helicopters or hover stages as a business resource, Lucky can get Carrier shuttles or escape pods as a cosmic resource, American Psycho can get a ride in a military jumpjet as a covert resource, and Duncan Durant can pull out jet boots as a tech resource.
Meow!  I'm a kitty; made of fire.

Ons and Offs

AndyZ

Or Skyshard can pull down clouds that people can ride on.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

AndyZ


Skyshard

Distinctions:

Sorceress-Queen
Spymistress
Indebted to Eternity

Magicks of the Sorceress-Queen

Mystic Blast d10, Superhuman Durability d10, Supersonic Flight d10, Shapeshifting d10, Supreme Sorcery d12

SFX: Area Attack - Add a d6 and keep an additional effect die for each additional target.

SFX: Boost - Shutdown your highest rated Magicks of the Sorceress-Queen power to step up another Magicks of the Sorceress-Queen power by +1. Recover power by activating an opportunity or during a Transition Scene.

SFX: Invulnerability - Spend 1 PP to ignore physical stress or trauma results unless caused by cthtonic attacks.

Limit: Growing Dread - Both 1 and 2 on your dice count as opportunities when using a Magicks of the Sorceress-Queen power.

Mastery of the Seven Senses

Superhuman Reflexes d10, Godlike Senses d12

SFX: Second Chance - Spend 1 PP to reroll when using any Mastery of the Seven Senses power.

Limit: Dark Visions - Shutdown Godlike Senses and turn Superhuman Reflexes into a complication to gain 1PP.  Recover by taking an action against the doom pool or during a transition scene.

Specialties:

Acrobatic Expert d8
Combat Expert d8
Covert Expert d8
Mystic Master d10
Psych Master d10

Milestones:

A Better World
You didn't just become a superhero to beat up supervillains every week, you became a hero to make the world a better place.

1XP: When you take an action or create a resource for purely humanitarian reasons
3XP: When you provoke a major political change, or fight to keep something you've done from being reversed.
10XP: When you provoke a general re-organization of an entire region of the world, or attract the attention of an organization capable of sending superhumans after you to defend the status quo.

Spy on your Foes
With the Authority remaining relatively unknown, quietly gaining information by acting as a spy is a lot easier.

1XP: When you feed information to the Authority while infiltrating another organization.
3XP: When you provide intel on the Authority to gain trust as a mole, and the information leads to one of your teamates getting captured or suffering trauma.
10XP: When your true loyalties to the Authority get exposed, and you either return to the Carrier or join the group you were inflitrating.




Although some people know her first name to be Noelle, no one knows her last name.

Much of Skyshard's ancestry has been lost to the mists of time, beyond even her power to discover so far.  Dealing with cthtonic entities who warp time and space itself with their very existence often leaves it difficult to simply peer into the past and discover the truth.  What she does know is that the last Sorceress-Queen valiantly sacrificed herself to stop the last invasion, possibly under a pact and possibly through simply bleeding out her very existence in order to end the onslaught.

The next Sorceress-Queen is supposed to set up the way for the next Sorceress-Queen, who must be the seventh daughter of a seventh daughter.  The untimely loss of the last Sorceress-Queen, however, combined with various people long since dead who consorted to keep the line from ever spawning two consecutive generations of seven daughters, meant that centuries would pass before the proper opportunity would come again.

So much of Noelle's past has been obscured, but a few bits and pieces have surfaced through conversation: she grew up on a farm, she has a daughter in an orphanage somewhere, and her sudden appearance on the scene mixed with the nature of her powers developing at adolescence marks her as less than 25 years old.

Able to change her form, she often alters her appearance depending on her mood and utility.  When she wants to be recognized as Skyshard, however, two things generally hold to her appearance: long frost-white hair and a pair of angelic wings.  Although the wings aren't strictly necessary to fly, she likes the ability for her silhouette in the sky to be recognized easily by onlookers and to let them know that she's there to help.

Her contributions to the group involve aiding the good and watching the evil, but her methods are more focused upon magical gifts and the like for those who live benevolently, while she uses her shapechanging to spy on those who she suspects of despotism.  One day, she hopes the world will be evolved enough that it can be left to its own devices, but she just doesn't yet have enough faith in humanity to allow it.  After all, look how terrible things have gotten since the last Sorceress-Queen watched over the world.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

AKunoichi


The Great Triangle

Most likely this evening or early tomorrow, when I get the game threads set up.  We're going to be ignoring the normal initiative rules for the first round of combat, then transitioning into them once everyone has gone and made a die roll and gotten more used to the system.
Meow!  I'm a kitty; made of fire.

Ons and Offs