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[Marvel Heroic Roleplaying] As The Citadel Turns

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    LockedOnTargetLockedOnTarget Registered User regular
    Capfalcon wrote: »
    So, Cosmic would be knowledge of other cultures, right?

    Seems like it would be the best fit.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2013
    Yeah, LOT, that had occurred to me. (Personally, I like rolling ones, at least if I have enough dice, but that is a good point.) I'd say increasing it is fine. Frankly, I'd say not having a pistol is fine, unless you really want it for the character concept, which is understandable.

    Cosmic is knowledge of galactic culture and history; James displayed d6 Cosmic when asking why the batarians and krogan weren't participating in the war, and Garrus explained it with d8. Liara would have d10 with her intel network and doctorate in archaeology.

    Captain Carrot on
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    LockedOnTargetLockedOnTarget Registered User regular
    I get the feeling the group is never going to want to leave Tonbay and Stacy to handle a situation alone.

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited March 2013
    So, I ended up giving Alner’Haran d10 Duribility and d8 Strength from the Heavy Armor and d8 Cosmic for being well traveled and familiar with other cultures.

    Pretty sure that should finalize it.

    Capfalcon on
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Well, well. A quarian not made of tissue paper. (Admittedly Tali's shields were very strong in 1, but shut up.)

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Well, well. A quarian not made of tissue paper. (Admittedly Tali's shields were very strong in 1, but shut up.)

    ...I never took Tali anywhere except on her loyalty mission.

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    LockedOnTargetLockedOnTarget Registered User regular
    edited March 2013
    Okay, I think I've settled on things. Made some adjustments to the power sets.

    Name: Stacy "Spitfire" Sellinger

    Affiliations: Solo d10, Buddy d8, Team d6

    Distinctions: Adventurous, Relentlessly Positive, Infamous Criminal

    Power Set - Daring Thief:
    d8 Enhanced Reflexes, d8 Enhanced Stamina
    SFX: Death-Defying Daredevil: Step up or double a Daring Thief power, then drop the highest-rolled die and keep three dice for your total.
    SFX: Married To Chaos. Use a die from the doom pool in your next roll, then step it up and return it
    SFX: Of Course I Can! Spend 1pp to eliminate d10 or lower mental or emotional stress and trauma caused by fear or self-doubt. Spend 1pp to step it down by one if higher than d10.
    Limit: Exhausted. Shut down Enhanced Reflexes or Enhanced Stamina to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.

    Power Set - Tools of the Trade:
    d6 Pistol, d6 Cybernetic Senses(Goggles), d6 Basic Omnitool
    SFX: Good Under Pressure. In a dice pool containing a Tools of the Trade power, you may replace two dice of equal size with one die +1 step larger.
    SFX: High Risk, High Reward. Step up or Double a Tools of the Trade power for one action. If that action fails, add a die to the doom pool equal to the normal rating of that power die.
    Limit: Gear. Shut down a Tools of the Trade power to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.

    Power Set - Biotic Adept:
    d8 Biotic Control, d8 Biotic Mobility, d6 Biotic Barrier, d6 Psychic Defense
    SFX: Fun With Biotics. When using Biotic Control or Biotic Mobility to create an asset or a complication, step up the effect die by one.
    Limit: Conscious Activation. If stressed out, asleep, or unconscious, shut down Biotic Adept. Recover Power Set when stress is recovered or you awake. If Mental Trauma is taken, shut down Biotic Adept until trauma is recovered.
    Limit: Exhausted. Shut down a Biotic Adept power to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.

    Specialties: Acrobatic Master d10, Biotic Expert d8, Business Expert d8, Covert Expert d8, Crime Master d10, Tech Expert d8

    Milestones:

    Caged Bird
    1xp: When you seriously consider doing something illegal while on duty.
    3xp: When you give up the chance to make a break for it to help someone else.
    10xp: When you take the opportunity to abandon your team, or resolve to commit yourself to a new military life

    Adrenaline Junkie
    1xp: When you use your Death-Defying Daredevil SFX for the first time in a scene.
    3xp: When you put yourself in serious danger for the sheer thrill of it.
    10xp: When you perform a death-defying stunt that saves the day, or ends up causing an unintentional disaster.

    History: For the past year, a brash, loud, foolishly brave young woman has been a thorn in the collective backsides of Earth's authorities. Given the nickname "Spitfire" for her astonishing energy and devil-may-care attitude, she became an international sensation, snatching valuable trinkets and artifacts everywhere she went. But the truth is, Stacy Sellinger wasn't an evil person. She wasn't doing it out of malice or greed. She just was having way too much fun. She saw the whole thing as a personal challenge to overcome. A mere game. She only stole from those who could afford to lose, and never kept more profit than she needed to get by. Becoming something of an infamous legend, with a growing extranet fanbase, "Spitfire" was quickly becoming something of an underground icon.

    But all good things come to an end. Stacy took one too many risks, and eventually, she slipped up. She was captured, and imprisoned. Her impressive laundry list was more than enough to put her away for a long, long time...and her status as a quasi-celeb wasn't enough to buy her any mercy.

    Then the Reapers invaded, and everything changed.

    When the invasion hit Earth, the transport carrying Stacy to her new home was hit. In the panic and the chaos, she had her chance to get away.

    But she couldn't do it.

    Her jailer lay trapped underneath a pile of rubble, reaper forces closing in. As much as she wanted her freedom, she just couldn't bring herself to abandon a good man to his death. So she lept into the fray and, with her impressive skills and biotic powers, saved his life. She had lost her chance, and was recaptured.

    But the commanding officer that day saw something in her. He saw something more than just another crook. He saw someone with the talent and compassion to make a difference. So he arranged a deal for her: a full pardon or her crimes, in return for her service. Stacy Sellinger had gone from one of the World's Most Wanted, to an enforcer of the law. And in the aftermath of the invasion, the human race can use as many people with her kind of talents as they can get.

    Personality: Stacy is a wild, untamed woman in love with the rush. She rarely thinks of the consequences of her actions, only living in the now. She has a tendency to always see the best side of things, preferring to stay positive in the face of danger. To her everything is just a challenge to overcome, she's not the type to say "I can't do this".

    She thinks very little of law and order, but believes in right and wrong. Her sense of morality is just a little skewed compared to the average person. She's not one to steal from those that need everything they have, and she's not one to turn her back on someone in need.

    Stacy isn't thrilled with her current situation. She can't help but see law enforcement as oppressors out to ruin her fun. That being said, she made a promise to serve and is having a lot of trouble abandoning her post.

    Abilities and Resources: Stacy has trained herself to peak physical condition. She's incredibly agile, her speed and endurance matched by few. She's also a fairly talented biotic. She mainly uses her powers as a means of enhancing her own physical abilities, or using the battlefield to her advantage. In combat, she prefers to get up close and personal, putting herself at risk to close in on the enemy. Ideally, she would rather bypass a fight altogether. She carries an assortment of tools with her to aid in her work, including a standard-issue omnitool and a pair of goggles with various sensory and information applications. She's also been issued a pistol, but she doesn't care for using it.

    During her career as a criminal she's learned to adapt well to her situation and is good at thinking on the fly. She's also amassed her fair share of underground contacts and knowledge.

    Mechanically, the whole thing is based around a few core ideas:
    -She's the weakest of the group when it comes to pure combat strength, but has the specialties and SFX to provide her with a wide range of versatility. She has nothing above a d8 but has many ways of tweaking her die pool.
    -She has a playful, wild nature that is better suited to messing with enemies and showing off than brute power.
    -She brings a healthy dose of chaos to the situation, growing the doom pool more often than the others.
    -Like any good thief, she likes her gadgets. But she only has d6s because most of her cool stuff has been confiscated, leaving her with a lower grade of tech. Instead of making her tool dice higher or including more gadgets, I'll have assets, resources, and stunts represent various new doodads and on-the-fly tweaks to her gear.
    -I wanted something to represent her lack of regard for her personal safety and her elevated confidence, and a Menace specialty didn't feel right. She is not threatening in appearance or personality. So I came up with that kinda sorta healing factor-ish SFX.

    LockedOnTarget on
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    HounHoun Registered User regular
    Tweaking.
    Jaeto Volanon Chuuts Recitat Morhe Izzik

    Affiliations
    Solo: d10
    Buddy: d6
    Team: d8

    Distinctions
    Man with the Plan
    Married to the Job
    Like I Was Never Here

    Power Sets
    Black Widow Sniper Rifle
    Traits: Sniper Rifle Shot d10
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 3 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    M-11 Suppressor Pistol
    Traits: M-11 Suppressor Pistol d6
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Headshot. On roll, one maxed die may be re-rolled and the new value added to it's previous result.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 6 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    Tactical Cloak
    Traits: Invisibility d10
    SFX: Boosted Shot. Requires Active Tactical Cloak. Add 1d10 to a Sniper Rifle or 1d6 to Pistol, then shut down Tactical Cloak.
    Limit: Powered Device. Tactical Cloak's Invisibility Trait can only run for two consecutive turns, then shut down Tactical Cloak.
    Limit: Recharge. After Tactical Cloak is shut down, it requires an action against the doom pool or one round for the omni-tool to activate it again.

    STG Operative
    Enhanced Intellect d10, Enhanced Reflexes d6, Military Discipline d6, Hyperactive Metabolism d10
    SFX: "I can break these codes!" Step up or double Enhanced Intellect (1PP for both), then shutdown. Recover on an Opportunity.
    SFX: "Hold the Line!" When using Military Discipline in your dice pool, redirect physical or mental stress to emotional stress.
    Limit: Limited Lifespan. Step up physical stress to gain 1 PP.

    Specialties
    Combat Expert
    Covert Master
    Crime Expert
    Tech Expert
    Cosmic Expert

    Milestones
    Black Bag Ops
    1 XP: when you first use your Covert Specialty in a scene and succeed.
    3 XP: when you convince a team member to make a painful or difficult choice.
    10 XP: when you either sacrifice a team member in a critical moment or sacrifice yourself for them.

    Recovery Corps Bulwark
    1 XP: Embark on a mission for the Recovery Corps.
    3 XP: Take stress or incapacitate two opponents during a mission.
    10 XP: Join the Corps permanently, or decide to leave after your six months are up.

    History
    Morhe Izzik was always better at taking things apart than putting them together; as he seemed to lack his species' common drive for invention, it was little suprise when he enlisted. With a calculating demeanor, deadly aim, and knack for decrypting cyphers, he was quickly assigned to the 4th Infiltration Regiment STG where he completed three tours of duty in seperate campaigns aimed at weakening Batarian influences in the Terminus Systems. Afterwards, he was transfered to [REDACTED], an STG division tasked with [REDACTED], largely working solo ops, mostly involving sabotage, espionage, and [REDACTED].

    While it seems clear to many that Izzik's career goal is to eventually attain Spectre status, he was declined in two seperate nominations.

    Personality
    Morhe Izzik psychological profile describes him as "the very model of STG"; resourceful, efficient, and committed to finishing the job. Izzik tends to be solitary and stoic, and does not easily open up to others. Izzik tends to work best alone, as his initiative and improvisation are given room to flourish in this environment. In team situations, he tends to take a solo role, such as support, reconnaisance, or covering fire. He notably performs underwhelmingly in pairings; the concept strikes him as "inefficient" and "artificially constraining".

    Prepared, pragmatic, and patriotic, these are the "Principle Ps" that guide him in the field, and at all times, he seeks to use whatever resources are available to him to engineer the situation into whatever outcome is most beneficial to Salarian interests.

    Like most STG agents, years of physical, mental and emotional stress have caused him to develop various quirks and coping mechanisms; while not a religious man, he has adopted the technical forms of Drell meditation, which he tends to practice at the beginning and end of each mission (time permitting). He is also well-read in the subject of Hanar poetry, and is an avid academic collector of classical print pornography of various races; most notably Turrian.

    Abilities and Resources
    As a Active member of STG in good standing, he would normally be empowered to make moderate value requisitions of transportation and equipment to the ends of completing missions, but due to recent galactic events, resources are in short supply. During his years of working in [REDACTED], he managed to make a fair number of contacts throughout the criminal underworld, where he is known by a fair number of aliases.

    Changelog:
    - Boosted Shot increased from d6/d4 to d10/d6; if the pistol's going to gain another of it's base die, so too should the sniper
    - Vehicle Expert replaced with Cosmic Expert; Izzik can still drive/pilot, he's just at a completely average level. Cosmic Expert seems to fit his STG career better.

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited April 2013
    Alner’Haran vas Tonbay, Quarian Soldier

    Affiliations: Solo d8, Buddy d6, Team d10

    Distinctions: Turian Comrade, No Rest for the Wanderers, Quarian Soldier

    Quarian
    Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.

    Combat Tech
    Arc Grenade d8, Incinerate d8, Enhanced Durability d10, Enhanced Strength d8
    SFX Area Attack. Add a d6 for each additional opponent, and keep an effect die for each.
    SFX Tactical Scan. Each other ally may step up their smallest die or gain a d6 for any offensive actions they take until your next turn.
    SFX: Adrenaline Rush. Add a die from the Doom Pool to your attack action, then step up the die and return it to the doom pool. 1PP
    Limit: Exhausted. Shut down any Soldier power to gain 1 PP. Recover on Opportunity.

    Phaeston Assault Rifle
    Burst Fire d8
    SFX: Tactics. Step up effect die and gain a d6 when creating complications like Covering Fire and Suppression.
    SFX: Marksman. Step up power for two rounds. Cancles need to Reload and shuts down Combat Tech. 1PP
    Limit: Reload. May be used for three turns before d12 Needs to Reload complication.

    Specialties: Tech Expert (d8), Psyche Expert (d8), Combat Master (d10), Medical Expert (d8), Cosmic Expert (d8)

    Quarian Ambassador
    1XP: Talk about Rannoch with someone else.
    3XP: Form a strong personal or professional relationship with a member of a Council Race
    10XP: Join the Corps permanently, or decide to leave after your six months are up.

    Adrenaline Junkie
    1XP: Suggest a violent solution to a problem
    3XP: Draw your weapon when a situation is clearly deteriorating.
    10XP: Keep your cool to help a civilian or teammate under fire, or abandon them to pursue a fleeing enemy[/spoiler]

    Spent most of his pilgrimage with Turians
    Caught a ride back home on a Turian Cruiser when Reaper War broke out.
    Served as engineer and trooper in Reaper War with the Turians
    After the war, returned to Rannoch.
    Rebuilding the planet was painfully slow.
    Joined the Task Force to do something constructive with his love for a good fight.

    Capfalcon on
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    I like all of those, though LOT, do you particularly want a pistol? Because I don't see it being much help for you, and it seems like it would fit the character at least as well to use primarily her natural abilities.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Okay, let's start working out if IRC is possible. I am, for the time being, free all day, and generally awake from ten to midnight EDT. What about you guys?

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    LockedOnTargetLockedOnTarget Registered User regular
    I like all of those, though LOT, do you particularly want a pistol? Because I don't see it being much help for you, and it seems like it would fit the character at least as well to use primarily her natural abilities.

    I really just threw a pistol in there because I figured military service would have her carrying a gun of some sort, and for it to essentially be a last resort.

    Okay, let's start working out if IRC is possible. I am, for the time being, free all day, and generally awake from ten to midnight EDT. What about you guys?

    I'm pretty wide open myself right now so Im down for whatever is best for the others. If I had a preference it would be in a weekday since if I get the chance to go out with some friends IRL it's almost always a Saturday or Sunday.

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Most evenings are good. I'm also free any time on Thursday, but I'd prefer to avoid Tuesday.

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    HounHoun Registered User regular
    Availability?

    So, I wake up at 5am Pacific, so most weeknights are out for me... except Friday, when I will stay up as late as I damn well please. Same with Saturday.

    As a FAMILY MAN, I can attempt to schedule things during weekend daytime hours, but have to take a d12 Interruptions Complication.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    "Spoil for a fight" sounds snazzy, but what does it actually mean?

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    HounHoun Registered User regular
    Basically what I'm saying is that Friday/Saturday after 8pm Pacific is "me time".

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Lets see, I'm in Uni with lectures on Tuesday, Wednesday and Friday. So realistically if I played it'd either be during the day monday, thursday or the weekend or during the evening when I don't have Uni tommorow.

    This is all GMT as well so I'll probably wind up being in the evening for you guys.

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    DelmainDelmain Registered User regular
    I can't ever play during the day, I've got a boring old 9-5. Weekends are also kinda wonky because I go out of town like every other weekend.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Now we just need @jdarksun to chime in, and we/I can start figuring out the best plan.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    What time zone, delmain? (Also work up a character sheet, you punk. :P)

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    jdarksunjdarksun Struggler VARegistered User regular
    I'm on IRC pretty much all the time, but best times for me are probably 9pm-12am EDT Mon-Fri. I've got a game that time on Sat and Sun.

    Driving towards a Krogan Battlemaster, will have a sheet shortly.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2013
    It's looking like Friday nights, 11 EDT to 12-1ish, works pretty well for everybody. Another idea: start at 9ish EDT, end at 2, and much of the group won't be there the whole time. Which is okay, because I can split the party. Heh, heh, heh.[/Grunt] (Seriously, having six players in three separate scenes is not a problem in MHRPG. It's not like D&D.)

    Captain Carrot on
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    LockedOnTargetLockedOnTarget Registered User regular
    Yeah as Carrot knows well in my own game here the players are split up all the time, and there are even specific mechanics for forcing the group dynamic to change.

    Now that I think about it the only times the whole Marvel group was together in battle was the climax of Act 1 against Graviton.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Okay, let's plan to have all character sheets approved by Thursday night, and starting at 11 EDT Friday night; ordinarily beginning at 9, but the intro I wrote is designed to have all the characters together. Although since the intro is all RP, we could try doing PbP starting once jdarksun and delmain have posted their characters, and then head into combat for IRC.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    edited March 2013
    Right, so we were re-doing my characters powers to be less bloat and more concise/defined. I believe we had something like this:

    Quarian
    Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.

    Combat Omni-Tool Mastery
    d10 Cryo Blast, d10 Sabotage,
    SFX: Cryo Explosion. When a target is Chilled, that effect may be detonated by an appropriate power to inflict d10 physical stress, and add a d10 Frozen Complication to surrounding enemies. (If the enemies are already Chilled, the complication becomes d12.)
    SFX: Sabotage: When a target is successfully effected by Sabotage take no stress but are instead affected by either a disarmed or hacked complication
    SFX: Area Attack. Add a d6 for each additional opponent, and keep an effect die for each.
    SFX: Burst. Step up an Omni-Tool power, drop the highest die, and use 3 dice for your total.
    Limit: Cooldown. After using two attacks, you may shut down Omni-Tool Mastery for 1 pp. Purchase an opportunity to reactivate. (Am I reading this wrong? Shouldn't it be that the Omni Tool shuts down after 2 attacks then you may purchase a reactivation?)

    Combat Drone (perm. Asset)
    d10 Overload, d8 Omni-plating
    SFX: Defensive Redirect. When active, the Drone may interpose itself in front of you and absorb an attack; if the blow lands, it increases the effect die.
    SFX: Tech Burst. When a target is Stunned, that effect may be detonated by an appropriate power to inflict d10 physical stress, and either add a d8 Stunned Complication to surrounding enemies or inflict d8 physical stress.
    SFX: Burst. Step up an Omni-Tool power, drop the highest die, and use 3 dice for your total.
    Limit: Detonate. Shut down Combat Drone and inflict d10 stress or complication on surrounding enemies, or gain 1 pp.
    Limit: AI. The Combat Drone is vulnerable to being hacked and turned against you.
    Limit: Activation. The Combat Drone must be set up to be used, taking 1 turn or 1 pp.

    To clarify, as far as my reading of the rules this means:

    Lea'Foris spends a turn or PP to place a d8 stress token on the field representing her turret.
    While it is active she can re-direct attacks towards it (maybe change this to be random or require a PP or something?)
    It also has overload, but it takes Lea'Foris's turn to use it just like she was using any other power.

    This basically turns her into the FQE from multiplayer, kinda okay at putting down the hurt but mostly there to make sure that when she says "Nobody Move!" just like those human heroes in the action vids she adores people really do stay still.

    Albino Bunny on
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    LockedOnTargetLockedOnTarget Registered User regular
    Suggestions for your Combat Drone, Albino Bunny:

    I'm guessing that "d8 physical stress" trait die is supposed to represent it's toughness? If so you could name it Enhanced Durability or Armor Plating or something along those lines.

    You don't need to consider the drone itself a separate entity, you can just treat it like a regular power set. Lockheed the Dragon, pet of the X-Man Shadowcat, works that way. Just have a limit that says the power set shuts down when you detonate it or when it's Durability/Armor power trait gets shut down, and can be recovered by spending a pp or taking an action to do it.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Sounds better, editted it in. It still works as an asset though correct?

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    LockedOnTargetLockedOnTarget Registered User regular
    An asset is something separate from a power set.

    Making an asset is basically making a roll against the doom pool to create a temporary bonus die for your next roll.

    Like say I had my character spend her turn to try and biotically push some boxes in front of me to block enemy fire, or your drone spends it's turn charging up it's overload for an even bigger attack the next turn, or whatever other on-the-fly advantage one could think up.

    Or over in my Marvel game here, the guy playing Hulk might pick up Carrot, who's playing Wolverine, and throw him at the bad guy. Hulk is making an asset for Wolverine in that case.

    The drone here is just a straight-up power set, that you always have unless it blows up, then you have to spend the time or resources to renew it.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Ah, okay.

    So change the limit to

    Activation: The drone shuts down if Omni-Plating is disabled. Spend a turn or 1PP to re-establish it?

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    LockedOnTargetLockedOnTarget Registered User regular
    Yeah, that makes sense.

    And of course the same would apply when you detonate it. Boom

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    jdarksunjdarksun Struggler VARegistered User regular
    edited March 2013
    Urdnot Earp, Krogan Battlemaster
    Affiliations: Solo d6, Buddy d8, Team d10
    Distinctions: Urdnot Elite, Victory At Any Cost, War Without End.
    Power Sets:
    BIOTICS
    Biotic Charge d10, Barrier d8
    SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
    SFX: Barrier Burst. Step up or double Barrier. Remove the highest rolling die and add 3 dice for your total, then shut down Barrier. Recover power by activating an opportunity or during a Transition Scene.
    SFX: Forceful Charge. Step up or double Biotic Charge on your next roll, or spend 1 PP to do both, then shut down Biotic Charge. Recover power by activating an opportunity or during a Transition Scene.
    Limit: Exhausted. Shutdown any BIOTIC power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
    KROGAN
    Enhanced Strength d8, Superhuman Stamina d10, Superhuman Durability d10
    SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up the doom pool die by +1 for each action; return it to the doom pool when you’re done.
    SFX: Second Wind. Before you make an action including a KROGAN power, you may move your Physical Stress die to the doom pool and step up the KROGAN power by +1 for this action.
    Limit: Krogan Pride. Earn 1 PP if you step up emotional stress inflicted in a non-violent manner.
    ARMAMENT
    M-6 Carnifex d8, M-300 Claymore d10
    SFX: Carnage. Step up or double any ARMAMENT power on your next roll, then shut down that power. Recover power by activating an opportunity or during a Transition Scene.
    SFX: Called Shot. Add a die from the doom pool to one attack action using M-6 Carnifex. Step down the doom pool die by +1; return it to the doom pool when you're done.
    Limit: Gear. Shut down any ARMAMENT power and gain 1 PP. Take an action vs. doom pool to recover.
    Specialties: Combat Master, Crime Rookie, Menace Master, Psych Expert, Vehicle Expert

    Milestones
    Krogan Survivor

    1 XP: Rejoice in the end of the genophage with at least one witness (i.e. not in private).
    3 XP: Discuss either the original deployment or the cure with a turian or salarian without coming to blows.
    10 XP: Mate with a krogan female to create more future warriors, or decide to continue working to prove the cure was right.
    Recovery Corps Bulwark

    1 XP: Embark on a mission for the Recovery Corps.
    3 XP: Take stress or incapacitate two opponents during a mission.
    10 XP: Join the Corps permanently, or decide to leave after your six months are up.

    Background
    Before Wrex, Earp was just another Krogan bodyguard, another faceless merc. Virmire changed Wrex, and Wrex changed the Krogan. Wrex called back the Urdnot, and Earp came. Wrex had a vision, and it was infections: Earp found himself believing, believing that the Krogan could beat the genophage, believing that the Krogan needed to come together as a people.

    So when it came to his knowledge that he had a small amount of biotic prowess, Earp did what he thought best: he tracked down a doctor crazy enough to perform the old surgical procedures that once imbued the Krogan Battle Masters of old with the power to manipulate mass effect fields. And Earp bullied him until the doc agreed to do it.

    Earp survived. He returned to the Urdnot, and was made a better fighter. A better leader. A better warrior. He served with distinction, and was rewarded by being placed second in command during the Battle of Kalros. When Shepherd lead the allied forces against the Reapers on Earth, Earp rode a Kakliosaur into battle as second in command of the Urdnot shard of the Krogan First Division. When a Marauder struck down his commander, Earp stepped in. He survived.

    The Reapers didn't.

    Earp returned home to Tuchanka. He mated. Fathered a child. But part of him never really left Earth, would always be charging across that blasted landscape with a shotgun gripped firmly in his hands. So when Wrex asked for volunteers to the task force, Earp signed up.

    For victory, for glory, for the Krogan. For himself. Sitting at home, trying to figure out where he fit in with the clan, Earp realized something: war is the only thing he's good at.

    jdarksun on
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2013
    Pretty good so far. I'd suggest Durability and Stamina for the racial powers, and maybe a shotgun for tradition's sake. Distinctions: either Urdnot Elite or Proud [other clan], Juggernaut, and maybe Honorary N7? Also a backstory, o'course. ;) Oh, and LOT, that pistol would probably work better without stats, just using it for RP, like Bunny.

    Captain Carrot on
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    jdarksunjdarksun Struggler VARegistered User regular
    Yeah, I'm editing stuff in as I go. I'm on Steam if you want to chat.

    Got caught up in reading the wiki on the different shotguns that went in since release. :lol:

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    LockedOnTargetLockedOnTarget Registered User regular
    Okay, let's plan to have all character sheets approved by Thursday night, and starting at 11 EDT Friday night; ordinarily beginning at 9, but the intro I wrote is designed to have all the characters together. Although since the intro is all RP, we could try doing PbP starting once jdarksun and delmain have posted their characters, and then head into combat for IRC.

    Sounds good to me.

    So, um, this is a little dumb of me, but, I've never actually used IRC. Or any chat program really in years. Is it basically just like MSN or AIM in that I make an account, download a client, and add friends?

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    jdarksunjdarksun Struggler VARegistered User regular
    Okay, let's plan to have all character sheets approved by Thursday night, and starting at 11 EDT Friday night; ordinarily beginning at 9, but the intro I wrote is designed to have all the characters together. Although since the intro is all RP, we could try doing PbP starting once jdarksun and delmain have posted their characters, and then head into combat for IRC.
    Sounds good to me.

    So, um, this is a little dumb of me, but, I've never actually used IRC. Or any chat program really in years. Is it basically just like MSN or AIM in that I make an account, download a client, and add friends?
    There are a bunch of programs you can use. I like Pidgin, but Mibbit has a nice web client.

    I'm not sure what server and channel carrot wants to use, but PA has a couple channels on irc.slashnet.org. I idle in #criticalfailures.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2013
    With sites like Slashnet and Mibbit, you don't have to do any of that. Go to the channel you want (this one) and pick a name. That's it.

    Captain Carrot on
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    I'm noticing most people have more than 3 skills. Should I be adjusting Lea'Foris's sheet to have some extra? (Probably cosmic 8 honestly).

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    LockedOnTargetLockedOnTarget Registered User regular
    I took a boatload of skills because I'm supposed to be kind of a skill monkey.

    Cosmic seems like it would make sense for pretty much any Quarian seeing as how they travel around the galaxy.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Well she's not gone on Pilgrimage yet (hence Nar Doray not Vas Doray) but I was thinking from the perspective of spending forever browsing the extranet and basically being an obsessive junkie for gadgets.

    Basically the ME equivelant to the person who hasn't ever left their home country but could tell you tons of shit on Wikipedia. Which probably puts her at Cosmic 8.

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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
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