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I also missed the note on overpowering, so I would need approval from Marvel on those anyway. 

Fe1, Pr3, Ty5, Gd8, Ex16, Rm25, In36, Am46 - based on these numbers from the first post as the low range I will have to rework the costs on the powers, which also means I can lessen the limitation as I'll need less points. I had dropped the grafting from Rem to a few points short in Ex to free up enough points to buy sharp weapons as a talent.  

So since grafting is starred that would be 20CP base + 50 for Rm (ideally).  Then Sleep would be 10CP base +25 for Rm and Plague Carrier at Ex would be a total of 26  CP.  That makes it 70+35+26=131CP  with 15 CP for Talents and 63 CP for FASERIP that brings me to 209 CP.  That means that I only need to swing a Ex 20 point limitation to bring that down to 189CP.  I think that is right, pending Marvel's approval, of course.
(03-15-2021, 07:24 PM)Niall Glacian Wrote: [ -> ]I also missed the note on overpowering, so I would need approval from Marvel on those anyway. 

Fe1, Pr3, Ty5, Gd8, Ex16, Rm25, In36, Am46 - based on these numbers from the first post as the low range I will have to rework the costs on the powers, which also means I can lessen the limitation as I'll need less points. I had dropped the grafting from Rem to a few points short in Ex to free up enough points to buy sharp weapons as a talent.  

So since grafting is starred that would be 20CP base + 50 for Rm (ideally).  Then Sleep would be 10CP base +25 for Rm and Plague Carrier at Ex would be a total of 26  CP.  That makes it 70+35+26=131CP  with 15 CP for Talents and 63 CP for FASERIP that brings me to 209 CP.  That means that I only need to swing a Ex 20 point limitation to bring that down to 189CP.  I think that is right, pending Marvel's approval, of course.

Rem is 26 not 25
Oh, right.  I didn't notice that error in the first post points.  So that would mean Rm Grafting would be 74, Rm Sleep would be 36, and Ex Plague would still be 26.  So the total on powers would be 136 CP, or 214 CP for everything, so I will have to go with a Rm level limitation to cover it all.  That would leave me with 6 CP, which I would probably drop into bringing Fighting and Agility up to Good. 

I will update the original character sheet post to reflect these corrections.
Tweaked the history layout a bit and added a couple small things I had forgotten to call out before.
And I lost my entire post!   Angry

Sorry for taking so long to get to this post.  Thank you Vitkyng for helping out.

The first thing I noticed about your character is your stats are very high.  If this is how you pictured your character then that's fine but your stats are much higher than the Poor and Typical stats a regular teenager would have.  In the front of the Judges book there are explanations about what stats mean.  For example...

GOOD Fighting is 'Some Formal Training' (Hawkeye and Police Officers)
GOOD Agility is 'some training in dexterity and accuracy' (Invisible Woman and Colossus)
TYPICAL Strength is 'Able to press up to 200 pounds' 
EXCELLENT Endurance is 'Regular Exercise' (Daredevil and Human Torch)
EXCELLENT Reason is 'Modify existing 1980's tech' [This should be updated to 2020 tech] (Beast)
EXCELLENT Intuition is 'Fine eye for Detail' (Nick Fury and Mr Fantastic)
EXCELLENT Psyche is 'Some experience with mental control and/or mystic forces' (Beast and Nightcrawler)

As you can see, most of the stats are far above a typical Teenager who has a stat range of Poor to typical unless there's a reason for them to be exceptional.  This could be explained as part of your mutation so you wouldn't have to say you went to the police academy.  But if you look at most of the other PC's you will notice their character's stats are mostly in the Poor to Good range with a few higher stats sprinkled in.  Endurance in particular is a stat that gets pumped up because even a regular human can have a Remarkable and for some reason mutants just seem to have higher Endurances.  But if this is how you see your character then that's perfectly fine.  I just wanted to make sure you were aware of the average teenager's stats.

I also usually deny powers with a star.  They tend to be unbalancing or have too many options compared to regular powers.  But since you have an concept going then that's fine.  I am a little concerned that you might not find a lot to do.  Grafting body parts and starting plagues aren't usually heroic powers you'll be able to use in the heat of battle.

Calculations: (Maximum of 190 cp's)

69 Ability scores (F8 + A8 + S5 + E8 + R16 + I8 + P16)
10 Resources (typical)
77 Grafting (20 base + [26 x 2 = 52] +5 overpower = 77]
41 Sleep induced (10 base + 26 Remarkable +5 overpower = 41)
26 Plague Carrier
15 (Sharp weapons and Animal training)
-----------------------------------------------------------------------------
238  Total

Please double check my math.  I've been working all night and I'm pretty tired while doing these calculations.  

If these calculations are correct, even if I were to give you 30pts for a limitation you still would be over your 190 cp limit.  You will need to shave some points off somewhere.  My suggestion would be your Ability scores.
I recognize that the grafting and disease will have limited combat use, I was seeing him to be more of a healer, although an unconventional one.  The Sleep and Sharp weapons give him some options in combat, although he is definitely not a combat oriented guy.

On the powers, I went back and recalculated and I think I forgot to add the base cost of the Plague Carrier.  I see what you mean on the stats, I had just bumped those because I thought I had the points to do it.  I would be fine with dropping Fighting to Ty, and Reason and Psyche down to Good, which would drop the stats total to 50.  With the Rem restriction on grafting that would drop him to 189. My reasoning on the better than average stats is that he has been doing small grafts to himself to bolster him above the average.

I also have another character concept I could go with if you don't think that this setup will work for the campaign.  In one of my old campaigns I had a telepathic shapeshifter that would use his telepathy specifically to pick out common fears and be come them to drive people away and alternate attack modes.  I could revamp the Imp and bring him back to explore the teenage years.
While waiting for your input I was thinking about grafting as combat options. I will have to go back and reread grafting, but I don't think it has a time limit, so would it be a feasible use, perhaps as a stunt, to do something along the lines of removing a target's limb or connect two targets together to unnerve and encumber them?

Combat usefulness for the disease really all depends on what kind of diseases I can get my hands on Tongue
[OoC: I'm sorry, for some reason I did not receive or see any notification anyone had posted. ]

You will need to repost your sheet again with the changes so I can look at them.  

As for uses for your powers, you can of course reattach limbs and stick them to someone else's face all you want.  But any normies who see you do it are going to view you as Dr. Frankenstein.  Especially if you don't have the opportunity to put the body parts back.  For example, if you fight the Brotherhood of evil mutants and remove toads arms, if they escape, Magneto isn't going to wait around for you to reattach Toad's arms.  The public is not going to be very happy with you keeping someone's limbs, even if it is Toad.  On the other hand, if you went to a veterans hospital and managed to find a leg donor from someone who was about to pass away, for a soldier who lost his legs, you would be called a hero.
(07-23-2015, 07:20 AM)Niall Glacian: Wrote: [ -> ][Spoiler]
Real Name: Niall Glacian

Alias(es):  Stitch, Nod

[Image: cred-st.jpg]

Primary Abilities (CP cost: 50)
AbilityRank Score Notes/Modifiers (roll)Green F.Yellow F.Red F.
FightingTypical5--51-8081-9798-00
AgilityGood8--46-7576-9798-00
StrengthTypical5--51-8081-9798-00
EnduranceExcellent16 (8)+1 for Breed41-7071-9495-00
ReasonGood8--46-7576-9798-00
IntuitionExcellent16 (8)+1 for Breed41-7071-9495-00
PsycheGood8--46-7576-9798-00

Secondary Abilities
Health: 34
Karma: 32
Resources: Pr (4 CP)
Popularity: 0
Origin: Breed Mutant

Karma Pool: --
Advancement Fund Karma:  --

Powers ( 3 / 4 ) (CP 144 - 30 point restriction)
PowerRank Score Notes/Modifiers (roll)Green F.Yellow F.Red F.
1) Grafting*Remarkable26Limitation - requires two free hands touching target (Rm)36-6566-9495-00
2) Sleep - InducedRemarkable26--36-6566-9495-00
3) Plague CarrierExcellent16Known: Chicken Pox, TB, Infectious Stomatitis (lizards only)51-8081-9798-00
4) -Typical5--51-8081-9798-00

Talents ( 2 / 4 ) (CP 15)
TalentNotes/ModifiersGreen F.Yellow F.Red F.
1) Sharp Weapons--51-8081-9798-00
2) Animal Training--51-8081-9798-00
3) ------
4) ------

Contacts ( 0 / 4 )
ContactNotes
1) ---
2) ---
3) ---
4) ---

Group Affiliation: --
Base of Operations: --

Occupation: Student
Identity: --

Physical Description
Sex: Male
Age: 14
Ethnicity: Caucasian
Height: 5' 2"
Weight: 130 lbs
Appearance:  Tall for his age, although not exceptionally so, Niall is thin, but has a small pudge at his stomach.  His hair is is close-cropped and dark red.  His blue eyes are wide set and heavily lidded. He often smells of sanitizer alcohol and vinegar, and regularly is seen rubbing hand sanitizer on.  The back of his left hand has a noticeable square of light brown skin.  A larger lizard shaped area on his right thigh is a faint greenish color and covered in fine scales.

Costume: --

Gear: An old leather doctor's bag, filled with movie quality doctor tool props. Several small notebooks filled with random notes about various well known superheroes, particularly mutants, with publicly available information about powers and team ups.  Intermingled among these notes are records of numerous graftings done on small animals, the results and viability of the results and if the subject was freed, terminated, or retained.

Transportation: --

Background
Mother: Mary Katherine Glacian (Former graduate of Xavier's, known for her energy manipulation powers, known as Lightsout)
Father: Donnal Glacian (Known Bio-vampire mutant from Ireland known as Dullahan)
Siblings: None
Demeanor: Quiet and inquisitive
Motivation: To find a way to not only move parts from one subject to another, but to congregate powers and natural abilities into a true perfect amalgamation form.
History: Niall had a very disruptive early life as both of his parents had issues integrating with normal society for very long.  Thus for his first ten years, the Glacians never spent more than a month in a given place.  After a decade of relatively solitary travel, the Glacians finally found some support by joining the Culpepper & Merriweather circus.  It was during this period that Niall's powers began to present.  His mother and father were nearly fired due to Niall accidentally knocking them out on several occasions. It was during these long periods of unsupervised self-entertainment that Niall discovered his other ability.  For a brief period the C&W freak show started to gain notoriety for how startlingly alive the "animatronic" jackalopes, fiji mermaids, and squirrel-birds were.  As soon as his parents realized what was going on with the animals, they panicked and abandoned the circus, disappearing with Niall in the middle of the night.  Naill was able to bring his current pet, a greenish bearded dragon, although his parents didn't think to comment when it disappeared shortly after getting sick a few months later. Over the next few years, they returned to their nomadic patterns but despite trying to get Niall to understand the dangers of his grafting abilities, he seemed determined to continue what he began to call his "experiments". At the end of this time they were settled for a few weeks in Litchfield, CT. 

For the first time in quite awhile Niall had actually developed a friendship with another kid, another early teenager named Miles Dearbourne.  Miles attracted Niall's attention because not only was he a funny and entertaining kid, but he also had severe arthritis and organ damage caused by a major tuberculosis infection when he was a baby.  Niall was open with Miles about his abilities and in a kind of 'blood brother' ceremony Niall swapped a small patch of skin from the back of their hands with each other. He had done something similar as a memorial to his first dead pet, a bearded dragon named Cleo, grafting Cleo's skin on his thigh shortly after she died. 

Eventually they spent the night at Miles house, and despite his parent's stern warnings Niall decided to try to fix his friend.  It was after he had lulled everyone in the house to sleep, he set to work on 'fixing' his friend.  While it appeared that Niall may have successfully repaired Miles joints, during the operation a new power manifested.  Niall drew in the the latent TB from Miles' blood, and the next day accidentally spread the disease to both of Miles' parents, a gas station attendant, several people at the grocery store and his own father.  A week later, all of these victims began showing symptoms.  While Niall was able to cure his father, the CDC had been called in to address this terrifying outbreak of TB in such a small town and the Glacian's packed up and disappeared before any more dots could be connected. 

At a loss as to how to deal with these ongoing issues, Mary Katherine reached out to her old Professor and asked for Niall to be taken in at the school to learn the control necessary to prevent him from becoming a public hazard and driven to even further isolation and resentment at the world.


Notes: Niall often will have small creatures that he will catch and train with simple commands and perform "experiments" on to try to find a new, better form for it.  Niall is a good person and doesn't want to cause pain and suffering for anyone, but often does not think past the immediate aftermath of what he wants to do.  He knows from his superhero studies that his powers have the ability to be a great boon to everyone, but making a frog fly is pretty cool too, you know?

If I'm doing the math right that should be 50 CP for FASERIP, 146 CP for powers, 15 CP for talents, 4 CP for resources for a total of 219 CP.  With a 30 CP limitation on the Grafting, that would drop me to 189 CP total.  That last point I guess would go to Karma pool.
I took a look and first thing I noticed was your Heath and Karma are wrong.  

Stat price is fine at 50 cp's but...

Health should be 34.  
Karma should be 32.

For power, I count 146.

A Remarkable 26 = 57cp's.  You have two powers at remarkable which is 114cps + Excellent which is another 32cp's = Total of 146cp's but you've counted 144cp's 

I will let you drop your resources to Poor 4 to get the 2 points you need for powers.

Now about the 30 pts for a limitation.  Where did you come up with 30pts as the number you thought you should have?  Remarkable limitations include:
  • Power doesn't affect one type of material it would normally affect
  • Does not work in presence of flame
  • Power may only be used 2 times per day
  • Power does not affect a certain color
The player's book suggests that GM's are suppose to place harsh limitations on those powers that are raised in this fashion. 

So we were talking about needing to touch someone with both hands.  How exactly do we accomplish this?  Making you make a fighting feat of Remarkable intensity to succeed in 2 attacks is one way.  The other way might be for you to get a Red Grappling feat for a full hold.  Or maybe you could do either.  What were you thinking?
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