Reform School Mutants - Printable Version +- RPG Addicts | We Know You're Hooked (https://forums.rpgaddicts.com) +-- Forum: The Prologue (https://forums.rpgaddicts.com/forumdisplay.php?fid=1) +--- Forum: Game Advertisements (https://forums.rpgaddicts.com/forumdisplay.php?fid=23) +--- Thread: Reform School Mutants (/showthread.php?tid=141) |
RE: Reform School Mutants - Scott Steiger - 11-23-2015 So the 180 point Croc works. How many points would I get for the Limitation where his powers only function in his scaled out form, otherwise he stays at his base (which is still pretty physically good). I was thinking it might be a 20 point limitation. )and have not spent those 20 points though. RE: Reform School Mutants - GM Marvel - 11-23-2015 I'm not sure yet how many points the limitation will give you. What do you mean by scaled out form? As it is, your Water Freedom is a power that gives you your stat adjustments when you are out of water but allows you to breath underwater (without stat adjustments). There is a power called alter ego that which honestly isn't much of a power. It's more of a limitation that they call a power. It allows you to go from normal human to Hulk or human to wolfman. So how does this transformation work? Can you decide to Croc-out any time you want? Does it only happen when you're angry? Does it happen during the full moon? What sets it off? Obviously the easier it is to change forms the fewer points you will get for the limitation. RE: Reform School Mutants - GM Marvel - 11-23-2015 Still looking for 1 or 2 more players. RE: Reform School Mutants - Scott Steiger - 11-23-2015 (11-23-2015, 05:44 AM)GM Marvel Wrote: I'm not sure yet how many points the limitation will give you. What do you mean by scaled out form? As it is, your Water Freedom is a power that gives you your stat adjustments when you are out of water but allows you to breath underwater (without stat adjustments). There is a power called alter ego that which honestly isn't much of a power. It's more of a limitation that they call a power. It allows you to go from normal human to Hulk or human to wolfman. So how does this transformation work? Can you decide to Croc-out any time you want? Does it only happen when you're angry? Does it happen during the full moon? What sets it off? Obviously the easier it is to change forms the fewer points you will get for the limitation. Since not getting what I meant by scaled out form tells me you still hadn't read the block I had on powers and the limitation I proposed in my signature, I simply went ahead and used the Alter Ego power to expedite things. Essentially he has two forms, Scott - who has the normal stats and no powers, not even water freedom; and 'the Croc' - his big bad-ass armor skinned, self sufficient, water freedom form. He can control when he transforms, and retains his mental faculties. The advantage, he can look normal when he wants to, the disadvantage, he isn't always ready for a fight, or not AS ready anyway. The idea is similar to Colossus, he can turn the iron form off, and he's still a big tough Russian, just not a superhumanly tough Russian. My form just has scales and claws not iron. RE: Reform School Mutants - GM Marvel - 11-25-2015 Actually I did read the block you had on powers and the limitation you proposed in your signature. You know, the one where you suggested such a limitation might be worth 20 points. I was just asking additional questions but anyways... moving on... Unless we get more players then it's doubtful that I will be able to GM this game. RE: Reform School Mutants - Scott Steiger - 11-25-2015 I realized when reading the temporary version of Armour skin being -2cs that the alter ego worked better for what I wanted, because being able to turn off Water Freedom is not always a hindrance... hopefully we get a few new players. Maybe post in the OoC thread for the Xavier's school to see if other Marvel players are interested inb adding a game as they may not be watching this thread. RE: Reform School Mutants - DM Nerdred - 11-26-2015 Didn't notice this game came back on track. Great! Been reading over the posts and I see we can adjust our characters. My guy, Sam Smith, had Illusory Duplication, Water Freedom, and Thermal Vision. I came up with the code name "Trident" for him because he was a life guard and the powers worked well but I always saw him as having a little Atlantean blood. I believe his stats were: F: Ty A: Fe S: Gd E: Ex R: Ty I: Ty P: Ty I don't mind the powers, but wish I could do a bit more with the illusory duplicates, like allow them to manifest slightly and physically interact at some point. I'd like to keep the strength but boost his agility. Oh, and breath water. I'm not sure what spot he'd fill in the Brick, Infantry, etc. category. I see him in the strange powers category, using his duplicates to link the party if separated. RE: Reform School Mutants - GM Marvel - 11-26-2015 Glad to have you Nerdred. You might want to check out here. Rather than rolling our ranks most of the players seem to like the point buy system. It seems to balance out the characters so you don't have the range of characters from Toad to Thor. These starting characters start with 180 points. As for Illusionary Duplication, it says that you can create ONE duplicate that you can some or all your powers to it and this duplicate can do more. So if you took the power of telekinesis, then your duplicate could lift things or energy solidification would create a solid duplicate, etc. It's up to you. You are also more than welcome to change your powers or focus more on one of them. RE: Reform School Mutants - Sam Smith - 11-27-2015 Re-made Sam according to new and improved rules Please let me know if everything jives with you. Thanks. RE: Reform School Mutants - Porsche Villar - 12-02-2015 I'll make a character for this game... since I do not have a character concept in mind yet I will roll randomly to start... then spend the 180 CP to fit the concept I come up with. So... FASERIP.. Averaging Table1+ Table 2 as a Teen (max Ex) (newbie so all will be reduced to min rank for their CS) Fighting [1d100] = 14 = Ty5 + Pr3 == Pr4 === Pr3 Agility [1d100] = 92 = In36 + Gd8 == Ex20=== Ex16 Strength [1d100] = 31 = Gd8+ Ty5 == Ty7 === Ty5 Endurance [1d100] = 42 = Ex16 + Ty5 == Gd11 === Gd8 Reason [1d100] = 49 = Ex16 + Ty5 == Gd11 === Gd 8 Intuition [1d100] = 36 = Gd8+ Ty5 == Ty7 === Ty5 Psyche [1d100] = 68 = Rm26 + Ty5 == Ex16 === Ex16 Background [1-5 Induced Mutant, 6-8 Random Mutant, 9-10 Breed Mutant] Mutant Background [1d10] = 9 = Breed Mutant +1 CS to Endurance and Intuition So F Pr3 A Ex16 S Ty5 E Ex16 R Gd8 I Gd8 P Ex16 at a cost of 61/180 cp so far either cannon or mentalist.. let's see where powers lead me Powers Powers [1d100] = 16 = 2/4 Talents Talents [1d100] = 3 = 1/6 she'll take Student so that will cost her 10 cp Contacts Contacts [1d100] = 34 = 1/4 and 1 contact wil cost her 5 cp to get Pr3 resources she will spend 6cp so that is 61+10+5+6= 82 cp /180cp leaving her with 98cp for powers and to maybe spend to fine tune her FASERIP if needed to match her pwoers So better make my Powers count I know I get to pick em if I don't like but still working on a concept here. Power 1 Category Power 1 [1d100] = 55 = Matter Creation Matter Creation Power Matter Creation Power [1d100] = 79 = Spray (Ok.. maybe interesting, let's see what second power I roll to combine with it.) Power 2 Category Power 2 [1d100] = 95 = Travel Travel Power Travel Power [1d100] = 92 = True Flight OK ummm she has a spray that creates a cloud that allows her to fly BAHAHAHAHA.. rerolling Powe 1 Reroll Category Power 1 Reroll [1d100] = 80 = Physical Enhancment Physical Enhancment Power Physical Enhancment Power [1d100] = 95 = WATER FREEDOM ROFL ummm NO just gonna reroll that now Physical Enhancment Power Reroll Physical Enhancment Power Reroll [1d100] = 66 == SELF SUSTENANCE (facepalm).. rerolling.. again... Physical Enhancment Power Reroll 2 Physical Enhancment Power Reroll 2 [1d100] = 17 = Body Resistance .. no too many tanks in the party already just going back to the drawing board on powers... Power 1 Reroll 2 Category Power 1 Reroll 2 Category [1d100] = 54 = Matter Creation Matter Creation Power Matter Creation Power [1d100] = 19 = Elemental Creation (could be very interesting) Power 2 Category Power 2 Category [1d100] = 73 = Physical Enhancement ..whch we've realized is alkready well represented in this group so just rerolling.. Power 2 Category Reroll Power 2 Category Reroll [1d100] = 8 = Detection Detection Power Detection Power [1d100] = 67 = Telescopic Vision and this is why we hate random characters.. but it was enough to get my creative juices flowing.... for now I need sleep, but will think more on pwoers later. |