Sunday, September 14, 2014

Rarity — Dressmaker

Yet more ponies! The Element of Generosity, Rarity, has arrived! This uses Edges and information from my Fallout: Equestria conversion.

Name: Rarity
Race: Unicorn (Abilities listed below)
Cutie Mark: Diamond Trio

Experience: 50 (Veteran)
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 6; Toughness 4

Hindrances: No Hands, Size –1, Quirk (Perfectionist), Well, I'd Never!, Pacifist (m), Quirk (Generosity), Quirk (Expensive Taste)
Edges: Arcane Background (Natural Magic), Very Attractive, Connections—Fashion, Charismatic, Common Bond, Level Headed, Extraction
Skills: Fighting d6, Knowledge (Sewing) d10, Notice d6, Performance d8, Persuasion d8, Stealth d6, Spellcraft d6, Streetwise d6

Cantrips: Magic Trick, Locate Object

So all ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills at the cost of a Benny, or a free Edge that ignores all requirements. In addition, unicorns begin with the Arcane Background (Natural Magic) Edge, detailed below.

Arcane Background (Natural Magic)
Arcane Skill: Spellcraft (Smarts)
Starting Powers: Magic Trick + 1 other cantrip for each rank of Spellcraft you possess above d4 (you may gain a new cantrip each time your Spellcraft is increased in rank).
>Cantrips: Cantrips do not normally require a Spellcraft roll to cast successfully. Some cantrips have Cast Options, which requires a roll to activate. However, any cantrips that you maintain inflict penalties as if they were maintained spells.

Schools of Magic
There are five ‘schools’ of magic, representing generalized categories that spells are grouped into based on the nature of what they do. Certain effects, Edges, or other spells have effects that depend on what school a spell is from.
  • Abjuration - Abjuration spells are ones that protect or restore, usually in the form of energy barriers or healing magic.
  • Divination - Divination spells are oracular spells that let the caster see elsewhere in the world, into others’ minds, or even into the future.
  • Evocation - Evocation spells channel and focus raw energy, from pure magical energy to elemental energy such as fire and lightning.
  • Illusion - Illusionary spells are ones that affect light or the perceptions of the mind, such as invisibility or mental control.
  • Transmutation - Transmutation spells are ones that change matter and energy into other forms or move it about magically, such as summoning magical items or teleportation.

Magic Trick
Range: Touch or 1”
Duration: 1 minute per Rank
School: None
Trappings: Faint glow matching your eye color.Magic Trick can be cast once per turn as a free action. Magic Trick allows you to do one of the following at a time: levitate and manipulate small objects weighing less than five pounds within 1”, create harmless sensory effects (flashes of light, sounds, scents), color or clean/soil objects such as cloth or paint, or make a small object disappear for a few seconds (sleight of hand) within 1”. The Game Master has final say on the limits of this cantrip.
Cast Option (-1): The effect generated by Magic Trick is permanent until dispelled as a free action; this is usually only for minor effects (at the Game Master’s discretion).

Rarity has traded out her Cutie Mark to gain access to a marginally more powerful locate object cantrip, allowing her to sense gems that she has never even seen before.

Rarity is the owner of the Carousel Boutique, the local dress shop of Ponyville. She has high-reaching dreams of becoming a famous fashionista and is making marvelous strides towards her goal, having been commissioned to work for a variety of famous ponies such as Sapphire Shores.

She does her best to perform at her absolute best, shunning everything that can be even remotely considered "uncouth." She is calm, collected, intelligent, highly attractive, and very much willing to give whatever she can to help another in need. She is also very caring, and is one of Fluttershy's closest friends.

This has been a peek at the most fabulous marshmellow pone. Leave questions, comments, and brony hate below!

Saturday, September 13, 2014

James Raynor—Rebel Leader

We take a look at the StarCraft universe once again to see a hero unit—the leader of Raynor's Raiders, Jimmy! We're only going up to the end of Brood War and the expanded universe, because StarCraft 2 makes me want to murder babies.

Name: James E. Raynor
Race: Human
Experience: 180 (Legendary)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 16 (10)
Hindrances: Heroic, Loyal, Habit (M, Alcohol)
Edges: Brave, Brawler, Charismatic, Dodge, Quick Draw, Combat Reflexes, Command, Rock and Roll!, Natural Leader, Followers, Inspire, Tactician

Skills: Driving d10, Fighting d8, Intimidation d6, Knowledge (Battle) d8, Knowledge (Farming) d6, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Streetwise d8, Throwing d6
Inventory: CMC-225 Armor (Armor +10, Zoom (Notice +2 at range), Magnetic Grapples, Strength +2 steps, Targeting Computer, Heavy Armor), C-14 Assault Rifle (2d8+1, AP 4, RoF 3, 24/48/96, 100 Shots), Revolver (2d6+1, AP 2, Revolver, 12/24/48, 6 Shots).

Name: Vulture
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $11.2K, Remaining Mods 0
Notes: Crew Reduction, Exposed Crew, Hover Vehicle, 2x Speed, Spider Mine Dock (4d6 damage)
  • AGP-2 Grenade Launcher (3d8, Small Burst Template) (Fixed)
Raynor is a legendary freedom fighter, leading his band of men across the sector on jobs to overthrow Emperor Arcturus. He started off as a young farm boy who joined up with the Confederate military back during the Guild Wars. Showing an immediate aptitude for leadership (Command, Natural Leader) and good aim, Raynor rose through the ranks on the blood of his enemies, but was eventually framed by the corrupt powers that be. 

Years later, after his friend turned himself in so Raynor could escape, he found himself the Marshall of a town on the backwater world of Mar Sara. Always quick on the draw with his trusty revolver (Quick Draw) and his aged CMC-225 armor, he ended up assisting the rebel extremist Arcturus Mengsk, eventually leaving his organization due to bitter feelings over Kerrigan's fate.

Strong, both in will and in muscle, he eventually started his own rebel group to fight the oppressive government Arcturus established. He has become an even better leader, and (as the face of the organization) has learned to be a rather Charismatic fellow.

With his armor or without, James Raynor is not a soldier you want to run into on the battlefield.

Wednesday, September 10, 2014

James Howlett — Wolverine

Coming in with the movie rights still owned by Fox, we have Wolverine! This uses rules from the new Super Powers Companion.

Sorry this post took so long, I had a lot of stuff come up recently. I'm still Savaging as strong as ever, though!

Name: James Howlett
Race: Human
Experience: 260 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d12+3; Vigor d12
Pace 6; Parry 9; Charisma –2; Toughness 13
Hindrances: Can't Swim, Outsider, Overconfident, Vengeful (M)
Edges: Arcane Background (Super Powers), Brave, Berserk, Quick, Improved Hard to Kill, Combat Reflexes, Nerves of Steel, Frenzy, Martial Artist, Marksman, Command, Woodsman, Two-Fisted, Killer Instinct, Sweep, Counterattack, Block
Skills: Climbing d8, Driving d8, Fighting d12, Healing d6, Intimidation d8, Knowledge (Battle) d8, Notice d8, Piloting d6, Repair d8, Shooting d8, Stealth d8, Survival d8, Throwing d6, Tracking d8
Super Powers:
  • Ageless (1): Wolverine regenerates as fast as he ages, and therefore does not age.
  • Attack, Melee (9): Damage Str+3d6, AP 4, Heavy Weapon, Lethal, Multiple Attacks. Limitation (–1, Straight Wrists to Activate). (Bone Claws.)
  • Heightened Senses (4): Eagle Eyes, Low Light Vision, Super Hearing, Tracking.
  • Immune to Disease (1): Wolverine's extreme regeneration does not let him get sick.
  • Mind Reading (1): Limitation (–2, only works on animals, no Raise effect).
  • Regeneration (12): Level 5, Regrowth.
  • Resistance (2): Cold, Psionics.
  • Speed (2): Pace 12.
  • Super Attribute (14): Agility +1, Strength +4, Vigor +2.
  • Super Edge (4): Hard to Kill, Improved Hard to Kill
  • Toughness +5 (5): Adamantium Skeleton.
James, also known as "Logan" or "Wolverine," is a 4-Color Hero with Super Karma, sitting at a total of 55 Power Points, and begins with Quick, Brave, and Berserk. He was given the Arcane Background (Super Powers) Edge for free, due to the nature of his setting.

Wolverine has been around for a couple hundred years, and has been involved in almost every major conflict since the Civil War. He's a good shot and a brilliant fighter. As a mutant, he is able to quickly regenerate wounds that would leave most men bleeding out, and his infamous bone claws are some of the sharpest weapons on the planet. He also has an unnatural resistance to the elements, and can communicate with animals on the most basic level.

In addition to his natural powers, his skeleton was also infused with an indestructible metal called "Adamantium," making his bones unbreakable. Due to the heavy strain this puts on his body, his natural strength is significantly higher than that of even the most powerful humans.

He has spent vast amounts of time in the wilderness, and has learned to very effectively live off the land. The only custom Hindrance here is "Cannot Swim;" Wolverine's dense skeletal structure means that he couldn't swim if he tried.

There we go: Wolverine! Comments, questions, etc. below, as always!
— DoctorBoson

Tuesday, September 2, 2014

Steve — Miner and Crafter

Before we hop in, I have two updates for you guys. One, I have updated Clementine's entry, having finished Season Two of The Walking Dead. Secondly, my posts may slow down now that university has begun. Those out of the way, let's see what we have.

In celebration of the release of Minecraft 1.8 today, I'll go ahead and throw together the player character, typically referred to as "Steve."

This is one of those times where it's very important to remember that this is meant to portray the concept and flavor of the character, not his mechanics. In other words, Steve will, in fact, not be able to lift 3000 cubic meters of diamond.

Name: Steve
Race: Human
Experience: 300 (Legendary)
Agility d8; Smarts d10; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 7; Charisma –2; Toughness 9 (3)
Hindrances: Curious, Poverty, Outsider
Edges: Arcane Background (Alchemy), Fast Healer, Fleet Footed, Strong Back, Nerves of Steel, Jack-of-All-Trades, Combat Reflexes, Quick Draw, Woodsman, McGyver, Marksman, Frenzy

Skills: Alchemy d6, Boating d4, Fighting d10, Knowledge (Agriculture) d6, Knowledge (Carpentry) d6, Knowledge (Mining) d8, Knowledge (Smithing) d8, Knowledge (Stoneworking) d6, Notice d8, Repair d6, Riding d8, Shooting d8, Stealth d4, Survival d10, Swimming d6, Throwing d6, Tracking d8
Power Points: 20
Spells: Night Vision (darksight), Water Breathing/Fire Resistance (environmental protection), Healing (healing), Swiftness (speed), Strength/Weakness (boost/lower trait), Invisibility (invisibility), Harming (bolt), Slowness (slow), Regeneration (regeneration), Leaping (leap)

Inventory: Plate Armor (Armor +3), Pot Helm (Armor +3, 50% chance vs Headshots), Iron Sword (Str+d8).

Little is known about Steve. Some put forth that he is the last human alive; others that he was born into a world of Testificates, learning to fend for himself. No matter his origins, Steve is an absolute monster. He's learned almost all of the secrets of civilization, from agriculture to metal working, with no outside help. He can tame animals and slaughter zombies alike. 

He typically lives in a wilderness, living off of the land and creating nearly anything he needs out of raw materials (Woodsman and McGyver). He runs at incredible speeds, and it's rare for any blow to keep him down for too long. He's fast on the draw, a good shot, and an incredible fighter. Furthermore, he has picked up the ancient art of alchemy, brewing potions and poisons alike for his use.

Regarding Hindrances, it's very difficult to figure these out for someone like Steve because there is no official lore about him and it all comes down to play actions. Outsider is because he's the only human anywhere ever, but he always has at least one major and one other minor Hindrance. I went with Poverty and Curious because that more or less describes the more popular YouTuber play styles (which typically involves fiery lava deaths). Conversely, my personal Steve would have Cautious and Bad Luck instead.

Now, for the custom edges and such: Strong Back (having shown up on Link in my first post) simply means that the user considers his Strength one step higher for the purposes of Encumbrance rules. In other words, Steve has a d10 to carry things around with. 

There are two new powers here: Regeneration and Leap, the latter of which is also used by Darth Maul as well. The stats for both are listed below.


Rank: Novice
Power Points: 1
Range: Touch
Duration: Instant
Trappings: Strong winds, ethereal trampoline, mystical energy.
Leap allows you to jump great distances or reach very high places. On a success, you can jump 2" (4 meters) vertically or twice that horizontally. A Raise provides an additional 2".


Rank: Seasoned
Power Points: 6
Range: Touch
Duration: 1 hour (2/hour)
Trappings: Potion, increased metabolism.
This allows the user to help a target heal faster. On a success, the target can make a natural healing roll as a normal action on their next turn, ignoring the penalty for no medical attention (though they still suffer the –2 penalty for rough traveling if they move during the same round). They may make an additional natural healing roll every hour. With a raise, the target may spend a benny to make an immediate natural healing roll.

 So this is our blocky hero! I'll likely cover some mobs in the future as well. Leave questions, comments, etc below.

Monday, September 1, 2014

Mega Man — Blue Bomber

Today, we have DLN-001! Continuing the evident trend of making Smash Bros. characters, we'll throw together classic Mega Man using the Super Powers Companion.

Name: Rock
Race: Android
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 5; Charisma 0; Toughness 11 (6)
Hindrances: Overconfident, Small, Pacifist (m), Loyal

Edges: Arcane Background (Super Powers), The Best There Is (Copycat), Brave, Dodge, Combat Reflexes, Steady Hands, Elan, Marksman, Extraction, Nerves of Steel, Rock and Roll!

Skills: Climbing d4, Driving d6, Fighting d8, Notice d6, Piloting d6, Shooting d10, Stealth d6, Throwing d6
Super Powers:
  • Armor (2): Armor +6. Requires Activation.
  • Attack, Ranged (9): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Heavy Weapon. Contingent on armor. (Mega Buster.)
  • Attack, Ranged (12): Range 12/24/48, Damage 3d10, AP 8, Enhanced Damage, Heavy Weapon. Switchable (Primary with Mega Buster). Contingent on armor. (Charge Shot.)
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Copycat (28): Level 22. Devices, Duration, Versatility (+2). Limitation (–1, defeat Robot Masters).
  • Leaping (1): Can leap 2" vertically and 4" horizontally. (Booster Jets.)
  • Teleport (4): Traverse. Limitation (–2, Traverse only).
Otherwise known as Rock, Mega Man is an android invented by Doctor Light. With a heart of gold, Mega Man is the first to jump into action whenever Wily puts one of his schemes of world domination into play (Overconfident, Brave, Elan). He comes out as a Four-Color Super Karma hero for a total of 55 Power Points.

One of Mega Man's most frightening abilities is his Weapon Copy System, which allows him to store the special attacks of Robot Masters and use them himself! Although this requires him to defeat the Master, he has acquired a wide variety of moves, including flaming swords, incredible strength, and even shields.

His primary weapon, however, is his Mega Buster, which fires rapid bursts of powerful solar pellets at his enemies. He also has the ability to teleport long distances, though this uses a lot of power and takes a few moments of concentration. 

Mega Man's intense Strength comes from the fact that he throws a wide variety of his weapons, as well as the powerful Mega Uppercut and his slide attack. He is a good shot, both standing and charging (Marksman, Steady Hands, Rock and Roll!), and is a highly agile and determined fighter (Dodge, Combat Reflexes, Nerves of Steel, Extraction).

So there's Mega Man! Leave questions, comments, etc below, as per usual.

Sunday, August 31, 2014

John 117 — The Master Chief

Man, do I have a treat for you guys. Today we get to look at the Master Chief; one of the few characters to push our 400 experience limit. This incarnation of him takes us all the way through the end of Halo 4. This also uses information from my Savage Halo conversion (Player Guide and GM Information).

I will not be listing an explanation for every Edge in his description because he has so goddamn many, but I'll go over the gist of why he has what he does.

Name: John
Race: Spartan II
Experience: 400 (Legendary as f*ck)
Agility d10; Smarts d8; Spirit d10; Strength d12+2; Vigor d10
Pace 10; Parry 7; Charisma –2; Toughness 18 (8) (2)
Hindrances: Young, Loyal, Overconfident, Outsider
Edges: Cyborg, Great Luck, Elan, Brave, Command, Combat Reflexes, Improved Dodge, Level Headed, Marksman, Spartan Combat Skill, Tactician, Martial Artist, Harder to Kill, Accurate Attack (S), Natural Leader, Nerves of Steel, Command Presence, Quick Draw, Inspire, Alien Weapons Expert, Shotgun King, Alien Vehicle Expert, Two-Fisted, No Mercy, Steady Hands

Skills: Climbing d6, Driving d8, Fighting d10, Healing d6, Intimidation d10, Knowledge (Battle) d8, Notice d6, Piloting d6, Shooting d12, Stealth d8, Throwing d10
Cybernetics: Agility +1 step, Strength +2 steps, Dodge, Light Speed Reflexes, Leg Enhancements, Mule, Toughness +2, Vision Enhancement, Spartan Neural Interface
Inventory: MJOLNIR Mk VI (Armor +8, Shields +2, Neural Binding (Pace +2, Agility and Strength +1 step), Radar (Notice +2 vs Stealth), Zoom (Notice +2 at range), Targeting Computer (ignores 1 point of Shooting Penalties), –4 AP, Trauma System), Assault Rifle (2d8+1, AP 3, RoF 3, 24/48/96, 32 Shots), Magnum (2d6+1, AP 4, Semi-Auto, 15/30/60, 12 Shots), Frag Grenade x 2 (3d6, AP 2, Medium Burst, 5/10/20, Heavy Weapon), Cortana.

Boy, do we have a lot to cover. First, I'll go ahead and post the shield rules that I first established in my Arbiter post a couple weeks back.
Energy Shields: Shields provide a flat armor bonus to the wearer (taking priority over any other worn armor and does not stack). The user cannot be Shaken or Wounded by physical damage while the shield is active, and non-Heavy Weapon AP is negated.
When the user would have been Shaken, the shield is Low, and when the user would have taken a Wound, the shield is disabled. When a shield falls, the damage (including armor piercing) is compared against the user's normal Toughness (including worn armor).
Most shields recharge. When a shield is low, and the user isn't hit within a full combat round (regardless of damage), roll a d6. On a 4–6, it goes back to low, then full the next round.
Spartan IIs were picked at a very, very young age and trained extensively. Only about 120 humans in all of UNSC space were selected, being "genetically perfect". To reflect this, all Spartans begin with the Young Hindrance, but also have 3 extra attribute points. They also begin with the Cyborg Edge.

Spartan training pushes them to become perfect warriors; it is intensive and highly comprehensive. They learn tactics on both a small and large scale, melee combat, weapon skills, vehicle operation, and anything else that a soldier might need to not only survive on the battlefield, but to excel. 

At about the age of 14 (60 experience), Spartan IIs received their augmentations and implants. This made them bigger, quicker, stronger, tougher, and all around more terrifying. In addition, the neural interface Spartans are given have an available A.I. slot. It is rare to see a Spartan hit the field with less than 140 experience. Because of this, however, many individuals question exactly how much humanity Spartans have left in them (Outsider).

John, in particular, comes to be known as a "hyper-lethal vector." Cortana attributes this to luck, and looking at the Chief's track record, I'd say that's probably right (Great Luck). He's also said to have an unbreakable spirit (Elan, and later Brave), pushing himself to his limits and beyond on a regular basis.

He is shown to be a highly capable commander, becoming the de facto leader of the Spartan IIs. Intelligent and adaptable, he helped forge not only their physical success, but their tactical capabilities as well (Leadership Edges). Furthermore, the mere presence of a Spartan on the field of battle pushes marines to perform better (Inspire).

The Chief does not like ships, preferring to keep his boots on the ground, but was trained in flight and can make use of ships if he has to. He is also notoriously hard to kill, prompting the Covenant to name him "the Demon." He is accurate with one weapon or two (Two-Fisted and Steady Hands), always seeming to hit the one point that does the most damage (No Mercy).

On top of all of this, the MJOLNIR Mk. VI armor is the most advanced personal armor system in the UNSC. It further augments the Spartan's already impressive capabilities, and provides both shields and a trauma system to take care of any injuries the Spartan might sustain in combat.

Now, we have quite a few custom Edges and abilities here. Spartan Combat Skill is an Edge that allows the Spartan to take an additional action every round with no penalty, though he still may not repeat actions or exceed his weapon's Rate of Fire. Accurate Attack (S) allows him to ignore 2 points of Called Shot or Cover penalties with Shooting rolls. Alien Weapons Expert and Alien Vehicle Expert both allow characters to utilize Covenant technology without penalty. Shotgun King allows the user to use shotguns as though they were semi-automatic, letting them Double Tap or Rapid Fire.

As for the cybernetics, Mule has been modified to also increase Size by 1, while Vision Enhancement has been nerfed to only allow for Low Light vision and a +2 to appropriate Notice rolls. Toughness represents the carbide-reinforced skeletal structure of the Spartans, making their bones nearly unbreakable. Lastly, Light Speed Reflexes is a Legendary Edge that allows the user to redraw any initiative cards lower than an 8 in combat.

There you have him: the guardian of humanity! As always, leave questions, comments, and lore rage below.

Saturday, August 30, 2014

Akali — Fist of Shadow

It's a League Double Day! First up is Akali, the assassin! I will be giving her the benefit of the doubt and say her armor actually covers the entirety of her torso.

Name: Akali
Race: Human
Experience: 120 (Legendary)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 7; Charisma 0; Toughness 7 (1)
Hindrances: Vow (M, Preserve Balance), Ruthless (m), Stubborn
Edges: Fleet Footed, Quick, Improved Martial Artist, Two-Fisted, Steady Hands, Dodge, Combat Reflexes, Assassin, Sweep, Heightened Senses
Skills: Climbing d8, Fighting d10, Intimidation d6, Notice d8, Stealth d12, Survival d6, Throwing d10, Tracking d8
Inventory: Leather Armor (Armor +1), Kama x 2 (Str+d6), Smoke Bomb x 10 (as the obscure power).

Akali was trained from her youth by her mother, emphasizing speed and technique over raw strength (Quick, Fleet Footed). By her early teens, she was a master of martial arts (Improved Martial Artist), and her elders realized that she was to be deemed the next Fist of Shadow.

The Fist of Shadow is a member of the triumvirate formed to preserve balance within the world through any means necessary. Her role is simple: kill those that need to be killed (Assassin).

One of her most feared tools is her Smoke Bomb (Twilight Shroud), allowing her to obscure her surroundings and make an easy getaway.

Sweep is to be used as Crescent Slash, hitting her enemies with her twin Kama. Steady Hands allows her to use Shadow Dance and run with a –1 penalty to her attacks instead of a –2.

The only custom Edge here is Heightened Senses, which allows the user to ignore the vision penalties regarding anything that isn't purely visual. This helps her maneuver through her own smoke bombs.

Leave comments down below, and check out Yasuo, our other League Double Day character!
—Doctor Boson