Scintillator Update

Scintillator Update

Scintillator still has a few holes but now she is quite playable in V&V and MSH.  I still haven’t done anything with a couple of Ideas for her HERO system write up but she now has her abilities integrated with each system providing reasonable accommodations to each systems special talents.

Of course part of the reason this takes so long is that I am trying to build three characters at the same time and keep on rewriting one section then another.

 

Identity: Scintillator Character Name: Seline Velma Brazos Player name: Base of Operations:
Sex: f Training Suggestions: Agility, inventiveness, Modeling, design Genre: Group Affiliations: Armageddon League
Age and Appearance: 19 Seline appears without her powers to be a 4’11” Angry Latino beauty blessed with classic beauty, exceptional confidence, a quick mind and firey temper from the tips of her brown hair (often dyed various colors for attracting attention) to the ends of her garishly manicured and pedicured digits.  She finds few rewards operating as a superheroine, wanting to be a world class model and internationally renowned fashion designer. At any size out of the human norm she gains Attenae sprouting from her forehead. Character Quotes: “Learn to tell me and Muddaber apart or face the consequences!!”  “SQUEEEEEEEEEEEEE!!!” Game master: Campaign name:
Alternate Identities: The Squealing Shrinker, Violent Vixen, Incredible Insect, Origin and Background: Sometimes villians live long enough to become a hero. Especially if given a mentor and a chance.
Weight: 122 Basic hits: 4 Rank Rank or number Characteristics + Powers + Skills, Perks and Talents’ Total Character cost Base Points + Available from disadvantages + Experience ‘ Maximum
Agility mod: Fighting Remarkable Val Characteristics Cost Base Points Notes: Roll
Strength: 12 Endurance: 15 Agility Good 13 Strength x1 10 3 HTH Damage  in d6’s
Agility: 20 Intelligence: 18 Strength Good 18 Dexterity x3 10 24 OCV:      DCV:
Char: 23 Reaction: 4 Endurance Excellent 16 Constitution x2 10 12
Hit point modifier:         ( 1.2 ) ( 1.9 ) ( 1.8 )  ( 1.3 ) = 5.3352 Healing Rate: Reason Excellent 14 Body x2 10 12
Hit Points (  21  ): Power (  65  ): Intuition Good 20 Intelligence x1 10 10 per Roll
Psyche Good 18 Ego x2 10 16 ECV
Movement Rates: 12″ ground Health (F+A+S+E) 25 Presence x1 10 15 Pre Dice:       d6
55″, 110″ or 220″ wing speed (depends upon size, see below) 28 Comliness x1/2 10 9
Karma (R+I+P) 6 Physical Defense x1 Str/5 3 Resistant:        Total:
6 Energy Defense x1 Con/5 3 Resistant:        Total:
Accuracy: Resources 6 Speed x10 1+Dex/10 32 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
C. Cap: 197 Basic HTH Damage: 8 Recovery x2 (Str/5)+(Con/5) 4
Popularity Remarkable 40 Endurance x1/2 Conx2 4
40 Stun x1 Bd+(St/2)+(Cn/2) 11
Detect Hidden: Detect Danger: Special Abilities: 6 Run x2 6″ x2 non-combat multiplier
Talents: Aerobatics Toro Toro! -1 Cs to being targeted while wearing any flowing garment. 2 Swim x1 2″ x2 non-combat multiplier
Inventing Points: 1.8 Vertical leap Spl. Str/10 X2 non-combat multiplier
Inventing %: 56% Contacts: NYC Heroes: Bricklayer, Automatic Grover Cleveland, Muddauber , Arachnadude, Shadowcat. HLeap Spl. Str/5 X2 non-combat multiplier
Security Clearance: n/a Characteristics Total Cost: 158 Insects: Other: Costuming:
Powers: Entomophobia:  Although not frightened witless by insects (and any creepy crawly things) still for someone who can control bugs she is exceptionally scared of the insects. Any time Seline wants to use her Entomological powers she must spend an half of her movement to make a d20 Charisma Roll under her Charisma. Powers: Powers: Seline has a braod range of Shrunken, Flight, Armor/Costume based  and Insect Powers but no growth or ‘mud’ powers making her markedly different from Muddauber. Scintillator not only has an insect theme but has had many cells implanted in her forehead that when she is shrunk become antennae for her to aid and receive aid from the insect world. Even while fully grown she still maintains the ability if not desire to use these powers (Ego Roll to use these powers). Scintillator has had a few cells implanted or altered in her that grant her a variety of powers. The Iridescent Armor currently worn Provides a variable field of iridescent reflections that can be used to disorient and debilitate opponents unprepared for her tactics as well as arms and armor for her combat encounters. Iridescent Armor: Armor + force Field Being an aspiring  world class model as well as clothes designer she follows her mentor in using the opportunity to include defensive or communications gear (and sometimes even offensive capacity) into many of the outfits she designs and wears. Citing her mentors opinion that women need to be capable of defending themselves at any moment Scintillator often attempts to be on the forefront of where defense technology meets fashion.
Shrinking Feeling (Size Control: Shrinking). Seline can shrink down to insect sized and possibly smaller though she is easily frightened by being this size.  While she is shrunk she can use Scintillator’s Propriectic Punch (HTH+3/+0 but x5 multiplier to determine KO chances) but she also may shrink others which with her insect control abilities can result in the opposition suddenly finding themselves in the middle of an army lead by her. Bug you? Bug me! (Insect control):Scintillator has had many cells implanted in her forehead that when she is shrunk become antennae for her to aid and receive aid from the insect world. Even while fully grown she still maintains the ability if not desire to use these powers. As an additional benefit when the Attenae are present she only loses half the power normally lost when rolling with a punch. Shrinking: Seline Velma Brazos is able to shrink down to insect sized and possibly smaller with Incredible control though she is easily frightened by being this size.  While she is shrunk she can use all her other powers.  When she shrinks small wings grow from her back and attenae appear on her forehead. While small she is +2CS to fight larger opponents and is -2CS to be hit by them. She also may shrink others which with her insect control abilities can result in the opposition suddenly finding themselves in the middle of an army lead by her. Imaginary grace (Winged Flight): She has Feeble flight at half human height, Poor ranked flight at less than a foot tall and Typical Flight Speed at smaller sizes Bug you? Bug me! (Insect Communication): Scintillator has had many cells implanted in her forehead that when she is shrunk become antennae for her to aid and receive aid from the insect world. Even while fully grown she still maintains the ability if not desire to use these powers enabling her communication with and control of insects at a Typical level. As long as she overcomes her fears. 51 Scintillators Shimmering Setup Part 00 : Scintillator has a Multipower to handle her versatility and intelligence, 90 point Multipower. It has Variable Limitations of at least -1 1/2 from the following list: Side Effects (depends upon sfx up to -1/2), Activation Roll (up to 12-, -3/4), Gestures (“hurling motion”, or stealthy motion, -¼), Costs up to x3 End (up to -1), OIF (Various Worn Items, -1/2), RSR (related to SFX, up to -1/2), Delayed Effect sets only after end of the phase fired in (-1/2), Realistic Limitations (i.e. Real Electricity, Real Weapons etc…, -1/4), Must follow having been shrunk recently (-¼), Charges (up to -2 in total limitations), Conditional Power: Not In Water (-¼), No Knockback (-¼), Linked (Usually Shrinking, -1/2), Lockout (Usually Shrinking or Flight, -1/2), Reduced Range (up to  -1/2), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4), Noisy (Audibly and entomologically, -1/4),  90/51 Scintillators Shimmering Setup Part 11 Scintillator’s Propriectic Punch: By double shrinking then physically smashing a targets propriect perception area Scintillator can force even the strongest of opponents to their knees.  Scintillator has used this more than once to bring success to a plan.  Change Environment 1”, (5), the targets must make a propriect perception roll at -6 or else fall down (6). Long Lasting (the effects take a while to wear off, +10) Selective (+1/4), Scintillator must be shrunk (-1/2), Target must have a known organic propriect center (-1/2), Costs up to x2 End (up to -1/2) Scintillators Shimmering Setup Part 22 Broad Broadcast: 9d6 Mind Control, Explosion (+1/2), Insect Class of Minds, Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4),  67/ 75 Insect Size: Shrinking (0.0284 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18″ KB), Costs END Only To Activate (+1/4) 75/75 8 Reinforced Iridescent Costume: Armor (6 PD/6 ED), OIF (Suit, -1/2), Half Mass (-½), Real Armor (-¼) 18/8 6 Boots with the Micro Suction Adhesion Fur: These boots use tiny fibers that look much like hairs to provide a reasonable grip upon surfaces for most humanoid or smaller individuals. Clinging (STR); OIF (Fur Boots, -1/2), Not While weighing or carrying more than 250 KG total weight (-1/4) 10/6
Scintillators Shimmering (Light Control Ring Device) a flexible field of of energies marked by iridescent visual properties that can be used to disorient and debilitate opponents unprepared for her weapon.  It emits an intense beam dealing 2d8 damage for 1 power point per attack up to Ax2” range.  The other offensive capabilities available to the wielder of the energies from her size shifting uses a Blinding burst directed at a single target in the range of (Ax2) requiring a special roll on the Light Control column to hit, 1 Pr per use and if successful the target behaves as if encircled in darkness.  If both rolls were a 1 the character may be permanently blinded.  Scintillator may use the Autofire rules and the special attack may be added to her normal energy attack for 1 more PR. Imaginary grace (Wings): In addition to a maximum of +3 Agility (+1 at 48″ high +2 @ 12″,  +3 at insect size) and winged flight of up to 220″ (for ease of calculations 55″ at 32″ high, 110″ @ 11″,  220″ at insect size) depending upon her level of being shrunk. In compensation  Seline has a few additional advantages using her flight including; She’s everywhere!: She can use her Aerobatics skill to force targets in the same combat as her to fire at her rather than other targets. By expending an action, 3 PR and at least half of her flight movement she can force anyone failing a Charisma vs. Charisma d20 contested roll (with hers at +3) to attack her with a -4 (her reaction adjustment) in addition to other combat modifiers.  She also has the technique called Going For A Spin? Scintillator either tricks or imparts momentum to the target, turning them often enough they become disoriented or unbalanced draining 1d10 Power and Intiative.  If the resulting intiative is 0 or less they act between turns but roll for intiative with everyone else for the next round. Having Trouble Breathing? Scintillator has a developed a Power stunt that by introducing contracted gas molecues into an opponets air systems while they are inhaling Seline can disturb the air balance inside an individual causing disorientation when they expand.  This duplicates Going For A Spin? Scintillator has a developed a second Power stunt that either tricks or imparts momentum to the target, turning them often enough they become disoriented or unbalanced Scintillators Shimmering : By harnessing various energies, she can produce a variety of energy blasts and visual effects from devices most frequently focused by her ring capable of inflciting Remarkable energy damage and visual effects or tricks. 5 Scintillators Shimmering Setup Part 01 Sting (m): Energy Blast 12d6, OIF (Ring, -1/2), Range (STR 22″, -1/4),  No Knockback (-¼), Gestures (“hurling motion”, -¼), Conditional Power: Not In Water (-¼), 60/24 Scintillators Shimmering Setup Part 12 Adrenal Booster: By double shrinking then stimulating a targets adrenal gland area she can raise an allies   Succor STR, DEX, CON, STUN simultaneously 2d6, (+1), IPE (Fully Invisible; +1); Others Only (-1/2), Costs up to x3 End (up to -1), Charges (up to -2 in total limitations), Linked to Shrinking (-1/2), Delayed Effect sets only after end of the phase fired in (-1/2), 30/15 Scintillators Shimmering Setup Part 23 Entomopathic: Telepathy 10d6 (Animal class of minds); Limited Class of Minds: Insects Only (-1), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4),  OIF (-1/2) 50/ 20 Scintillator’s Wings: Flight 18″. Restrainable (Wings, -1/2),  Linked to Shrinking (3″ per 10 points of Shrinking) (-¼) 36/20 27 Scintillating Defense: Force Field 18 RPD/18 RED/4 POWD, OIF (Suit, -1/2), 40/27 5 Toro Toro! +2 DCV Vs All, (10 A), OIF (Any flowing garment, -1/2) RSR (appropriate Skill roll, -1/2), 10/5
Iridescent Armor (Armor): 80 points of Armor as well as supporting arms for her combat encounters large or small.   Seline may have up to 4 garments or accesories at any one time in the ‘testing stage of the inventing process’ granting her the ability to have a slot of inventive ability (which occupies an inventing point) as equipment that may grant interesting benefits in or out of combat. The items should be limited to worn items that might be scientifically possible. Most of the items are made of Ballistic grade materials (SR 12) , with a graceful, simple appearance and casual wear these clothing items hold more then expected (10 lbs of carrying capacity do not count for jumping or hauling calculations).  Designed Items like these frequently offer either 20-30 points of armor or the Willpower Defense as additional protective effects to the wearer. 5  Scintillators Shimmering Setup Part 02 Pulsating Sting Setting (m): Energy Blast 8d6, Autofire (up to 5 shots, +1/2), OIF (Ring, -1/2), Range (STR 22″, -1/4),  No Knockback (-¼), Gestures (“hurling motion”, -¼), Conditional Power: Not In Water (-¼),  60/24 Scintillators Shimmering Setup Part 13 Shrinking Feeling I: Scintillator can inflict negative sizes on her targets that can debilitate her opponents slightly. 4d6 Drain (sfx: being Shrunk), Any 4  Size/Growth related Characteristics or powers at a time (+1), Range based on Strength for hurling (14”, +1/4) Side Effects (Ricochet, -1/4), Size Skill Activation Roll (14-, -1/2), Gestures “hurling motion” (-¼), Costs x3 End (27 End, -1) 90/ 2 Scintillators Shimmering Setup Part 24 Come to Me My Pets: Summon one 67-point Stinging Insect Swarm (The HERO System Bestiary, pg 183), Slavishly Devoted (+1), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), OIF (-1/2), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4), 26/9 16 Imaginary Grace: Combat Luck +12 RPD/+12 RED Hardened (+1/4), Luck based (-1/2) See FRED. Lockout Armor (-1/2) 24/16 11 Reinforced blows: HA +3d6, HTH No END (+1/2), Attack (-1/2), OIF (Suit, -1/2),  22/11 6 Communications Necklace: High Range Radio Perception (Radio Group), OIF (-1/2), Sense Affected As Sight and Hearing As Well As Radio (-1/2) 12/6
Example 1: Boots with the Micro Suction Adhesion Fur: These boots use tiny fibers that look much like hairs to provide a reasonable grip upon surfaces for most humanoid or smaller individuals providing the ability to walk upon most surfaces unless they have been specially treated. Example 2: Quick Change Purse: For many a woman sometimes a little black dress and a few ounces of makeup can go a long way, this item makes the trip even shorter. The Character targeted with the two attempt item can use the operator’s Inventing % (+20% for any relevant skills) as a chance to successfullly disguise or instantly change their appearance. 5 Scintillators Shimmering Setup Part 03 Bioelectric Sting (m): Scintillator can tap directly into stored bioelectric fields releasing a fairly effective charge. Energy Blast 8d6, AP (+1/2), OIF (Ring, -1/2), No Knockback (-¼), Real Electricity (-¼), Restrainable (electrical interference or grounding -1/4), Side effects (can affect/be used against self -1/4) 60/24 Scintillators Shimmering Setup Part 14 Shrinking Feeling II: Scintillator can inflict negative sizes on her targets that can debilitate her opponents slightly. 2 1/2d6 Transform, Any Size related Form one at a time (+1/4), Range based on Strength for hurling (14”, +1/4), Side Effects (Ricochet, -1/4), Size Skill Activation Roll (14-, -1/2), Gestures “hurling motion” (-¼), Costs x3 End (9 End, -1) 60/ Scintillators Shimmering Setup Part 25 Sleeping Insects I: This power covers her ability to summon some small insects that are selected by Scintillator to conceal themselves alert to passing targets. Change Environment + Images Audio and Entomopathic 8” loud buzzing of Insects Trigger (When targets are detected, +1/4) Charges (4 Charges lasting 1 minute, +0) Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), No Knockback (-¼), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4), 5 Mental Training: 5 Mental Defense: Cyberdoc does his best to ensure that his students, allies and rescuee’s are as well trained and prepared as possible. Miss Brazos is not a dedicated to the program as she could be 15 Scintillator’s Secret Pinchers: 2d6 HKA (4d6 w/Str), Red. Pen. 1d6 (2d6 w/Str, -1/2), OIF (Suit, -1/2),  30/15 17 Broadcast Tracking Necklace: Detect Source Of Radio Transmissions A Large Class Of Things 15-/19:(Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), OIF (-1/2) 25/17
Example 3: Crime Scene Analyzer Watch: this invention provides +10% Detect Hidden chances to investigations of crime scenes at a cost of -5% to Detect danger rolls during the investigation. Example 4: Collar Computer: This wearable computing system provides excellent computing resources and allows Access to many Armageddon League resources as well as being locked to an individuals biometrics. 5 Scintillators Shimmering Setup Part 04 Tasering (m): Scintillator takes the bioelectricity from being shrunk and converts the energy into a powerful stunning touch that isn’t as easy to recover. 6d6 Drain Stun, Real Electricity (-¼), OIF (Ring, -1/2), Must follow having been shrunk recently (-¼), Charges (8, -1/2), 60/24 Scintillators Shimmering Setup Part 15 Shrunken Area: The Vicious Vixen has been known to reduce the size of groups of support troops for various viliians in order to convince them to give up. Change Environment Ego roll at -6 or consider surrendering (due to small size). Some people  who have berzerk and rage based super powers are immune as are most leaders.  Activation Roll (up to 15-, -1/2), Gestures (“hurling motion”, -¼), Costs x2 End (-1/2), OIF (Armor, -1/2) 3 Scintillators Shimmering Setup Part 26 Sleeping Insects II: This power covers her ability to summon small insects that are selected by Scintillator to conceal themselves and attack passing targets. 2d6 RKA, Trigger (When passing near area infested 8”, +1/4) Charges (4 clips of 12, +0),  Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), No Knockback (-¼), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4),  37/15 5 Physical Resistance: 10 Power Defense, Activation (11-, -1) Cyberdoc does his best to ensure that his students, allies and rescuee’s are as well trained and prepared as possible. Miss Brazos is not a dedicated to the program as she could be 9 Augmented Armor: 6 3 point skill levels with Multipower OIF (Costume, -1/2), only to increase effects of powers (+9 Stun with Stun attacks, +3 Body with body attacks, -1/2) 18/9 10 Crime Scene Analyzer Watch: Criminology 18- (21 A); OAF (-1) 21/10
Example 5: The Homing Hairpin: Seline carries a small harpin that can be used to allow the target to be tracked with 90% accuracy at full size and -10% per level of shrinking used to conceal or attach the item. Example 6: Authority Figure: +2/+10% to Social interaction rolls wherein she can dress appropriately and impressively. Equipment: In addition to the Armor, Seline carries both proven and untested items as as equipment that may grant interesting though not exceptional combat benefits. The items should be typically limited to worn items that might be scientifically plausable equipment. Most of the items are made of Remrkable grade materials, with a graceful, simple appearance and casual wear these clothing items hold more then expected.  Designed Items like these frequently offer Excellent down to Good defenses Vs. Physical, Good Vs. Heat or Cold and Typical Vs. other Energies as additional protective effects to the wearer. 5 Scintillators Shimmering Setup Part 05 Coalesced Iridescent Setting, By taking pin point accuracy to a new level: 4d6 RKA OIF, (-1/2), No Knockback (-¼), Real Laser (-¼), Lockout Shrinking (-1/2), 60/24 Scintillators Shimmering Setup Part 16 Drop the Roof: representing her ability to drop walls and ceilings/roofs onto a target through either Energy blasts or shrinking/explosively enlarging objects. 6d6, 6 DEF Entangle, 1 Hex AOE (+1/2), Activation (15-, up to -1/2), OIF (object of opportunity, -1/2), Defense depends on materials used (-1/2) Side effects (property destruction, -1/2), 6 Scintillators Shimmering Setup Part 27 Hundreds of Insects: Energy Blast 7d6, Autofire (5 shots; +½), 4 clips of 32 Charges each (+½), Reduced Range (Str, -1/4) Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4) 70/28 Sexy Strut 4 Dramatic Backlighting: +8 Pre, OIF (Incandescent Armor, -1/2), RSR (Imager Skill, -1/2), 8/4 4 Collar Computer: Computer (see Advanced Radio Communicator.hdc file; Total Computer Cost: 30/5 =6); OIF (-1/2) 6/4
Iridescent Armor : her armor when fully kitted out provides Remarkable Level protection from impact attacks plus Excellent Protection from all energies.  It supports arms for her combat encounters large or small allowing +1 Cs on Damage and Accuracy as well as dealing up to Incredible damage against inorganic substances, Seline can also blind opponents with Remarkable ability. Boots with the Micro Suction Adhesion Fur: These boots use tiny fibers that look much like hairs to provide a reasonable grip upon surfaces for most humanoid or smaller individuals providingTypical level Clinging Quick Change Purse: For many a woman sometimes a little black dress and a few ounces of makeup can go a long way, this item makes the trip even shorter. +1 Cs to disguise skill and Instant change attempts. Scintillators Shimmering Setup Part 06 Breaking your Technology: By using her shrinking powers on opponents foci based tech she can limit opponents combat options: 3d6HKA, Armor piercing (x2, +1), OIF (Ring, -1/2), only to break foci (-1), Activation Roll (up to 15-, -1/2),  Delayed Effect sets only after end of the phase fired in (-1/2),  90/ Scintillators Shimmering Setup Part 17 She’s annoying everywhere!: She can use her Aerobatics skill to force targets to fire at her rather than other targets. Change Environment -6 to Dex rolls or Aim at Scintillator rather than anyone else in a 16” Radii (+1), Activation Roll (15-, -1/2), No Range (-1/2), Does not last (-¼), Linked to Flight (-1/2) 55/31 Scintillators Shimmering Setup Part 28 Thousands of Insects: Telekinesis up to 20 Str Indirect (attack always begins at the maximum range for the power; +1/4) Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), No Knockback (-¼), Costs x2 end (-1/2) Trend Setter 15 FLIR Visor: this is a Forward Looking Infra Red system that is similar to military grade items found today. Infrared Perception, Megascale (1hex=100 Meters, +1/4) OIF (Visor; -1/2). Plus Telescopic +8 VS Range Penalties OIF (Visor; -1/2) 6+16= / 20 Quick Change Purse: For many a woman sometimes a little black dress and a few ounces of makeup can go a long way, this item makes the trip even shorter. +3 to disguise skill and Instant change Clothing Mimicry: Cosmetic Transform 2d6 (Instant Change),  IAF (-1/2) 30/20
Insect Eye FLIR Visor: This is a Forward Looking Infra Red system that is similar to military grade items found today granting Remarkable Infrared Perception.  Other settings grant Excellent Night-vision, Increased Arc Of Perception (270 Degrees), Remarkalbe Microscopic (x1,000) vision and Good Vision protection. Crime Scene Analyzer Watch: provides +1 Cs to investigations of crime scenes. Collar Computer: this system provides Excellent level computing resources and allows Access to many Armageddon League resources as well as being locked to an individuals biometrics. Scintillators Shimmering Setup Part 07 Critical Change: She has the ability to destroy a targeted single technological ability or effect by changing critical parts of the devices to unworkable sizes: 11d6 Dispel Technology, any technological effect one at a time (+1/4), OIF (Ring, -1/2), Activation Roll (up to 15-, -1/2),  Delayed Effect sets only after end of the phase fired in (-1/2), Scintillators Shimmering Setup Part 18 Going For A Spin? Scintillator either tricks or imparts momentum to the target, turning them often enough they become disoriented or unbalanced : Drain DEX 5d6, Increased Endurance (x3, -1), Conditional Power: Not In Water or against those who deal with spin SFX based powers (-¼), Delayed Effect sets only after end of the phase fired in (-1/2),  50/18 Scintillators Shimmering Setup Part 29 Buzzing Insects: 2d6 HKA, Plus stretching 3”, +3 OCV “surprise bonus”,  Noisy (Audibly and entomologically, -1/4), Restrainable (chemically [botox for example], electrical interference or surgically removing the cells/antennae utility -1/4), No Knockback (-¼), Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), 30+15+15=60/ 5 Insect Eye Visor: Night-vision, Increased Arc Of Perception (270 Degrees); OIF (Visor; -1/2) 7/5 3 Look of Command: +5 Pre, OIF (Suit,-1/2), 5/3
Broadcast Necklace: Detects Source Of Radio Transmissions With Incredible level of range and accuracy, it also handles Communications with a 5000 mile range through holographic displays that project from the Necklace as well as  acting like a pager . Homing Hairpin: Seline carries a small harpin that can be used to allow the target to be tracked with Incredible accuracy at full size and -1 cs per level of shrinking used to conceal or attach the item. Authority Figure: +1 CS to Social interaction rolls wherein she can dress appropriately and impressively. Scintillators Shimmering Setup Part 08 Made You break down: She has the ability to destroy all of a single targets tools by Changing critical parts of the devices to unworkable sizes: 2d6 HKA, Penetrating (+1/2) AOE 1 hex (+1/2), Only vs. Foci (-1), OIF (Shimmering, -1/2), Charges (4, -1), 60/24 Scintillators Shimmering Setup Part 19 Having Trouble Breathing? By introducing contracted gas molecues into an opponets air systems while they are inhaling Seline can disturb the air balance inside an individual causing disorientation when they expand: EB 7d6, NND (Self Contained Breathing; +1); Conditional Power: Not In Water (-¼), Activation Roll (up to 12-, -3/4), Gestures “hurling motion” (-¼), x2 end (-1/2),  70/ 6 Scintillators Shimmering Setup Part 30 Insect Cage I :6d6 Flash Attack , AOE (1 hex, +1/2), Continuous (+1), Reduced End (0 End, +1/2), Targets only take damage from touching or moving into/out of the cage (-1/2),  Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Charges (2 at 2 minutes, -1/2), 90/30 10 Entomo-Sensors: Microscopic (x1,000) with Sight Group; OIF (visor, -1/2) 15/10 4 Authority Figure: +10 Pre, Activation Roll 12-(-3/4), Side effects (-10 Pre, -1/4), IIF (Suit,-1/4), 10/4
Scintillators Shimmering Setup Part 09 Shattered Objects: Scintillator can release the size altering energies upon items without controls causing the objects to detonate sending sharp shards of the object flying in many directions. 3d6 ERKA, Explosion (+1/2), Body damage is based upon object explosively altered (-1/2), side effects damages/destroys object used (-1/2), OIF (Object of opportunity,-1/2),  Charges (4, -1) 67/ Scintillators Shimmering Setup Part 20 Homing Hairpin: Radio Group Images Increased Size (32″ radius; +1 1/4), +4 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attack (allows character to “stick” the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1); Set Effect (detectable signal; -1), IAF (-1/2), Realistic Limitations (Real Radio, -1/4), Gestures (stealthy motion, -¼), Activation roll (14-, -1/2),  [1 rc] 76/30 6 Scintillators Shimmering Setup Part 31 Insect Cage II :2d6 RKA , AOE (1 hex, +1/2), Continuous (+1), Reduced End (0 End, +1/2), Targets only take damage from touching or moving into/out of the cage (-1/2),  Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Charges (8, -1/2),90/30 7 Polarized Ocular Modifications: 10 Sight group Flash Defense OIF (Visor, -1/2), 10/7 6 Spotlight: Sight Group Images x2″ Radius (+1/4), Conforming (+1/2); Only To Create Light (-1), OIF (Incandescent Armor, -1/2), RSR (Imager Skill, -1/2) 17/6
5 Scintillators Shimmering Setup Part 10 Crushing Restraint is caused by shrinking an entangle on a target, the shrinking will cause the restraint to fail after causing disorientation in the target : 6d6 NND does body (Ls high pressure, or composed entirely of tough inorganic compounds, +2), target must be target of entangle (-1), OIF (Shimmering, -1/2), Charges (4, -1), 90/26 5 Scintillators Shimmering Setup Part 21 Flashbulb: 7d6 Flash Sight, Explosion (+1/2); OIF (ShimmerRing, -1/2), Activation roll (14-, -1/2), No range (-1/2) Charges (4, -1),  60/24
Cash: $ Skills Total Powers Cost:
Inventions: Aerobatics Skills, Perks, Contacts and Talents:
4 Scaled Eyes: Environmental Movement: Scintillation Environments Scintillator has spent so much time in environments with Scintillating opponents and allies that she has no problems dealing with the potential side effects. 3 Combat Driving 2 Forgery 3 Security Systems
4 Insect Adept: Environmental Movement: The Violent Vixen has dealt with nearly every conceivable problem with being tiny she almost doesn’t realize what 6 NYC Heroes (allies):Contacts, Group Bricklayer, Automatic Grover Cleveland, Muddauber , Arachnadude, Shadowcat, 11- 2 High Society 3 Seduction
4 Wind Warrior: Environmental Movement: the Marvelous Model has spent much of her flying career dealing with various Flight conditions so much she is as home in the Air as any creature born to the elements. 1 Concealment 1 Interrogation 3 Shadowing
3 Acrobatics 1 Contortionist 3 Inventor 3 Stealth
1 Acting 5 Cramming: 1 Lip-reading 1 Streetwise
1 Analyze: Audience 1 Criminology 2 Lock-picking 3 Systems Operation
1 Analyze: Social interaction 3 Conversation 2 Mechanics 3 Teamwork
3 AK: NYC 1 Cryptography 2 Mimicry 2 Trading
1 AnimalHandler: insects 2 Deduction 3 Navigation 5 Weaponsmith: Costuming
Total cost of  Inventions: 3 Breakfall 3 Disguise 3 Oratory 2 AK: Local City
1 Bribery 1 Electronics 2 Paramedic 3 CK: Local Culture
3 Bugging 5 Fast Draw 1 Persuasion 3 KS: Weaponized Clothing/Costume
3 Climbing 1 Forensic Medicine 3 Riding 3 PS: Weaponized Clothing/Costume designer
Total Cost of Skills, Perks, Contacts and Talents:
Disadvantages:
PSL: Driven to be a model and fashion designer Publicity Hound: She recognizes the need for publicity but not necessarily the ramifications.  Also to look good on camera her powers are typically muted.
10 Bugs are icky (Ego roll to use insect control powers) Physical Limitation: Unprepared.  Scintillator before she uses any piece of equpment must check for availibility/utility or durability by rolling 3d6, any result of 16+ results in the singular piece of equipment having been left behind or not built up to stuff.
Almost Annoying: Rivalry: Other Insect themed individuals
10 Scintillator feels strongly about women being able to protect themselves Short
Total value of Disadvantages:
Expanded power descriptions V&V House Rules Part II

Expanded power descriptions V&V House Rules Part II

Continuing upon the previous explorations of V&V House rules with more “Simple Statements”  Sometimes with ‘simple’ things the basic presentation can be easy to say but difficult to explain and follow.  Illuminating the need for discipline to execute properly.  This middle section for the Expansion of House Rules portions covers more Simple Statements for building a character with Superpowers.  To see the first part check out Part I and will be followed up by part III.


Fourth Simple Statement: Build an Iconic Character.  Any of the characters in a campaign should be structured with an eye to building toward an Iconic character rather than taking each power and attempting to construct an iconic ability out of each power.  The player should consider prioritizing their character’s power selections and see how they can work together to help make the character at least interesting if not memorable/iconic.  Failing that then the player should approach the GM about some sort of trade concept reducing or removing some of their powers or other abilities to improve other powers or abilities in order to al least build originality into the character design.  For example if a character has a Pet and telepathy the character could sell off some of the options with the telepathy making it singular for the creature then gaining more ability in some other areas, possibly a more powerful pet than usually allowed perhaps on a less than frequent basis. 

A useful tool in the building an iconic character is trying to make a character stand out in play as well as when conceived, written or developed. This can be done by making a modification to the play of certain or even all of the mechanical facets of any or all powers possessed by the character.  Judiciously done this tactic can create a character that not only appears different and unique on paper but one which games differently at the gaming table even among characters with an identical power set.  Which is another part of being Iconic as well as having fun in a campaign is that all of the characters should be made and kept different. With the Wildcard concept any character could emulate any other character easily without regard to the differing power sources or consideration of enabling other characters to shine. Thus a great strength of the system can become a powerful weakness, the players and Gm should strive to keep characters varied using the concepts and tools not only suggested When a character is built whether randomly or through any other means the Characters should not only cover different areas of specialization or power but in order to better shine in the spotlight there should be an effort to have them operate mechanically different as well as having thematic differences. Some people give names to the various archetypical concepts such as ‘Bricks/ubermen’ ‘Gadgeteers/Techno masters’ ‘Spell caster /sorcerers /witches /wizards’, ‘Speedsters’, ‘Energy Blasters’  However all of these are really very optional and truly depends upon how much difference is needed and how much the GM and Players want to handle concepts like this during and around the game.


Fifth Simple Statement: The players may choose to sacrifice some power/utility in a single power in order to make another power more powerful.  Care should be used that the player/character combination is aiming for a sacrifice/reward for concept, not just power. In the comics there can be characters with overlapping powers or concepts that have differences in not only how they apply the power but what they can and can’t do as well as will and won’t with essentially the same power.  In the game mechanics there are a few examples of a character being able to sacrifice or align other abilities to expand a single power.  Note the character instead of taking a mish mash of powers the character chooses a single power and then sacrifices other powers to gain a wider result, much like the illusions power in the main book describes.  The character may become the master of a singular power or he may wildly diversify but this allows a decisive choice.    


Sixth Simple Statement: Though this might seem like an echo of the second simple statement there are differences in the Utility and Growth of many of the powers as written: Although generally most powers are set within certain parameters of utility, reading through the powers presented in the original version of the game some were static while others are level growth powers. A character with power blast may have the best odds of dealing the most damage at first level, Magnetism at higher levels may be able to do more while exceptional strength or weight may enable a character with such relatively superior stats much higher damage ability throughout her entire career yet have the ability to only slightly improve after much effort are all examples of which are found inside comic books and game systems. 

In some campaigns depending upon the powers chosen, the intended length of the campaign, and the levels/experience ultimately available the variable utility effects of the powers can result in more or less powerful characters in comparison to others at different points in the campaign.  The Gm should be cognizant of this possible difference in the characters development because all the characters potentially are not the same and ones that previously did not create power issues may indeed become unmanageable without much hard work.  Even without level expanding powers, to a certain extent character growth does depend upon the characters choices for training, invention and character development that combined can determine later character utility or contain unintended consequences.  


Seventh Simple Statement: Here is what, after considerable investigation, is a development of some “elemental” categories for a power classification definition: Attack, Defense, Movement and Senses.  A superhero with one or two may not be able to contribute in every scenario with their powers, a character with all four is a well rounded super being; a superhero with multiple options for each power is possibly too well rounded for some campaigns so GM input and possible limits is necessary.  But any of the four ‘elements’ can have superpowers directly or indirectly related to them.   Most superpowers have 1_3 of these categories directly related to their concept and appearance in media.  For a truly broad minded player, all four can easily be derived from the simplest of powers by the application of a little imagination and permission from the GM.  Admittedly this decision is a double-edged sword, while any character can get out of hand easily, the relative power levels can be adjusted and the players who roll poorly through no fault of their own aren’t penalized in the arena of perceived power for having poor rolls. 


The Artwork continues to be the hand drawn counters for my own V&V campaign (messy I know, but still my own ugly beloved children).  Also these comments mostly refer to V&V 2nd edition, inspired by little tidbits from investigating various Jeff Dee and Jack Herman resources crossbred with some Hero System inspired concepts.  The result is of course just some house rules and commentary and is not intended to do harm.

 

The Three Design Concepts for Powers Part II

The Three Design Concepts for Powers Part II

This is the Second part of the explanation of the Three Design Concepts for Powers (Portions I and III found at the other end of their links) Although this is focused on V&V House rules these  fundamentals are the underpinnings of nearly any game system.  This section is about the flavor of a power expanding upon the ideas introduced in the Title of the Power.

The second part of the design of a power is the Description. Never one to abandon a dramatic moment these should add to the original or iconic qualities of the character as well as help tie the character to the world and his background and should add some dramatic opportunities to the sheet itself.  Other things the power descriptor should do are give a sensory impression of what the power impacts in the game universe. This is an opportunity to give insight into the character as an icon as well as what does the power look like when being used/displayed but even such more uncommonly used senses like smell, touch and taste, again helping to bring the character into the players imagination more so than a pile of raw stats valued for their mechanical utility. In addition some descriptors can have a bigger impact than the Mechanics themselves after all if the character has an ‘unobtainium’ descriptor and other highly powerful characters have weakness to that particular flavor of Description then the characters power is more powerful against those targets even if the base mechanics seem to indicate the power is the least efficacious of the character or the assembled characters abilities. 

Of special note is that the Power Commentary elsewhere does not contain much in the way of power description. This is deliberate because by choosing instead to focus upon Title and Mechanics, which need some unity across the gaming spectrum, the Descriptors should be made very personal to the character and the world (tying the character into the GM’s vision).  A Homium Steel Baton would not help against characters Challenged by Truartz materials even if the mechanics for the Truartz and Homium materials are exactly the same.  In some universes the character should carry Truartz Batons in others Homium Steel Batons because that is a part of the flavor for each universe. 

This also explains why this is the Shorter of the three sections.  I am perhaps not the best person to write a guide on how to write, and there is plenty out there elsewhere.

The Artwork continues displaying counters from my own V&V Campaign, as first seen in the Expanded Powers post.

 

The Three Design Concepts for Powers Part I

The Three Design Concepts for Powers Part I

A special note should be included about the Origin of characters powers before getting to the design concepts for powers and the notes about individual powers themselves. There is and should be some influence on any individual power by the origin of a characters power(s) which ties into game malleability. Where a power originates from can be a useful building block for an iconic character design thus a character can choose to have many of their powers derive from a single point of origin or have powers come from or be influenced by a variety of sources of power.  Some characters have multiple power origins which appears to be done to make some characters seem more experienced this choice can really make an interesting character if not a power itself but should not be over used.  Some origin concepts may work well in some campaigns others may not work as well.  If the campaign is supposed to be gritty street heroes then godlike aliens and filthy rich tycoons of industry may not work as well as nosy reporters and gun toting vigilantes.

When it comes to designing or altering a power for any reason, here are some notes: there are 3 basic parts to any complete power, and by design there is a philosophical harmony behind them.  The three distinct elements to the design of a power are specifically the title, the description and the mechanic.  Because of the huge number of possible results these descriptors are left fairly vague, and the Gm is encouraged to assign reasonable characteristics to match the desired abilities based upon a high degree of matching the player’s input. In the best of the designed powers all three items work together to provide a harmonious, informative, concise and enjoyable experience for the Player, Gm and any observers.  The Gm and players should work up fairly interesting and useful abilities for the character to tell their own story rather than having a sole reliance upon the rules presented in these books.  Even if a power has a really definite title, description and/or mechanic associated with it in these rules the players should feel free to suggest and GM’s should really consider altering any part of the elements to make the character sensible/cohesive/iconic and by extension making the Game itself hopefully that much more enjoyable.

The Title should be concise, it is the introduction of a power and there is a certain power in a brief, unique, but vibrant intro. Ranging most often from 2-6 words, two to make it more distinctive than some onomatopoeia or too common of a titular name while keeping it under seven should make the phrase generally beneath the notice of legal influence. Operating as the intro for the characters next dramatic action, after a few sessions the others witnessing the character calling out the power should have an idea of what to expect when the character says he will be using his Super Sleeper Hold, his Knockout Punch or “I just hit him.” and probably expect some different probabilities of altered though similar end results, often challenging or removing the obstacle. The title should be no more than six words typically, in part for brevity and making it an easy recognize ability and in order to also counter the possibility of plagiarism. The Title can also add to the drama of a situation in some cases for example rather than pulling out his Broadhead Arrow again the character can add some mystery to the moment by pulling out his Razor Rocket Arrow, a hitherto unseen Arrow by the other players at the table (perhaps pre approved by the Gm during an outside of game discussion) adding a new flavor to the encounter yet with the same mechanics as the regularly used Broadhead Arrow.

The Artwork continues displaying counters from my own V&V Campaign, as first seen in the Expanded Powers post.

Expanded power descriptions V&V House Rules Part I

Expanded power descriptions V&V House Rules Part I

This post about my house rules is intended to really expand the concepts available to V&V players and Gm’s.  Taking the original set of powers and tweaking them in an unusual fashion from their original presentation as well as providing many examples of possible use from a characters point of view in order to give as much inspiration as possible. This was done in part because people can get tired of the easy dump powers and in part because there is so much possibility in even the most innocuous appearing powers when used imaginatively.  This will be followed up by Parts II and III in a day or so.


There are some simple governing declarations for the description of the powers inspiredly categorized by V&V, the First Simple Statement is: All Powers Are Wildcard Powers.  This means that even though the player may roll up what appears to be simply a defensive (or offensive/ sensory/ movement) themed power the player is not so limited that with a little bit of imagination and some permission the power cannot be used for a wider variety of things than originally stated.   In addition, some characters may benefit from having more power but slightly offset of having other, minor weaknesses, including a much higher than normal power cost.  These are not intended to “balance” a character but instead are driven by inspiration of following or creating an iconic character concept. In some cases, though the choices may not be balancing of items but may be also to provide more to hang a characters believability or verisimilitude, his story or other vital concepts for the character. 

Since every power is a Wild Card Power, there are no better or worse choices in the power selection itself.  For example, if a player or Gm wanted a Weather Controller and rolled up Illusions, the character could choose ‘Solid illusions’ drawing upon ‘weather energy’.  A few slight changes to any power and the character could have a dramatically different feel for the weather worker than a Standard_rolled_up_the_power_off_the_rack Weather Controller, often to their advantage.  Other ideas could be even though the character wanted a Special Weapon power for his technological wizard Concept (whether a trick archer/shooter/weapon hurler of some sort, a gadgeteer’s belt, power armor or some other outlet for inventiveness) the character rolled up Chemical Power. The player could pass right over the item (quite possibly writing it off as a strange undeveloped power).  Instead the player could decide to take the Technological option of Charges, and form the item into a ‘weapon’ with a reasonable number of charges which could be not predefined but previously built tricks that can be used as one shot solutions to various problems presented in an adventure or session.  Suddenly a power that didn’t seem relevant is developed into a key or hook into to the character concept.  Whether it is providing a short reserve of easy solutions for the character, or a variety of tricks for the imaginative inventor, someone not getting that preconceived ‘optimal power’ is no longer restrained because any power is merely a vehicle for the imagination that will breathe life into the character. 


Second Simple Statement:  The Gm may choose wide ranging effects, like choosing to either (because after all every power is a Wild Card power) eliminate all level growth based powers (a recommendation is made to set them to at least 4th and in some cases closer to 8th level if not the intended average of the level of the campaign) or make all powers possess level based growth.  There is a huge variety of options in making such campaign choices they could range from the characters having a consistent ‘group power level’ with some abilities being available when there are less people and unavailable when the group is larger (should the member attendance vary wildly) other options could be mundane like eliminating weaponry from the campaign or even death, though caution should be used to make certain believability is maintained, the Gm could choose to have all powers come from a single source, usually a dramatic campaign wide event rather than the typical variety of power sources to choose from. Though the reasons could be varied, the focus for such changes should be upon a combination of fun and playability not utility.


Third Simple Statement: No one can think of it all.  The understanding we have of science and magic just can’t be done justice to in less than a series of encyclopedias, thus while a few of the more interesting concepts and more comic book style concepts can be illuminated in this book and others, trying to consider every possible combination of powers, trainings and inventive ideas for every possible character is frankly impossible.   Which is again an argument for every power to be a wildcard power, a focused character could expand his powers dramatically while still adhering to his original powers scheme/concept but a new character with the same power list could start out in an entirely different direction and continue to expand with just as much versatility as the first character and still not cover the same ground.  Which is good news for players and Gm’s because there is a lot of media that covers the primary genre for this book, but players should not feel constrained by what is out there, since there is so much room in just a reality the outer bounds of the multiverse are the limit.


Fourth Simple Statement: Build an Iconic Character.  Any of the characters in a campaign should be structured with an eye to building toward an Iconic character rather than taking each power and attempting to construct an iconic ability out of each power.  The player should consider prioritizing their character’s power selections and see how they can work together to help make the character at least interesting if not memorable/iconic.  Failing that then the player should approach the GM about some sort of trade concept reducing or removing some of their powers or other abilities to improve other powers or abilities for example if a character has a Pet and telepathy the character could sell off some of the options with the telepathy making it singular for the creature then gaining more ability in some other areas, possibly a more powerful pet than usually allowed perhaps on a less than frequent basis. 

A useful tool in the building an iconic character is trying to make a character stand out in play as well as when conceived, written or developed. This can be done by making a modification to the play of certain or even all of the mechanical facets of any or all powers possessed by the character.  Judiciously done this tactic can create a character that not only appears different and unique on paper but one which games differently at the gaming table even among characters with an identical power set.  Which is another part of being Iconic as well as having fun in a campaign is that all of the characters should be made and kept different. With the Wildcard concept any character could emulate any other character easily without regard to the differing power sources or consideration of enabling other characters to shine. Thus a great strength of the system can become a powerful weakness, the players and Gm should strive to keep characters varied using the concepts and tools not only suggested When a character is built whether randomly or through any other means the Characters should not only cover different areas of specialization or power but in order to better shine in the spotlight there should be an effort to have them operate mechanically different as well as having thematic differences. Some people give names to the various archetypical concepts such as ‘Bricks/ubermen’ ‘Gadgeteers/Techno masters/Powered Armor Smiths’ ‘Spell casters /sorcerers /witches /wizards’, ‘Speedsters’, ‘Energy Blasters’  However all of these are really very optional and truly depends upon how much difference is needed and how much the GM and Players want to handle concepts like this during and around the game.


The Artwork is hand drawn counters for my own V&V campaign (messy I know, but still my own ugly beloved children).  Also these comments refer to V&V 2nd edition, inspired by little tidbits from talking to various players in Jeff Dee and Jack Herman’s Campaign as well as Jeff’s own blog from years ago crossbred with some Hero System inspired concepts.  The result is of course just some house rules and commentary and is not intended to do harm.