Ok, I'd like to offer as much help as I can. what better way to improve my own system mastery? But we should use bullet points for specific questions.
From the looks of it you're aiming for a lightly armored speed skating pistoleer.
Ok, First-
Powers with the operational skill flaw should not be bought with hard or wiggle dice- the dice rating in these powers caps the pool but is never rolled, instead your roll the skill. I only mention it because one of your pistol builds had the flaw and later I saw 3wd+1d for them. Those points are better spent on Hyperskill firearms.
as for multiple actions:
The number of dice in the pool = smaller of two pools -1d/action + any bonuses. In the event you have a Spray extra you do not subtract dice for multiple uses of THAT ability: Example- Driving While shooting an UZI. Driving isn't easier while you spray bullets but hitting something is easier when you fire 1000 rounds at it, driving or not. (tacking spray and No physics extras onto hyperskills is a good way to make a speedster too).
Once you've determined the size of the pool you decide which dice from each pool you're going to use, the only real limits are:
1) special dice (hard and wiggle) can only contribute to sets for the action type they came from
2) if you use any hard dice from a power you have to use them all.
These two limits intersect harshly at times. As an extreme example:
Moltar has a 5hd engulfing lava blast and a 6wd tunneling power. He wants to take two actions to tunnel under a foe and blast him from below.
Smallest pool is Lava Blast at 5, -1 for multiple actions, Hard dice are lost first leaving him with a 4d pool. He has to decide which dice come from where but here's the problem, his wiggle dice from Tunneling can't be used to make a set for the Blast, and if he uses even one Blast hard die he has to use them all which leaves no room in his pool to even use dice for Tunneling. This is why a mixture of normal and special dice is a better deal and allows for more diversity in actions.
More as I think of it.
-Matt Conlon
(Skip to the middle for the powers, and the end for the actual character, and questions that i'd like answering)
Alright, so in the campaign that I'm playing in, 9 months ago a change happened amongst 1/4 of the population of earth, changing them. 1/4th of these changed got power significant enough to be called "Supers" (the others just got some dud effect.) My current light bending character has been hospitalized after being nearly choked to death by a garrote, so he'll be out of the scene for a while (Not just due to garrote injuries, but also due to some rethinking of himself, practicing, and other BSery that will allow me to change his character up and make him more useful), because of this, I need a filler character, this one is a good friend of my light bending character (They've worked extensively together, partners in DJ-ing, he provided the lights, she provided the sound), but changed much differently then Lightshow. She, instead, gained a sudden burst of knowledge in the electrical field (circuitry and electrical currents, her main form of sound was a rather "electrical" sound), and athletic prowess, but only while rollerblading (which was her main form of transportation, living in the city and no drivers license limited her movement). So, let's see if I've done this right, this is broken down into parts, as my DM wants character built on a 75/25/50 point system (total points being 150, 75 to build a man, 25 to build sudden burst of power, 50 is what the character has done in the past 9 months to improve), The first bit isn't the hard part, I put 2 dice in all stats, kill one die in body to add a die in Charm, then add 3 dice to "Career: Master DJ" to cover the skills my character would have.
Current character looks like this (75/150 pts used)
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Bo: 1d Mi: 2d
Co: 2d Ch: 3d
Se: 2d Cm: 2d
Skills: Career: Master DJ: 3d
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Then, suddenly the change happens, so now I have 25 points to spend on the sudden "Burst" of power (Hyper<Skill name> is hyper of that skill). As such, i put 2 Hard Dice into hyperKnowledge: (electrical engineering)(4pts), 2hd into hyperKnowledge: (Inventing with electrical components)(4pts), 1d in knowledge: (Electrical Engineering)(2pts), 1d into body(5pts), 1d into HyperCoordination (flaw: If/then: when moving)(3pts), and 3d1wd in HyperAthletics (flaw: If/then: When rollerblading) (Extra: Booster: Speed) (7pts) (caveat: the If/then on this could possibly be very limiting, and could possibly be a -2 flaw, instead of the normal -1. If this is the case, add the "Native Power" extra to this, making Rollerblading at high speeds as natural to this character as much as walking and talking, Which, since she's had so much time on blades, it feels just as natural to her as just plain walking) . This represents that, when the change happened, she was suddenly able to go 34 miles per hour while rollerblading (Dayum!), and while she was moving (even just pacing back and forth), she had better coordination on how her feet were moving, and the ability to dodge and weave while going at that speed a little better. She also gained a huge chunk of sudden knowledge in the electrical engineering field and an expertise in inventing when it came to inventing. She also gained a small bit of natural knowledge and became more lithe as a result.
Current character looks like: (100/150pts used)
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Bo: 2d Mi: 2d
Co: 2d (3 if moving) Ch: 3d
Se: 2d Co: 2d
Skills: Career: (Master DJ) 3d, Knowledge (Electrical engineering) 2hd1d, Knowledge (Inventing with electricity) 2hd, Athletics: 3d1wd (when rollerblading)(booster:speed)
Nothing too super other then the amazing speed she can get while rollerblading.
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Now, since the change, she put her knowledge of inventing and electrical engineering to build and invent a suit that provided a decent amount of protection, on top of some added benefits. The suit power, itself, would look like this (now, this is where the "did I do this right" question starts to come into place)
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---Powersuit of electrical means (2/4/8)
D: Self: Permanent (+4), Always On (-1), Armored Defense (-2), Focus (it's a suit that can be removed if knocked unconscious) (-1), Durable (+1), Obvious (-1)
This suit provide protection from attacks, and emits an obvious, personal electrical field, which also makes the area around it smell of ozone, where it get's this electrical energy? Who knows!
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Built onto this suit is a pair of boots that, when turned on, allow the wearer to hover and move over any horizontal terrain with ease, the movement is acted as though rollerblading, and the movement can be in any horizontal direction (Forward, backward, strafing)
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---Hover blades (2/4/8)
U: Self: Permanent (+4), Attached (Powersuit) (-2 [since the powersuit is a power]), Self Only (-3), Automatic (0, since powersuit is a permanent effect)
These built in Hoverblades grant ease of movement over any terrain when wearing the accompanied powersuit, it also makes movement act as rollerblading
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Finally, she needed something to shoot, so she got to work on a couple of pistols that she had for self-defense in her apartment, modifying them to fire electricity instead of bullets, and doing some rather heavy modification on them, to where they only vaguely looked like the pistols they once were.
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---Electric Pistols (1/2/4)
A: Range: Focus (-1), Accessible (-1), Adaptation: pistol (-2), Durable (+1), Operational Skill: Weapon: Pistols (+0), electrocuting (+1), Penetration 3 (+3), Spray 1d (+1), Obvious (a loud, zappy noise whenever fired) (-1), Attached (Powersuit)(-2), Environment bound: requires the presence of open electricity (-1)
These pistols are a rapid-fire, electricity shooting, death dealing combo that can get through some of the toughest armors out there. Unfortunately, they draw their power from open electricity, which can be dangerous! Luckily, the suit that they're plugged into generates enough of this electricity to power them. (this is a large power, and is open to interpritation, honestly, I could kill the "Environment bound" And a point of penetration, as those were just after thoughts. On top of obvious and another point in penetration, as those were kind of added in as just flavor)
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So, with those powers set, I got to spending the last 50 points I had on finishing this character. In the 9 months after the change, she got a sudden urge to just invent, modify, and otherwise use her new-found knowledge to create things. She spent most of the money from her gigs on components, parts, and other odd things, and spent her spare time working and tinkering, until she felt like she had completed... Something... to be honest, she didn't quite know what, other then the fact that it was a suit, with weapons, and boots that, theoretically, allowed the wearer to hover. I put 2hd into the suit power (8pts), 2hd into the hover blades power (8pts), this allows me to activate both of them without any problems, and 1d3wd (13pts) into the electrical guns power. She worked on using her focus while moving to work on her guns, a LOT. She found it rather easy, actually, and found that she could beat ANY normal sharpshooter easily, as long as she was moving. Putting 4d and 1wd into Hyperweapon: Pistols (Flaw: if/then: When moving) (extra: spray 1d), and adding 1d to HyperCoordination (if/then: when moving) (3pts) And 1d to HyperAthletics (if/then: when rollerblading) (booster:speed). Finally it was time for her to go out and do good! With the suit, she had a costume to protect her identity, and with her newfound abilities, she was a NATURAL at taking out criminals... Almost too well. Accidents happen, and with an untested powersuit, untested weapons and the like, her first act of good ended with the "villain" dead... She was devastated! She almost couldn't believe what she had created, it never occurred to her that the suit would be so powerful, so easy to abuse, and so deadly. She stopped and spent a week to just recollect herself, she convinced herself to go at it again. Thus adding a point of Base Will (3pts), and in the last of the weeks, spent her time just learning how to deal with these mistakes and deal with the consequences, gaining 3d in the Stability skill (6pts). Though, she still feels the passion to create music and DJ for the various clubs around the city, her best friend was attacked and nearly killed by some thug with powers himself, and thus feels the need to avenge her friend, and protect him in any way possible, even if that means taking on the entire city.
So, final character looks like this (150/150 pts used)
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Bo: 2d Mi: 2d
Co: 2d Ch: 3d
Se: 2d Cm: 2d
Skills: Career: Master DJ: 3d, Knowledge (Electrical Engineering) 1d, Stability: 3d
Base Will: 6 (3 in passion: DJing, 3 in loyalty: Protecting her friends)
Powers: Hyperstats: 2d coordination (When Moving)
-------------Hyperkills: 2hd Knowledge (electrical engineering), 2hd knowledge (inventing using electricity), 4d 1wd Athletics (when rollerblading), 4d 1wd Weapon: Pistols (When moving)(spray +1)
-------------Powers: 2hd Powersuit, 2hd Hoverblades, 1d 3wd Electric pistols
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SO! Sorry for the HUGE wall of text, technical jargon, "rise of the hero" story, and wasting of peoples times, but I just wanted to see if the powers and final character make sense, and the powers work together like I think they do. Also, I'm VERY sorry for they grammar, the typing, and the scatteredness of the entirety of this, I'm kinda 2.5 hours past the time I should be asleep, so I'm super tired, and thus not thinking straight. Also, I know this is all up to my particular GM on if the powers do what they do, and if the character is overpowered, underpowered, or powered just enough, but this is more of a "rules check" for me then anything. The ability to know that I know what I'm doing is the biggest thing I want. I would ask specific rules questions, like how would using the electric pistol power while dashing through the enemies at top speed (a multiple action) work? Would I use the Electric pistol dice (the lower of the two die pools), add on the 1wd from my skill (since the power operates with the weapon skill, which is also higher then the E.Pistols), then add the spray dice and roll that to see what happens? Orrr... yea, I'll be asking those questions after I confirm that I did make a low-powered powersuit character right.
Hopefully I'll be able to help others out, and add insightful discussion to some other posts, once I get my initial questions out of the way, and learn more about this game :P.
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