Writing Up a Bunch of Powers
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Whoops, I meant Big Trouble in Nekonron, China. I bought both of them today on DVD, to replace the videos. I'll probably re-watch the second tonight.
But yes, pickles.
Groovy on the status effects. WotC shall be put to shame. A question on defences: Does someone simply have a specific defence type (with some powers allowing them to use a different one for a short time), and all this does is determine whether attack type X is super effective or not very effective (bonus/penalty to hit)? Or is it more in-depth than that?
But yes, pickles.
Groovy on the status effects. WotC shall be put to shame. A question on defences: Does someone simply have a specific defence type (with some powers allowing them to use a different one for a short time), and all this does is determine whether attack type X is super effective or not very effective (bonus/penalty to hit)? Or is it more in-depth than that?
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Username17
- Serious Badass
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Different levels of offense and toughness are also in the works. That is a Blaster can dish out more hurt and take less beating in return than can a Suit. But basically yeah.Koumei wrote:A question on defences: Does someone simply have a specific defence type (with some powers allowing them to use a different one for a short time), and all this does is determine whether attack type X is super effective or not very effective (bonus/penalty to hit)? Or is it more in-depth than that?
The idea is to have the classes stand in for "roles" a bit better than 4e does. Which shouldn't be super hard. Part of it is that I'm aware that "does damage" isn't a different role from "takes damage." And part of it is that I can tell the difference between giving someone an area of effect attack and giving someone a freeze ray. But I think the biggest important difference is that it's going to be put together to make melee artists like the Brick and Speedster synergize with ranged attackers like the Blaster and Sorcerer.
One of the biggest flaws with 4e is the fact that you are actively discouraged from putting ranged characters in with melee characters. In 4e, a Fighter gets some decent synergy from a Warlord or a Beat Cleric, but he actively resents a Bowazon or a Laser Cleric taking a share of XP and loot. Meanwhile, an Orb Wizard gets fair amount of synergy from a Laser Cleric or a Bowazon, but has literally no use for a Warlord (and vice versa since our wizard character can't make basic attacks). That's got to change.
You've got melee artists:
- Brick
- Monster
- Speedster
- Blaster
- Controller
- Mentalist
- Sorcerer
- Cape
- Gadgeteer
- Suit
-Username17
How can you narrow it down with so many to choose from? :tongue:FrankTrollman wrote: One of the biggest flaws with 4e is
So, more powers...
The Hornet
Most likely a villain, she dresses up in bright yellow with shiny black stripes, has wings, and also has a spike growing out of her bum. She also produces venom and can communicate with bees and such. This could work as Controller or Monster, or possibly even Speed or something.
Talk to the Animals (Elective)
-The character can talk with a specific type of animals. In this case, fling insects. It is rumoured in England that bees know what's going on in the area. In this case, it may be true.
Flight
-The character can fly. I think that explains it all.
Sting Attack
-The character stabs an enemy with her stinger. This deals damage, and deals additional damage on the following turn, or maybe dazes them or something.
Swarm Command
-The character calls up a swarm of horrible little critters (in this case, bees/wasps/hornets). This requires a minor action to sustain, and the swarm can be directed to move around as part of this. If they end their turn in someone else's square, the target gets injured and possibly nauseated. A standard action can be spent giving them a simple instruction ("protect me", "attack him" etc.) that will continue being followed even if the character stops sustaining it. They'll still buzz off eventually, though.
Envenom
-This is a more potent sting attack, causing lingering damage and weakening until a save is made. A second dose while the first is in effect causes the lingering damage to double up, and paralyses the victim.
Hypno Dance
-By dancing around the character can fascinate targets with a mind crush attack. If sustained for three rounds, the target falls asleep.
*This ties in with communication with the bees. Perhaps a feat allows for this to substitute in for the sustain (minor).
Mega Buzz
-A very, very loud buzz causes damage and deafening to everyone within a certain area of effect, assuming it hits them. It still causes half damage on a miss. This is particularly effective against structures.
Rapid Jab
-As a reaction to being attacked, the character jabs an enemy with a sharp weapon (in this case, a stinger). She gets a small bonus to hit if they're attempting a grab or attacking from behind.
Anaphylaxis
-This sting attack is potentially deadly. It causes large amounts of initial and secondary, damage and paralysis, and furthermore, for the next minute, all Envenom attacks deal additional damage, and with a penalty to their recovery tests.
Murderous Fragrance
-This is a regular sting attack, except it leaves an "Attack Me" scent in the target for a few rounds. This grants her a bonus to strike the target, as well as instantly commanding a summoned swarm to attack the foe repeatedly.
Hover Defence
-As a reaction, the character can dart out of the way when flying. She may move up to a few metres, and if this takes her out of the area of effect/reach, she is completely unaffected.
- the_taken
- Knight-Baron
- Posts: 830
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I'm gonna try for making a whole team of supers
Ill-mannered metal heads by night, spandex wearing agents of law and justice by day.
Knights of Reaver City
Captain Wakį́yą - Blaster
"Have I got a shock for you."
The band's bass player, Mike Eagles. As a civilian, he likes to wear excessive amounts of make-up, dress in black leather and silver studs, with skulls, lightning, and more skulls. He smokes, drinks, spits on children (see issue #2), and is constantly dealing with sexual harassment lawsuits. He often eats Fat in a Jug from MacTrevor's to keep a large carb reservoir for power, and has job offers to be a spokesperson.
His super costume is a grey splashed, navy blue catsuit that constantly has tiny bolts of static electricity dancing about. He's the team's Blaster, and uses Lightning Powers.
Teleporter, Force Field defence
Wakį́yą Bolt
Captain Wakį́yą discharges some lightning to strike an enemy from afar.
Wakį́yą Kick
Captain Wakį́yą charges towards a nearby enemy with lightning.
Wakį́yą PUNCH!
Captain Wakį́yą discharges some lightning into an adjacent enemy to send them far away.
Property Damage
Captain Wakį́yą discharges allot of lightning into a car, control panel, coincidentally placed barrel of rum, unlucky android mook, to cause a small distracting explosion.
Wakį́yą Spear
When things get dicey, Captain Wakį́yą can discharge allot of lightning into an enemy to stop them dead int their tracks.
Lightning Lasso
Captain Wakį́yą uses his lightning to hold an enemy or two at bay.
Lightning Rod
Captain Wakį́yą uses an enemy's lightning attack to recharge himself.
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Sir Bashallot - Suit
"What's that mayor? A bubblegum crisis? Don't worry. This train is on the move!"
The band's lead singer and drummer, Carl Winslow. As a civilian, Carl likes to dress in black leather with chrome chains, and share's his band mate's make-up habits. He likes to pretend he's a borderline alcoholic, though he's an expert wine taster. He secretly works in a flower boutique when he's not on tour.
His super costume is a copy of an ancient suit of steam-powered armor he secretly inherited from his great-great-grandfather. The original kept falling apart at inopportune moments, so in issue #3 Carl used his musical wealth to rebuild it using modern metallurgy, secretly of course.
Acrobatics Movement, Toughness Defence
Bash
The classic massive fist or boot of metal. Knocks enemies around and makes a nice loud squeak too.
Smash
Sir Bashallot brings both fists down to pincer and enemy between them and his left knee. Very painful, but not difficult to dodge.
Backhand
Sir Bashallot can interrupt adjacent enemies by slapping them faster that you'd expect a massive steam powered behemoth of titanium is capable of.
Comanche Rush
Sir Bashallot becomes an unstoppable force and charges a rather impressive distance using the power of trains.
Steamscreen
Sir Bashallot unleashes a thick cloud of scalding steam to cause inconveniences to nearby enemies.
Steam Cooked Broccoli
An enemy gets scalding steam. In the FACE!
Rocket Comanche Punch
Sir Bashallot fires off one of his fists. A thick cloud of scalding steam is left around Sir Bashallot.
Flying Comanche Punch
Sir Bashallot rockets off in a large thick cloud of scalding steam. Only his fist is seen, so enemies believe he only fired off a fist, for a moment.
Comanche Spirit
If Sir Bashallot has been knocked unconscious, his suit goes berserk for a few rounds.
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Lady Retribution - Martial Arts Brick
"I'm pretty. I'm bad. I'm pretty bad. Tee hee hee!"
The band's lead guitarist and alternate singers, and Carl's older sister, Beatrix Winslow. She joined the band as a serious musician, but has been developing a romantic interest in Mike Eagles since issue #17. As a civilian, she alternates wearing stylistically torn woman's business suits with a ridiculously large tie, and gothic lolita costumes accessorized with a parasol or a massive hard candy (lolipop, candy cane, jawbreaker).
Her costume is a Victorian era dress, though with a much shorter (and practical) skirt, thigh high leather boots, an elaborate white porcelain mask, and a massive powdered wig.
Dodge defence, Acrobatics Movement, Dimensional Shift
The Knee
Lady Retribution uses her knee to strike an enemy.
The Knee and Reverse Knee
Lady Retribution uses her knee to strike an enemy, then bounces off towards a nearby enemy and strike them the same knee.
The Knee-Knee-Knee
Lady Retribution attacks ever enemy adjacent to her using the same knee. Despite that, it's very difficult to dodge.
Pain Fist
Lady Retribution strikes and enemy so hard, they suffer its effects later.
Out of the Ring
Lady Retribution throws an enemy out a window, off the roof, into a trash can, or an otherwise quagmire like situation.
Team Juggling
Lady retribution throws an enemy towards a nearby ally, setting up a combo.
Rift Stare
Lady Retribution pins an enemy and stares into their soul.
Mask of Quoi?
Lady Retribution propels an shadow stuff copy of her mask into an enemy to cause confusion.
Exit: Stage Left
Lady Retribution opens a dark rift to move her and anyone adjacent to her a large distance very quickly. She has to have an extremely good idea where she's going to do it.
Team Juggling
Lady Retribution attaches herself to enemy and uses it as a shield. He can't do anything else as long as she sustains this.
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Saint Micheal, Archangel - Astral Monster
"So then I says, 'that's not a nimbus, that's my wife!'"
Opposite the other band mates, Saint Micheal pretends to be human to hang with the band as rhythm guitarist. When doing such, he dresses in white leather, or goat skin suits and fine gold jewelery. When he isn't performing he wears simple clothes in earthen tones, volunteers at orphanages, martial arts schools, and various religious temples.
As his true form, Saint Micheal appears as a man with six silver wings, and a trimmed beard.
Flight Movement, Insubstantiality, Psychic Wall defence
Shine
Saint Micheal has his wings shine brightly, pushing back the dark forces around him.
Blade Dance
Saint Micheal stabs an enemy with his holy spear or sword. Difficult to dodge.
Draw Sword
Saint Micheal's spear disappears and he dramatically draws his sword to intimidate his enemies. The sword is on fire is made of FIRE!
Guilty Fire
An enemy's sin is turned back upon them, causing a mild headache and nosebleed.
Righteous Guardian
Saint Micheal blesses an ally and restores HP.
Gentle Hymn
Saint Micheal sings to bless his allies.
Curb Stomp
Saint Micheal steps on a prone enemy's neck. They don't get back up.
Mercy and Chivalry
Saint Micheal opens a portal near an enemy and offers them a chance to leave without further harm. If the enemy refuses, they get a headache..
Thrash
Saint Micheal, Patron Saint of Badassery, punishes every nearby enemy with a holy smack down.
Saint's Halo
Saint Micheal shrugs off damage.
Guardian Angel
Saint Micheal swiftly moves to an ally and strikes and adjacent enemy.
Knights of Reaver City
Captain Wakį́yą - Blaster
"Have I got a shock for you."
The band's bass player, Mike Eagles. As a civilian, he likes to wear excessive amounts of make-up, dress in black leather and silver studs, with skulls, lightning, and more skulls. He smokes, drinks, spits on children (see issue #2), and is constantly dealing with sexual harassment lawsuits. He often eats Fat in a Jug from MacTrevor's to keep a large carb reservoir for power, and has job offers to be a spokesperson.
His super costume is a grey splashed, navy blue catsuit that constantly has tiny bolts of static electricity dancing about. He's the team's Blaster, and uses Lightning Powers.
Teleporter, Force Field defence
Wakį́yą Bolt
Captain Wakį́yą discharges some lightning to strike an enemy from afar.
Wakį́yą Kick
Captain Wakį́yą charges towards a nearby enemy with lightning.
Wakį́yą PUNCH!
Captain Wakį́yą discharges some lightning into an adjacent enemy to send them far away.
Property Damage
Captain Wakį́yą discharges allot of lightning into a car, control panel, coincidentally placed barrel of rum, unlucky android mook, to cause a small distracting explosion.
Wakį́yą Spear
When things get dicey, Captain Wakį́yą can discharge allot of lightning into an enemy to stop them dead int their tracks.
Lightning Lasso
Captain Wakį́yą uses his lightning to hold an enemy or two at bay.
Lightning Rod
Captain Wakį́yą uses an enemy's lightning attack to recharge himself.
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Sir Bashallot - Suit
"What's that mayor? A bubblegum crisis? Don't worry. This train is on the move!"
The band's lead singer and drummer, Carl Winslow. As a civilian, Carl likes to dress in black leather with chrome chains, and share's his band mate's make-up habits. He likes to pretend he's a borderline alcoholic, though he's an expert wine taster. He secretly works in a flower boutique when he's not on tour.
His super costume is a copy of an ancient suit of steam-powered armor he secretly inherited from his great-great-grandfather. The original kept falling apart at inopportune moments, so in issue #3 Carl used his musical wealth to rebuild it using modern metallurgy, secretly of course.
Acrobatics Movement, Toughness Defence
Bash
The classic massive fist or boot of metal. Knocks enemies around and makes a nice loud squeak too.
Smash
Sir Bashallot brings both fists down to pincer and enemy between them and his left knee. Very painful, but not difficult to dodge.
Backhand
Sir Bashallot can interrupt adjacent enemies by slapping them faster that you'd expect a massive steam powered behemoth of titanium is capable of.
Comanche Rush
Sir Bashallot becomes an unstoppable force and charges a rather impressive distance using the power of trains.
Steamscreen
Sir Bashallot unleashes a thick cloud of scalding steam to cause inconveniences to nearby enemies.
Steam Cooked Broccoli
An enemy gets scalding steam. In the FACE!
Rocket Comanche Punch
Sir Bashallot fires off one of his fists. A thick cloud of scalding steam is left around Sir Bashallot.
Flying Comanche Punch
Sir Bashallot rockets off in a large thick cloud of scalding steam. Only his fist is seen, so enemies believe he only fired off a fist, for a moment.
Comanche Spirit
If Sir Bashallot has been knocked unconscious, his suit goes berserk for a few rounds.
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Lady Retribution - Martial Arts Brick
"I'm pretty. I'm bad. I'm pretty bad. Tee hee hee!"
The band's lead guitarist and alternate singers, and Carl's older sister, Beatrix Winslow. She joined the band as a serious musician, but has been developing a romantic interest in Mike Eagles since issue #17. As a civilian, she alternates wearing stylistically torn woman's business suits with a ridiculously large tie, and gothic lolita costumes accessorized with a parasol or a massive hard candy (lolipop, candy cane, jawbreaker).
Her costume is a Victorian era dress, though with a much shorter (and practical) skirt, thigh high leather boots, an elaborate white porcelain mask, and a massive powdered wig.
Dodge defence, Acrobatics Movement, Dimensional Shift
The Knee
Lady Retribution uses her knee to strike an enemy.
The Knee and Reverse Knee
Lady Retribution uses her knee to strike an enemy, then bounces off towards a nearby enemy and strike them the same knee.
The Knee-Knee-Knee
Lady Retribution attacks ever enemy adjacent to her using the same knee. Despite that, it's very difficult to dodge.
Pain Fist
Lady Retribution strikes and enemy so hard, they suffer its effects later.
Out of the Ring
Lady Retribution throws an enemy out a window, off the roof, into a trash can, or an otherwise quagmire like situation.
Team Juggling
Lady retribution throws an enemy towards a nearby ally, setting up a combo.
Rift Stare
Lady Retribution pins an enemy and stares into their soul.
Mask of Quoi?
Lady Retribution propels an shadow stuff copy of her mask into an enemy to cause confusion.
Exit: Stage Left
Lady Retribution opens a dark rift to move her and anyone adjacent to her a large distance very quickly. She has to have an extremely good idea where she's going to do it.
Team Juggling
Lady Retribution attaches herself to enemy and uses it as a shield. He can't do anything else as long as she sustains this.
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Saint Micheal, Archangel - Astral Monster
"So then I says, 'that's not a nimbus, that's my wife!'"
Opposite the other band mates, Saint Micheal pretends to be human to hang with the band as rhythm guitarist. When doing such, he dresses in white leather, or goat skin suits and fine gold jewelery. When he isn't performing he wears simple clothes in earthen tones, volunteers at orphanages, martial arts schools, and various religious temples.
As his true form, Saint Micheal appears as a man with six silver wings, and a trimmed beard.
Flight Movement, Insubstantiality, Psychic Wall defence
Shine
Saint Micheal has his wings shine brightly, pushing back the dark forces around him.
Blade Dance
Saint Micheal stabs an enemy with his holy spear or sword. Difficult to dodge.
Draw Sword
Saint Micheal's spear disappears and he dramatically draws his sword to intimidate his enemies. The sword is on fire is made of FIRE!
Guilty Fire
An enemy's sin is turned back upon them, causing a mild headache and nosebleed.
Righteous Guardian
Saint Micheal blesses an ally and restores HP.
Gentle Hymn
Saint Micheal sings to bless his allies.
Curb Stomp
Saint Micheal steps on a prone enemy's neck. They don't get back up.
Mercy and Chivalry
Saint Micheal opens a portal near an enemy and offers them a chance to leave without further harm. If the enemy refuses, they get a headache..
Thrash
Saint Micheal, Patron Saint of Badassery, punishes every nearby enemy with a holy smack down.
Saint's Halo
Saint Micheal shrugs off damage.
Guardian Angel
Saint Micheal swiftly moves to an ally and strikes and adjacent enemy.
I had a signature here once but I've since lost it.
My current project: http://tgdmb.com/viewtopic.php?t=56456
My current project: http://tgdmb.com/viewtopic.php?t=56456
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Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
Oddly, I think that Hornet is a Suit. She flies, she uses poison and melee stabbing. That really sounds like a Nouveau Suit to me. She just doesn't happen to have a special effect where she is in power armor.The Hornet
But yeah, a lot of people should get powers off the generic lists and then rename them all. So you'll probably take this:
- Faster than Lightning
The blaster hurls himself at a target, trailing electric sparks in his wake.
Edit: Also, we need to have a giant stupid master list of status effects.
-Username17
Last edited by Username17 on Wed Jan 14, 2009 9:51 pm, edited 1 time in total.
- Josh_Kablack
- King
- Posts: 5318
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Online. duh
To Start with, here are the Status Effects from 4ePHB 277
Blinded: you can't see, you're -10 to perception, you grant combat advantage and you cannot flank
Dazed: you grant combat advantage, you can only take one action on your turn and you cannot flank
Deafened: you can't hear, you're -10 to perception
Dominated: you're dazed and the dominating creature choses your action. It can only make you use at-will powers (in the Fantastic set up this should maybe change to allow recharge powers, but they recharge when the dominate ends)
Dying: You are unconscious, you are at zero or fewer HP, you make a death save every round. (In Fantastic, This needs to have alternate options for four-color vs gritty superheroics)
Helpless: You work for Pazio. You grant combat advatage and are a legal target for a CDG.
Immobilized: You cannot move. You can teleport and forced movement can still move you.
Marked: you're -2 on any attack that doesn't include the character who marked you.
Petrified: like dude, you're totally stoned. You can take no actions, are unaware of your surroundings, gain DR 20/all and don't age (in Fantastic the flavor should probably be broadened out for characters who transform people into other substances)
Prone: you grant combat advantage. you get +2 to defenses against ranged attacks from nonadjacent combatants and take a -2 to your attack rolls. (additionally there's some stuff about fliers and how you can drop to prone as a free action - from the layout apparently you can only do that while you are already prone. While prone you can only move by crawling at half your movement speed (how this interacts with other movement modes is not explained, and a potential problem for a game where lots of PCs fly around)
Restrained: You're immobilized, but you can't be moved by push, pull or slide. Additionally you grant combat advantage.
Slowed: All your movement modes other than teleport drop to 2 so long as you are slowed. This does not limit forced movement.
Stunned: You grant combat advantage, you cannot take actions and you cannot flank. (if we are not very careful with durations and recoveries, this leads to abusive locks)
Surprised: You grant combat advantage, you can only take free actions and you cannot flank
Unconscious: You're helpless, you take -5 to all defenses, you can't take actions, you can't flank, and unless something prevents it you fall prone
Weakened: Your attacks deal half damage. Ongoing damage is not affected.
Some of those should be renamed for flavor, some should be combined, and a few more need added.
We may also want to sort "ongoing damage" and "vulnerabilty to ___" as conditions.
Blinded: you can't see, you're -10 to perception, you grant combat advantage and you cannot flank
Dazed: you grant combat advantage, you can only take one action on your turn and you cannot flank
Deafened: you can't hear, you're -10 to perception
Dominated: you're dazed and the dominating creature choses your action. It can only make you use at-will powers (in the Fantastic set up this should maybe change to allow recharge powers, but they recharge when the dominate ends)
Dying: You are unconscious, you are at zero or fewer HP, you make a death save every round. (In Fantastic, This needs to have alternate options for four-color vs gritty superheroics)
Helpless: You work for Pazio. You grant combat advatage and are a legal target for a CDG.
Immobilized: You cannot move. You can teleport and forced movement can still move you.
Marked: you're -2 on any attack that doesn't include the character who marked you.
Petrified: like dude, you're totally stoned. You can take no actions, are unaware of your surroundings, gain DR 20/all and don't age (in Fantastic the flavor should probably be broadened out for characters who transform people into other substances)
Prone: you grant combat advantage. you get +2 to defenses against ranged attacks from nonadjacent combatants and take a -2 to your attack rolls. (additionally there's some stuff about fliers and how you can drop to prone as a free action - from the layout apparently you can only do that while you are already prone. While prone you can only move by crawling at half your movement speed (how this interacts with other movement modes is not explained, and a potential problem for a game where lots of PCs fly around)
Restrained: You're immobilized, but you can't be moved by push, pull or slide. Additionally you grant combat advantage.
Slowed: All your movement modes other than teleport drop to 2 so long as you are slowed. This does not limit forced movement.
Stunned: You grant combat advantage, you cannot take actions and you cannot flank. (if we are not very careful with durations and recoveries, this leads to abusive locks)
Surprised: You grant combat advantage, you can only take free actions and you cannot flank
Unconscious: You're helpless, you take -5 to all defenses, you can't take actions, you can't flank, and unless something prevents it you fall prone
Weakened: Your attacks deal half damage. Ongoing damage is not affected.
Some of those should be renamed for flavor, some should be combined, and a few more need added.
We may also want to sort "ongoing damage" and "vulnerabilty to ___" as conditions.
Last edited by Josh_Kablack on Wed Jan 14, 2009 11:51 pm, edited 2 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
Heh, so you also noticed that, apparently, only prone people can drop prone as a free action.
And Suit works for me. It'll take a bit of getting used to, trying to figure out who is what, but as more powers, examples etc. are given it'll become clearer.
Afraid: You take a penalty when interacting with the cause of fear in any way. You take a smaller penalty doing anything just when it's around. You do not take a penalty if your action involves fleeing in terror or taking full cover/hiding behind something. This can often lead to Petrification, for reasons unknown, but don't worry, you will survive.
Panic: As above, except you have to flee in terror or hide/take full cover. If cornered, you just cower (effectively stunned).
Enraged: You are angry. You must attack enemies (or seek them out if none are in sight), get a bonus to damage, but take a penalty to defences. Also, you can't use any directly defensive abilities (although "I hit you... and gain a defensive bonus" powers are fair game).
Mini: You have been shrunk down to a comical size. You can only move half your normal distance, deal half damage and take 1.5 times the damage from Power and Explosion attacks (and possibly others). On the other hand, you gain a bonus to defences, and to hit foes.
Morose:
Elated:
Confused/Hallucinating: You act randomly. Every turn, roll a d10 to determine what you do:
1 - Lucked Out, you can act normally
2 - Stand there, dazed
3 - Run straight ahead in a random direction, full speed
4 - Take a complete defence, cowering
5 - Attack whoever is nearest (charging if need be)
6 - Try to reach the highest vantage point there is
7 - Wander casually in a random direction, providing Combat Advantage
8 - Stand still, but still defend yourself
9 - Lie down for a bit of a rest (prone and stunned).
10 - You know you're confused/hallucinating. Gain a partial action, but provide Combat Advantage to everyone
Sickened/Nauseated: You feel ill. Take a small penalty. If you take a full action, or both move and standard, it makes you ill and you become stunned until the beginning of your next turn.
Neutralised: Particularly applicable to those with a power source or mystic weakness, but it can really affect anyone. You are unable to recharge powers, and simply don't get to roll to regain usage of them in the recovery phase (if they instead work on a count-down, the timer freezes). Additionally, you can't use Charged powers while Neutralised, even if they're fully charged and ready to go.
And Suit works for me. It'll take a bit of getting used to, trying to figure out who is what, but as more powers, examples etc. are given it'll become clearer.
Afraid: You take a penalty when interacting with the cause of fear in any way. You take a smaller penalty doing anything just when it's around. You do not take a penalty if your action involves fleeing in terror or taking full cover/hiding behind something. This can often lead to Petrification, for reasons unknown, but don't worry, you will survive.
Panic: As above, except you have to flee in terror or hide/take full cover. If cornered, you just cower (effectively stunned).
Enraged: You are angry. You must attack enemies (or seek them out if none are in sight), get a bonus to damage, but take a penalty to defences. Also, you can't use any directly defensive abilities (although "I hit you... and gain a defensive bonus" powers are fair game).
Mini: You have been shrunk down to a comical size. You can only move half your normal distance, deal half damage and take 1.5 times the damage from Power and Explosion attacks (and possibly others). On the other hand, you gain a bonus to defences, and to hit foes.
Morose:
Elated:
Confused/Hallucinating: You act randomly. Every turn, roll a d10 to determine what you do:
1 - Lucked Out, you can act normally
2 - Stand there, dazed
3 - Run straight ahead in a random direction, full speed
4 - Take a complete defence, cowering
5 - Attack whoever is nearest (charging if need be)
6 - Try to reach the highest vantage point there is
7 - Wander casually in a random direction, providing Combat Advantage
8 - Stand still, but still defend yourself
9 - Lie down for a bit of a rest (prone and stunned).
10 - You know you're confused/hallucinating. Gain a partial action, but provide Combat Advantage to everyone
Sickened/Nauseated: You feel ill. Take a small penalty. If you take a full action, or both move and standard, it makes you ill and you become stunned until the beginning of your next turn.
Neutralised: Particularly applicable to those with a power source or mystic weakness, but it can really affect anyone. You are unable to recharge powers, and simply don't get to roll to regain usage of them in the recovery phase (if they instead work on a count-down, the timer freezes). Additionally, you can't use Charged powers while Neutralised, even if they're fully charged and ready to go.
- CatharzGodfoot
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- Location: North Carolina
Villan power:
Exit stage left: Some minions or your flying plane show up and you escape battle automatically, no matter how little sense that makes. However, your plan is foiled and you are forbidden from trying again.
Hey, it's a staple of the superfriends.
Exit stage left: Some minions or your flying plane show up and you escape battle automatically, no matter how little sense that makes. However, your plan is foiled and you are forbidden from trying again.
Hey, it's a staple of the superfriends.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Successful Troll
...is successful. This character is a troll, straight out of mix-bag European mythology, however he has a PhD in Physics, as well as a successful career in Economics. By day, he earns millions and fights crime. By night, he trolls people on the Internet, hides under a bridge, and fights crime.
Power: Brick (strong)
Defence: Toughness
Movement:
Electives: Super-intelligence (Theoretical Physics)
(Not likely to get that much usage in your standard game)
Regeneration
-By taking a moment to catch his breath, Successful Troll can regain a fair amount of stamina. This activates his Regeneration - every round for a few rounds, he regains some HP and gets an extra recovery phase at the beginning of his turn.
Stone Hide
-Focusing allows him to make his Toughness even tougher. As a reaction, he can activate this power, gaining a sharp boost to Toughness and substantial damage resistance. After the attack this interrupts, the bonuses lower, but are still there (in reduced capacity) for a few rounds.
Mighty Wallop
-This is a pretty technical power. He hits them and they fall over, taking damage. It might even daze them if he wallops them a few times - possibly "Hit: X damage, prone, secondary attack (Hit: X damage, dazed, Miss: nothing), Miss: nothing".
Ricochet Punt
-This attack doesn't deal as much damage as above, but it sends the foe flying. Additionally, they can be angled to bounce off walls and such, taking tiny amounts of extra damage per bounce, and can also bounce off enemies, knocking them prone. He can instantly calculate the perfect angle in a moment.
Living Weapon
-By grabbing the foe and letting his strength improve momentarily, Successful Troll swings the enemy around. Treat it as a 3x3 area attack that hurts everyone it hits and also knocks them prone. The grabbed foe also gets to take damage for every person it hits, though not as much as they deal.
Cannonball Tackle
-This attack is a full charge. He can attack everyone who stands in his way, and keeps going until he runs out of movement or hits a solid wall or whatever. He can elect to stop moving if there is something in the way.
Earthshaker
-Successful Troll puts all of his might into slamming his fists into the ground, finding the perfect points to cause a local earthquake. It's a large area of effect that doesn't affect flyers, and causes damage, knocks prone, damages the area, possibly stuns people...
Crushing Grasp
-This is a grapple attack that an be sustained, dealing damage each round. If sustained for X rounds without the target breaking free, they pass out and fall asleep.
Instant Calculation
-As a reaction, ST can tell where an attack is going to land and move out of the way. He gets a Dodge defence for the one attack, and can move himself a few squares, possibly rendering the attack an auto-miss.
Jackknife Powerbomb
-For someone strong like ST, this is a devastating move. A grappled opponent is slammed ultra hard, going prone, getting stunned and taking plenty of damage. Also, he gets a secondary attack at everyone adjacent to the foe, success knocking them prone from the shockwave.
Mighty Surge
-This is one big burst of strength. Not only does Successful Troll get stronger, but he also gets a huge amount of DR, and very rapid healing (as well as an instant parcel of HP right off the bat).
...is successful. This character is a troll, straight out of mix-bag European mythology, however he has a PhD in Physics, as well as a successful career in Economics. By day, he earns millions and fights crime. By night, he trolls people on the Internet, hides under a bridge, and fights crime.
Power: Brick (strong)
Defence: Toughness
Movement:
Electives: Super-intelligence (Theoretical Physics)
(Not likely to get that much usage in your standard game)
Regeneration
-By taking a moment to catch his breath, Successful Troll can regain a fair amount of stamina. This activates his Regeneration - every round for a few rounds, he regains some HP and gets an extra recovery phase at the beginning of his turn.
Stone Hide
-Focusing allows him to make his Toughness even tougher. As a reaction, he can activate this power, gaining a sharp boost to Toughness and substantial damage resistance. After the attack this interrupts, the bonuses lower, but are still there (in reduced capacity) for a few rounds.
Mighty Wallop
-This is a pretty technical power. He hits them and they fall over, taking damage. It might even daze them if he wallops them a few times - possibly "Hit: X damage, prone, secondary attack (Hit: X damage, dazed, Miss: nothing), Miss: nothing".
Ricochet Punt
-This attack doesn't deal as much damage as above, but it sends the foe flying. Additionally, they can be angled to bounce off walls and such, taking tiny amounts of extra damage per bounce, and can also bounce off enemies, knocking them prone. He can instantly calculate the perfect angle in a moment.
Living Weapon
-By grabbing the foe and letting his strength improve momentarily, Successful Troll swings the enemy around. Treat it as a 3x3 area attack that hurts everyone it hits and also knocks them prone. The grabbed foe also gets to take damage for every person it hits, though not as much as they deal.
Cannonball Tackle
-This attack is a full charge. He can attack everyone who stands in his way, and keeps going until he runs out of movement or hits a solid wall or whatever. He can elect to stop moving if there is something in the way.
Earthshaker
-Successful Troll puts all of his might into slamming his fists into the ground, finding the perfect points to cause a local earthquake. It's a large area of effect that doesn't affect flyers, and causes damage, knocks prone, damages the area, possibly stuns people...
Crushing Grasp
-This is a grapple attack that an be sustained, dealing damage each round. If sustained for X rounds without the target breaking free, they pass out and fall asleep.
Instant Calculation
-As a reaction, ST can tell where an attack is going to land and move out of the way. He gets a Dodge defence for the one attack, and can move himself a few squares, possibly rendering the attack an auto-miss.
Jackknife Powerbomb
-For someone strong like ST, this is a devastating move. A grappled opponent is slammed ultra hard, going prone, getting stunned and taking plenty of damage. Also, he gets a secondary attack at everyone adjacent to the foe, success knocking them prone from the shockwave.
Mighty Surge
-This is one big burst of strength. Not only does Successful Troll get stronger, but he also gets a huge amount of DR, and very rapid healing (as well as an instant parcel of HP right off the bat).
Since Mega Man was mentioned in the other thread, I figured I'd bring in another video game robot:
"
" is an artificially-intelligent scouting robot sent for an unknown purpose into an "island" levitating above the Pacific ocean. While on his mission, his instructionss and gathered data were blanked, but, despite this (or, perhaps, because of it, depending on what his creator meant him for), he managed to overthrow the island's dictator, who had seized power in an invasion, cause, and then avert, the destruction of the island, and save the lives of the dictator's hostages. Now he fights crime.
Archetype: Gadgeteer or Suit (Nuclear, probably, or Oil), Blaster (Laser), or maybe even Cape (if his powers are weird enough)
Defense: Dodge (failing that, Forcefield)
Movement: Flight or Acrobatics
Spurred Blast
"'s main weapon is a powerful energy gun. By charging the weapon to its limits, " can cause it to fire a powerful beam that passes right through most creatures, but not thick pieces of metal or stone, and does massive amounts of damage (probably Laser).
White Laser
At safer levels of charge, the energy gun is capable of projecting a beam that can pass through those creatures it knocks out, although it does not deal huge amounts of damage.
Polar Star
Without charging it beyond its standard operation, the energy gun is capable of recycling rapidly. " can make a series of weak attacks on this setting.
Sword of the Rabbit King
The king of the Rabbit People gave " his sword with his dying breath, and his ghost still inhabits the blade, to an extent. " can hurl this sword amongst his enemies, and the Rabbit King's ghost will use it to slash all of them for a period of time, then return the blade to "'s side (this is justifiably Speed, Spirit, or Shadow damage).
Dozen Cuts
The king of the Rabbit People returns his sword to "'s hand, ready for use, when thrown short distances, and sets " up for another strike when used in close combat. This allows " to use the sword to make a devastating flurry of attacks in close combat (probably Speed damage).
Bubble Volley
Projects a field of bubbles around ". Once the field is up, " can maintain it by continuing to use the device, and, if the field is not disrupted, the bubbles burst, releasing energy bolts that go where he points the projector, causing a rapid-fire attack. The field has a change of interfering with attacks, neutralizing ranged attacks and inflicting backlash on melee attacks, but doing so disrupts the field. When dropped, all of the bubbles in the shield transform into projectiles at once (I have no idea what the damage type is. Maybe they're laser bubbles. Maybe the projectiles are ionized. Let's go with that, since he doesn't do much electric damage).
Rolling Fire
" rolls a strange grenade that blazes with white fire toward his enemies. These grenades continue in the direction they're launched, bouncing off walls until they hit something or burn out. They aren't particularly explosive or sticky, however. (Let's make this electric damage too, and call the fire arcing electricity).
"
" is an artificially-intelligent scouting robot sent for an unknown purpose into an "island" levitating above the Pacific ocean. While on his mission, his instructionss and gathered data were blanked, but, despite this (or, perhaps, because of it, depending on what his creator meant him for), he managed to overthrow the island's dictator, who had seized power in an invasion, cause, and then avert, the destruction of the island, and save the lives of the dictator's hostages. Now he fights crime.
Archetype: Gadgeteer or Suit (Nuclear, probably, or Oil), Blaster (Laser), or maybe even Cape (if his powers are weird enough)
Defense: Dodge (failing that, Forcefield)
Movement: Flight or Acrobatics
Spurred Blast
"'s main weapon is a powerful energy gun. By charging the weapon to its limits, " can cause it to fire a powerful beam that passes right through most creatures, but not thick pieces of metal or stone, and does massive amounts of damage (probably Laser).
White Laser
At safer levels of charge, the energy gun is capable of projecting a beam that can pass through those creatures it knocks out, although it does not deal huge amounts of damage.
Polar Star
Without charging it beyond its standard operation, the energy gun is capable of recycling rapidly. " can make a series of weak attacks on this setting.
Sword of the Rabbit King
The king of the Rabbit People gave " his sword with his dying breath, and his ghost still inhabits the blade, to an extent. " can hurl this sword amongst his enemies, and the Rabbit King's ghost will use it to slash all of them for a period of time, then return the blade to "'s side (this is justifiably Speed, Spirit, or Shadow damage).
Dozen Cuts
The king of the Rabbit People returns his sword to "'s hand, ready for use, when thrown short distances, and sets " up for another strike when used in close combat. This allows " to use the sword to make a devastating flurry of attacks in close combat (probably Speed damage).
Bubble Volley
Projects a field of bubbles around ". Once the field is up, " can maintain it by continuing to use the device, and, if the field is not disrupted, the bubbles burst, releasing energy bolts that go where he points the projector, causing a rapid-fire attack. The field has a change of interfering with attacks, neutralizing ranged attacks and inflicting backlash on melee attacks, but doing so disrupts the field. When dropped, all of the bubbles in the shield transform into projectiles at once (I have no idea what the damage type is. Maybe they're laser bubbles. Maybe the projectiles are ionized. Let's go with that, since he doesn't do much electric damage).
Rolling Fire
" rolls a strange grenade that blazes with white fire toward his enemies. These grenades continue in the direction they're launched, bouncing off walls until they hit something or burn out. They aren't particularly explosive or sticky, however. (Let's make this electric damage too, and call the fire arcing electricity).
"No, you can't burn the inn down. It's made of solid fire."
I see no powers related to game design or controlling international organizations here.Koumei wrote:Successful Troll
...is successful. This character is a troll, straight out of mix-bag European mythology, however he has a PhD in Physics, as well as a successful career in Economics. By day, he earns millions and fights crime. By night, he trolls people on the Internet, hides under a bridge, and fights crime.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
- Josh_Kablack
- King
- Posts: 5318
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Online. duh
I'm thinking that the multiplier is both more complex than needed and potentially abusive. Might be better to go with Vulnerable # to Power and Explosion.Koumei wrote: Mini: You have been shrunk down to a comical size. You can only move half your normal distance, deal half damage and take 1.5 times the damage from Power and Explosion attacks (and possibly others). On the other hand, you gain a bonus to defences, and to hit foes.
I'm also thinking that the defense and attack bonuses are iffy for a negative status effect - attack bonuses are rare and precious in the 4e setup - I would prefer to just go with a stealth bonus, and maybe a mention that it's a lot easier to find cover at mini size.
Hrm, maybe Morose is a penalty to recharge rolls (assuming that never leads to abusive locks where powers do not recharge).Morose:
Elated:
Elated would make sense as a skill roll penalty of some type - you're so keyed up that you cannot focus.
And I have another suggestion for a status effect
Unsteady You are off-balance and take additional effect from forced movement.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
Keeping people on the Recovery RNG is I think a major concern. For this reason, I think all Recovery modifiers should be handled with adding and subtracting entire rolls, rather than adding or subtracting things from the roll itself. So Morosity, rather than subtracting 1 from Recovery Rolls, would give you a d6 roll: on a 1 or 2 you skip the Recovr phase. This is roughly the same as subtracting 1 from 4+ Recovery rolls, but it doesn't hit RNG problems at 6+ Recovery rolls.
-Username17
-Username17
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
- Sir Neil
- Knight-Baron
- Posts: 553
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Land of the Free, Home of the Brave
Re: I'm gonna try for making a whole team of supers
Fvck yeah.the_taken wrote:Saint Micheal steps on a prone enemy's neck. They don't get back up.
I'd call it The King of Battle and make a note that it doesn't require line of sight.Koumei wrote:The Big One
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
- Josh_Kablack
- King
- Posts: 5318
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Online. duh
To heck with that: Lukewarm Touch keeps you from burning your tongue, scalding yourself in a shower, fixes overheated radiators, prevents your gears from freezing up in sleetstorms, lets you spackle a and clean your paint supplies before the heat is hooked up and lets you use glass block as a fuelless portable space heater.
Last edited by Josh_Kablack on Thu Jan 22, 2009 3:02 am, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
Also, it will instantly nullify molten lava.Josh_Kablack wrote:To heck with that: Lukewarm Touch keeps you from burning your tongue, scalding yourself in a shower, fixes overheated radiators, prevents your gears from freezing up in sleetstorms, lets you spackle a and clean your paint supplies before the heat is hooked up and lets you use glass block as a fuelless portable space heater.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
I give you...
The Prince!
The Prince is an alien... or something. He is very very little, however this can change, for he has a most magical device, one that causes objects to stick to it, and as it grows, so does he! It is... KATAMARI DAMACY~!
I'm not even going to hazard a guess to what type of hero he is.
Grinding Halt
The Prince grabs hold of the Katamari, which screeches to a halt. Using this reaction power instantly stops any forced movement (and can be used at any point in the movement).
Momentum Crusher
The Prince can instead elect to roll with it, and upon being subjected to forced movement (or possibly including any "physical impact" attack such as Power?) may reduce the damage by X amount, and make a charge attack as a reaction. This charge attack works like any other charge for movement etc. and is a Power attack.
Devastating Charge
This attack is one that is launched ahead of time, not just a reaction. Spending a full round action, the Prince may make a charge attack, and able to make up to two turns during it, however he must move the full distance. He may move through occupied squares for this, and any square he moves through is subject to the attack just like the target at the end of the charge. It is a Power-based attack. Anyone he successfully hit is knocked prone. If he fails to hit a target larger than him, the movement (and attack) is halted.
Growth Spurt
Having gathered enough random items, the Prince can now grow, along with his Katamari. He improves by one size category and presumably gets some bonuses and penalties based on this - most noteworthy is that his other powers directly benefit from the larger area and move rate.
This probably lasts X rounds or until damaged by a physical attack - but if he manages to recover the power and use it again before X is up, it resets the timer.
Rolling Grapple
This attack is a standard action that involves moving his standard speed, going through occupied squares freely. If a square is occupied by a target smaller than him, he may make a grapple check. Success causes them to be stuck to the Katamari until they can escape. They then take damage every round.
Ignition
For a single round, the Katamari ignites into a ball of flame. This is a Swift action to activate, and adds Explosive damage to all of his attacks until the beginning of his next turn. This also deals Explosive damage to anyone caught in the grapple. If the Katamari successfully grapples a new target before the round is over, it is extended for another round, but may only be extended once per round, regardless of how many new targets are grabbed.
Unstoppable
By spending a Swift action, the Prince can render the Katamari unstoppable until the beginning of his next turn. Terrain in the way is destroyed if it is not made out of Plot Armour, no effect can stop his movement (including failure to hit larger targets), and he instantly recovers from (and gains 1 round of immunity to) the Slow, Prone, Paralysed, Petrified, Stunned, Dazed and Immobile conditions. Anyone not grappled by his attacks is buffeted, subject to 3 squares of forced movement to either side.
Star Creator
The contents of the Katamari are hurled into space, leaving the Prince with a brand new Katamari. All of his effects are immediately cancelled, both good and bad (so if he was Mega-Awesome sized and with a burning Katamari, he's back to normal. On the plus side he also loses things like Nausea and Fear) and he restores up to half of his maximum HP.
Any enemies caught in the Katamari are trapped in this new star until they can successfully remove the effect. Every turn that they fail, they count as being Helpless, and take an uncomfortable amount of damage, but cannot be targeted by any ability that does not reach to the stars.
Once they remove the condition, they are somehow sent back to where they were before. This new star is a permanent creation, holy crap!
Armoured Assault
Spending a Move action allows the Katamari to roll about, moving at half its speed as it picks up chunks of earth and such. This grants an impressive Toughness defence to armour, and a great damage resistance for things like Speed and Laser damage. Or something.
Gravity Drive
The Katamari suddenly gains a lot of mass. Everyone within an impressive area is dragged X squares towards the katamari (unless the attack misses). The Prince then grows several size categories, and receives temporary HP equal to his surge value. Every round until it wears off, targets continue to get dragged towards the Katamari, and anyone dragged into contact with it gets a grapple made against them. They also take falling damage based on how far they were dragged.
Turbo Boost
As long as there's not much in the way, the Prince can send the Katamari into overdrive. He moves with Super Speed normally, as a way of getting to where the trouble is, and this power is just a smaller version of that. He may move up to his movement speed as a Swift action.
The Prince!
The Prince is an alien... or something. He is very very little, however this can change, for he has a most magical device, one that causes objects to stick to it, and as it grows, so does he! It is... KATAMARI DAMACY~!
I'm not even going to hazard a guess to what type of hero he is.
Grinding Halt
The Prince grabs hold of the Katamari, which screeches to a halt. Using this reaction power instantly stops any forced movement (and can be used at any point in the movement).
Momentum Crusher
The Prince can instead elect to roll with it, and upon being subjected to forced movement (or possibly including any "physical impact" attack such as Power?) may reduce the damage by X amount, and make a charge attack as a reaction. This charge attack works like any other charge for movement etc. and is a Power attack.
Devastating Charge
This attack is one that is launched ahead of time, not just a reaction. Spending a full round action, the Prince may make a charge attack, and able to make up to two turns during it, however he must move the full distance. He may move through occupied squares for this, and any square he moves through is subject to the attack just like the target at the end of the charge. It is a Power-based attack. Anyone he successfully hit is knocked prone. If he fails to hit a target larger than him, the movement (and attack) is halted.
Growth Spurt
Having gathered enough random items, the Prince can now grow, along with his Katamari. He improves by one size category and presumably gets some bonuses and penalties based on this - most noteworthy is that his other powers directly benefit from the larger area and move rate.
This probably lasts X rounds or until damaged by a physical attack - but if he manages to recover the power and use it again before X is up, it resets the timer.
Rolling Grapple
This attack is a standard action that involves moving his standard speed, going through occupied squares freely. If a square is occupied by a target smaller than him, he may make a grapple check. Success causes them to be stuck to the Katamari until they can escape. They then take damage every round.
Ignition
For a single round, the Katamari ignites into a ball of flame. This is a Swift action to activate, and adds Explosive damage to all of his attacks until the beginning of his next turn. This also deals Explosive damage to anyone caught in the grapple. If the Katamari successfully grapples a new target before the round is over, it is extended for another round, but may only be extended once per round, regardless of how many new targets are grabbed.
Unstoppable
By spending a Swift action, the Prince can render the Katamari unstoppable until the beginning of his next turn. Terrain in the way is destroyed if it is not made out of Plot Armour, no effect can stop his movement (including failure to hit larger targets), and he instantly recovers from (and gains 1 round of immunity to) the Slow, Prone, Paralysed, Petrified, Stunned, Dazed and Immobile conditions. Anyone not grappled by his attacks is buffeted, subject to 3 squares of forced movement to either side.
Star Creator
The contents of the Katamari are hurled into space, leaving the Prince with a brand new Katamari. All of his effects are immediately cancelled, both good and bad (so if he was Mega-Awesome sized and with a burning Katamari, he's back to normal. On the plus side he also loses things like Nausea and Fear) and he restores up to half of his maximum HP.
Any enemies caught in the Katamari are trapped in this new star until they can successfully remove the effect. Every turn that they fail, they count as being Helpless, and take an uncomfortable amount of damage, but cannot be targeted by any ability that does not reach to the stars.
Once they remove the condition, they are somehow sent back to where they were before. This new star is a permanent creation, holy crap!
Armoured Assault
Spending a Move action allows the Katamari to roll about, moving at half its speed as it picks up chunks of earth and such. This grants an impressive Toughness defence to armour, and a great damage resistance for things like Speed and Laser damage. Or something.
Gravity Drive
The Katamari suddenly gains a lot of mass. Everyone within an impressive area is dragged X squares towards the katamari (unless the attack misses). The Prince then grows several size categories, and receives temporary HP equal to his surge value. Every round until it wears off, targets continue to get dragged towards the Katamari, and anyone dragged into contact with it gets a grapple made against them. They also take falling damage based on how far they were dragged.
Turbo Boost
As long as there's not much in the way, the Prince can send the Katamari into overdrive. He moves with Super Speed normally, as a way of getting to where the trouble is, and this power is just a smaller version of that. He may move up to his movement speed as a Swift action.
THE BLIMP
The blimp is a rather rotund hero at the best of times. This character has really powerful lungs. Furthermore, his slightly rubbery body can expand as needed to fill those lungs, if he decides he wants to inhale enough air to fill a football stadium.
Air Controller. Movement: Flight, if slow and clumsy.
Mighty Inhalation
This is an area attack centred on The Blimp. He grows one size category and gains his flight speed, and everyone who is successfully hit is dragged 3 squares towards him and knocked prone. He can end this as a Swift action to immediately use any of his Exhalations.
Tempest Exhalation
This is also an area attack centred on The Blimp. Anyone in the area who is hit is hurled X squares away, dazed and slightly injured.
Begone!
This ability travels in a straight line, hurling the first target something crazy like 20-100 squares. They take damage upon hitting something, but this stops the movement. If they hit someone, then they stop and both take damage.
Vortex
Everyone within a certain radius of The Blimp is moved X squares in a random direction. He also makes an attack against everyone in the area. If he succeeds, they are knocked prone, or possibly rendered immobile or dazed.
Tornado
The Blimp creates an actual tornado with his breath. He has to concentrate on it to keep it going (Move action to sustain), otherwise it vanishes harmlessly. It moves about, causes a lot of damage, and hurls things all over the place. He can direct its movement, but it does have to move.
Typhoon
For a number of rounds, a very large area of effect suffers from a tempest - everyone it hits is slowed, every round on his turn, it makes an "attack" against everyone to knock them prone, and small damage is dealt every round.
Icy Breath
He exhales a cone effect that deals Ice damage and Slows people.
Toxic Breath
He exhales a cone effect that deals Gas damage, with lingering damage afterwards.
Desert Wind Exhalation
He exhales a cone effect that deals Explosive damage, and also blinds people for a few rounds.
Vacuum
Within a substantial area, there is no air - The Blimp has it all. He grows two size categories, everyone else in the area counts as dazed or slowed or weakened or something, and Shadow damage gets dealt every round.
Aero Shield
As an immediate action, The Blimp can conjure up a Force Field defence.
The blimp is a rather rotund hero at the best of times. This character has really powerful lungs. Furthermore, his slightly rubbery body can expand as needed to fill those lungs, if he decides he wants to inhale enough air to fill a football stadium.
Air Controller. Movement: Flight, if slow and clumsy.
Mighty Inhalation
This is an area attack centred on The Blimp. He grows one size category and gains his flight speed, and everyone who is successfully hit is dragged 3 squares towards him and knocked prone. He can end this as a Swift action to immediately use any of his Exhalations.
Tempest Exhalation
This is also an area attack centred on The Blimp. Anyone in the area who is hit is hurled X squares away, dazed and slightly injured.
Begone!
This ability travels in a straight line, hurling the first target something crazy like 20-100 squares. They take damage upon hitting something, but this stops the movement. If they hit someone, then they stop and both take damage.
Vortex
Everyone within a certain radius of The Blimp is moved X squares in a random direction. He also makes an attack against everyone in the area. If he succeeds, they are knocked prone, or possibly rendered immobile or dazed.
Tornado
The Blimp creates an actual tornado with his breath. He has to concentrate on it to keep it going (Move action to sustain), otherwise it vanishes harmlessly. It moves about, causes a lot of damage, and hurls things all over the place. He can direct its movement, but it does have to move.
Typhoon
For a number of rounds, a very large area of effect suffers from a tempest - everyone it hits is slowed, every round on his turn, it makes an "attack" against everyone to knock them prone, and small damage is dealt every round.
Icy Breath
He exhales a cone effect that deals Ice damage and Slows people.
Toxic Breath
He exhales a cone effect that deals Gas damage, with lingering damage afterwards.
Desert Wind Exhalation
He exhales a cone effect that deals Explosive damage, and also blinds people for a few rounds.
Vacuum
Within a substantial area, there is no air - The Blimp has it all. He grows two size categories, everyone else in the area counts as dazed or slowed or weakened or something, and Shadow damage gets dealt every round.
Aero Shield
As an immediate action, The Blimp can conjure up a Force Field defence.
- the_taken
- Knight-Baron
- Posts: 830
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lost in the Sea of Awesome
And now for some fan fiction. This series' characters are hard to pin down, as most of the characters exhibit massive amounts of Kung-Fu (which means Shadow Bricks), while often bringing Chekhov's Gun into the mix. There are two ways to handle this. Implement the trope into the game, or allowing characters to multiclass and gain two sets of abilities. I chose to follow the latter method.
Shego - Brick (Martial Artist, Toughness, Acrobatics)
Green Glow
Shego activates her glow and engulfs her hands in a vile green flame, boosting her damage until expended.
Bolt
Shego throws some vile green flames around, expending her glow.
Mortal Combat
Shego strikes with her martial prowess, keeping her foe busy. This attack is stronger if she's activated her glow.
Metal Claw
Shego lashes out with her metal tipped gloves. This is a Power attack. A miss knocks her target away.
Flurry of Blows
Shego attacks everything around her using her martial prowess, knocking away enemies.
Sweep
Shego sweeps with her leg to trip her foe. This attack is stronger if she's activated her glow.
Demolition
Shego expends her glow to make a whole in a wall.
Rage
Shego gets really angry, boosting her overall strength and durability.
Bringing Down the House
Shego expends her glow to cause massive property damage. This attack damages everything in the room, including Shego, and is a Power attack.
Kim Possible - Brick (Martial Artist, Dodge, Acrobatics, Swimming)
Multiclass Suit (Nuclear Age, Dodge, Flight, Swimming)
Mantis Style
Kim attacks with her martial prowess, keeping her foe busy.
Liberty
Kim grabs and throws a foes to give them distance.
Around the World
Kim jumps onto a foe then jumps away.
Show and Go
Kim attack two nearby foes and knock them into each other, then jumps away.
Chandelier
Kim fires her grapple hook and swings a great distance. Can be used to to charge an enemy for a Power attack.
Nanite Sewing Club
Kim's suit patches up holes and acts as a bandage.
Lacrosse Glove
Kim catches a projectile energy attack and throws is back. Regardless of the original attack, this is a Laser attack.
Wolf Wall
Kim charges thru a group of enemies.
Intelligence
Kim calls Wade and gets the perfect solution to her crisis. Enemy weakness, hacks, city wide power failure...

Ron Stopable - Brick (Marital Artist, Dodge, Acrobatics)
Multiclass Gadgeteer (Nuclear Age, Force Field, Acrobatics)

Lost Monkey
Ron staggers and stumbles past unsuspecting foes.
Drunken Monkey Set-up
Ron does something non-threatening, like accidentally loosing his pants, to put foes at ease.
Tall Monkey
Ron keeps his foes at a distance.
Stone Monkey Stance
Ron leaves himself open to attacks but takes less severe blows. His defence type changes to Toughness.
Chandelier
Kim fires her grapple hook and swings a great distance. Can be used to to charge an enemy for a Power attack.
"Oops!"
Ron stumbles horribly, stunning and knocking prone foes and himself.
Distraction
Ron creates a big distraction, granting KP a bonus to stealth or something.
Wooden Monkey
Ron unleashes a flurry of attacks.
Drunken Monkey Strikes
Ron unleashes a devastating attack.
Rufus - Monster (Beast, Dodge, Acrobatics, Insubstantiality)

Ankle Bitter
Rufus bites a foe's ankles, sending them off balance.
Invasion
Rufus climbs up a foes leg, being very distracting.
Theif
Rufus steals an item off a foe.
Shego - Brick (Martial Artist, Toughness, Acrobatics)
Green Glow
Shego activates her glow and engulfs her hands in a vile green flame, boosting her damage until expended.
Bolt
Shego throws some vile green flames around, expending her glow.
Mortal Combat
Shego strikes with her martial prowess, keeping her foe busy. This attack is stronger if she's activated her glow.
Metal Claw
Shego lashes out with her metal tipped gloves. This is a Power attack. A miss knocks her target away.
Flurry of Blows
Shego attacks everything around her using her martial prowess, knocking away enemies.
Sweep
Shego sweeps with her leg to trip her foe. This attack is stronger if she's activated her glow.
Demolition
Shego expends her glow to make a whole in a wall.
Rage
Shego gets really angry, boosting her overall strength and durability.
Bringing Down the House
Shego expends her glow to cause massive property damage. This attack damages everything in the room, including Shego, and is a Power attack.
Kim Possible - Brick (Martial Artist, Dodge, Acrobatics, Swimming)
Multiclass Suit (Nuclear Age, Dodge, Flight, Swimming)
Mantis Style
Kim attacks with her martial prowess, keeping her foe busy.
Liberty
Kim grabs and throws a foes to give them distance.
Around the World
Kim jumps onto a foe then jumps away.
Show and Go
Kim attack two nearby foes and knock them into each other, then jumps away.
Chandelier
Kim fires her grapple hook and swings a great distance. Can be used to to charge an enemy for a Power attack.
Nanite Sewing Club
Kim's suit patches up holes and acts as a bandage.
Lacrosse Glove
Kim catches a projectile energy attack and throws is back. Regardless of the original attack, this is a Laser attack.
Wolf Wall
Kim charges thru a group of enemies.
Intelligence
Kim calls Wade and gets the perfect solution to her crisis. Enemy weakness, hacks, city wide power failure...

Ron Stopable - Brick (Marital Artist, Dodge, Acrobatics)
Multiclass Gadgeteer (Nuclear Age, Force Field, Acrobatics)

Lost Monkey
Ron staggers and stumbles past unsuspecting foes.
Drunken Monkey Set-up
Ron does something non-threatening, like accidentally loosing his pants, to put foes at ease.
Tall Monkey
Ron keeps his foes at a distance.
Stone Monkey Stance
Ron leaves himself open to attacks but takes less severe blows. His defence type changes to Toughness.
Chandelier
Kim fires her grapple hook and swings a great distance. Can be used to to charge an enemy for a Power attack.
"Oops!"
Ron stumbles horribly, stunning and knocking prone foes and himself.
Distraction
Ron creates a big distraction, granting KP a bonus to stealth or something.
Wooden Monkey
Ron unleashes a flurry of attacks.
Drunken Monkey Strikes
Ron unleashes a devastating attack.
Rufus - Monster (Beast, Dodge, Acrobatics, Insubstantiality)

Ankle Bitter
Rufus bites a foe's ankles, sending them off balance.
Invasion
Rufus climbs up a foes leg, being very distracting.
Theif
Rufus steals an item off a foe.
I had a signature here once but I've since lost it.
My current project: http://tgdmb.com/viewtopic.php?t=56456
My current project: http://tgdmb.com/viewtopic.php?t=56456
- Sir Neil
- Knight-Baron
- Posts: 553
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Land of the Free, Home of the Brave
Could the controller archetype fit the X-Man Storm, or would you classify her as a blaster?
Would thunder and sonic attacks be Speed manuevers?
Would thunder and sonic attacks be Speed manuevers?
Does two or three sound about right?...giving a single character too rainbow of a set of attack options is potentially unbalanced
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