Not that anyone asked, but here are the pre-gens I have already written for the Dark vs. Spark Bruce County adventure. They'll get adjusted by playtests, of course, but this is what I'm starting with. The qualities and backgrounds are not yet written...this is mostly power sets and names.
In general, players are free to change one of the Qualities to make the character fit better for them.
4H
Lindsay Pilgrim has taken the Head-Heart-Hands-Health motto in a totally different direction, Foraitch has one ability that is quite different: a touch can transfer everything the target knows. That information might not be immediately available—it takes time to go through someone's entire life. Okay, balancing realism and game mechanics, let's say it usually takes an hour. Anything that hasn't assimilated when the next person is copied into Foraitch's head, well, that's gone.
Foraitch | |||||||
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PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
3 | 4 | 5 | 4 | 4 | 5 | 10 | 2 |
Specialties Leadership Expert (+2) | |||||||
Knack Spark | |||||||
Powers | |||||||
Power Mimicry Extra: Mental powers, Limit: extra only, Limit: takes time to process afterward (buy back Determination) | 6 | ||||||
Regeneration | 8 | ||||||
Telekinesis | 3 | ||||||
Extra: Flight | 3 | ||||||
Qualities | |||||||
Epigram: "Head, Hands, Heart, Health is my motto" | |||||||
Loves animals | |||||||
Quality 3? |
Game Mechanics: I figure that though the memory transfer is instant, ferreting out the information can take time: When Foraitch is trying (that is, not fighting), a minutes per point of Intellect of the target. Without trying, it takes twenty minutes per point of Intellect.
If there is a particular piece of information (like the combination to a lock), start with 1 in the first "assimilation period" (ten minutes or thirty), and increase by 1 for each time period after that, up to power level. Test that number against the target's Intellect. The GM can modify this based on whether the information would be easily accessible: people just know their names and birthdays, but there might be slower recall about the events on a specific date. Or spend a Determination point and counteract the limit.)
Lilypad
A blatant ripoff of Jason Tondro's fabulous Frog Girl, but I liked the name-power match.
Lily Patrick is a student at Georgian College, studying law enforcement. Her parents own a Chinese restaurant, but they are Serbian, with a name granted to them on immigration. She is husky and tall, with acne outbreaks that sometimes go away with the switch from Lilypad. (The name started when she started saying her own real name and then had to fix it.)
Lilypad (Lily Patrick) | |||||||
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PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
4 | 5 | 7 | 4 | 6 | 4 | 11 | 1 |
Specialties Investigation, Law | |||||||
Knack Spark | |||||||
Powers | |||||||
Aquatic | 6 | ||||||
Extra: Invisibility; Limit: half effect if not motionless | 6 | ||||||
Aura (small spines) | 4 | ||||||
Wall-Crawling | 2 | ||||||
Super-Senses (360-degree vision) | 1 | ||||||
Qualities | |||||||
Epigram: The were-frog: moving in all environments but at home in none | |||||||
Social media maven | |||||||
Still looking |
Menagerie
Justice White is a bullied kid—now teenager—who escaped by dealing with farm animals and learning about animals as much as possible. An accident at Georgian (the high school kids were using its facilities, and it's just next door) put Justice in contact with the Light.
Menagerie can turn into animals, even imaginary ones. And as the fight continues, certain powers start to appear, which might turn Menagerie into a different animal.
Menagerie | |||||||
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PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
5 | 5 | 3 | 3 | 6 | 4 | 9 | 1 |
Specialties Science (Veterinary), Medicine | |||||||
Knack Spark | |||||||
Powers | |||||||
Transformation (animals) | 6 | ||||||
Extra: Imaginary ones, too | 6 | ||||||
Adaptation | 5 | ||||||
Nemesis: Limit: Preparation | 5 | ||||||
Qualities | |||||||
Epigram: Any animal you can imagine (aka "The best bestiary"). | |||||||
Teenager | |||||||
Quality 3 |
Snowbelt
David Kooigstra is a farmer. Got a sizeable herd of dairy cattle, and a decent milk quota. And superheroing gets in the way, but darn it, someone's got to do it. And it makes getting lane clear in the wintertime so much easier. The Science and Technologies make up the farming trade, which is broad: he can fix a tractor, tell you what the good weather is for planting, help a cow with a breech birth, and so on.
Snowbelt | |||||||
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PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
3 | 4 | 4 | 3 | 4 | 5 | 9 | 2 |
Specialties Science, Technology | |||||||
Knack Spark | |||||||
Powers | |||||||
Cold Control | 6 | ||||||
Extra: Ice slide for movement | 6 | ||||||
Extra: Ice armor (force field) | 6 | ||||||
Extra: Telekinesis (Limit: snow/ice only; buys back Determination) | 6 | ||||||
Life support (cold) | 1 | ||||||
Qualities | |||||||
Epigram: If it's cold, I can control it. | |||||||
Somebody's gotta do it (but cold hands, warm heart) | |||||||
We gonna do this, or not? I got things to do |
Speedway
Casey Wilde is in fact the wild kid, in the middle of his or her family. Races cars at the Sauble Speedway in the summer and is a mechanic the rest of the time. A DUI conviction in the past (maybe it's still current: maybe Speedway doesn't have a driver's license right now).
Speedway | |||||||
---|---|---|---|---|---|---|---|
PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
4 | 5 | 3 | 4 | 4 | 5 | 8 | 1 |
Specialties Driving, Technology | |||||||
Knack Spark | |||||||
Powers | |||||||
Superspeed | 6 | ||||||
Extra: Defending | 6 | ||||||
Extra: Surface Movement | 6 | ||||||
Dazzle (sound) | 5 | ||||||
Qualities | |||||||
Epigram: Fastest man around | |||||||
The simple pleasures: getting hammered and going fast | |||||||
A dare? Well, then, I gotta. |
Think Tank
Dakota Thompson puts his or her mind in the suit and is essentially animating it...and essentially there, so though there's a certain Astral Projection quality to the power. Dakota can animate other suits, but the fact is, fully articulated copies of people don't happen everywhere. Dakota has been building this one for a while, but it could be any articulated thing. This one has microphones and cameras and all such to see what's going on and act on it.
If the suit is damaged, Dakota might take the damage, though destroying the suit doesn't kill Dakota. (Finding Dakota's body and killing it while Dakota is busy? That would work.) As with Astral Projection, Dakota has no sensations while projecting, but can snap back as a reaction. Doing so abandons the suit, however, wherever it is.
Dakota has tried putting weapons on the suit but they've never worked, which is a mystery. Other things, like specialty cameras or microphones, seem to work on a case-by-case basis (that is, they're stunts).
Think Tank | |||||||
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PRO | CRD | STR | INT | AWR | WIL | STAMINA | Determ. |
3 | 4 | 3 | 4 | 4 | 6 | 9 | 1 |
Specialties Technology | |||||||
Knack Spark | |||||||
Powers | |||||||
Telepathy | 6 | ||||||
Extra: Rangeless | 6 | ||||||
Extra: Telekinesis | 6 | ||||||
Limit: Feedback | |||||||
Damage Reduction (limited to material of the suit, but normally) | 6 | ||||||
Super-senses (telelocation) | 1 | ||||||
Qualities | |||||||
Epigram: Inhabiting a suit with mind powers! | |||||||
Quality Two | |||||||
Quality Three |
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