Saturday, June 30, 2012

The Great And Powerful Turtle (MHR)

And now, from Wild Cards (or as I call it, "the stuff George R R Martin should be working on instead of fantasy doorstops).

THE GREAT AND POWERFUL TURTLE

Solo d10 Buddy d8 Team d6

Distinctions: 

Hiding in his Shell
The Strongest Ace In The World
Hard Luck Hero

Power Sets:

The Most Powerful Telekinetic in the World
Flight d6
Godlike Telekinesis d12
Telekinetic Smash d8
SFX: Unleashed. Step up or double any Most Powerful Telekinetic in the World power
for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Grapple. Add d6 and step up your effect die +1 when inflicting a complication on a target
SFX: Area Attack. Target multiple opponents. For everyadditional target, add d6 to your pool and keep +1effect die.
LIMIT: Ace. Step up or add d6 to the doom pool when affected by Wild Card-specific Milestones and tech.
LIMIT: Confidence Based. Outside of his shell, shutdown The Most Powerful Telekinetic in the World and game 1 PP. Take an action vs the doom pool to recover.

Turtle Shell (a VW bug with battleship steel plating)
Superhuman Durability d10
A Video Store's Worth of A/V Gear d6
SFX: Immunity Spend 1 PP to ignore stress, trauma, or complications from environmental effects or concussion damage.
 Limit: Gear. Shutdown Turtle Shell and gain 1 PP. Take an action vs. the doom pool to recover gear.
 Limit: Big as a Car. Earn 1 PP if the large size of the Turtle Shell hinders Turtle.

Specalties: 


Menace Expert
Science Expert
Tech Expert

Milestones:

Wild Card Rights Activist (borrowed from Princess Stacey on rpg.net)
1 XP When you voice concern for Wild Card rights
3 XP When you take stress to help Wild Cards
10 XP When your defense of Wild Cards poses a threat to your team or your family, or when you choose to let Wild Cards be harmed in order to avoid posing a threat to your team or family.

Secret Identity in a world of public super-heroes
1 XP: When having a duel ID is first mentioned.
3 XP: When you take Emotional Stress due to your double identity
10XP: When you give up being the Turtle due to "real world" happiness or when you give up on happiness to maintain your dual identity.

Friday, June 29, 2012

Harry Dresden (MHR)

HARRY DRESDEN (as of Proven Guilty)


Solo d10 Buddy d8 Team d6

Distinctions:

The Only Wizard in the Chicago Phone Book
Hard on the Architecture
Hard Boiled

Power Sets:

Wizard Physiology
The Sight d8
Enhanced Stamina d8
Hexing d10
SFX: The Sight Is Dangerous Add a doom die to your next action including a Wizard Physiology power. After your action, step up the doom die and return it to the doom pool.
LIMIT: Exhausted,  Shutdown any Wizard Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
LIMIT: Wizard. Earn 1 PP when affected my magical Milestones and effects. (This can also be used to cover when Harry hexes things he really didn't want to.)

Wizard of the White Council
Sorcery Adept d8
Blasting Rod d8
Enchanted Coat d10
Kinetic Ring d8
SFX:  Thaumaturgy When using a stunt to create magical assets or complications, add
a d6 and step up your effect die.
SFX: Evocation. Step up or double any Wizard of the White Council power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Collateral Damage. Instead of spending 1 PP, add d6 to the doom pool to create a Wizard of the White Council stunt.
SFX: Bob The Skull.  When you create a Mystic related resource or stunt, step up the lowest doom die to step up the stunt or resource.
LIMIT: Exhausted.  Shutdown any Wizard Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
LIMIT: A Wizard Needs His Tools. Shutdown Wizard of the White Council and gain 1 PP. Take an action vs. doom pool to recover.

Specialties: 

Covert Expert
Menace Expert
Mystic Expert

Milestones:

The Laws of Magic
1 xp first time explaining why he can't do something because of the Laws.
3 xp Coming up with a loophole in the Laws / Skirting the edge of the Laws.
10 xp Intentionally breaking one of the Laws or letting someone come to harm when it could have been prevented by breaking a law.

Hard Boiled
1xp first time Harry agrees to help someone in need.
3xp When Harry takes any Stress for his client.
10xp When Harry wraps up a case.

Commander Shepard (MHR)

So, making Marvel Heroic Roleplaying characters is quick and fun, so I'll be doing a LOT of those. In honor of the recent DLC, here's Mass Effect's Commander Shepard. Vanguard was my class of choice, but I've included options for other versions. 

COMMANDER SHEPARD

Solo d8 Buddy d6 Team d10

Distinctions:

Touched by the Protheans
The First Human Spectre
Commander of the Normandy

Power Sets:


N7 Gear
Guns d8
Armor d10
Omni-Tool d8
SFX: Area Attack. (Grenades) Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Boost (Heavy Weapons) Shutdown highest rated N7 Gear power to step up another N7 Gear power by +1. Recover power by activating an opportunity or during a Transition Scene.
Limit: Gear. Shutdown a N7 Gear power and gain 1 PP. Take an action vs the doom pool to recover.

Biotic Implants
Barrier d8
Biotic Field Control d8
Blast d8 (Warp)
Teleport d6
SFX: Afflict. Add a D6 and step up your effect die by +1 when inflicting Biotic Field complication on a target.
SFX: Area Attack. (Shockwave) Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Explosive Charge [1] Add 1d6 and keep an additional Effect die for each additional target. Step back Teleport to d4 and Blast to d6.
LIMIT: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Biotic Implants. Recover Biotic Implants when you recover that stress or wake up. If you take physical trauma, shutdown Biotic Implants until you recover that trauma.

[1] Works as a combination of Area and Multipower.

Specialties:

Combat Master
Cosmic Expert
Covert Master
Psych Expert
Vehicle Expert (Possibly - I was pretty bad in the Mako and hovercraft)

Milestones:


The Reapers are going DOWN
1 xp - First contact with Reaper, Prothean or Collector technology
3 xp - First victory against Reaper agents.
10 xp - Major victory (or loss) against the Reapers.

I'm Putting a team together1 xp - when you first lead a team
3 xp - when first defeat a foe without anyone on the team taking stress.
10 xp - when you first fully gain a teammate's loyalty (personal mission in ME1 or ME3, Loyalty mission in ME2) or when you send a member of your team to their death.

Variations:

Renegade: Swap Psych Expert for Meance Expert
Soldier: Drop biotics. Bump Guns and Armor up one step.
Engineer: Add Medical, Tech and Science Expert . Bump Armor and Omni-Tool up one. Refer to Shadowcat's writeup of Lockheed to see how to do the Combat Drone.
Adept: Bump biotic powers up, drop Charge.

Thursday, June 28, 2012

Who am I?

My name's Rick Jones. (Yes, like the Hulk's buddy.) I like role-playing games. I'm going to ramble about role-playing games. A LOT.