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Character Creation Guidelines
Oct 8th, 2009 at 8:56pm
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House Rules & Guidelines for creating characters for the Empire City PBEM game.

CHARACTER CREATION

If you're having trouble coming up with a concept, or things just aren't coming together the way you want them to, shoot me a PM, or email, and I'll help you work out a character that you'd be interested in playing.

Characteristics

You've got two choices for the way you determine your character's stats. I don't care which method you choose to use, but once you've made your choice, that's what you're stuck with.

1) Roll four dice, and drop the lowest roll.
2) You get 60 points to spread between your five primary stats, with no stat below an 8.

Characteristic Maximums

The maximum stat a unaugmented/non-powered, or “normal”, human can attain is 23. The only exception to this rule is the Intelligence score.

Weight & Basic Hits

** Note ** The following info on weight and Basic Hits was posted on the old V&V boards, and I liked them. So like any good GM, I stole the ideas, and made them my own. Cheesy

Weight

When determining a character’s weight use the following:

Males: Roll 1d10 x 10 + 150
Females: 1d10 x 5 + 100

Basic Hits

Use the following table when determining the character’s Basic Hits:

Basic Hits Modification Table

100 lbs. = 2.0 basic hits
110 lbs. = 2.2 basic hits
120 lbs. = 2.4 basic hits
130 lbs. = 2.6 basic hits
140 lbs. = 2.8 basic hits
150 lbs. = 3.0 basic hits
160 lbs. = 3.2 basic hits
170 lbs. = 3.4 basic hits
180 lbs. = 3.6 basic hits
190 lbs. = 3.8 basic hits
200 lbs. = 4.0 basic hits
Etc.

Misc. Modifications

Perception: Replaces Detect Hidden
Intuition: Replaces Detect Danger
Public Standing: Replaces Reaction from Good/Evil

Hero Points

Hero Points are basically something I award to players for good game play. They can be used to modify dice rolls (you get to roll twice, and pick the one that's most advantageous to you), "discover" a secret, remember things that you'd forgotten (I tell you what you need to know), etc. 

I'll award 1 per level, 1 for really good role playing, or for a character performing a truly heroic action. But, on that same note, I'll penalize heroic players 1 point, in addition to losing charisma, for unheroic actions. Say something like continuing to beat on a villain after he's surrendered, refusing to provide medical attention to an injured prisoner, etc.
« Last Edit: Aug 23rd, 2020 at 6:54pm by dsumner »  

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Re: Character Creation Guidelines
Reply #1 - Oct 9th, 2009 at 5:02pm
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POWERS & SKILLS

**General Notes on Power Levels & Skills**

As a GM I tend to limit players to what Iconsider a reasonable level of power. If you look at most of the published V&V materials, most of the characters tend to have 3-6 powers, with one attack and one defense. While I may allow more than that, you're going to have to come up with a really good explanation for me to do so.

I also like well rounded and well thought out characters with a power set that compliments each other, and skills that fit their background.

Skills

The maximum number of skills a character can learn is limited to his INT score, unless he has some type of special abilities/powers. So a character with an Int of 12, would be able to have twelve skills.

** Some notes on skills**

While I'm pretty liberal on which skills a character selects, they should fit his background. Players should have a reasonable explanation why their character has a particular skill set. Your going to have to be able to explain to me why the guy at the local butcher shop has bio-chemistry and cybernetics listed in his skills.

Skill Rolls
Base % chance = 70% + 3% per the appropriate attribute score over 11 - any difficulty modifiers. Training in a skill adds 5% per level. The characteristic used as the skill's base is listed in parenthesis. 

Example: Doc Mayhem has the Robotics skill. His base % chance for performing a skill is 70%. His Intelligence score is 23 (the attribute the skill is based on), or 12 points over the minimum, so he receives a bonus (12 x 3 = 36, or a 36% bonus for his INT). 70% (his base %) + 36% (his bonus) = 106% chance to perform any Robotics related task, minus any difficulty modifiers the GM applies.

Skill List

Area Knowledge (INT)
Accuracy: +1 to hit (AGL)
Animal Handling (CHR)
Climbing (STR+AGL/2)
Computers (INT)
Crime (INT)
Disguise (CHR)
Driving (AGL)
Electronics (INT)
Escape Artist (AGL)
Espionage (INT+CHR/2)
Explosives (INT)
Fast Talk (CHR)
Gambling (INT)
Interrogation (INT +CHR/2)
Investigation (NT)
Firearms (INT)
Knowledge (INT)
- Business
- Civics
- Criminology
- Occultism
- Philosophy
- Politics
- Psychology
- Religion (pretty much anything you can think of)
Language (INT)
Mechanic (INT)
Medicine (INT)
Navigation (INT)
Observation + 30% to Perception. +5% for each level that the character dedicates to training in this skill.
Parachuting (AGL)
Performing Arts (CHR)
Pilot (AGL)
Profession (INT) (a few common examples from comics)
- Doctor
- Fire Fighter
- Law Enforcement
- Lawyer
- Soldier
Science (INT) (just two examples)
- Cybernetics
- Robotics
SCUBA Diving
Stealth (AGL)
Street Wise (INT)
Survival (INT)
Swimming (END)
Tactics (INT)
Tracking: 70% base skill roll
- 3% per hour since the initial trail was made
- 5% per hour for each hour of rain/snow that has fallen.
- Other mods as I see fit, such as the size of the object/person being tracked (A truck driving through the jungle is easier to track than an animal).
« Last Edit: Aug 23rd, 2020 at 6:57pm by dsumner »  

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Re: Character Creation Guidelines
Reply #2 - Oct 9th, 2009 at 5:05pm
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Notes on Powers

Replace Bionics with Cybernetics.
Replace Lightning Control with Electricity Control. Machine Control is now a separate power.
Replace Natural Weaponry on the Skills table with Martial Arts/Unarmed Combat Training.
Replace Speed Bonus with Heightened Speed.
Replace Heightened Speed with Super Speed.
Replace Sonic Abilities with Sound Control.
Replace Illusions B with Energy Constructs.
Replace Paralysis Ray with Stun Blast and add a new Paralysis Ray power.
See notes below on other modifications to specific powers.

Pushing Powers: Characters may push the effectiveness of powers (increased damage, range, carrying capacity, etc.) by 50% at double the normal PR cost.

Example: Powerhouse is desperately trying to free a woman trapped under debris, from a fallen building. Normally his carrying capacity wouldn’t allow him to lift up the steel beam pinning her trapping her in the building. He expends double the normal of endurance/power required, allowing him to exceed him normal limits by 50%, and he successfully lifts the beam, freeing the grateful citizen.

Air Control/Air Powers: Air Powers allow the character to control the winds, air currents, and air pressure, allowing him to generate strong blasts of wind, create a wall of air, or fly. Strong blasts of winds can be crated and fired at a target inflicting concussive force damage. This attack is capable of knocking things over or knocking an opponent back through the air (save v. Agility). Range = Endurance x 2; Maximum area affected is a sphere equal to Endurance x 2 x level. Attacks as Force Field. PR=3 per an attack. 1d12 damage. When used a defense, it defends as Telekinesis. When used for flight PR=1 per hour.

Awareness: The character is aware of information that would not normally be known through conventional methods. Some examples include knowing how many pages are in a book without reading it; knowing how many jelly beans are in a jar; knowing which switch turns on a complex computer system; knowing where a specific office is located in a building he’s never been in before; etc. The exact limits of the power must be worked out with the GM.

Bio-Manipulation: The character can control the bodily functions of others. Attacks as Mind Control. R=CHR. PR=5.

Body Power:
- Lack of Weakness: The character has no weakness or is immune to the affects of Weakness Detection.
- Heightened Immune System: The character is extremely resistant to the affects of diseases and poisons. When used as a defense, it defends as Willpower.
- Heightened Recovery: You recover Power at twice the normal recovery rate.
- Heightened Reflexes: The character receives a 3d10 Initiative Bonus
- Retarded Aging: You age at a much slower rate than others. The exact rate at which the character ages is determined at character creation.
- Hardened Defenses: The character is resistant to the effects Drains and Absorption.
- Heightened Stamina: 2x your normal Power.

Clairaudience: The character has the ability to “hear” and understand sounds and events at great distances without actually being there. Base range = I x C in inches. PR= 1 per turn. The maximum range can be increased by a factor of 10 for each additional Power point expended

Clairvoyance: Works exactly the same as Clairaudience above, but the character can "see" what’s happening at a particular location.

Cellular Disruption: Your touch disrupts organic matter. Basically a modified version of Death Touch. R = Touch, 1d20 damage, PR=2

Damage Resistance: The character particularly resistant to certain types of damage, and takes ˝ damage from one particular type of damage, either physical, energy (heat, electricity, radiation, etc), chemical, mental/psionic, or magical attacks.

Deflection: The character is capable of deflecting physical and energy based attacks away from himself. The character is capable of deflecting AGL/6 attacks each turn. To successfully block the attack, the character must save vs. AGL on a d20. For each successive attempt to deflect an attack, the character receives a -1. GMs may also wish to allow characters to use this power at a distance (exp. Capt. America’s shield). Deflecting an attack costs only movement.

Density Control:

(A) Food Eater Lad Version - This power alters a character’s density. They can become immaterial or diamond hard, or any point in between. The character spends 0 movement and 1 power point per turn PER 1 point of invulnerability and 100lbs of mass added to the character. For 1 point per turn the character can become Non Corporeal. A super dense character gains carrying capacity, as well as weight but NOT hits. They also suffer a temporary agility modifier if they get to heavy.

(B) Jeff Dee Version - Cost: One power point for every level change on the following chart. And to maintain density at current level, pay one power point per current density level between turns. (So if you are at level 7, and want to stay there, you pay 7 power points between turns. 'Level -1' costs 1 pp to maintain. Level 0, the norm, costs nothing.)
Weight raises carrying capacity, but not basic hits.

Density Chart: (Assuming a character who normally weighs 200lbs and has 50" of movement)

Level -1: Weight: 0lbs. Movement: 50" Non-corporealness.
Level 0: Weight: 200lbs. Movement: 50" Invulnerability: 0 points
Level 1: Weight: 400lbs. Movement: 25" Invulnerability: 5 points
Level 2: Weight: 800lbs. Movement: 13" Invulnerability: 10 points
Level 3: Weight: 1,600lbs. Movement: 6" Invulnerability: 15 points
Level 4: Weight: 3,200lbs. Movement: 3" Invulnerability: 20 points
Level 5: Weight: 6,400lbs. Movement: 2" Invulnerability: 25 points
Level 6: Weight: 12,800lbs. Movement: 1" Invulnerability: 30 points
Level 7: Weight: 25,600lbs. Movement: 0" Invulnerability: 35 points

Drain:

(A) Power: Works like Devitalization Ray. Drains 3d6 Power. Attacks as HTH. R=Touch. PR=0

(B) Characteristics: Works like Devitalization Ray, but usable on characteristics. The character can drain one 1d6 points worth of a particular characteristic. The drained characteristic points return at the character’s normal healing rate.

Emotional Overload: This Power releases all the Target's emotions and subconscious feelings in one great flood. To escape this onslaught, the Target's mind 'switches off' rendering them unable to perform any actions. Characters must save vs. CHR on 1d100, or stand motionless doing nothing until a successful wakeup roll is made. Attacks as Emotion Control. R=CHR. PR=7.

Empathy: The character has the ability to sense, feel and perceive the emotions of others. A character may use this ability to determine if an individual is lying. However, if the individual believes the lie he is telling to be the truth, then no deceit will be detected. Costs an action to perform, R=I, PR=2.

Gadgets

A) The character has a device, or devices, that simulate 1d6+2 powers. The maximum number of uses/charges would be limited to 1d4 charges per day, per device. Additional devices can be created/constructed by using the standard inventing procedures.

B) Gadgeteer: The Character is a mechanical/scientific genius, who's capable of creating/manufacturing 1d6 single use devices per day. The devices can be used to simulate powers, or any other function the player can reasonably justify to the GM.

Gadgets A would allow you to construct a utility belt, trick arrows, etc. Gadgets B would allow you to play a character like Gizmo, or Hank Pym of the Avengers.
« Last Edit: Jan 19th, 2022 at 5:16am by dsumner »  

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Re: Character Creation Guidelines
Reply #3 - Oct 9th, 2009 at 5:06pm
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Healing: The character can heal the physical damage of others. PR = 2 x the number of Hit Points healed.

Heightened Senses: Combat Sense: Functions as a combination of Heightened Attack and Heightened Defense, giving bonuses to accuracy, damage, and defense. The character receives an initial bonus of +1 to hit, +1 damage, and a -1 to be hit. The character will receive and additional +1 or -1 bonus that can be added or deducted from his accuracy, damage, or defense, per level. The defense bonus only applies while the character is conscious and mobile. The maximum bonus a character can receive is +/-8 to any one ability.

Example: Battlemaster has is a 1st level character w/Combat Sense. He initially receives +1 to hit, +1 to damage, and -1 to be hit. At 2nd level, he gets an additional point, and uses it to increase his accuracy. So, now he’s got a +1 damage modifier, +2 accuracy, and -1 to be hit.

Heightened Expertise: Skills: The character is an expert in 1d6+2 skills. Minimum skill roll is 95% in these skills.

Heightened Mental Abilities: The character has 1d4+2 special abilities from the following list:

  • Absolute Sense of Time: You always know what time it is and how much time has passed.
  • Internal Compass: You always know what direction you’re traveling in.
  • Lightning Calculator: You perform mathematical calculations at lightning speed.
  • Photographic Memory: You can recall anything you've ever seen.
  • Speed Reader: You read at superhuman speed.
  • Universal Translator: You can read and/or understand any language you come into contact with.

Ice Powers: Ice Powers are now split into an A & B variety similar to Flame Powers.

(A) The Character's body generates cold & ice. As an attack it has a range of (S+E) divided by 5 inches, doing Id12 damage, with a power cost of 5 per attack. The attack creates one cubic foot of ice per point of damage caused by the attack, which clings to the target after the hit is scored. An additional point of damage per cubic foot of ice is taken by the victim during each between-turns phase when ice is still clinging to him. The ice will melt at a rate of one cubic foot each between-turns phase (after calculating bonus damage), unless maintained.

(B) This version would allow characters to generate cold, create ice shapes, as per the A version, as well as generating ice armor, w/the following modification. PR=2 per turn to maintain and/or reform Ice Armor.

Life Sense: The character can detect any organic life form with at an Intelligence of at least 1. Range = INT radius. The power does not define what or who the sentient being is, only their presence. Costs an action to perform, PR=1.

Luck: You are extremely lucky.

(A) You receive +4 to all die rolls.
(B) The character 50/50 chance of successfully performing any skill whether they have been formally trained in the skill or not.
(C) Any other suitable bonus the player(s) and GM can agree on.

Machine Control: You can control machines and electrical devices with your mind, as per the standard Lightning Control rules.

Mimic:
A) Powers: You can mimic the powers of others as though you had the ability yourself.
B) Abilities/Skills: You can mimic the abilities and skills of others.

Note: The exact number of powers and abilities that can be mimicked is left up to the individual GM to determine (I’d suggest that characters be limited to no more than six  abilities or powers at a time. If a player has additional abilities, I’d suggest that the PC still be limited to a maximum or eight to ten powers and/or special abilities, including the mimicked abilities.

GMs may also wish to impose specific requirements on the use of this power, such as the character must come into physical contact with the person who’s abilities the character is trying to mimic.

Mind Blast: Attacks as Telepathy; Affects the target as though they were hit with Stun Blast. R=INT+END, PR=3.

Perks: The character has 1d4+2 Perks, chosen form the list below.

- Ally: The character can call on a powerful ally (the FBI, the military, etc.) for help.
- Advantageous Background:
(A) Wealthy: The character is filthy rich (think Bruce Wayne or Tony Stark rich)
(B) Famous: Adds to the character’s Public Standing
- Contacts: The character has contacts in the business world, underworld, government, etc. that provide him with information.
- Diplomatic Immunity: Because of the character’s status (ambassador, prince, etc.), he’s is immune from criminal prosecution.
- Servant: The character employees a servant
- Security Clearance: The character has access to secret/classified information.

Possession: Attacks as Mind Control; Victim must save vs. INT on d100 to resist attack; if successful the character physically possesses victims body and can control his victim's physical actions, powers, abilities, etc. Possessed characters, who are conscious, may attempt to break free once per hour. R=Touch, PR=8 per hour.

Probability Control: You have the ability to alter the outcome of certain events. For every 2 PR the character channels into this power, he can alter a die roll by +1 or -1. R=Intelligence + Endurance/2. The specific effects of the roll are left up to the player and GM to work out.

Psychometry/Dowsing: The character can learn the history of an item held, and possibly the emotional state of the person that used that item (Perception x 3% chance to determine the emotional state). The visions are typically vague and always from the point of view of the person who used it. For instance, a gun picked up by the Psionic character does not show who used the gun, but it may show a person who was shot with it. The psychic could then discern that the shooter was jealous of the victim and that the weapon was stolen from the victim's house. PR= 10 per use. Note that this ability usually takes an entire turn to use.

Regeneration: Regeneration no longer requires the character to expend and action, and now happens automatically between turns. 

Safe Path: Using the character's inner intuition and precognitive abilities, they can determine the safest route of travel. When faced with a choice between at least two directions, the character can make an intuition roll to determine the better route. The Range = INT x 10 inches.

Modification for Stretching Powers:The character may increase his chance to hit by enlarging his hands, but each +1 to hit gives a -1 to damage. Maximum of +4/-4. PR=1 per use, like Stretching Powers defense. (This idea was originally posted by "Doctor Foom", and I liked it, so I'm allowing its use)

Weakness Detection: The character receives a +4 damage bonus instead of an accuracy/attack bonus.

New Weaknesses

Cursed: Simply put, the universe hates this character. For whatever reason, the character suffers one calamity after another, his whole life being one long run of lousy luck. The cosmos doesn’t want him dead, it wants him to suffer. The specifics are left up to the individual GM and player to work out.

Side Effect: Use of the character’s powers has a side-effect on the character.

1. Feedback: Use of the character’s power(s) causes damage to the character.
2. Tiring: Use of the character’s powers is fatiguing to the character. The power costs 2 x the normal PR per use.
3. Lethal: Your PC’s power(s) is slowly killing him. The exact affects of this weakness are left up to the GM and Player to work out.
4. Anything the player and GM can agree on.

I'll be adding additional info, but hopefully that's enough info to get you guys going. If you've any additional questions, shoot me a PM, or Email. I'd like to have initial character sheets by Friday, and no later than Monday, so I have time to look at them.

A few more quick notes on powers

There are some powers, such as Gravity Control, and certain power combinations, namely Ice Powers and Heightened Speed, that I find be to unbalancing, so I'll be making some changes to the way they work, or I just flat out banning them. I'll post my modifications to them  later.
« Last Edit: Jun 30th, 2019 at 2:42am by dsumner »  

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Re: Character Creation Guidelines
Reply #4 - Oct 9th, 2009 at 5:16pm
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Misc Info

Magic

Here's a few notes on the way I handle magic.

1) The number of spells new (1st level) characters can have at creation is = to their INT score divided by 3 (rounded up), so a character with an INT score of 12 would be able to start the game with (4) four spells. New spells can be learned through the standard training process. So one new spell could be learned at each level if the character trained (studied) to do it.

2) The maximum number of spells a character my have is = to his INT score. So a character with an INT score of 14, would be able to have a maximum of 14 spells. 

Variable Magic

A variant I'll allow you to use is based on the "Power Pool" concept from Champions. Instead of having a specified list of spells to choose from, your character would basically be allowed to come up with spells on the fly (simulated by allowing the character to use any Power. on the Magic/Psionics table) As long as you can reasonably articulate what you want that spell to do, and have the power available to cast the spell, I'll allow you to do it. I'm pretty liberal in that respect, but I'll have final say so on any spells you come up with.

One limitation I might require is for the character to have to perform a skill check to successfully use the power, as they haven't studied it.

Leaping

All characters have a base forward leap of 1" per 5 points of Strength. Characters can leap straight up 1" for every 10 points of Strength. Leaping costs only movement (no power cost). This option was inspired by the leaping rules found in the Champions RPG. - Tim Hartman

Combat

Multiple Attacks

The Maximum number of attacks a character can perform is = to AGL/3 +1 per 3 levels of experience. Or a character can specifically train in making multiple attacks. Each successive attack is at -1 to hit.

Stun Rule

If character takes more than 1/2 his current hit point score from a single attack, he’s stunned and acts as though fatigued for the number of phases = to the damage score.
« Last Edit: Jan 19th, 2022 at 5:24am by dsumner »  

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Re: Character Creation Guidelines
Reply #5 - Oct 11th, 2009 at 2:34pm
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Great stuff.
Love the inclusion of Contacts in Perks!
  
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Re: Character Creation Guidelines
Reply #6 - Nov 13th, 2009 at 7:01pm
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What is the definition of Super Speed, and what is the new Paralysis Ray.  Also, what is Stun Ray?  I know I read this list before, but never realized those definitions were missing.
  
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Re: Character Creation Guidelines
Reply #7 - Nov 13th, 2009 at 7:20pm
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Hammer wrote on Nov 13th, 2009 at 7:01pm:
What is the definition of Super Speed, and what is the new Paralysis Ray.  Also, what is Stun Ray?  I know I read this list before, but never realized those definitions were missing.


Oops...I forgot to post them, I'll get to it over the weekend, as I'm about to head out for a 12 1/2 hour shift.
  

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Re: Character Creation Guidelines
Reply #8 - Mar 17th, 2010 at 9:54pm
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Will you be updating the modified skill rules here?  Just curious.  I know I ended up with a lot of skills at the 100+ range...  I realizie that doesn't make it impossible to fail, but I was curious.
« Last Edit: Mar 18th, 2010 at 7:35am by dsumner »  
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Re: Character Creation Guidelines
Reply #9 - Mar 18th, 2010 at 7:35am
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Hammer wrote on Mar 17th, 2010 at 9:54pm:
Will you be updating the modified skill rules here?  Just curious.  I know I ended up with a lot of skills at the 100+ range...  I realizie that doesn't make it impossible to fail, but I was curious.


Yep, I want to have them up by the weekend. But I'm working on updating character sheets, and a few other things at the moment.
  

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Re: Character Creation Guidelines
Reply #10 - Nov 17th, 2010 at 2:49pm
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This is my first time perusing these powers and creation methods and I think there is really great stuff here. I think my favorite may be the version of Probability Control. Excellent!!
  
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Re: Character Creation Guidelines
Reply #11 - Dec 5th, 2010 at 4:50am
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So, if you choose a specific style of martial arts, does that change what your skills and whatnot are?
  
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Re: Character Creation Guidelines
Reply #12 - Dec 5th, 2010 at 8:34am
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The Crimson Ghost wrote on Dec 5th, 2010 at 4:50am:
So, if you choose a specific style of martial arts, does that change what your skills and whatnot are?


Nope, I just let the character dictate what particular style his character is trained in. But, all of this stuff is up for change.
  

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Re: Character Creation Guidelines
Reply #13 - Jun 1st, 2012 at 2:41pm
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Question on Basic Characteristics: when taking the method where one rolls 4d6 and drops the lowest, can you do this five times and then assign them to the BCs you want?  Or do you have to roll them in order (Strength, then Endurance, etc.)?
  
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Re: Character Creation Guidelines
Reply #14 - Jun 1st, 2012 at 11:45pm
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Wow, you must have spent a lot of time working all that out!
  
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Re: Character Creation Guidelines
Reply #15 - Jun 2nd, 2012 at 5:12am
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Kap, if you think that's something, you should see our Supplemental Rules.  It's about 30 pages total.   Shocked
  
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Re: Character Creation Guidelines
Reply #16 - Jun 2nd, 2012 at 7:26am
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Majestic wrote on Jun 1st, 2012 at 2:41pm:
Question on Basic Characteristics: when taking the method where one rolls 4d6 and drops the lowest, can you do this five times and then assign them to the BCs you want?  Or do you have to roll them in order (Strength, then Endurance, etc.)?


Hmmmm...Normally I make you stick with rolling 4d6, in order, but I'm willing to let the group make the call. If no one has a problem with it, I may make that the standard method of generating stats.
  

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Re: Character Creation Guidelines
Reply #17 - Jun 2nd, 2012 at 7:28am
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One of these days, I'll actually compile of this stuff into a single PDF document. Right now, it's spread over several files.
  

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Re: Character Creation Guidelines
Reply #18 - Jun 2nd, 2012 at 10:28am
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I'm cool with whatever Majestic thinks is fair.. I've seen his many posts.  He seems mature and reasonable... I'll trust him from that alone! Smiley
  

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Re: Character Creation Guidelines
Reply #19 - Jun 2nd, 2012 at 11:00pm
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Thanks, Thunderbolt!  I'm looking forward to playing with you guys!

My characters often end up being one of the weaker ones in groups.  I still haven't completely decided what type to go with, but I have a few ideas that I'm working on.
  
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Re: Character Creation Guidelines
Reply #20 - Jun 2nd, 2012 at 11:20pm
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Hey I need some help Majestic or Dsummer... I need a step by step procedure for leveling u a V&V character.  I have only the original V&V Fanstsy Games Unlimited 'Revised Edition' 1982 copyright.

Its...vague about actually leveling a character up.

Given...
- Skills change with added percentages
- Powers capacity increce based upon individual listing

Questions...
- Hit points how many do I add?
- Power Points how many do I add?
- Attack power damage dice... TB has lightning control... does ANYTHING on that power increase with level?  {ie. Will I be at level 25 and STILL only inflicting 2d8 with Lightning Control?}
- Does your Training ability automatically go up?  Or is that a random roll be the GM?
« Last Edit: Jun 2nd, 2012 at 11:20pm by Thunderbolt »  

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Re: Character Creation Guidelines
Reply #21 - Jun 2nd, 2012 at 11:33pm
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Welcome to the group Majestic. Glad to have you with us. Can't wait to meet your character. Smiley
  
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Re: Character Creation Guidelines
Reply #22 - Jun 3rd, 2012 at 12:25am
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@ TB

It all depends on whether Dom is using the standard rulebook for "leveling" up and training. Standard rules generally improve a character through training (and limited Inventions but thats another ball of wax) in one specific thing per level.

You announce what you're training in at start of each level (I think it needs role-played along the way myself). It can be in a basic characteristic, gain/lose weight, Accuracy or Damage (one specific weapon), Knowledge/Skill or whatever a GM deems appropriate, say maybe a Contact - once again I think the character needs to show at least some roleplaying this training for it to make sense, but thats a pet peeve of mine.

Some of a characters Powers also improve with "leveling up" Heightened Attack, Combat Sense, Magnetic Powers, Telekinesis to name the big ones all get a per level type of bump.

Generally your powers, your hit points, are going to only get minor bumps over the course of a characters career. That is if Dom is using the standard rules.

Personally I like it. Too easy for Champion-like power creep to set in and you loose focus on the character's storyline and personality. You start thinking about what your character's stuff is and how powerful they are instead the relationships they have with the PCs and NPCs. I like to think it's about social interaction, not who has the biggest power blast.
« Last Edit: Jun 3rd, 2012 at 12:27am by Ranger »  

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Re: Character Creation Guidelines
Reply #23 - Jun 3rd, 2012 at 12:38am
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Ranger wrote on Jun 3rd, 2012 at 12:25am:
@ TB

It all depends on whether Dom is using the standard rulebook for "leveling" up and training. Standard rules generally improve a character through training (and limited Inventions but thats another ball of wax) in one specific thing per level.

You announce what you're training in at start of each level (I think it needs role-played along the way myself). It can be in a basic characteristic, gain/lose weight, Accuracy or Damage (one specific weapon), Knowledge/Skill or whatever a GM deems appropriate, say maybe a Contact - once again I think the character needs to show at least some roleplaying this training for it to make sense, but thats a pet peeve of mine.

Some of a characters Powers also improve with "leveling up" Heightened Attack, Combat Sense, Magnetic Powers, Telekinesis to name the big ones all get a per level type of bump.

Generally your powers, your hit points, are going to only get minor bumps over the course of a characters career. That is if Dom is using the standard rules.

Personally I like it. Too easy for Champion-like power creep to set in and you loose focus on the character's storyline and personality. You start thinking about what your character's stuff is and how powerful they are instead the relationships they have with the PCs and NPCs. I like to think it's about social interaction, not who has the biggest power blast.


Whew! Ok. so it IS as vague as that!  I thought I was missing something obvious when I could not find anything on leveling up really.

I know I chose TB to be working on upon his strength to improve it.  So I have very little to improve save for those few powers that increase with level.

I was looking at the free downloadable villains from Fantasy Games Unlimited and I saw that many of the villains though higher level did not have a consistant linear progression in their hit points than some fist level characters.

Speaking of which... Marie La Rouge... "Ohw Ohw OHWWWW!!!  Shiver me timbers and blow me down... she can pillage me any day!"

{Ahem}..sorry.  Typical male hound had to be released there.

Nice villains some interesting designs.  Never be able to take ANY of them on with TB... way too high a level to handle.  but nice designs!

I'll update TB.. it won't be much of a change I guess! lol!
  

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Re: Character Creation Guidelines
Reply #24 - Jun 3rd, 2012 at 1:23am
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Thunderbolt wrote on Jun 2nd, 2012 at 11:20pm:
Nice villains some interesting designs.  Never be able to take ANY of them on with TB... way too high a level to handle.  but nice designs!

That's why you need teams like the Protectors buddy.  "- to fight foes no single superhero can withstand!"
« Last Edit: Jun 3rd, 2012 at 1:23am by Ranger »  

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Re: Character Creation Guidelines
Reply #25 - Jun 3rd, 2012 at 3:09am
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Looks like Ranger answered this perfectly.  Dom will have to give input on how he has his Skills updated when people Level up, as each person's Skill system is different.
  
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Re: Character Creation Guidelines
Reply #26 - Jun 3rd, 2012 at 7:48am
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Thanks Majestic... I leveled TB and updated his write up in character sheets.  I still sort of think a character's his points should go up by their basic hits when they level.  Not sure about Power Points... perhaps add level?
  

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Re: Character Creation Guidelines
Reply #27 - Jun 3rd, 2012 at 8:09pm
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That might work for a campaign that only goes a couple of years (and where the characters only go as high as 4th or 5th Level.

But in ones like mine, where we have a PC who has been played quite often for over 20 years (and is something like Level 23), that could become problematic.  Grin
  
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Re: Character Creation Guidelines
Reply #28 - Jun 3rd, 2012 at 9:37pm
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I would add, in my opinion, especially in an online game, that kind of thing only makes things tougher on the GM. The V&V system wasn't designed to work with any kind of real escalation of hit points like D&D did. The only real result would be a power creep that teeters back and forth between the villains and heroes.

Focus on your training, the occasional well-themed inventions and developing the character . . . and always remember an online campaign runs at 1/10 the speed of a tabletop campaign - if your lucky.  Wink
« Last Edit: Jun 3rd, 2012 at 9:39pm by Ranger »  

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Re: Character Creation Guidelines
Reply #29 - Jun 3rd, 2012 at 11:54pm
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Ranger wrote on Jun 3rd, 2012 at 9:37pm:
Focus on your training, the occasional well-themed inventions and developing the character . . . and always remember an online campaign runs at 1/10 the speed of a tabletop campaign - if your lucky. 

If you have a good GM and enthusiastic players it helps with the time. IMO Smiley
  
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Re: Character Creation Guidelines
Reply #30 - Jun 4th, 2012 at 5:38pm
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Dug out Stalker's sheet. I had already mentioned that he and his tech support were working on more "gadgets" for him. All we had at last game play were new throwing stars. His leveling up/training is easy to write into story. Looking forward to playing him again. Will be interesting to see how he and TB will gell with the rest
  

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Re: Character Creation Guidelines
Reply #31 - Jun 4th, 2012 at 8:34pm
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Well I'll defer to all of your MUCH more extensive experience with the V&V system, on the matter.  I DO know about the power creep in Superhero Genre' Champions/Hero System... ALL TOO WELL!  Smiley

That will keep Thunderbolts lighting power being effective for some time.  I just look at the villians and see WAAAY more hit points than TB and wonder what good will I do against them with so low damage - but then it occurs to me.. they are meant to take on multiple heroes at once!  Only the superteams of villains have comparative hit points to a party of heroes.

As for Gelling with the Protectors - I don't think TB will have a problem.  I've not seen Lord Inar {Diesel} or Davew {Slik Slanderer} on or post here.  RONIN may be only the two of us...Thunderbolt and Stalker...  not much of a 'team' as Stalker is very much the lonewolf.
  

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Re: Character Creation Guidelines
Reply #32 - Jun 4th, 2012 at 8:37pm
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Thunderbolt wrote on Jun 4th, 2012 at 8:34pm:
Well I'll defer to all of your MUCH more extensive experience with the V&V system, on the matter.  I DO know about the power creep in Superhero Genre' Champions/Hero System... ALL TOO WELL!  Smiley


It's rampant. I think the Hero System attracts the sort of gamer who likes that, though. Part of why I've switched to V&V.
  
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Re: Character Creation Guidelines
Reply #33 - Jun 4th, 2012 at 8:50pm
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Well for my part.  In the champions games I've played.  Most of my characters look like the 4th edition Quantum... build  a Elemental Control and a Multipower.  I usually try to start the MP at 50 or 60 active and the EC at 10 to 15 Active.  If I EVER increase the MP... I raise it only to 63 active for the multiplier break.  But I never get more powerful than that... however, with experience, I end up with like 15 to 20 multipower ultra slots and likely 5 to 6 EC constant powers - FULLY fleshing out the Special Effect of the heroes power!  I figure if you can't do it on 60 or so active...you probably shouldn't be doing it at all.  It tends to make my character not powerful by EXTREMELY flexible in the effects they can bring to bear... which is a sort of power in and of itself.  The rest o the points I usually spend on skills or martial arts maneuvers and perhaps a few skill levels in combat or range mods.
« Last Edit: Jun 4th, 2012 at 8:51pm by Thunderbolt »  

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Re: Character Creation Guidelines
Reply #34 - Jun 5th, 2012 at 12:04am
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Hey I started with V&V but I run/play more Champions in the last 30 years. In Champions defense, I think you can have power gamer's like that in any group. It falls upon the players and the GM to help keep it from getting out of hand. I am currently playing on line in a V&V game that is so far a great flowing story. Much like the Protectors was and I am sure will be again. So please don't feel the Champions system is to blame all in and of itself
  

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