Normal Topic Wildcards: Great and Powerful Turtle (Read 994 times)
SuperWannabe
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Wildcards: Great and Powerful Turtle
Jun 6th, 2013 at 11:28pm
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Hi all,

I've got a player who would like to have a character based on the Great and Powerful Turtle from the Wildcards books.

He's a pretty tough character in the books being and armoured telekinetic.

Was looking for suggestions on how to allow this without upsetting game balance.

*modified original post*

Here's what I've come up with so far.  The powers were picked rather than rolled but the values for stats etc were random.

STR:  11
END:  13
AGIL: 13
INT:  26
CHA:  13

WEAKNESS: PSYCHOLOGICAL LIMITATION - FEAR OF OPEN SPACES.  TK works at 1/10 capacity when not in shell (vehicle)

POWERS:

A) TELEKINESIS (Power)
B) MUTANT POWER: 2x TK CC
C) HT. INT A+16
D) VEHICLE:  ARMOURED SHELL WITH FOLLOWING POWERS
    1) Armour:  ADR 128 (98 on the roll)
    2) Flight: as per normal flight but 1/2 speed as TK based
    3) Telepathy:  Limitation - radio only
    4) Ht. Senses: 360 degree vision / Night Vision

How do people think this sounds?

« Last Edit: Jun 7th, 2013 at 12:54am by SuperWannabe »  
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Matt
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Re: Wildcards: Great and Powerful Turtle
Reply #1 - Jun 7th, 2013 at 10:53am
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It might be easier using Superworld, as the Wild Cards series originated from a campaign using that system.
  
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SuperWannabe
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Re: Wildcards: Great and Powerful Turtle
Reply #2 - Jun 7th, 2013 at 6:50pm
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Matt wrote on Jun 7th, 2013 at 10:53am:
It might be easier using Superworld, as the Wild Cards series originated from a campaign using that system.


Might be but we don't have the rules  Grin

  
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SuperWannabe
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Re: Wildcards: Great and Powerful Turtle
Reply #3 - Jun 8th, 2013 at 12:39am
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I've varied the idea while talking to the player earlier today over the phone.  The rest of what we've done with this character will be in this thread

http://www.villainsandvigilantesforum.com/public_html/cgi-bin/yabb2/YaBB.pl?num=...
  
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