[NE/SPC] A Super Gallery

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Myrmicus
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[NE/SPC] A Super Gallery

#1 Postby Myrmicus » Fri Sep 30, 2016 5:17 am

Hi everyone... some of you might have noticed, but I ask a lot of questions and I have a mind full of ideas. I can't keep myself from thinking about many concepts of characters for my favorite RPG : Necessary Evil (and, by extension, SPC2). But sadly, most of my ideas won't see any use... I have already more than 20 premade I use as a GM as a ressource of PNJ or if I play oneshots with novice players (I'm from France and, apart from Deadlands, PEGs games aren't well known). I'll work toward updating those premade (I only recently rediscovered SPC2 and was using the NE base rules).

So... finding it sad about the waste of so much concepts, I present my characters to you.
This topic is dedicated to creating a gallery of supers and discussing their effectiveness. Of course, anyone can and is encouraged to post his own ideas. Bear in mind that I mainly focus on concept. I can min-max, if it fits the overall concept of a character... not saying that min-maxing characters aren't welcome here though.

So, here goes :

Pulp Heroes

The Drunken Master
Concept : This guy is a beast when high on alcool. Be careful though, he is dangerous for friends and foes
Rank : Novice
Attributes : Agility d10+2, Smarts d6-2, Spirit d6, Strength d6, Vigor d8/d10
Skills : Fighting d10/d12+2, Intimidation d6, Notice d6-2, Streetwise d8-2, Throwing d8-2
Charisma 0, Pace 6, Parry 8/14, Toughness 6/7
Edges : Liquid Courage, Acrobat
Hindrances : Gimmick (Can only use his powers when drunk), Habit (Super Karma, Alcoholic), Stubborn, Rutheless (minor)
Gear : Bottles of spirits
Powers :
(5) Attack Melee, Str+2d6, Multiple Attack, Lethal (Drunken Fist Style)
(5) Extra Action x2, Limitation -1 (Only if unarmed) (Drunken Fist Style - Instinctive Moves)
(2) Parry +4, Require Activation, Limitation -1 (Only if unarmed) (Drunken Fist Style - Random Moves)
(3) Super Skills, Fighting +5, Require Activation, Limitation -1 (Only if unarmed) (Drunken Fist Style)
(5) Uncanny Reflexes, Blinding Reflexes, Require Activation (Drunken Fist Style - Instinctive Moves)


Ninja - Martial Artist
Concept : A Ninja. This one isn't superhuman per say, but can do incredible feats thanks to his training. No powers, just discipline and martial arts. As such, he is a Pulp Hero, bigger than normal men, but not quite as strong as others.
Rank : Novice
Attributes : Agility d10+2, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills : Climb d6+2, Fighting d10, Lockpick d6+2, Notice d6, Stealth d8+2, Throwing d8
Charisma 0, Pace 6, Parry 8, Toughness 6
Edges : Thief, Acrobat
Hindrances : Code of Honor (Always finish a contract), Loyal (Contract givers), Rutheless (Major, Super Karma), Quirk (Minor, can't stop using the cliché ninja suit when doing missions)
Gear : Ninja-To (Molecular short sword, Str+d6+2, AP3), Throwin Daggers x12 (Str+d4)
Powers (20PP) :
(5) Attack Melee, Str+d6, Lethal, Stackable, Multiple Attacks (Martial Arts, Killing Fists Technique)
(4) Attack Ranged (Throwing), 4d6, 12/24/48, Lethal, Require Material -2 (Slicing or Piercing throwable objects) (Martial Arts, Flying Shuriken Technique)
(3) Leaping 4" high, 8" long, Bounce (Acrobatic skills, Wind Steps Technique)
(3) Extra Action (Acrobatic skills, Flowing Leaf Technique)
(4) Uncanny Reflexes level1 (Acrobatic Skills, Flowing Leaf Technique)
(1) Doesn't Sleep level1 (Shinobi training, Energy Conservation Technique)



Street Level

Bullet Lord
Concept : This is a villain based around the use of different types of ammo to wreak havoc on the battlefield. This concept is quite single minded, but hey, it's a concept.
Rank : Novice
Attributes : Agility d10, Smarts d8, Spirit d6, Strength 6, Vigor d6
Skills : Fighting d8, Repair d6, Knowledge (Ammunitions) d8, Notice d6, Shooting d10
Charisma 0, Pace 6, Parry 6, Toughness 6
Edges : The Best There Is (Attack Ranged)
Hindrances : Code of Honor (Always finish a contract), Loyal (Contract givers), Rutheless (Major, Super Karma), Greedy (Minor)
Gear : Light MG, 2x 9mm Pistol
Powers :
(14) Attack Ranged, 5d10, Enhanced Damage, Heavy Weapon, RoF 3, Device -2, Limitation -2 (See notes. SM - Stabilized Magnetic - Bullets / Piercing Trapping)
(3) Stun, Area (MBT), Strong, Ranged (shooting), Device -2, Limitation -2 (See notes. EF - Electrical Field - Bullets / Electric Trapping)
(7) Negation, Full Spectrum, Ranged, Device -2, Limitation -2 (See notes. NS - Nega-Shock - Bullets / Electric Trapping)
(1) Super Spirit +3 steps, Contingent -1 (Negation), Device -2, Limitation -2 (See notes, only usable in conjunction with negation powers, NS - Nega-Shock - Bullets)
(6) Super Edge, Marksman, Quick Draw, Steady Hands (Intensive Training)
(4) Uncanny Reflexes (Intensive Training)
Notes : All powers with the Limitation modifier are bullets and, as such, are in limited number. The Bullet Lord can make those bullets with materials (electronic components and normal bullets) and roll his Knowledge (Ammunitions). Each success and raise convert a normal clip into one of the Power bullets. Converted bullets can only be loaded into weapons using the same bullet type : 9 mm EF Bullets can only be loaded into 9mm weapons. In addition, the Rate of Fire from the ranged attack power is limited by the Rate of Fire of the weapon used.


The Dragonfly :
Concept : An hybrid human/dragonfly
Rank : Novice
Attributes : Agility d10+2, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills : Fighting d12, Notice d6+2, Survival d6, Shooting d8, Tracking d6+2
Charisma 0, Pace 6/12(Flight), Parry 8, Toughness 22(16)
Edges : Acrobat, Ambidextrous
Hindrances : Allergy (Major, Insecticid), Distinctive Appearence (Wings, Antennas, Chitin shell), Phobia (Super Karma, Major, Spiders), Quirk (Eat insects)
Gear :
Powers :
(4) Flight Pace x2 (Dragonfly Wings)
(6) Extra Limbs x2 (Second pair of arms)
(4) Heightened Senses, Super Sense (smell), Tracking, Spatial Sense (Smell) (Insectoïd antennas)
(10) Attack Melee, Str+4d6, Heavy Weapon, Lethal, Multiple Attacks (Chitin Claws)
(4) Uncanny Reflexes (Great Agility)
(7) Armor +16, Partial -1 (Chitin Shell)


Ninja - The Shinobi
Concept : A Ninja. This one has access to the Kuji-kiri, known to grant super-human abilities to those who use it. As such, this ninja is street level and can usemore advanced martial arts and .
Rank : Novice
Attributes : Agility d10+2, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills : Climb d6+, Fighting d10, Lockpick d6+, Notice d6, Stealth d8+, Throwing d8
Charisma 0, Pace 6, Parry 8, Toughness 6
Edges : Thief, Acrobat
Hindrances : Code of Honor (Always finish a contract), Loyal (Contract givers), Rutheless (Major, Super Karma), Quirk (Minor, can't stop using the cliché ninja suit when doing missions)
Gear : Ninja-To (Molecular short sword, Str+d6+2, AP3), Throwing Daggers x12 (Str+d4)
Powers (20PP) :
(8) Attack Melee, Str+2d6, Stackable, Multiple Attacks (Martial Arts, Shadow Fist Technique)
(4) Attack Ranged (Throwing), 4d6, 12/24/48, Lethal, Require Material -2 (Slicing or Piercing throwable objects) (Martial Arts, Flying Shuriken Technique)
(3) Leaping 4" high, 8" long, Bounce (Acrobatic skills, Wind Steps Technique)
(3) Extra Action (Acrobatic skills, Flowing Leaf Technique)
(8) Uncanny Reflexes level2 (Acrobatic Skills, Flowing Leaf Technique)
(2) Awarness, Require Activation (Kuji-kiri, Chi Perception)
(4) Paralysis, Strong (Kuji-kiri, Chi Disruption)
(1) Doesn't Sleep level1 (Shinobi training, Energy Conservation Technique)



4-Colors :


Bob & Morte :
Concept : A funny character I came up with, Bob & Morte are two character (with the use of the Sidekick power). Bob is a hulking muscular and quite dumb guy, while Morte is his bissected skeleton friend. They work in tandem, the former often using the latter as a club to smash opposition, while the latter spend most of his time taunting opponents.
== Main : Bob
Rank : Novice
Attributes : Agility d8, Smarts d4, Spirits d6, Strength d12+6, Vigor d12
Skills : Fighting d12, Intimidation d6, Notice d6, Throwing d8
Edges : Brawny, Dynamic Duo (with Morte)
Charisma -3, Parry 8, Toughness 20 (6 HA), Pace 6
Hindrances : Clueless (Major, is really stupid), Overconfident (Super Karma, too dumb to understand real danger), Loyal (Morte), Habit (minor, always chat with Morte)
Gear :
Powers :
(5) Sidekick (Morte, the friendly bissected skeleton)
(4) Growth lvl 2, Monster (Hulking Body)
(12) Super Strength +6 (Super Strong)
(6) Super Vigor +3 (Super Strong)
(5) Toughness +5 (Super Dense Muscles)
(7) Armor +6, Heavy Armor (Super Dense Skin)
(2) Fearless (Too dumb to fear)
(8) Super Edges, Improved Trademark Weapon (Morte as a club), Improved Frenzy
(6) Attack Melee, Str+4d6, Multiple Attack, One Arm, Limitation -2 (Using Morte as a club)

==> Sidekick : Morte, the friendly bissected skeleton
Rank : Novice
Attributes : Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills : Fighting d8, Notice d6, Shooting d10, Streetwise d6, Taunt d8
Charisma 0, Pace 2, Parry 6, Toughness 7
Edges : Dynamic Duo (with Bob)
Hindrances : No legs (Pace 4 with a wheelchair, can only crawl otherwise), Rutheless (Super Karma), Loyal (to Bob), Distinctive Appearence
Gear :
Powers :
(10) Undead (is a living skeleton)
(10) Resistance, total immunity to kinetics (Got used to being used as a club)
(5) Decay (Chill of the grave)
(3) Extra Action (Got used to think for two people, himself and Bob)
(4) Super Skills, Taunt +4 steps (Knows how to get under people skin)
(7) Stun (smarts), Area (MBT), Selective, Strong (REALLY knows how to get under people skin)
(2) Super Edge, Steady Hands (Got used to being flailed everywhere by Bob)

The Druid
Concept : This character is one with nature. He controls all natural elements and tends to despise technological things.
Rank : Novice
Attributes : Agility d8, Smarts d6, Spirits d12+2, Strength d6, Vigor d6
Skills : Fighting d8, Notice d6, Survival d8+2, Throwing d6, Tracking d8+2
Charisma 0, Pace 6, Parry 7, Toughness 5
Hindrances : Vow (Major, Eco-Terrorism), Rutheless (minor), All thumbs, Gimmick (Super Karma : One with Nature. Wearing and/or using modern clothes, armors, devices and/or weapons block powers)
Edges : Survival
Gear : Shamanic Spear (Function the same as a vibro-spear : Str+2d6, AP2, Reach 1, Parry +1)
Powers :
(15) Matter Control, Strength d12+6, Master, Require Material, Limitation -2 (Only Works on raw, unprocessed, material) (Nature Control)
(10) Energy Control, Master (Nature Control)
(8) Super Spirit, +4 steps (Nature's Blessing)
(1) Immunity to Disease (Nature's blessing)
(21) Animal Control, Summonable, Telepathic Link, Powers, Limitation -2 (Summon his Totem Animal, a Panther. He can only summon and control this Panther)
===> Animal Totem : use Statistics for Lion, from the core rules, but add the following powers : Attack, Melee (Str+3d6, Multiple Attack, Heavy Weapon, Lethal), Super Skills (Fighting +6 steps), Speed (Pace x4, Blinding Reflexes)


The Gang Lord
Concept : This is a villain based around the use his gang to achieve supremacy.
Rank : Novice
Attributes : Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills : Fighting d6, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d8, Shooting d10, Streetwise d8
Charisma 2, Pace 6, Parry 5, Toughness 10 (4, -4 Ballistic AP)
Edges : The Best There Is (Minions), Command, Noble (Gang Leader)
Hindrances : Arrogant (He is the Boss after all), Loyal (to his men), Rutheless (Major, Super Karma), Greedy (Minor)
Gear : Desert Eagle (15/30/60, 2d8, 7 shots, AP 2 Semi-Auto), Body Armor (Armor +4, Negate ballistic AP4), 4 Vibro-Blade modules (given to minions)
Powers :
(5) Sidekick (Elite Bodyguard)
(22) Minions level 4, Super Edge (Improved Frenzy, Improved Dodge), Super Skills (+2 Steps in Fighting, making it d10), Summonable (Elite Gang Members, summoned thanks to a phone call and arrive with gang vehicles, like motorcycle or cars.) They use a Glock (9mm - ) and a Combat Vibro-Knife (Str+d6+d4+2, AP2).
(4) Fear, Terror, Contingent -1 to Minions (Threats from a gang leader are scary)
(8) Super Attributes, +1 step in Smarts, Spirit, Strength and Vigor (Intensive Training)
(8) Super Edge, Improved Dodge, Improved Level Headed (Intensive Training)
(6) Super Skills, +3 steps in Persuasion and Streetwise (Street Culture)
(2) Fearless (Too Arrogant to be afraid)

==> Sidekick : The Gang Lord's Shield
Rank : Novice
Attributes : Agility d12+3, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills : Fighting d12, Notice d6, Shooting d10, Throwing d8
Charisma 0, Pace 6, Parry 15 (2/Shield - 4/Powers), Toughness 10(4)/14(8 vs Ranged)
Edges : Acrobat, Team Player
Hindrances : Habit (Major, Drug Addict), Loyal (to the Gang Lord), Rutheless (Major, Super Karma), Mania (Minor, Masochism)
Gear : Riot Shield (Parry +2, +4 Armor vs Ranged), Vibro-Sword (Str+2d6+2, AP2), Body Armor (+4 Armor, -4 Ballistic AP)
Powers :
(10) Super Attributes, +2 Steps in Agility & Strength, +1 Step in Vigor (Intensive Training)
(9) Parry +4, Deflect, Protector 1 (Intensive Training - Bodyguard Formation)
(3) Extra Action (Intensive Training - Fast Thinking)
(8) Attack Melee, Str+2d6, Stackable, Multiple Attack (Intensive Training - Martial Arts)


Eldrichter
Concept : What we have here isn't a man, nor a woman... it is a creature from another dimension, so strange, so alien, its very presence disturbs the world around it. It has no real form, no real existence in our world and, as such, can ignore some of the common rules.
Rank : Novice
Attributes : Agility d8, Smarts d6, Spirits d8, Strength d6, Vigor d6
Skills : Fighting d10, Notice d6, Swimming d8, Throwing d10
Charisma -6, Pace 6/12(Flight), Parry 7, Toughness 17
Hindrances : Alien Form (Eldritch body), Clueless (from another dimension), Rutheless (Super Karma, Major, Blue and Orange morality), Poverty (Doesn't understand the concept of money)
Edges : Hard to Kill
Powers :
(4) Invisibility level 2, Permanent, Personnal (Appearance so alien that no one is able to really see it)
(4) Altered Form (Eldritch), Grapple (Eldritch body, without any real form)
(5) Decay, Strong (Existence so alien it disrupts reality)
(1) Doesn't Eat (No basic need... or at least, not from this dimension)
(2) Doesn't Breathe (No basic need... or at least, not from this dimension)
(2) Doesn't Sleep (No basic need... or at least, not from this dimension)
(2) Immunity to Disease/Poison
(2) Fearless (A mind that doesn't understands most human feelings)
(14) Resistance, Total immunity to psionics (A mind so alien no normal psychic energy can affect it), Basic resistance to heat, cold, radiation and air (Eldritch body that resists most influences)
(4) Flight, Pace x2 (Not affected by gravity)
(1) Aquatic (Not affected by natural rules, such as the density of water)
(1) Ageless (Not affected by natural rules, such as aging)
(12) Toughness +12 (Eldritch body that is resistant to reality)
(1) Fear, Scary, Terror, Limitation -2 (His existence is so alien to this world that anyone that "sees" it is pannicked. This powers can and must be activated on someone who see the body or mind of Eldrichter. The powers automatically strike anyone that succeed a notice roll or who can see through his invisibility with power or technology. This powers also affect those who try to use mind control, mind reading or telepathy on Eldrichter)


The Flesh Abomination :
Concept : This guy is an humanoïd horror made of flesh, always shifting, deformed and grotesque. His body can change in shape, can split in multiple dupes or even ooze some sort of meaty matter the Abomination can then control. Overall, this thing has control over the realm of flesh, using dead bodies as puppets or food. The Flesh Abomination is a disgusting sight to behold and battlefields where he fought are even more disgusting : puddles trembling meat on the floor, walls and ceilings... and blood everywhere.
Rank : Novice
Attributes : Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills : Fighting d10, Knowledge (Battle) d6, Knowledge (Biology) d6, Notice d6, Swimming d4, Throwing d8,
Charisma -4, Parry 7, Toughness 5, Pace 6
Hindrances : Distinctive appearance (Minor) and Ugly (Minor) => A Shifting horror of flesh.
Dependancy (Major, Flesh/Meat) => This character must consume his own weight in meat via the Replenish modifier every day.
Rutheless (Major, Super Karma) => His name is not Flesh Abomination for nothing.
Edges : The best there is : Duplication (Human Edge)
Powers :
(7) Altered Form (Biological/Flesh type), Replenish, Viscious (Always shifting body of flesh and bones)
(23) Duplication level 7, Promotion (Flesh clones)
(14) Matter Control level 5 - Str d12+4, Construct, Limitation -1 : Constructs are only made out of dead bodies and, thus, can only have the size of the body. (The Flesh Abomination create a matter made out of his own meaty body, expending as waves of flesh, from which erupt imperfect and partial clones of himself, with hands, heads, feets, teeth and bones. The Abomination also use any present dead meat (including dead bodies or the steak in your fridge), move and reshape it to his whim. The matter is considered solid, if there is bones within the meat manipulated)
Switchable with : (12) Shape Change, Size 5, Swarm (medium), Limitation -1 (Whatever the form, it will always look like an horrible mess of flesh and bones) (The Flesh Abomination can keep all the meat inside his body to further change his shape and size, mimicking different creatures in the process.)
(6) Attack Melee Str+2d6, Heavy Weapon, Multiple Attacks, Lethal (Weaponry made out of hardened flesh and bones)
(2) Teleport, Limitation -1 (The Abomination Merges with the flesh created and/or controled to rapidly emerge somewhere else. This can only function to travel between two places that are connected by some flesh created/controled via the matter control power from the Abomination or one of his dupe)
(3) Fear, Scary, Terror (Horrible Sight to behold)


The Mastermind
Concept : This one is an updated version of my own PC, from the day when I played the first Necessary Evil version. The concept was : a rutheless man of genius level intellect. He used his intellect to create advanced tech, he then used on himself to further enhance his brain, giving him mental powers. I played him as a manipulative bastard, who never fights himself.
Rank : Veteran (57 XP - 11 advances)
Attributes : Agility d6, Smarts d12+6, Spirit d8, Strength d4, Vigor d6
Skills : Fighting d6, Knowledge (Battle) d10, Knowledge (Engeineering) d12, Notice d8, Repair d12
Charisma 0, Pace 4, Parry 4, Toughness 9 (4, -4 Ballistic AP),
Edges : The Best There Is (Invent), McGyver, Mr.Fix-It, Scholar (Engineering/Battle), Command, Inspire, Hold the Line!, Tactician, Team Leader
Hindrances : Lame (Super Karma, Cripled leg), Rutheless (Major version, count as minor, replace the Heartless hindrance from NE), Curious (There is no mystery he can't unfold. Or so he thinks), Weakness (minor, psionics. His artificially enhanced brain makes
Gear : Formal clothes lined with Duraweave (+4 Armor, -4 Ballistic AP), Energy-Cane (Str+d6, AP 4, Heavy Weapon)
Powers :
(12) Super Smarts, +6 steps (Genius level intellect)
(2) Gifted (Genius level intellect - Fast learner)
(11) Mind Control, Multiple Minds x1, Memory Alteration +4 (Enhanced Brain - Psionic waves)
(2) Telepathy (Enhanced Brain - Psionic waves)
(2) Doesn't Sleep (Hyperactive Brain)
(1) Ageless (Artificially boosted healing factor, thanks to self-built nano-bots)
(20) Invent level 10 (Genius level intellect - Tech-Master)
(5) Sidekick (L1L1TH - The Robot Secretary)

==> Sidekick : L1L1TH, the Robotic Secretary
Concept : Built by the Mastermind as his personnal assistant, helping him to dominate his foes and conforting him in "times of needs". Even if she can hold her own in a fight, Mastermind favors more subtle approaches and, as such, preferred to build her as a weapon of seduction, infiltration and investigation.
Rank : Seasoned (38 XP - 7 advances)
Attributes : Agility d10, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills : Fighting d10, Investigation d8, Knowledge (Hacking) d8, Notice d8, Persuasion d8, Streetwise d8
Charisma 6, Pace 6, Parry 7, Toughness 10(4)/14(8 vs Ranged)
Edges : Very Attractive, Charismatic, Investigator, Connection (Police), Connection (V'Sori)
Hindrances : Servitor (Major, Built by the Mastermind, with a kill-switch), Loyal (Programmed to serve the Mastermind), Rutheless (Major, count as minor, replace the Heartless hindrance from NE), Power Negation (Super Karma, EMP technologies)
Gear : Personal Force Field (+4 Armor, Ignore AP, ineffective against magic)
Powers :
(8) Construct (Is an advanced androïd)
(12) Super Attributes, +2 steps in Agility, Strength and Vigor (Advanced frame)
(5) Chameleon, Voice (Mimetic skin & voice modulator)
(5) Broadcast, Manipulation +2, Range (Advanced built-in communicator)
(2) Gifted (Advanced Database)
(2) Speak Language, Written Word (Advanced Database)
(2) Interface (Universal ports)
(4) Paralysis (Vigor), Strong (Defensive electric shock)


Ninja - The Oni
Concept : A Ninja. A hihgly trained martial artist, usisng the Kuji-kiri and able to tap into some sort of demonic powers. As such, he is a 4-Color Ninja.
Rank : Novice
Attributes : Agility d10+2, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills : Climb d6+, Fighting d10, Lockpick d6+, Notice d6, Stealth d8+, Throwing d8
Charisma 0, Pace 6, Parry 8, Toughness 6
Edges : Thief, Acrobat
Hindrances : Code of Honor (Always finish a contract), Loyal (Contract givers), Rutheless (Major, Super Karma), Quirk (Minor, can't stop using the cliché ninja suit when doing missions)
Gear : Ninja-To (Molecular short sword, Str+d6+2, AP3), Throwing Daggers x12 (Str+d4)
Powers :
(14) Attack Melee, Str+3d6, Heavy Weapon, Focus, Stackable, Multiple Attacks (Martial Arts, Demon Fist Technique)
(6) Attack Ranged (Throwing), 4d6, 12/24/48, Heavy Weapon, Lethal, AP2, Require Material -2 (Slicing or Piercing throwable objects) (Martial Arts, Demon Shuriken Technique)
(3) Leaping 4" high, 8" long, Bounce (Acrobatic skills, Wind Steps Technique)
(3) Extra Action (Acrobatic skills, Flowing Leaf Technique)
(8) Uncanny Reflexes level2 (Acrobatic Skills, Flowing Leaf Technique)
(6) Duplication - 2 dupes (Demon Arts, Shadow Clones)
(5) Chameleon, Voice (Demon Arts, Shadow Mask)
(2) Awarness, Require Activation (Kuji-kiri, Chi Perception)
(1) Immunity to Poison (Kuji-kiri, Cleansing Blood)
(4) Paralysis, Strong (Kuji-kiri, Chi Disruption)
(1) Doesn't Sleep level1 (Shinobi training, Energy Conservation Technique)


The Telekinesist
Concept : All the powers of this character are trapped as different uses of telekinesis.
Rank : Novice
Attributes : Agility d10, Smarts d6, Spirit d12+2, Strength d4, Vigor d6
Skills : Fighting d10, Intimidation d6, Investigation d6, Notice d6, Throwing d10
Charisma 0, Pace 6, Parry 7, Toughness 6
Edges : The best there is (Telekinesis)
Hindrances : Overconfident, Quirk (Uses his telekinesis power even for the mundane things), Stubborn, Rutheless (Super Karma)
Gear :
Powers :
(23) Telekinesis level 11 - Strength d12+10, Heavy Weapon (Master Telekinesist)
(14) Extra Action x5, Contingent -1 with Telekinesis (Highly trained with his telekinesis)
(8) Super Spirit +4 (Strong Spirit)
(7) Deflection 10, Require Activation, Limitation -2 (Telekinetic deflection. Is considered an active use of telekinesis and, as such, takes an action to maintain)
(3) Malfunction (Telekinetic tweaking)



Cosmic :

Legion :
Concept : My name is Legion, for we are many.
Rank : Novice
Attributes : Agility d8, Smarts d12+4, Spirits d6, Strength d6, Vigor d6
Skills : Fighting d8, Intimidation d4, Knowledge (Battle) d6, Notice d6, Persuasion d6, Shooting d10
Edges : The best there is (Duplication)
Charisma 2, Parry 6+1, Toughness 17 (10 HA), Pace 6/12(Flight)
Hindrances : Mania (Super Karma, his name is Legion, for they are many in his head), Rutheless (Major, not all the people inside are nice peoples), Stubborn (To convince him, you have to convince thousands of peoples), Cautious (Some of the people in his head are paranoïd)
Gear :
Powers :
(35) Duplication, 11 dupes, Promotion (Legion can send a few hundred of personnalities to create a clone of himself)
(12) Super Smarts, +6 Steps (Being many allow for more minds to work on the same problem)
(10) Resistance, Total immunity to psionics (Trying to breach the mind of Legion is like trying to breach the mind of thousands of peoples at the same time)
(6) Teleport, range 48", Limitation -1 (Whatever body houses the more personnalities is "Legion"... but the personnalities can navigate through the dupes at the speed of thought, effectively allowing Legion to swap from one body to another)
(11) Mind Control, multiple mind x3 (Legion can launch a dozen or more of his personnalities to force someone into submission)
(3) Mind Reading (Legion can launch a dozen or more of his personnalities to plunder someone's mind of its memories)
(5) Telepathy, Selective Broadcast (Legion can launch his personnalities through an entire planet as emissaries)
(3) Extra Action (Being many allow for multitasking)


Oceanos :
Concept : Master of the realm of water.
Rank : Novice
Attributes : Agility d8, Smarts d6, Spirits d8, Strength d12+6, Vigor d10
Skills : Fighting d10, Intimidation d6, Notice d6, Swimming d8 Throwing d8
Edges : Brawny
Charisma -4, Parry 7, Toughness 18, Pace 6/8(Swimming)
Hindrances : Mania (Super Karma, God Complex), Rutheless (Major, why should he care about mere mortals ?), Stubborn (one does not tell a god what he should do), Distinctive Appearance
Gear :
Powers :
(2) Aquatic (Body made of Living Water)
(11) Altered Form (Water), Grapple, Viscious, Reach +3, Replenish (Body made of Living Water)
(4) Growth, Size +2, Monster (Hulking Body)
(14) Super Strength, +7 steps (Strength of the Ocean)
(6) Super Vigor, +3 steps (Strength of the Ocean)
(8) Toughness +8 (Strength of the Ocean)
(11) Attack Melee, Str+4d6, Multiple Attacks, Heavy Weapon (Shapeshifting limbs as weapons)
(22) Matter Control (Water), level 7, Range, Construct x2 (Lord of the Flood, Water creation/control)
(7) Storm, Downpour, Lightning Strike (Lord of the Storm)
Last edited by Myrmicus on Thu Jan 05, 2017 1:12 pm, edited 19 times in total.

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Alrik_vas
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Re: [NE/SPC] A Super Gallery

#2 Postby Alrik_vas » Fri Sep 30, 2016 10:10 am

I am using this. Your idea is too amazingly horrifically gross to not steal. Great work.

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Jounichi
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Re: [NE/SPC] A Super Gallery

#3 Postby Jounichi » Fri Sep 30, 2016 12:47 pm

Just a few questions/criticisms...

  • Is this intended to be a player character, or is it an NPC enemy? If it's the latter, then you don't have to build it like a balanced character.
  • Why does it have Knowledge (Battle) as one of its skills? That's for mass combat only, and being able to summon and direct 7 duplicates is not going to trigger mass combat.
  • Why does it have teleport as a power? I get the idea is to transpose with an in-range duplicate and essentially shuffle consciousness and wounds around, but it already has the Promotion modifier for duplication so this seems rather redundant.
  • No defensive abilities? I'd expect at least super vigor from a fleshy monster. With only seven duplicates a single medium burst template could hit all of you, and a large would do so on average.
"Rush not in to fights. Long is the war. Only by surviving it, will you prevail." -Yoda
"Wise man once say, 'forgiveness is divine, but never pay full price for late pizza.'" -Michelangelo

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Re: [NE/SPC] A Super Gallery

#4 Postby Myrmicus » Fri Sep 30, 2016 4:31 pm

Jounichi wrote:Just a few questions/criticisms...

  • Is this intended to be a player character, or is it an NPC enemy? If it's the latter, then you don't have to build it like a balanced character.
  • Why does it have Knowledge (Battle) as one of its skills? That's for mass combat only, and being able to summon and direct 7 duplicates is not going to trigger mass combat.
  • Why does it have teleport as a power? I get the idea is to transpose with an in-range duplicate and essentially shuffle consciousness and wounds around, but it already has the Promotion modifier for duplication so this seems rather redundant.
  • No defensive abilities? I'd expect at least super vigor from a fleshy monster. With only seven duplicates a single medium burst template could hit all of you, and a large would do so on average.


- It is a premade, so intended as a PC, but it can always be used as a PNJ with a few tweaks.
- Knowledge battle is an anticipation : the aim is to get leadership edges later (like the Tactician edge) which can work on the field.
- The Promotion is more a "lifesaver" option, but not a teleportation move. You need to die to activate it and it then blocks your duplication power for some time... so not a real movement ability. The teleport powers works to to travel through the flesh created and manipulated with the matter control power (be it by yourself or a dupe)... It's more of a gimmick really.
- This build gives plenty of defensive possibilities, without any real defensive power. An exemple : You make 3 dupes, you hide with viscious and teleport inside the flesh created as matter control, turn it into a small cage for a 15 toughness protection and replace yourself with another dupe. And you still have more dupes to surprise the opponent. You can use dupes as meatshields... The shape change can give added vigor and toughness thanks to size without having to sacrifice the "hidden cage" trick (because it can be cast/maintained by dupes).

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Re: [NE/SPC] A Super Gallery

#5 Postby Deskepticon » Mon Oct 03, 2016 12:45 am

I like the way you used Teleport. Very inventive. However, the discription is a bit odd. It sounds like there needs to be an unbroken, continuous line of flesh to travel through. Since the Flesh Abomination already has Duplication, maybe changing the Trapping for teleport to "pushes consciousness into flesh servants" might work better?
Basically, just chose one flesh construct or Dupe within range of the power and swap places with it.

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Re: [NE/SPC] A Super Gallery

#6 Postby Deskepticon » Mon Oct 03, 2016 6:40 am

Great concept on the Flesh Abomination. Just for fun I took a crack at it. This is probably how I would have assigned Powers:
4 Color w/Super Karma (55 pp)

(8) Altered Form (3); Grapple (+1); Replenish (+3); Viscous (+1)
(1) Doesn't Eat
(15) Duplication, level 5 (15); Promotion (+2); Contingency, requires successful Replenish (-2)
(1) Fear (3); Scary (-2)
(7) Growth, level 3 (9); Contingency, requires successful Replenish (-2)
(14) Matter Control (flesh), level 2 (4); Constructs x4 (+12); Range (+2); Requires Material (-2); Contingency, requires successful Replenish (-2)
(4) Minions, level 2 (4)
(5) Toughness, level 5 (5)

The idea behind this version of the build is that the Flesh Abomination needs raw materials to use most of his powers. He has two "permanent" flesh minions to help shield him as he uses Replenish to create Duplicates, flesh constructs, or increase his Size. Luckily, dead flesh is easy to come by (I'd even rule Incapped extras to be effectively dead for purposes of this power).

The character can have as many as 11 Extras assisting him. The sheer numbers make up for the character's general weakness, though he does have Growth to give him a little boost to Strength when needed.
And I'm pretty sure Dupes have any of your powers that aren't Duplication, so they can use Replenish to trigger Matter Control and make yet more flesh constructs. This means each of the 5 Dupes can create as many as 4 constructs, for a total of 31 Extras under the character's control. :o :wink:

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Re: [NE/SPC] A Super Gallery

#7 Postby Myrmicus » Tue Oct 04, 2016 2:51 am

You read that right, the teleportation power is intended to be used only between two points connected by a continuous line of flesh. The idea isn't to "swap with a dupe/construct" but to "travel through flesh". Your take on the Flesh Abomination is interesting and I toyed with the "need material" but found it less funny. The idea behind my version is a guy that turns the battlefield into a hell of flesh ^^

Also, the "loads of extras" was discussed into the "duplication madness" topic, but it seems that too much extras is... well, too much ^^

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Re: [NE/SPC] A Super Gallery

#8 Postby Deskepticon » Tue Oct 04, 2016 3:30 am

Myrmicus wrote:You read that right, the teleportation power is intended to be used only between two points connected by a continuous line of flesh. The idea isn't to "swap with a dupe/construct" but to "travel through flesh". Your take on the Flesh Abomination is interesting and I toyed with the "need material" but found it less funny. The idea behind my version is a guy that turns the battlefield into a hell of flesh

I see. Well that is quite restrictive and probably worth a -2 Limitation. In fact, what you could do is make Teleport contingent upon Matter Control (barrier). Essentially, you would create a small wall of flesh from where you are to where you want to go and Teleport will trigger, carrying you from one end to the other. That way you don't need to direct your dupes or constructs into a line (which would subject them all to a well placed AE attack).

Also, the "loads of extras" was discussed into the "duplication madness" topic, but it seems that too much extras is... well, too much ^^

That depends. The system can handle the load; its just the slowing down the game part that I think many are against. I know Clint said that a good general rule is, "Extras can't acquire their own Extras," which sounds fair, but in the build I made that's the character's schick. He's weak without the numbers.

Also, if one of the Dupes gets killed, all of its matter constructs fall as well.

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dentris
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Re: [NE/SPC] A Super Gallery

#9 Postby dentris » Tue Oct 04, 2016 7:19 am

Here's the link to the lastest ruling regarding dupes ands extras.

viewtopic.php?f=62&t=50789

So the minions and the constructs are for the ''main body'' only. Like I said in the duplication madness thread, I would go instead for Reach and Extra Attacks instead. With appropriate trappings, it can duplicate the effects.
But the Voice consoles me and it says: "Keep your dreams;
Wise men do not have such beautiful ones as fools!"
--Baudelaire, Les Fleurs du Mal, 1857, Translated by William Aggeler, 1954

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Re: [NE/SPC] A Super Gallery

#10 Postby Myrmicus » Thu Nov 10, 2016 9:15 am

Bump. Added a few pregens.


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