Friday, September 29, 2017

MP - Desta Bala Bandini - Flying Brick

Background and Origin: She was born among the rich and powerful, a palace, government manor, or other important place. She was raised by non-relatives, who adopted her. They were homeless or vagabonds with no roots. They are alive and well.

She had the following siblings:
* A younger sister that is dead, dying peacefully of natural causes.

She has experienced the following important events:
* Through constant, hard labor, she developed a stronger physique;
* A personal grudge held by a local criminal figure forced her to flee to a new region;
* She made a friend, someone that treats her as a younger sibling, watching over her. They are a member of a royal family.

Combat Tactics: She is an uncomplicated melee brawler. She is largely the team transport specialist, able to lift any of her allies and move them quickly around the field.

She is in a weird semi-romantic relationship with Crimson Crab (q.v.). They bicker constantly about anything from television, to groceries, to politics and their own open relationship. They pair up well in combat, though, so get hired by organizations looking for muscle.


Personality Traits: Materialistic, nurturing, foolish. Twisted Honor: She is driven to perform criminal acts out of a warped or misguided sense of justice, honor or duty.

Appearance: 5’10”, athletic build. She wears her hair long and flowing. She has a tattoo or other permanent mark that memorializes some sacrifice or loss.

Powers: She has superhuman strength and resilience, and can fly at 500 MPH. Like the Nemean Lion of mythology, she has unbreakable skin.

Notes: Model unknown. Character by P. Rogers, April, 2017.


(model unknown)


Desta Bala Bandini - Mighty Protectors

Strength 31 (Carrying Capacity 9984 lbs., Basic HTH 2d8)
Endurance 30 (Save 14, Heal 5.1)
Agility 12 (Save 11)
Intelligence 10 (Save 10)
Cool 12 (Save 11, Initiative d6)

Hit Points 35
Power 83
Physical Defense 3
Mental Defense 2
Move 24 ground, 192/1536 flying
Inventing Points 5
Wealth d6+1
Luck 10-
Weight 185 lbs.
CP Total 95 + 115 - 30 = 180


Powers
Animal/Plant Powers (Reptile):
  • Armor: Kinetic 3, Energy 2, Biochemical 2, Entropy 2 (15), Modifiers: Unobvious (+5) (20 CP)
  • Heightened Endurance: +15 (included above)
  • Heightened Senses: Vision is Thermographic, Amplified (low-light), and Acute (15 CP)
  • Heightened Strength: +15 (included above)
  • Natural Weaponry: Attack +1, Damage +3 Blunt Kinetic (10 CP)
  • Poison: Toxic Kiss - Paralytic effect, target saves at +1, Modifiers: Ingested (5 CP)
Experience Levels: Attack +1, Defense +2, Skill +2 (15 CP)
Flight: Acceleration 192 (66 MPH), Top Speed 1536 (523 MPH), Modifiers: Fast Acceleration  (she requires 4 turns to reach top speed) (35 CP)
Invulnerability: Unbreakable Skin, Sharp Kinetic (10 CP)
Wealth: d6+1 (5 CP)


Weaknesses

Can't Hold Back: Once the adrenaline starts flowing, the dino-brain instincts take over, and every attack is intended to break something (-5 CP)
Compulsion: She is a villain; she always tries to paralyze anyone she kisses, until it works at least once  (-5 CP)
Nemesis: An old boyfriend with a serious grudge. He was a baseline, but decided to become a high-tech vigilante after his disastrous relationship with her. Rumor has it that he is building his own gang of like-minded thugs to fight crime, and also make her life miserable (not necessarily in that order). (-10 CP)
Public Identity: She revels in her powers, and enjoys a bit of celebrity status (-10 CP)


Combat Summary:

Initiative: d6 (avg 3.5)
Unarmed: Attack 16-, Damage 2d8+3 (avg 12)


Desta Bala Bandini - Marvel Superheroes Advanced Set (FASERIP)

Fighting Remarkable (30)
Agility Good (10)
Strength Incredible (40)
Endurance Incredible (40)
Reason Typical (6)
Intuition Typical (6)
Psyche Typical (6)

Health 110
Karma 18
Resources Excellent (20)
Popularity 0

Powers
Body Resistance: Typical 
Reduce damage from Edged, Shooting, and other sharp and pointy attack types by -3 CS before applying her Body Resistance (so attacks of Remarkable intensity or less do no damage).

Enhanced Senses: Excellent
She has low-light vision, infravision, and can substitute her power rank for sight-based checks.

Flight: Monstrous
30 areas per turn (about 500 MPH).

Talents
Martial Arts C (+1 CS to Fighting when Evading, +1 CS to Agility when Dodging, +1 CS to Strength when Blocking)
Student (learn new Talents for half the Karma)


Contacts
Member of a royal family

Boilerplate

Document Copyright (C) 2017 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), The Ultimate Powers Book (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .

Random job generator - http://writingexercises.co.uk/random-job-generator.php .

Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .
Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .


Wednesday, September 27, 2017

MP - Dressing BCs for the Party

In VnV, Heightened Characteristics were always in demand, as they had such a massive impact on the entire character, especially in combat.

With MP, crazy high Basic Characteristics suffer massively from “diminishing return,” except for Strength, which is a slight exception, in that your Carrying Capacity explodes quickly, but your actual Effect Dice don't.

For example, Skill bonuses are cheaper with Knowledge and Heightened Expertise than boosting a BC. 
Hit Points are cheaper with Durability. 
The Speed Ability is overpriced, so Movement may as well come from BCs.  
Initiative?  Well, fine, Initiative is a bit of a squirrel, but that's a separate topic.
Regeneration is cheaper than Healing Rate. 
Armor and Adaptation provide better save bonuses than high EN or IN, but is less reliable.  
Etc., etc.

So, what do we do with Heightened BC powers?  Well, obviously, they're still so worth spending CP on, but the question here is:

Is it worth spending 20 CP on one Heightened BC?

As I mentioned in my review, one of the things I really like about MP is that the Reduced BC Weaknesses got fleshed out for more flavor.

So, by extension, we can flesh out the Heightened BC Abilities, for example:



Heightened Strength



d10:
1-2
3-4
5-6
7-8
9-10
CPs:
Powerhouse
Burly
Nubile
Energetic
Winsome
(+5)
+5 ST
+3 ST
+2 EN
+3 ST
+2 AG
+3 ST
+2 IN
+3 ST
+2 CL
(+10)
+10 ST
+6 ST
+4 EN
+6 ST
+4 AG
+6 ST
+4 IN
+6 ST
+4 CL
(+15)
+15 ST
+9 ST
+6 EN
+9 ST
+6 AG
+9 ST
+6 IN
+9 ST
+6 CL
(+20)
+20 ST
+12 ST
+8 EN
+12 ST
+8 AG
+12 ST
+8 IN
+12 ST
+8 CL


Heightened Endurance



d10:
1-2
3-4
5-6
7-8
9-10
CPs:
Healthy
Robust
Vigorous
Lively
Hearty
(+5)
EN +5
EN +3
ST +2
EN +3
AG +2
EN +3
IN +2
EN +3
CL +2
(+10)
EN +10
EN +6
ST +4
EN +6
AG +4
EN +6
IN +4
EN +6
CL +4
(+15)
EN +15
EN +9
ST +6
EN +9
AG +6
EN +9
IN +6
EN +9
CL +6
(+20)
EN +20
EN +12
ST +8
EN +12
AG +8
EN +12
IN +8
EN +12
CL +8




Heightened Agility



d10:
1-2
3-4
5-6
7-8
9-10
CPs:
Dextrous
Lithe
Confident
Brisk
Graceful
(+5)
AG +5  
AG +3
ST +2
AG +3
EN +2
AG +3
IN +2
AG +3
CL +2
(+10)
AG +10
AG +6
ST +4
AG +6
EN +4
AG +6
IN +4
AG +6
CL +4
(+15)
AG +15
AG +9
ST +6
AG +9
EN +6
AG +9
IN +6
AG +9
CL +6
(+20)
AG +20
AG +12
ST +8
AG +12
EN +8
AG +12
IN +8
AG +12
CL +8


Heightened Intelligence



d10:
1-2
3-4
5-6
7-8
9-10
CPs:
Gifted
Faultless
Hale
Debonair
Clever
(+5)
IN +5  
IN +3
ST +2
IN +3
EN +2
IN +3
AG +2
IN +3
CL +2
(+10)
IN +10
IN +6
ST +4
IN +6
EN +4
IN +6
AG +4
IN +6
CL +4
(+15)
IN +15
IN +9
ST +6
IN +9
EN +6
IN +9
AG +6
IN +9
CL +6
(+20)
IN +20
IN +12
ST +8
IN +12
EN +8
IN +12
AG +8
IN +12
CL +8


Heightened Cool



d10:
1-2
3-4
5-6
7-8
9-10
CPs:
Pleasant
Gratified
Appealing
Keen
Bright
(+5)
+5 CL
+3 CL
+2 ST
+3 CL
+2 EN
+3 CL
+2 AG
+3 CL
+2 IN
(+10)
+10 CL
+6 CL
+4 ST
+6 CL
+4 EN
+6 CL
+4 AG
+6 CL
+4 IN
(+15)
+15 CL
+9 CL
+6 ST
+9 CL
+6 EN
+9 CL
+6 AG
+9 CL
+6 IN
(+20)
+20 CL
+12 CL
+8 ST
+12 CL
+8 EN
+12 CL
+8 AG
+12 CL
+8 IN




(model unknown)