Wednesday, March 28, 2018

MP - Super-Jumping Girl

My daughter had an in-class assignment to “draw a superhero.” Most girls drew Wonder Woman. Kaelyn made up her own - Super Jumping Girl. I thought this was so cool, I wanted to write-up a character based on that idea. Kaelyn loves jumping, and bouncing, and literally bounces off the walls and furniture any day she isn’t sick. The bounce house in the mall is her absolute favorite place, ever.

Note that this character’s Gravity Control let's her reduce her weight to 1 pound. Thus, her effective leaping distance becomes truly insane (122,880 inches, or 614,400 feet, or 116.36 miles). Her Flight allows her to control direction and even land prematurely. She can even reduce the weight of others and take them along on her super jumps.

A 116 mile distance means a launch angle of 45 degrees, meaning an apogee of 58 miles, which is technically outer space. She literally jumps into space. Once I realized this, I went back and added on Adaptation, figuring any body capable of leaping into the mesosphere would be adapted for it. Note the temperatures in the mesosphere can actually be hundreds of degrees warmer than surface temperature, rather than the colder we tend to think of.

Her full-weight jumps are a significantly more modest - but still very impressive 1 mile.

Note also that in MP, every +3 increase in Strength doubles her leaping distance and concurrently the height. Add about +10 Strength and she can leap into orbit, or possibly gently land on a satellite (Flight) and repair it.

Now, having said all that, think about the horizon. In a nutshell, she can leap a lot farther than she can see (memo to self: she needs Telescopic Sight), made worse by the curvature of the Earth dropping the landing point beyond the horizon, where she can’t see it. She would benefit from a leap straight up to get a feel for what might possibly be a hundred miles away, before leaping in that direction. Again, thankfully she has the ability to make “inflight adjustments” to avoid hitting buildings, mountains, lakes, whatever. She can leap approximately 29 miles straight up, after negating gravity.

Her Flight is useful to steering and slowing rate of descent, and standing on flimsy tree branches, etc. It is intentionally absurdly slow (5 MPH with a Push), specifically because it isn't flight. It's all about the fine control while in-flight, and the SFX of being able to “jump up walls,” and “land gently on tree branches,” and all that Crouching Tiger, Hidden Dragon stuff.

Porcia AlastrĂ­ona Santana, aka Super-Jumping Girl


Background and Origin:  She is in her mid-20s. She loved bouncing and jumping from a young age. She was a track star on high school, with her exceptional (though not abnormal) jumping and tumbling skills. It looked like she might get a college scholarship, until her high school coach pulled her aside and laid out why he thought she was a mutant and suggested she “quietly retire before scandal can happen.”

Inspired by the idea she could, in fact, Super Jump, that summer she set out to test her abilities - and really erupted.

Her backgrounds are sports and science.

Combat Tactics: Her thing is to razzle-dazzle opponents by jumping and bouncing all over the place. She fights defensively the first few rounds, laying down suppressing fire with her auto-blaster. If she has a chance, she uses a multi-action to pounce on a target, grab him, negate his gravity and then jump away with the target. She can let go in mid-flight, and the target continues on the original trajectory, while she alters her course.

Personality Traits: naive, adventurous, helpful,

Appearance: 5’4”, 134 lbs.

Powers: She appears to have some kind of psychokinesis ability related specifically to jumping and tumbling. She has an enhanced physiology, and is an accomplished athlete with near-peak human physical and mental faculties.

She acquired some high tech gadgets from a friend, and knows enough science and electronics to have modified them slightly.

Notes: Model Miss Mandy. Character by P. Rogers, March, 2018.

Document Copyright (C) 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.





Porcia AlastrĂ­ona Santana - Mighty Protectors

Strength 18 (Carrying Capacity 480 lbs., Basic HTH d8+1)
Endurance 18 (Save 12, Heal 2.8)
Agility 18 (Save 12)
Intelligence 18 (Save 12)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 22
Power 72
Physical Defense 3
Mental Defense 3
Move 18, leap 1024 (see also above)
Inventing Points 10
Wealth d4
Luck 10-
Weight 134 lbs.
Total Cost 90 + 100 - 20 = 170


Abilities
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)
Inventing: Add +1 Inventing Points (1 CP)
Knowledge: Language (TBD, Fluent, Literate) (4 CP)

Super-Jumping Girl
Adaptation: Asphyxiation, High Temperatures, Low Pressure, Radiation (20 CP)
Hang Time - Flight: Acceleration 8, Top Speed 8 (-5), Modifiers: Fast Acceleration 4 (+10) (5 CP)
Gravity Decrease: Effect d8+1, Duration 5 minutes, PR=2 (15), Modifiers: Weight Reduction Only (cannot reduce to zero) (-10), Reduced Range (Touch/Melee) (-10), Increased Duration (+10) (5 CP)
Physical Ability: Super Leap ×256 (20 CP)


Gear
Armored Costume - Adaptation: Electromagnetics, Low Temperatures, Armor: Kinetic 1, Energy 2, Biochemical 1, Entropy 2, Modifiers: Multifunction Gear (15 CP)

Blast Auto-Pistol - Special Weapon: Damage d10+1 Energy, Range (AG×2”), Charges [24ch], Autofire-2 (20 CP)

Gear Pool/Inventions/Power Stunts
Super Binoculars - Heightened Senses: Telescopic Sight +10 vs range penalties, ×1024 distance (12.5), Modifiers: Gear (-5), Extra Time (-2.5) (5 iCP)

Blaster Booster - Heightened Attack: Damage +2 with Blast Auto-Pistol (5), Modifiers: Multifunction Gear (-2.5); Heightened Expertise: Attack +2 with Blast Auto-Pistol (5), Modifiers: Multifunction Gear (-2.5) (5 iCP)

Weaknesses
TBD (-20 CP)

Combat Summary
Initiative: d8+1 (avg 5.5)
Unarmed: Attack 15-, Damage d8+1 (avg 5.5)
Blast Pistol: Attack 17-, Damage d10+3 (avg 8.5)




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Dressing BCs for the Party - https://patricrogers.blogspot.com/2017/09/mp-dressing-bcs-for-party.html


Friday, March 9, 2018

MP - Converting Magnetic Powers to Mighty Protectors

As ive said before, MP does a great job capturing the feel of VnV powers, often while extending and clarifying them. Light Control and Sonic Abilities are two great examples.

In many cases, the translation loses a bit, even while improving some core aspects, and Magnetic Powers is one of these.

In VnV, Magnetic Powers has three core components: a direct-damage magnetic blast, magnetic manipulation of ferrous metal objects, and a protective deflection barrier (or "force field").

MP's Magnetism Ability does a fantastic job capturing the essence of the first two, while streaming and clarifying both. I love that it explicitly defines control of two objects, or one object and a direct-damage attack, with an easy modifier to increase the number kd objects available. The loss of "duration" is easily offset by the reduced PR, which also elomates a sometimes-frustrating variable ("So, Magnetic Man can control objects twice as long as me, for the same PR, because he has Heightened Strength? What a bogus combo!")

Reduced PR is easily the most wonderful and readily abused Modifier in the game. Reduced PR on Magnetism? Boo-yah, who needs "duration" anymore!

If the Magnetism Ability has one flaw in the translation from Magnetic Powers, I think it is in the defensive power.

Magnetism quite reasonably says to apply the Personal Force Field only against ferrous metals. However, anyone who has studied physics knows powerful magnetic fields can do more than this, such as protect the Earth from "cosmic radiation" (which is ionic particles, meaning they have a charge that can be affected by a magnetic field). 

Also, while this limitation is consistent with common sense, it is not consistent with either the comic book sources, nor the VnV roots (where Magnetic Powers worked against a variety of other attacks).
I think VnV Magnetic Powers defense is better represented by something like this:
  • Magnetic Force Shield - Personal Force Field: Protection 22 total, Kinetic 5, Energy 7, Biochemical 4, Entropy 6 (17.5), PR=8 to activate, Modifiers: Reduced PR (+5) (22.5 CP) 
And I have done so in this example.  In VnV, most of the attack powers map to an Energy or Entropy attack, and Magnetic Powers is very effective against those. This is consistent with the comic books.



Wednesday, March 7, 2018

MP - TMBCv4 - Feint - Supercriminal Smuggler

Background and Origin: Before gaining his powers, Feint lived and worked aboard a cargo ship moving produce and livestock from other nations to his native South Africa. He helped smuggle things on the side; it's amazing what you can hide in a big ship full of smelly animals.

He gained his powers from an Atlantean artifact that leaked.

Combat Tactics: The speed is used mostly in bursts, for quick surprises and combat advantage; he does not consider it one of his major powers.

Personality Traits: He prefers subtlety and subterfuge. He fancies himself a deep planner, but unless he has a strong leader to channel his energy, his own plans are often mundane and uninspired.

Appearance:  5'7", 140 lbs., blue eyes, black hair.

Powers: He can generate bursts of plasma for offensive and defensive purposes. He has exceptional reaction time and can run at approximately 45 MPH.

Notes: Artist unknown. Character by P. Rogers, January, 1999.

Feint originally appeared in They Might Be Characters Volume 4: Nothing But Villains.


Feint - Mighty Protectors

Strength 13 (Carrying Capacity 156 lbs., Basic HTH d6)
Endurance 12 (Save 11, Heal 1.6)
Agility 14 (Save 11)
Intelligence 17 (Save 11)
Cool 16 (Save 11, Initiative d6+1)

Hit Points 10
Power 56
Physical Defense 1
Mental Defense 1
Move 16/64 (128)
Inventing Points 9
Wealth d6
Luck 10-
Weight 140 lbs.
Total Cost 72 + 88 -20 = 140

Abilities
Heightened Attack: Damage +1 with all attacks, Damage +2 (total) with Power Blast (5 CP)
Heightened Expertise: Attack +2 with Power Blast (5 CP)
Heightened Initiative: Init +2 (5 CP)
Blue Plasma Bolt - Power Blast: Damage 2d10, Range 13”, PR=1 per use (20 CP)
Regeneration: Heal 1 hit point per 3 minutes of rest (10), Modifiers: Cannot Heal Pure Energy Damage Subtype (-2.5) (7.5 CP)
Reflexively Shoot Down Attacks - Shield: Add +4 to Physical Defense, Breakpoint +5 (7.5), Modifiers: Innate (+2.5), Requires a Save (CL @ +6) (-5) (5 CP)
Speed: Acceleration 16 per turn, Top Speed 64 (21 MPH) per round [128 (44 MPH) with Super Speed] (5 CP)
Super Speed: Add one turn per round, PR=2 per round (10 CP)
Wealth: d6 Wealth roll (2.5 CP)

Languages
Afrikaans (native, literate) (0)
English (accented, literate) (3 CP)

Gear
Armored Costume -
* Adaptation: High Temperatures, Low Temperatures (10), Modifiers: Multifunction Gear (-2.5) (7.5 CP)
* Armor: Kinetic 4, Energy 2, Biochemical 1, Entropy 2 15), Modifiers: Multifunction Gear (-2.5) (12.5 CP)

Weaknesses
Diminished Senses: Near-Sighted (-2.5)
Nemesis: Wanted by international law enforcement for smuggling crimes (Rare, More Powerful) (-12.5 CP)
Uneducated: Only one skill (Transportation/Smuggling) (-5 CP)


Combat Summary
Initiative: d6+3/d6+3 (avg 13/6.5)
Unarmed: Attack 14-, Damage d6+1 (avg 4.5)
Blue Plasma Bolt: Attack 16-, Damage 2d10+2 (avg 13)

Feint - Villains and Vigilantes

Strength 14 (Carrying Capacity 276 lbs., Basic HTH 1d6)
Endurance 12 (Heal 1.2)
Intelligence 17 (Detect Hidden 12%, Detect Danger 16%, Damage +1)
Agility 14 (Accuracy +1, Damage +1)
Charisma 16 (Reaction +/-0)
Level 4

Hit Points 8
Power 57
Move 190” ground
Hit Modifier 2.6208
Weight 140 lbs.
Basic Hits 3
Inventing Points 6.8

Powers
Heightened Speed: +150" ground move, +6 initiative.
Power Blast: Blue bolts of plasma-like energy from his hands. 13", 1d20, PR = 1, one action per turn to set up defense.
Regeneration: He cannot regenerate plasma/power blast damage
Training: +1 “to hit” with unarmed HTH.

Combat
Initiative: 1d10+20 (avg 25.5/10.5)
Unarmed: HTH +2 “to hit,” 1d6+2 damage (avg 5.5)
Blue Plasma Bolt: Power Blast +1 “to hit,” 1d20+2 damage (avg 12.5)

Feint - Living Legends

PHYS 12/d6
REFL 16/d8
DEFT 11/d6
INTL 11/d6 (PERC 16/d8)
COOL 11/d6
VITL 11/d6
Mass 64 Kgs (d4 Mass effect)
Fame 4

Powers
Heightened Speed: +1 level, two turns per round (17) [17 CP]
Power Blast: 2d8-1 Energy [pure energy] (37), Reduced Range [6”] (-1) [32 CP]
Regeneration: 1 hit per round of rest (8) [8 CP]
Shield: 6 vs. Biochemical, Blunt Kinetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (7), Innate (+3) [10 CP]
Speed Bonus: Ground move x5.33 (7), top speed and acceleration (+3) [10 CP]

Weaknesses
Diminished Senses: Nearsighted (-5)
Nemesis: Wanted by international law enforcement for smuggling crimes (Rare, More Powerful) (-x CP)


Boilerplate

Document Copyright (C) 1999, 2000, 2017, 2018 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.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

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

Monday, March 5, 2018

MP - TMBCv1 - Captain Dalia Tsila Slavik - a.k.a. Magna Lass, a.k.a. Power Girl

Background and Origin: Dalia Tsila Slavik, a.k.a. Power Girl, was a Captain in the US Army and gained her powers after volunteering for Army experiments to create a superhuman. She retains her rank, but has been assigned to a hero team based in California.

She was born and raised in Minnesota. She was raised by your birth parents, who inherited a great deal of wealth from oil and finance. Some of them met with misfortune, a cruel mental illness or a stressful situation that caused a complete breakdown.

She has the following siblings:
  • An older brother that is dead, killed in an accident; 
  • An older sister that she dislikes because of some past transgression; 
  • A twin brother that she has lost touch with; 
  • An older sister that she still keeps in touch with, but they’re not particularly close. 

She has experienced the following important events:
  • She was involved in several casual relationships, each lasting a month or more, but none become serious; 
  • She made an enemy, a clan, gang or other small group. There's lots of yelling when they're around each other. They are part of a tribe or other small group and can call on other members in need. The falling out was caused by a loss of status or face; 
  • She made a friend, a surrogate parent who offers advice, perhaps too much advice. They are a somewhat important local figure; 
  • A fire, earthquake, or other natural disaster swept her home region, forcing her to find a home elsewhere; 
  • She made an enemy, a beast or creature. It is part of a tribe or other small group and can call on other members in need. It completely ignores you. She caused the failure of some scheme or plot by the creature; 
  • A holy man visited her home region, and she spent several months as a disciple, bolstering her faith; 
  • She made an enemy, a family member. She makes them shouty-angry. They are an important figure both locally and beyond the immediate area. The rivalry grew into something stronger; 
  • She made a friend, a teacher, religious advisor or mentor. They have some close family ties that give them minor clout. 
Combat Tactics: She relies heavily on her magnetic force field for defense and her particle beam for offense. Although it is relatively easy for her to magnetically manipulate objects, she does it only rarely, and people sometimes forget she can do it.

Personality Traits: She has a good tactical sense, and is a good organizer, but has a shy personality. She has the potential to be the team leader, but for now is only the deputy leader.

Appearance: She favors conservative garb suitable for the region she is from. She has short hair. She wear a singular piece of jewelry that is one of a kind.

Powers: She can manipulate magnetic fields and generate charged particles. She can manipulate about 1 ton of ferrous metal, generate a protective energy field, and project streams of charged particles. She can sense magnetic fields, and thus when they are disturbed by objects passing through them.

Notes: Model unknown. Character by P. Rogers, January, 1999.

Magna Lass originally appeared in They Might Be Characters Vol. 1 as “Power Girl.” Yeah, okay, obviously that name was inspired by the artwork (which was actually a different photomanip of DC’s Power Girl, back in 2000, but this is better artwork, so there you go).




Magna Lass - Mighty Protectors

Strength 12 (Carrying Capacity 120 lbs., Basic HTH d6
Endurance 13 (Save 11, Heal 1.6)
Agility 10 (Save 10)
Intelligence 12 (Save 11)
Cool 10 (Save 10, Initiative d4)

Hit Points 8
Power 47
Physical Defense 1
Mental Defense 2
Move 12
Inventing Points 6
Wealth d6
Luck 10-
Weight 150 lbs.
Total Cost 57 + 100 - 15 = 142

Abilities
Experience Levels: Attack +1, Defense +1, Skills +1 (10 CP)
Magnetic Levitation - Flight: Acceleration 12, Top Speed 96 (33 MPH), PR=1 per hour, Modifiers: Fast Acceleration (15 CP)
Heightened Expertise: Attack +3 with Magnetism abilities (10 CP)
Heightened Senses: Magnetism:
  • Magnetic Manipulation: Capacity 1920 lbs., Damage 2d6 Kinetic, Range 24”, Speed 12”, PR=1 per use, Modifiers: Increased Range (12.5 CP); 
  • Magnetic Force Shield - Personal Force Field: Kinetic 4, Energy 9, Biochemical 3, Entropy 6, PR=8 to activate, Modifiers: Reduced PR (+5) (22.5 CP) 
Particle Beam - Power Blast: Damage 2d10 Energy, Range 13”, PR=1 per attack (20 CP)
Wealth: Wealth roll d6+1 (5 CP)

Gear
Bulletproof Costume- Armor: Kinetic 6, Energy 2, Biochemical 2, Entropy 2, Modifiers: Gear (5), Partial Coverage (Light) (-10) (5 CP)


Weaknesses
Dark Past: There were issues during her Army career that were conveniently “forgotten” when she volunteered for the experimental procedure. These could result in Bad Reputation or Persecuted if revealed. (-5 CP)
Compulsion: Shy (Rare, Character Hook) (-5 CP)
Responsibilities: Still an active member of the US Army and a member of a vigilante team with contracts to the City of Los Angeles (Uncommon, Major) (-5 CP)

Combat Summary

Initiative: d4
Unarmed: Attack 14-, Damage d6 (avg 3.5)
Magnetism: Attack 17-, Damage 2d6 (avg 7)



Magna Lass - Villains and Vigilantes

Strength 12 (Carrying Capacity 227 lbs., Basic HTH 1d4)
Endurance 13 (Heal 0.9)
Intelligence 12 (Detect Hidden 10%, Detect Danger 14%, Damage +0)
Agility 10 (Accuracy +0, Damage +0)
Charisma 10 (Reaction +/-0)
Level 3

Hit Points 6
Power 47
Move 36” ground
Hit Modifier 1.848
Weight 150 lbs.
Basic Hits 3
Inventing Points 1.6

Abilities
Magnetic Powers (×2): Magnetic control requires one action, PR=2, Range 24”. She can control objects for 12 turns. Her maximum capacity is 1800 lbs. (S×50×Level).
     A magnetic blast does up to 1d10 damage, depending on available capacity, and is PR=2, Range 24”;
     As a power stunt, she can ride magnetic fields, effectively flying at 36 MPH (ground move inches as MPH), PR=1 per hour.

Power Blast: By focusing her magnetic powers, she can generate a charged particle beam from her hands. Range 12", Damage 1d20, PR=1.

Heightened Senses: Her sensitivity to magnetic fields makes her almost impossible to surprise at close range, and gives her other unusual sensory abilities.

Inventions: Her costume contains a battery that gives her an extra 20 Power points, but she can only use these for Magnetic Powers, including when Magnetic Powers is successfully used for defe

Gear
Bulletproof Vest: Modified to be part of her costume. She can Roll with the Blow for twice as much to Power as normal.

Combat Summary
Initiative: d10+10 (avg 15.5)
Unarmed: HTH +0 “to hit,” Damage 1d4 (avg 2.5)
Magnetic Power: +0 “to hit,” Damage 1d10 (avg 5.5)
Particle Beam: Power Blast +0 “to hit,” Damage 1d20 (avg 10.5)


Magna Lass - Living Legends [142 CP]

PHYS 11/d6
REFL 7/d4
DEFT 7/d4
INTL 7/d4 (PERC 11/d6)
COOL 7/d4 (APP 11/d6
VITL 7/d4
Mass 68 kg (d4 Mass effect)
Fame 13/d6

Skills: 6 @ +2 levels (5) (+7) [13 CP]
Negotiate: (INTL/G), d8 effect
Tactics: (INTL/G), urban, d8 effect
Vehicle: (DEFT/S), helicopter, d6 effect
Weapon: (DEFT/G), power blast, d8 effect
Weapon: (DEFT/G), rifles, d8 effect
Weapon: (DEFT/G), telekinesis, d8 effect


Legal Powers: Military Rank [captain in the US Army] (1), Vigilante License (1) [2 CP]

Powers
Magnetic Force Field - Armor Generation: 6 vs. All Physical (17) [17 CP]
Magnetic Levitation - Flight: Acceleration 16”, top speed 48” (13), Miscellaneous Restriction [costs 1 NRG per hour of use] (-2) [10 CP]
Sensitivity to Magnetic Fields - Heightened Sense: New Basic Sense (2), detects magnetism, Range (+3), Global (+5) [6 CP]
Particle Beam - Power Blast: 2d8-1 Energy [particle beam] (37), Reduced Range [6”] (-1) [32 CP]
Particle Beam Counterblast - Shield: 5 vs. Biochemical, Blunt Kinetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (1), Innate (+3) [1 CP]
Magnetic Manipulation - Telekinesis: 820 kg., d10 Effect (34), Range [12"] (+0), Miscellaneous Restriction [can only move ferrous targets] (-2), Time Limit [bounded duration, 24 rounds] (-3), NRG Cost [1 to activate] (-1), Not on Self (-2) [11 CP]

Weaknesses
Dark Past: There were issues during her Army career that were conveniently “forgotten” when she volunteered for the experimental procedure. These could result in Bad Reputation or Persecuted if revealed. [-10 CP]
Quirk: Shy [-5 CP]
Responsibilities: Still an active member of the US Army and a member of a vigilante team with contracts to the City of Los Angeles (Uncommon, Major) [-5 CP]


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Document Copyright (C) 1999, 2000, 2017, 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

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 .