Chris' Character

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Chris B

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Apr 21, 2018, 7:09:02 PM4/21/18
to CHAMPIONS of the Northwest
Hi Tyler,

Here is a preliminary look at a character concept for your game.  I think I may like this one a little bit better than my first idea, so I wanted to submit it to see what you think.

Please have a look and let me know your thoughts.  I will post a quick summary and the back story below, in case you are interested.

Thanks for your help!

 - Chris


Summary:

One-trick pony, focused on Drain.  She is a mutant, infected prebirth by multiple diseases (as her mom worked at the CDC) that changes her DNA.  As a child with a ton of infections, her story made national news, but eventually faded into the background.  This impacted her future social interactions, though.

I added extra Complications, so please review them and let me know which ones you like or propose new Complications that may fit better.

About the powers in the slots:

 - has Alterable Origin Point, since touching her anywhere could transmit the disease

 - I was thinking of X-Men's Rogue, in that any touch causes the power to activate, but it is expensive to setup as "always on".

 - I did want to have the flavor that the power can't transmit through some materials (medical gloves, rubber, latex, etc). I tried NND, but I didn't want the power to be thwarted if the baddie has a small rubber Be Strong wristband on in support of cancer.  Thus, I created the Limited Power disadv "Only through skin or porous material" to simulate the same effect.  Thus if the bad guy is covered in a wet suit, then I could touch their face and still use the power.

  - Since this is biological in Special Effect, I thought it woudl be silly to be able to impact Lucky Shot's bow or The Occultists' artifacts.  However, I should be able to impact Iron Maiden's TK (since it is her cells generating the field), so I added the disadv Limited Special Effect "Inborn abilities".  Inborn defined as natural to a person or animal.

 - I also took Limited Range.  I was going to take No Range, to indicate touching, but I think she could also choose to transmit the disease through breathing, sweating, spitting, blood, and/or other very short ranged methods if she wanted.  This would actually be a great combo with Lucky Shot, as she licks a q-tip and Lucky Shot shoots it on an arrow into the bad guy! :P

I built it on 230, assuming I'd get the bonus points, but if I don't I will reduce some skills/talents to compensate.



History/Background:

Born in Atlanta, GA to Roger Bailey (a physician) and Gloria Hembert (a chemist), Jo Anne grew up in a loving upper middle-class family.  Gloria works for the Center for Disease Control and Roger is a partner in a small practice.  Jo Anne’s early life was happy and productive.  To keep active and spend time with other kids, she started martial arts training in Tang Soo Do at age seven.  As an introvert, Jo Anne had a small group of trusted friends and spent more time inside than with the other kids in the neighborhood.  Life at this time was great, until puberty.

Working at the CDC exposed her mother, Gloria, to many infectious diseases, viruses, and other nasty parasites.  During her pregnancy, Gloria was involved in an incident that exposed her to several of the worst viruses and diseases on the globe.  Tuberculosis, the Norovirus, Ebola, and Rabies are just a few of the maladies she came in direct contact with.  Fortunately, her immunizations and quick reaction to established decontamination protocols prevented Gloria from being infected… or so they thought. 

While Gloria came through unscathed, the pestilence and subsequent antibiotics, impacted her unborn baby, changing Jo Anne’s DNA, and her future, forever.  Puberty was the trigger for the mutations in her DNA, and by age 14, Jo Anne gradually became very sick.  The doctors were amazed at the amount of bacterial and viral organisms in her system.  Antibiotics didn’t curb the infection, and to everyone’s surprise, they seemed to cause her more damage.  The CDC became involved and ran every test they knew.  The only reaction was bewilderment as to why this little girl was not dead, and to their surprise, seemed to be thriving.  Jo Anne would be monitored by the CDC for the rest of her life, her progress and physical well-being tracked and logged.

Jo Anne stayed in isolation for almost a year, until one day, the authorities decided she was not contagious and released her.  The pestilence remained, and seemed to thrive, so some precautions were taken, but in all, she appeared to be able to control these highly infectious and deadly viruses and disease. 

Because of her unusual case, Jo Anne’s story was in the news frequently, and her release made the national circuit.  While many in the Country supported her and sympathized with her plight, when she returned to school, she was an instant pariah.  Despite her precautions, such as special clothing made of neoprene and other material, life was hard for her freshman year of high school, as many of her classmates stayed clear and ridiculed from a safe distance. 

Depression began to set in and Jo Anne leaned heavily on her introverted tendencies to cope.  Luckily, her closest circle of friends stayed at her side, supported her recovery, and began a social campaign to clear her name.  Also during this time, she augmented her martial arts training with a new-found love of computers and discovered a raw talent for coding.  Her parents enrolled her in a private school in a neighboring suburb for her sophomore year, and Jo Anne was once again accepted into society, with trepidation.  The students didn’t stop staring and talking about the sickly looking new girl, but at least she wasn’t berated outright.  In fact, her programming skills and her striking looks opened the door for acceptance by the nerdy clicks.

After graduating Georgia Tech University with a degree in Computer Science, Jo Anne decided it was time to move away from Atlanta and start a new life.  With the growing tech sector in Cooper City, she packed up her things and moved out West.  She was quickly hired by SAP, a global financial systems company, where she upgrades and patches the financial systems for many of the global Fortune 500 companies.

After a year in Cooper City, Jo Anne is really settling in.  She found a dojo to practice Tang Soo Do, and made a few new friends.  Unfortunately, she continues to be monitored by the local CDC office, as her case followed her Westward, as well.  Unhappy with the growing crime in the city and at the behest of a friend, she volunteered her computer programming services to the local Police and Sheriff’s Departments.  Instead, they put her in the Canine unit, where she tends to the new Police Dogs on nights and weekends.  This random act turned out to be very therapeutic for Jo Anne, as the dogs love unconditionally.

Wearing special clothing and the required weekly blood tests are constant reminders of her curse.  It took years, but Jo Anne eventually learned to control and even manipulate the diseases that swirled within her.  She had not felt ill for decades and discovered she could change the virus or disease that held dominance within her, to the point of projecting the infection in various doses at a limited range.  The latter was revealed by accident.

Jo Anne’s naturally pleasing looks and southern charm frequently attracts the attention of men, and some women, who ask her out.  On several occasions, some of the pickup artists would not take No for an answer and some even tried to bully her, physically or emotionally.  In response, Jo Anne would use her “gifts” to get out of trouble by infecting these malcontents with an appropriate ailment and dosage.  The disease always wore off quickly, but it bought her enough time to leave the scene.  Eventually, she perfected the techniques, and this led to her secret life as a local vigilante. 

Recently, Jo Anne set out to look for trouble.  Still concerned by the raising crime rate, she would walk around the downtown area, and if she saw wrongdoing, she would head towards it, instead of running away.  This led to several confrontations with low-level criminals, such as purse snatchers, gang members looking for a fight, and drug dealers.  Occasionally, she would get in deeper than she hoped, but managed to rely on her plagues and marital training to get out alive.  Even though the vigilantism doesn’t make much of an impact in the crime rate, she feels good being able to turn a curse into a benefit for a handful of her fellow citizens.







Pestilence (preliminary).pdf
Pestilence.hdc

Shane West

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Apr 21, 2018, 11:28:45 PM4/21/18
to CHAMPIONS of the Northwest
Chris a few things to tidy up your character.
The multipower core wasn't purchased with the disadvantage "Limited Power (Only through skin contact or porous material) (-1⁄4),
Limited Range (-1⁄4)" but every power under the multipower was. Put these also in the core multipower pool then it would only cost the multipower 35 (maybe 34 depending on rounding) points. This would give you back 13 points.
The beautiful and frightening appearance is a bit odd. How does this work? You are frightful beautiful? Does your power make you look scary?
The CDC just watches you - is this to see if you cause an outbreak to a city or town?
I like the SAP but that's just me :)
Maybe with the extra points you got back from multipower use it for teamwork or an accounting skill?
If your character works for the K-9 division Shane will know you. What do you do for the K-9 unit?

Chris B

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Apr 22, 2018, 12:48:07 AM4/22/18
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Thanks for the input, John!  Below each question/comment is my response.

On Sat, Apr 21, 2018 at 8:28 PM, Shane West <portlan...@gmail.com> wrote:
Chris a few things to tidy up your character.
 
The multipower core wasn't purchased with the disadvantage "Limited Power (Only through skin contact or porous material) (-1⁄4),
Limited Range (-1⁄4)" but every power under the multipower was. Put these also in the core multipower pool then it would only cost the multipower 35 (maybe 34 depending on rounding) points. This would give you back 13 points.

I wasn't sure if this would apply to the "point battery", so I didn't add it.  I will do so, however.  Thanks!

 
The beautiful and frightening appearance is a bit odd. How does this work? You are frightful beautiful? Does your power make you look scary?

It is mainly a boost to her Presence.  Her looks disarm most people and opens doors (the Beautiful (positive)); while if she wanted/needed to threaten someone, she would get that crazy demented look, turn her skin a pale green color, talk about how she could infect them with the worst diseases on the planet, and maybe (if allowed for for special effect), cause a sickly green cloud outline her.  She may be charming and gorgeous, but if someone learned what she carries inside of her, they would be terrified of a simple touch.
 
The CDC just watches you - is this to see if you cause an outbreak to a city or town?

Yes, they take samples of her blood periodically, try to track whom she comes in contact with, and all around tries to ensure she doesn't cause an outbreak.  They move pretty slowly, though, as government agencies do.  It is her special version of a government watch dog.  However, imagine how they would react if they found out she is using her "gift" to fight crime by infecting people with TB, the Norovirus, Ebola, or Rabies! 😜
 
I like the SAP but that's just me :)
Maybe with the extra points you got back from multipower use it for teamwork or an accounting skill?

LOL, I'll find something to spend them on.  SAP is our current accounting system at the County (even though we are changing to Workday in a couple of months), and it seems like a sensible company to get a programing job, as they are in high demand.
 
If your character works for the K-9 division Shane will know you. What do you do for the K-9 unit?

I added this to create an avenue to know your character (and maybe others).  She just volunteers with the dogs, cleaning their cages, feeding them, helping the trainers (you) with the training (as they ask), taking the dogs for walks, playing with them, that sort of thing. It also seemed sensible, since she can't infect any of them (human diseases and viruses aren't usually transferable), so she can pet them with her hand (as long as she sterilizes them afterwards).  If Shane has immunity to diseases (because of his "condition"), then they would likely become friends.

Thanks again, John!

 - Chris

Shane West

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Apr 22, 2018, 1:15:31 AM4/22/18
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Unfortunately I did not purchase the Life Support - Immune to all diseases.
If you can play with the dogs maybe your powers do not work against animals (hint hint more points)
If Tyler would be ok with it I could classify my character as "animal" that way for some reason your powers wouldn't effect me.

An Aura of green vapors - I'm already scared :)
I feel the Presence attacks already about to happen.

I've worked in SAP for a very long time. One of the better systems out there (after using some other mid-level company software). Never used workday - I'll have to check that out.

Chris B

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Apr 24, 2018, 1:01:22 AM4/24/18
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Hi Everyone,

Here is the latest version of the character.  I decided to not take the Trigger Touch attack for two reasons: 1) she is suppsoed to not be contagious or the CDC will lock her down; 2) I guess there is such things as a Casual Use of a power (Complete Champions pg.12), which says...

A character can make Casual Use of any ability that he
uses as an attack (typically STR or an Attack Power). This
means the character uses the ability without conscious
effort as a Zero Phase Action...


When a character uses an ability Casually, he uses it at
half effect (or less, if he prefers). For example, a character
with Blast 12d6 has a “Casual Blast” of 6d6; a character
with STR 50 has a Casual STR of 25; and so on. Using an
ability Casually costs END as normal, but only for the
amount of the ability he’s using (i.e., he would pay END
for a 6d6 Blast, not 12d6). If desired, the GM can extend
this rule to trivial non-attack uses of Powers, such as a
character using his Fire Blast to light candles.


Thus, this is basically the same thing, and could be what happens if she is startled, unconscious, anxious, or whatever (as Tyler decides).

In lieu of that, I bumped up her Martial Art to make it more story worthy (I already had the maneuvers, Breakfall, and was planning on the Combat Skills, and just need a couple of extra things to complete the style).

I also streamlined the Complications.  Tyler, please let me know which you like best for the story.  I have 55CP, and am happy to keep them if it makes sense.  Otherwise, I'd be happy to pair them down, as they can be changed later.  Honestly, I love the Complications the most in this game, as it really frames the underlying character.

Anyway, have a look as desired, rip it apart, and make suggestions\comments\derision.

Thanks!

 - Chris


Power\Tactics:

Powers are based on terrestrial diseases (Viruses & Bacteria) that attacks the subject's biology.  The diseases have a severely limited lifespan, but in trade it impacts the subject much more rapidly than the natural version.  The diseases are not contagious.  The power only impacts Inborn Abilities; which means only internal biological characteristics, powers, and effects can be drained (such as natural strength, strength generated by innate TK powers, strength gained from increased mass, and spells from a magician's personal connection to magical energy).  Characteristics, powers, and effects generated by machinery, external magical talismans, or other non-biological means (generally Foci) are not affected by the drain powers.

In combat, her primary tactic is to use her Martial Strike to hit and deliver the drain effect as a single Combined Attack.  A secondary tactic (for less exposed NPCs) is to make a Grab maneuver, then make skin contact with the target.  Third, she will use block as much as needed to remain unharmed.  I also plan to use the environment to great effect and act as a supporting character for my colleagues' (such as using a Presence Attack to distract and confuse their opponents).


Updated History:

Born in Atlanta, GA to Roger Bailey (a physician) and Gloria Hembert (a chemist), Jo Anne grew up in a loving upper middle-class family.  Gloria works for the Center for Disease Control and Roger is a partner in a small practice.  Jo Anne’s early life was happy and productive.  To keep active and spend time with other kids, she started martial arts training in Aikido at age seven.  As an introvert, Jo Anne had a small group of trusted friends and spent more time inside than with the other kids in the neighborhood.  Life at this time was great, until puberty.

Working at the CDC exposed her mother, Gloria, to many infectious diseases, viruses, and other nasty parasites.  During her pregnancy, Gloria was involved in an incident that exposed her to several of the worst viruses and diseases on the globe.  Tuberculosis, the Norovirus, Ebola, and Rabies are just a few of the maladies she came in direct contact with.  Fortunately, her immunizations, radiation therapy, and quick reaction to established decontamination protocols prevented Gloria from being infected… or so they thought. 

While Gloria came through unscathed, the pestilence and subsequent treatments, impacted her unborn baby, changing Jo Anne’s DNA, and her future, forever.  Puberty was the trigger for the mutations in her DNA, and by age 14, Jo Anne gradually became very sick.  The doctors were amazed at the amount of bacterial and viral organisms in her system.  Antibiotics didn’t curb the infection, and to everyone’s surprise, they seemed to cause her more damage.  The CDC became involved and ran every test they knew.  The only reaction was bewilderment as to why this little girl was not dead, and to their surprise, seemed to be thriving.  Jo Anne would be monitored by the CDC for the rest of her life, her progress and physical well-being tracked and logged.

Jo Anne stayed in isolation for almost a year.  During this time, she focused heavily on her Aikido training and school work to pass the time and stay active, until one day, the authorities decided she was not contagious and released her.  The pestilence remained, and seemed to thrive, so some precautions were taken, but in all, she appeared to be able to control these highly infectious and deadly viruses and disease. 

Because of her unusual case, Jo Anne’s story was in the news frequently, and her release made the national circuit.  While many in the Country supported her and sympathized with her plight, when she returned to school, she was an instant pariah.  Despite her precautions, such as special clothing made of neoprene and other material, life was hard for her freshman year of high school, as many of her classmates stayed clear and ridiculed from a safe distance. 

Depression began to set in and once again, Jo Anne leaned heavily on her martial arts and introverted tendencies to cope.  Luckily, her closest circle of friends and dojo stayed at her side, supported her recovery, and began a social campaign to clear her name.  Also, during this time, she augmented her martial arts training with a new-found love of computers and discovered a raw talent for coding.  Her parents enrolled her in a private school in a neighboring suburb for her sophomore year, and Jo Anne was once again accepted into society, with trepidation.  The students didn’t stop staring and talking about the sickly looking new girl, but at least she wasn’t berated outright.  In fact, her programming skills, striking looks, and new Aikido black belt opened the door for acceptance by the nerdy clicks.

After graduating Georgia Tech University with a degree in Computer Science, Jo Anne decided it was time to move away from Atlanta and start a new life.  With the growing tech sector in Cooper City, she packed up her things and moved out West.  She was quickly hired by SAP, a global financial systems company, where she upgrades and patches the financial systems for many of the global Fortune 500 companies.

After a year in Cooper City, Jo Anne is really settling in.  She found a dojo to practice Aikido and made a few new friends.  Unfortunately, she continues to be monitored by the local CDC office, as her case followed her Westward.  Unhappy with the growing crime in the city and at the behest of a friend, she volunteered her computer programming skills to the local Sheriff’s Department.  Instead, they put her in the Canine unit, where she tends to the new Police Dogs on nights and weekends.  This random act turned out to be very therapeutic for Jo Anne, as the dogs love unconditionally, and she discovered they couldn’t be infected by her diseases.

Wearing special clothing and the periodic blood tests at the CDC are constant reminders of her curse.  It took years, but Jo Anne eventually learned to control and even manipulate the diseases that swirled within her.  She had not felt ill for decades and discovered she could change the virus or disease that held dominance within her, to the point of projecting the infection in various doses at a limited range.  The latter was revealed by accident.

Jo Anne’s naturally pleasing looks and southern charm frequently attracts the attention of men, and some women, who ask her out.  On several occasions, some of the pickup artists would not take No for an answer and some even tried to bully her, physically or emotionally.  In response, Jo Anne would use her “gifts” to get out of trouble by infecting these malcontents with an appropriate ailment and dosage.  The disease always wore off quickly, but it bought her enough time to leave the scene.  Eventually, she perfected the techniques, and this gave her the courage to engage in a little crimefighting. 

Recently, at night, Jo Anne tenaciously looks for trouble.  Still concerned by the raising crime rate, she would walk around the downtown area, and if she saw wrongdoing, she would head towards it, instead of running away.  This led to several confrontations with low-level criminals, such as purse snatchers, gang members looking for a fight, and drug dealers.  Occasionally, she would get into more trouble than she hoped, but managed to rely on her plagues and marital training to get out alive.  Even though the vigilantism doesn’t make much of an impact in the crime rate, she feels good being able to turn a curse into a benefit for a handful of her fellow citizens.


Pestilence (preliminary_v4).pdf
Pestilence (v4).hdc

Chris B

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Apr 24, 2018, 11:58:56 PM4/24/18
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Personality/Motivation:

Jo Anne understands the exceptional value of loyalty and the need for close friends.  Despite her introverted tendencies and desire to be alone, without the love and care of others during her darkest times, she doesn’t believe she would be alive today.  As such, she is willing to let others into her life, despite the risk of getting hurt.  She also feels a desire to pass it forward.  However, she is fearful of being ostracized again.  Once she trusts someone and admits them into her inner circle, she is tremendously loyal and will do nearly anything for them.

Toward strangers, Jo Anne is approachable and easy to talk to, always starting with a smile to mitigate tension.  She is charming, honest, and agreeable.  However, social interaction depletes her internal batteries, and she seeks solitude as much as possible.  This has been heightened by society’s apprehension of her biological curse.  Her favorite “escapes” are coding, Aikido, movies, and reading books.

 

Aikido has taught her that patience, hard work, and following through to completion are the hallmarks of success.  When life is difficult, and tasks appear insurmountable, there is always a way.

Quote: “New home, fresh start.  Let’s do something good.”

Chris B

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Apr 26, 2018, 7:04:42 PM4/26/18
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For The Record: Rule Question & Answer

Question asked by BoloOfEarth:

 

I know that Adjustment Powers that affect Defense Powers or defensive Characteristics (e.g. STUN) are halved  However, is this halving done before or after subtracting Power Defense? 

 

For example:  Leech buys a 6d6 Drain CON, and uses it on Defender.  Leech rolls 20 points of effect, and Defender (luckily) just added 10 points of Power Defense to his armor.  Does Leech's Drain do nothing (20 / 2 = 10 - 10 Power Defense = 0), or cause Defender to lose 5 CON (20 - 10 Power Defense = 10 / 2 = 5)

Thanks!


Answer by Steven Long:

That's in the FAQ somewhere:  Power Defense applies first, then any remaining “damage” suffered by the target is half effect as described in the rulebook.

Shane West

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Apr 26, 2018, 7:21:39 PM4/26/18
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Why is it half? Shouldn't the drain effect be 1 point per point drained (at least for CON or STUN). 
Shouldn't it be 20-10=10 the 10 drains the CON by -10. To purchase Con up only cost 1 point so it would naturally drain 1 for 1.
Maybe this is a new rule I missed.

If this is the new rule then if you want to drain speed would it be the same? Same rolls above but would drain 5 speeds down?

Mark Jones

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Apr 26, 2018, 7:27:42 PM4/26/18
to Shane West, CHAMPIONS of the Northwest
I think the idea was to make Drains less effective against defense abilities, so you can't so easily strip someone of their defenses--but it will still be effective in draining attack or movement powers.

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Chris B

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Apr 26, 2018, 7:51:04 PM4/26/18
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Yeah, in the Adjustment Powers section on page 46 is says:

ADJUSTING DEFENSE POWERS
The effect of any Adjustment Power that increases or decreases
any of the following is halved: any Defense Power; the
Characteristics CON, DCV, DMCV, PD, ED, REC, END, BODY,
and STUN; and any other ability the GM designates as primarily
defensive in nature. EGO, PRE, Desolidification, and similar
abilities do not count as “defensive abilities” for this purpose,
even though they have defensive functions.

I figure the Power Defense question may come up, since that is my main power.

 - Chris

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Shane West

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Apr 26, 2018, 8:03:42 PM4/26/18
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What if you want to drain power defense? 

Chris B

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Apr 26, 2018, 9:32:35 PM4/26/18
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Same, the current Power Defense subtracts first, then the remaining amount is halved, then subtracted from PD.

Luckily, I don't do that : )

On Thu, Apr 26, 2018 at 5:03 PM, Shane West <portlan...@gmail.com> wrote:
What if you want to drain power defense? 

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Chris B

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Apr 26, 2018, 9:33:15 PM4/26/18
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PD = Power Defense, sorry for abbreviating.

On Thu, Apr 26, 2018 at 6:32 PM, Chris B <chrisj...@gmail.com> wrote:
Same, the current Power Defense subtracts first, then the remaining amount is halved, then subtracted from PD.

Luckily, I don't do that : )
On Thu, Apr 26, 2018 at 5:03 PM, Shane West <portlan...@gmail.com> wrote:
What if you want to drain power defense? 

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Chris B

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Apr 27, 2018, 9:38:24 PM4/27/18
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Same basic character, different character sheet format (like Mark's).  I did remove a couple of Complications to bring it to 40, and reduce a few skills to increase CON from 10 to 16 (minimize CON stun).

 - Chris
Pestilence - Jo Anne Bailey RTF (preliminary_v5).pdf
Pestilence (v5).hdc
Pestilence (preliminary_v5).pdf
Pestilence - Jo Anne Bailey (preliminary_v5).rtf

Chris B

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Apr 29, 2018, 11:57:16 PM4/29/18
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I was reading the Complications section of the Complete Champions during my daughter's swim meet, and I discovered a "complication" <pun intended> with my Susceptibility.  As such, I decided to do a deep dive into my complications and define how they manifest and impact both my character (role-play) and the game (mechanically).  Below is my assessment to help Tyler.

Of note, one aspect of Modiphius' Star Trek Adventures (and the 2d20 system) is the introduction of Values.  Values work like Complications, especially how we use them in our games.  The player chooses four Values for their character that define their key points of view at various times of their lives.  Most Values have both positive and negative applications, but if a value is one sides, it is offset by a value on the other side.  For example, "That which doesn't kill you makes you stronger" would mean the character feels hardship is a building tool.  If a friend is going through a tough time, they may not intervene, at least not right away.  On the other hand if someone has had iteasy all their lives, the character may feel they are soft and unworthy of respect.  In 2d20, the GM can challenge a Value by placing the PC in a situation where they need to either embrace the tenant or challenge it and go against it.  In either case, they get a point of determination that is the same as our Hero Tokens.

I mention this, as I tried to make the Complications match this value system (as much as possible), and I added a few Values as quotes to show the thoughts of Pestilence.

Anyway, please have a look and let me know your thoughts (if desired).  If you feel a Complication os inappropriate, difficult to use, or if there are alternatives, I'd love to hear about them.

 

 

5    Distinctive Features:  Aikido Martial Fighting Style (Not Concealable; Noticed and Recognizable; Detectable only by other Martial Artists)

This is a standard complication that seems to be almost required to fully claim a specific Martial Art style (Hero System 6th – Martial Arts pg. 9).  The effects are on pg. 209 of the same book.

The main effect of this Complication is that an observer can more easily track down Jo Anne due to her skills (ex: a reporter observes a battle and attempts to track down the participants.  They take the footage to a friend that knows martial arts, who identifies her style as Aikido, and says she is very good (high belt status).  Then, he is able to narrow his search to advanced Aikido practitioners with the same basic height and build, which makes his job easier).  It also allows adversaries to make an Analyze skill test at +2 to identify the style, thus anticipate attacks.

 

5    Physical Complication:  Contact with Skin May Infect People w/Random Illness (Infrequently [usually when emotion is high]; Barely Impairing [limits physical contact with people and necessitates wearing protective clothing as a precaution])

      Notes:   (the GM will initiate the Casual Use rule (CC pg12) of  a random slot in the Pestilence Multipower as the effect)

The main effect is that Jo Anne can become contagious to the touch, when she loses control of her “germs”.  This usually happens when she is in a highly emotional state (Infrequently), which can include being very angry, sad, fearful, amorous, or another primal emotion.  It may also kick in when she is startled or exhausted (all depending on what the GM needs).

The impact in the game is that she has a chance to contaminate others (Barely Impairing).  While this may include adversaries (which could be a benefit on rare occasions), it mainly impacts those she is in contact with on a regular basis (her friends, family, coworkers, store cashiers, business associates, etc.).  Because she knows there is a small chance to contaminate someone, this disadvantage is a potential amplifier of her Psychological Complication (see below). 

This complication is from a previous idea made during our last gaming session (the Trigger power slot).  I initially removed it, as I didn’t want her to be completely infectious, but due to the limitation (and new lower value) of the Susceptibility complication, I added it back in at a reduced level to makeup the required points.  Plus, it fits her powers and would make a good role-play initiator.

 

10   Psychological Complication:  Fear of being labeled as Diseased (earning a Negative Reputation Complication) (Uncommon; Strong)

The main effect is that due to her past, Jo Anne is hyper sensitive about how others think about her and her “gifts”.  She doesn’t want to be a pariah ever again and will take irrational action to minimize being in that situation in the future.

The impact in the campaign is that if she thinks her “gifts” could cause others to dislike or chastise her, she will limit her use of these powers.  For instance, if her real identity may be connected to her power use, she may rely solely on her Martial Arts or fight in some other way.  She will also go out of her way to minimize physical contact with others (including foregoing shaking hands without gloves, hugging, etc.) or excuse herself from an event or activity.  This takes a toll in her private life, as she tries to distance herself from prospective suitors, limits participation in group activities, and she may come across as anti-social to some people.

10   Hunted:  CDC Infrequently (More Powerful; Ext Non-Combat Influence; Watching)

The main effect is that the CDC is watching her case relatively close.  She is required to submit frequent blood samples for analysis and her movements are recorded (through self-reporting), as she is a part of a long-term study by the organization. 

The impact in the campaign is the threat of a watchdog following the team’s activity.  If they receive reports of criminals getting ill with unique diseases after an engagement with the team, then they may investigate to find the cause, and they may even arrive during a fight to observe the action (and possibly becoming innocent bystanders).  If they find out she is using her “germs” as an offensive weapon, it is likely to cause a lot of problems for her and the team.  She may also have a time requirement to submit a report or provide a blood sample while the team is engaged in a case.

10   Susceptibility:  Antibiotics 3d6 damage per Turn (Uncommon; Must Be Ingested/Injected)

The main effect is that a savvy adversary that discovers her power special effect, may conclude that diseases may be killed with antibiotics.  As such, they may make an attack to inject or force Jo Anne to ingest these drugs.  In addition, a helpful medic may unwittingly inject her with antibiotics, causing the same effect.  I was thinking I should have her sport a medical alert bracelet/necklace saying she is allergic to antibiotics because of this.  What do you think?

The campaign impact is that the 3d6 per Turn effect will generally offset her post Phase 12 recovery of STUN, thus potentially minimizing her longevity in combat.  The GM will be required to determine how long the drugs stay in her system before they are disbursed by her diseases.  If she falls unconscious while the antibiotics are still active in her system (or new ones injected), the STUN will include BODY damage (per the rules CC pg.129).  This could quickly become deadly for her, if her companions don’t intervene.  Otherwise, antibiotics will generally have no effect outside of combat (she can take a recovery for one of her phases and stay ahead of the STUN).

I made this Uncommon, as most criminals and supervillains don’t have antibiotics in their standard kits. The Ingested/Injected imposed a -10 penalty (CC pg. 129, that wasn’t in Hero Designer), so I increased the effect’s frequency from “every minute” to “every turn” and added the Physical Complication to get the full amount of Complication points.


My added quotes:


"Family and close friends are worthy of my trust; be friendly but cautious of all others."


"That which doesn't kill us, makes us stronger."


"Be kind, for everyone you meet is fighting a hard battle."

Chris B

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Apr 30, 2018, 11:43:22 AM4/30/18
to Ty, CHAMPIONS of the Northwest
Hi Tyler,

Please find attached my official character submission for your game.  I wasn't sure if you were reviewing the latest version on the Google Groups, or if you were awaiting a formal submission.  Either way, this will serve as the official request.

There isn't much of a change since the last version.

Please have a look and let me know if I can answer any questions.

Thank you for your time!

 - Chris
Pestilence - Jo Anne Bailey (submit).pdf
Pestilence (submit).hdc
Pestilence - Jo Anne Bailey (submit).rtf
Message has been deleted

Ty j

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Apr 30, 2018, 12:03:04 PM4/30/18
to CHAMPIONS of the Northwest
Hi, so I have looked this over and just have a few questions/concerns before I approve this character.

I don't think I am going to allow beautiful and frighting as a talent (you could buy frightening as some kind of power).  It's just hard to justify frightening as a natural thing and its more of a villainous thing to be both frightening and beautiful (like Poison Ivy or Mystique).

Need a little background on the suit and looking at it the impermeable portion works against you or is it meant that parts of your suit is gloves and mask that you take on and off?  Also can you help me with the math on it, I see without your armor you have 2 PD/ED but with you have 20, yet when I look at the power it only adds to 15 and not 18.  Am I missing something?

I also see you have limited range on that. According to the book with that limitation to the range is set by the GM, in this case I think I will set it to 4m (half the normal range).  So at 5m-9m its negative 2, 8m-16m is negative 4 and so on.  Does this work?

Please let me know if you have any questions.

Chris B

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Apr 30, 2018, 1:58:00 PM4/30/18
to Ty j, CHAMPIONS of the Northwest
Hi Tyler,

Thanks for looking at the character.  My responses will be below each question.

Thanks!


I don't think I am going to allow beautiful and frighting as a talent (you could buy frightening as some kind of power).  It's just hard to justify frightening as a natural thing when you have a disad that your character is beautiful, might also look at cutting that disad since then it doesn't really work as a talent as well.

In the current version, I no longer have a Complication regarding the character's looks.  I took the "Beautiful..." Striking Appearance to simulate her extra charm and traditional good looks to make people agree with her.  Also, I took "...and Frightening" Striking Appearance to simulate her ability to intimidate someone using her power's special effect.  In game, she gets that crazy look and talks about how she will infect them with the world's worst diseases if they don't obey as a puke green cloud forms around her (since Drain requires a visual effect, in itself).

I can remove the intimidation (...and Frightening), if you'd prefer.
 

Need a little background on the suit and looking at it the impermeable portion works against you or is it meant that parts of your suit is gloves and mask that you take on and off?  Also can you help me with the math on it, I see without your armor you have 2 PD/ED but with you have 20, yet when I look at the power it only adds to 15 and not 18.  Am I missing something?

For defense, I took several various options to get to the total 20 PD\ED. 

 + 2  PD\ED is from my innate ability
 + 3 rPD\rED is from Combat Luck (to simulate her martial defense prowess)
 +10  PD\ED from the overall mesh in the suit
 + 5 rPD\rED from the inlaid carbon fibers within the suit

I made the suit Impermeable to match her Complications, as she doesn't want to accidentally infect anyone due to brushing up against them or someone doing CPR on her unconscious body.  She will wear long gloves with the fingers exposed, so she can deliver her Drain a little more surgically (via a punch, and not just while blocking).

As for a backstory on the suit, I was thinking she had a group of engineering friends at Georgia Tech that were working on a lightweight carbon fiber cloth they fashioned into a body suit for use by law enforcement or military.  Since she wrote a program to help them model the suit and test it virtually, they agreed to make her a couple to "try out" when she went out West.  I'm open to suggestions, though.  Honestly, I just wanted some protection.
 

I also see you have limited range on that. According to the book with that limitation to the range is set by the GM, in this case I think I will set it to 4m (half the normal range).  So at 5m-9m its negative 2, 8m-16m is negative 4 and so on.  Does this work?

I was going to take No Range (aka Touch attack), but I thought that many times germs are delivered through sneezing, saliva, breath, or other very short range methods.  As such, I was thinking the range would be 1m - 2m (or as far as I could spit or fling sweat, LOL!).  Most of the time, it will be a touch attack (using martial arts), but I could see her breathing softly onto a person she's charmed, sweat dripping onto someone she has pinned, or even moving her bare arm close to the skin of someone she is intimidating (with the "...and Frightening" Striking Appearance) allowing the germs to cloud up and jump onto their skin in a show of force.  Thus, range is more biological and uses the "can I transmit a live virus using this" reasonableness check.

I hope this helps.  Please let me know if I can clarify something or if I can answer any additional questions.

 - Chris
 

Chris B

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Apr 30, 2018, 11:08:46 PM4/30/18
to CHAMPIONS of the Northwest
Hi Tyler,

Here is an updated version of the character.  I removed the Intimidate half of Striking Appearance, and added back TF:Motorcycles.

Please let me know if I can answer any questions.

 - Chris
Pestilence - Jo Anne Bailey (preliminary_v6b).pdf
Pestilence (v6b).hdc
Pestilence - Jo Anne Bailey (preliminary_v6b).rtf

Ty j

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May 4, 2018, 1:44:57 PM5/4/18
to Chris B, CHAMPIONS of the Northwest
Hi looking this over it looks good.  Just wanted to mention that since there are exposed parts on the hands if someone targets your hand, with the -to OCV for targeting a hand, your suit won't be able to protect that.  Not saying guys will auto target your hands or anything just wanted to make that clear.  For the most part though regular blasts and hits will be directed at your chest like usual.

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Chris B

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May 4, 2018, 2:11:52 PM5/4/18
to CHAMPIONS of the Northwest
On Friday, May 4, 2018 at 10:44:57 AM UTC-7, Ty j wrote:
Hi looking this over it looks good.  Just wanted to mention that since there are exposed parts on the hands if someone targets your hand, with the -to OCV for targeting a hand, your suit won't be able to protect that.  Not saying guys will auto target your hands or anything just wanted to make that clear.  For the most part though regular blasts and hits will be directed at your chest like usual.

Yes, I figure the Physical Complication will become a thing at times, but I tried to limit it as much as possible by taking the Infrequently stat.  I don't expect you'll trigger the Casual Use effect to help subdue her adversaries :)  Rather, it is most likely to come into play if I accidentally brush up against someone.  Luckily for me, this doesn't transmit the full disease (unless you need it to, of course). 

Outside of the "super identity" she wears pretty normal looking clothing (dresses at work, jeans on the weekends, Aikido gee, and she exercises in shorts and a t-shirt), so there is opportunity to accidentally "infect" .  The normal clothes she owns has the "impermeable" trait, which is reflected by treating her clothes with scotch-guard, made with man-made thread, or something along those lines.

Chris B

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May 4, 2018, 2:12:52 PM5/4/18
to CHAMPIONS of the Northwest
On another note, This character is at 225 CP.  What is your rule on using saved experience during play?

Ty j

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May 4, 2018, 2:14:59 PM5/4/18
to Chris Brower, CHAMPIONS of the Northwest
I think i will allow you to spend it between sessions and if your character has serious downtime in game, fyi downtime is longer then just going to sleep.

On Fri, May 4, 2018, 11:12 AM Chris B <chrisj...@gmail.com> wrote:
On another note, This character is at 225 CP.  What is your rule on using saved experience during play?

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Chris B

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May 6, 2018, 1:07:39 AM5/6/18
to CHAMPIONS of the Northwest
Starting character sheets for Pestilence.  These are the same as v6b Tyler approved, renamed to be official.  Mainly for archival and ease of retrieval.
Pestilence (start).hdc
Pestilence - Jo Anne Bailey (start).rtf
Pestilence - Jo Anne Bailey (start).pdf
Pestilence - Jo Anne Bailey rtf (start).pdf

Chris B

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May 7, 2018, 2:24:55 PM5/7/18
to CHAMPIONS of the Northwest
I stand corrected in regards to the Block Combat Maneuver, as John and Tyler were both correct.

The paragraph in Complete Champions (CC) pg. 149 states:

The character must declare the
Block before his attacker attempts an Attack Roll.
 
...To attempt a Block, the Blocker attempts an Attack
Roll against his opponent’s current OCV (instead of DCV).
If successful, he Blocks the attack and takes no damage or
Knockback ...If the Block misses, the attacker still
has to resolve his attack normally; he must still succeed with an
Attack Roll against the Blocker’s DCV.

So the order to use the Block maneuver seems to be:

1) Tyler declares the adversary's attack (the Zombie is going to slash Pestilence).

2) Player declares an abort to Block (if not already blocking on a previous segment).

3) Player chooses type of Block (standard Block, Martial Block, Defensive Block, etc) and allocates Combat Skill Levels if applicable (only if Aborting since this is using their next full Phase early (see below), otherwise CSLs remain unchanged from previous Phase).

CC pg. 138 Aborting an Action
Aborting an Action requires the character’s next full Phase
to perform – in essence, the character uses his next Phase
“early” to protect himself.

CC pg. 27
Assigning CSLs is a Zero Phase Action that can only be done once per Phase.
A character can only assign a CSL on Phases when he uses the attack/power the
CSL applies to.


4) Player rolls an attack against Tyler's NPC's OCV (instead of DCV) characteristic.

5) If a hit, Tyler's NPC's attack is blocked and does no damage and no Knockback.

6) Also if a hit, Player may continue to block attacks at a cumulative -2 to OCV until they miss or it is their next actionable phase.

7) If not a hit, Tyler's NPC can then roll the attack normally against target's DVC.  Resolve action normally.

Does this make sense?  It is basically what we did yesterday, just against the Zombie's OCV and not full attack roll, as John and Tyler stated.

Shane West

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May 7, 2018, 3:03:06 PM5/7/18
to CHAMPIONS of the Northwest
I am good with the way we did the rules for it at the time. Chris you said they had to roll their OCV to see what the OCV was I said my block just was rolled verses their OCV. Tyler listened to both of us then decided to go with the rule of rolling the attack roll's OCV.
Now we are hashing it out. We didn't take much time pulling out books to look up rules to slow the game system down but we are correcting it now for future game sessions.

Chris B

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Jun 4, 2018, 4:32:32 PM6/4/18
to CHAMPIONS of the Northwest
New Pic for Pestilence (as they get Felicity up to superhero status)


Her gloves would need the fingers exposed, though, but I can see a version that allows for both full glove and fingerless.





Auto Generated Inline Image 1

Shane West

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Jun 4, 2018, 4:45:07 PM6/4/18
to CHAMPIONS of the Northwest



Her gloves would need the fingers exposed, though, but I can see a version that allows for both full glove and fingerless.

  
Can't text on your phone without fingerless gloves. 

Chris B

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Jun 4, 2018, 5:22:44 PM6/4/18
to CHAMPIONS of the Northwest


On Monday, June 4, 2018 at 1:45:07 PM UTC-7, Shane West wrote:

Her gloves would need the fingers exposed, though, but I can see a version that allows for both full glove and fingerless.

  
Can't text on your phone without fingerless gloves. 

can't give someone Ebola without fingerless gloves, either! <evil laugh>

Chris B

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Jun 6, 2018, 12:23:35 AM6/6/18
to CHAMPIONS of the Northwest
Power Question...

So, if I wanted to add a healing power to the Power Framework that will kick-in if Pestilence reaches a near-death scenario, how about this:

Cell Division:  Healing BODY 2d6+1, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2), Activates When BODY reaches 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation; +3/4) (57 Active Points); Limited Power Only works on Self (-1), Only works on Inborn Abilities (-1/4) (57 Active Points, 28 Real Cost (out of Framework), 2f (in Framework))


Drawbacks:

 1) It is in the Power Framework.  Is it possible the framework auto shifts to this power at the next available opportunity (aka the power attempts to trigger, so the framework switches as a zero-phase action while I'm unconscious)?  If I need to make an adder in the Framework Reserve, it will cost more points than I have.


 2) Framework Reserve had Limited Range limitation (-1/4), and I had to remove this since Healing is a 0 range power and wouldn't add otherwise.  This add 3 CP back in to the Framework Reserve Real Cost. (makes total power cost at 5CP)


 3) This isn't much, since Defensive Characteristics are only affected by half of the die roll result from an Adjustment Power.


 4) I can't afford the power outside of the framework, though.


Any thoughts?  A couple of sessions ago, John pointed out this is needed given the lethality of this low level campaign (and I agree.  It will help get Jo Anne back on her feet faster than healing normally per RAW for our next adventure).  Otherwise, I could use the CP on something else.


 - Chris



Shane West

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Jun 6, 2018, 12:41:01 PM6/6/18
to CHAMPIONS of the Northwest
To solve this maybe we could install a "Regeneration" room in the base. Maybe 1 body every hour? It's better than being laid up in bed for weeks on end at the hospital.

Setting up a trigger within a multipower do follow the rules but if you get stunned or knocked out and it wasn't pre-set to this power you won't be able to switch it.
Remember what Marks character did as the last attempt to hit the villain before he fell unconscious - he shifted his powers just so he had enough points for his regeneration before he was knocked out. 
If you can activate this triggered power as a backup then an attack power at the same time (it might not be as powerful) then you could do it.

Try building it the same way Mark did - Regeneration its considered to already be triggered built in and its cheaper to buy you just won't be bringing up your Stun. So if your knocked out you're knocked out but won't die due to bleeding out body.
As long as you don't use up all your multipower pool points and have enough for this to always be activated you will be good.


Chris B

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Jun 6, 2018, 1:06:56 PM6/6/18
to CHAMPIONS of the Northwest
I thought about the Multipower Framework issue.  That's why I wrote:

Drawbacks:

 1) It is in the Power Framework.  Is it possible the framework auto shifts to this power at the next available opportunity (aka the power attempts to trigger, so the framework switches as a zero-phase action while I'm unconscious)?  If I need to make an adder in the Framework Reserve, it will cost more points than I have.


I'm confident I could add an advantage to the framework to auto-switch to the Healing slot after a period of time, but that costs more points that I don't have yet. 


I chose Healing vs Regeneration; because, Healing stops the bleeding, while Regen does not.


Healing (CC Pg. 70)

Any successful use of Healing BODY stops Bleeding (page 160).


Regeneration does not state it stops bleeding, and posts on the Hero Games forum state it does not, as well. https://www.herogames.com/forums/topic/46971-regeneration-and-bleeding/

What would you think the cost of a framework adder/advantage be to auto switch to a "default" slot after a specific period of time?  All of my powers in the framework use 100% of the framework active points, so partials isn't an option.

Thanks!

Chris B

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Jun 6, 2018, 1:15:42 PM6/6/18
to CHAMPIONS of the Northwest
As a reference foe me (and ease of recall), here is a ruling by Steve Long regarding Multipower allocation post consciousness:

There is no "duration" of a Power Framework. They're ways of organizing/grouping/buying Powers, not Powers themselves. Typically a Framework remains configured as it was when a character last used it, until he chooses to reconfigure it. (Not that it really matters most of the time, given that changing slots is a Zero Phase Action, but I can see some situations where the issue might come up.) That does not, however, mean that the slots in the Framework keep functioning; they're governed by the standard duration rules for whatever Power (and Power Modifiers) they're built with. For example, if a character has a Resistant Protection slot active, that slot continues to protect him even if he's unconscious, since Resistant Protection is a Persistent Power. OTOH, if a character has a Flight slot in use and is Knocked Out, he'll plummet to the ground because Flight is a Constant Power.

Shane West

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Jun 6, 2018, 1:19:48 PM6/6/18
to CHAMPIONS of the Northwest
Buy it outside the framework.  
If you don't have enough points to do this either wait for XP or add more disadvantages to your powers to give you back some points so you can do this.
Remember we are only 230 we have to make cuts somewhere. Not all of us can heal, not all of us can fly, we can't all be good against mentalist. We all have our weakness and our advantages.
Also remember not everything causes bleeding - it just happened that werewolf claws cause bleeding.

Shane West

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Jun 6, 2018, 1:44:32 PM6/6/18
to CHAMPIONS of the Northwest
"Framework remains configured as it was when a character last used it, until he chooses to reconfigure it. (Not that it really matters most of the time, given that changing slots is a Zero Phase Action,"
 Cell Division:  Healing BODY 2d6+1, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2), Activates When BODY reaches 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation; +3/4) (57 Active Points); Limited Power Only works on Self (-1), Only works on Inborn Abilities (-1/4) (57 Active Points, 28 Real Cost (out of Framework), 2f (in Framework))
As your trigger "takes no time" instead of a zero phase and is immediate I can see it activating if your last use was a non-constant power (which I think all of your powers are).
Since this automatically resets - immediately - activation takes no time are you saying this goes off until you reach higher than 0? Meaning you get hit down to -10 body this power activates automatically you roll a 6 on your 2d6+1 which leaves you at -4 this power automatically goes off immediately again you roll a 3 which leaves you at -1 the power automatically goes off again which makes you a positive body. This all happens before your next phase comes up.
Does Healing have a max effect? I forget what the ruling was on that.

Ty j

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Jun 6, 2018, 1:51:40 PM6/6/18
to Shane West, CHAMPIONS of the Northwest
I would need this explained:  Only works on Inborn Abilities (-1/4) as it seems to me to be the same as Limited Power Only works on Self (-1).

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Chris B

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Jun 6, 2018, 2:08:46 PM6/6/18
to CHAMPIONS of the Northwest
While I completely agree with you on this, there are some problems with the idea:

1) The Real Cost is 28CP.  That is an unrealistic threshold to hit in this campaign.

2) While it may be an aberration, combat at this level appears to be lethal.  Jo Anne was outside of her armor and got hit with a normal blast from O'Neill (friendly fire), which took her down.  Shane and Candy both have KA's, and so does many of our adversaries (the werewolves we encountered, street thugs with guns, Necromancers with crucifixion stakes, etc).  Three session in, and we've faced lethality in all of them.

3) This power (even in the power framework) is a waste of points, but it solves the problem you pointed out initially: we will be laid up in the hospital for weeks if we don't have a method to heal.  I am willing to spend the precious 5 CP (a combat skill level, +1d6 blast, a new drain, extra skills slots, a third of the way to a companion, etc) to have a solid in-character explanation for the fast recovery, but I want to be sure the points used gain the desired effect.

4) Remember, healing is an adjustment power, so any result of the dice is halved.  Thus, maybe Regeneration is better, even though I could still bleed to death with it.

In the end, we need to get Tyler's help to resolve this.  Some GM hand waiving may be required, or there is likely to be PC deaths.

Chris B

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Jun 6, 2018, 2:20:30 PM6/6/18
to CHAMPIONS of the Northwest
On Wednesday, June 6, 2018 at 10:44:32 AM UTC-7, Shane West wrote:
 Cell Division:  Healing BODY 2d6+1, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2), Activates When BODY reaches 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation; +3/4) (57 Active Points); Limited Power Only works on Self (-1), Only works on Inborn Abilities (-1/4) (57 Active Points, 28 Real Cost (out of Framework), 2f (in Framework))
 
As your trigger "takes no time" instead of a zero phase and is immediate I can see it activating if your last use was a non-constant power (which I think all of your powers are).
 
Since this automatically resets - immediately - activation takes no time are you saying this goes off until you reach higher than 0? Meaning you get hit down to -10 body this power activates automatically you roll a 6 on your 2d6+1 which leaves you at -4 this power automatically goes off immediately again you roll a 3 which leaves you at -1 the power automatically goes off again which makes you a positive body. This all happens before your next phase comes up.

I needed the "automatically resets" in order for it to be used while unconscious.  According to the Hero forums, it may not work if under another time frame.  However, Healing requires a minimum of 24 hours to pass before using it again, so I added the Decreased Re-use Duration (6 Hours; +1/4) advantage.  This, the trigger auto resets, the won't be effective for 6 hours (whether it keeps firing every second until that time or it sits patiently and waits doesn't matter to me, in fact the former would indicate the virus and bacteria doing it's thing).  Thus, once she hits BODY -10, she would heal 1/2 the dice roll in BODY, wait 6 hours, heal another 1/2 dice roll in BODY, until she gets to 1 (or more) BODY.  Then it stops.
 
Does Healing have a max effect? I forget what the ruling was on that.

 CC pg 70:

MAXIMUM EFFECT
In any 24-hour period, the maximum number of CP that
Healing can restore to a specific Characteristic or Power equals
the highest number the character could roll on his Healing dice.
This maximum cannot be increased.

This is the reason I took the Decreased Re-use Duration (6 Hours; +1/4) advantage.

I'm not trying to meta-game.  I just don't want to be laid up in the hospital for a month while the team does fun stuff, and maybe prevent a total death scenario from happening (from bleed out).

Chris B

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Jun 6, 2018, 2:34:18 PM6/6/18
to CHAMPIONS of the Northwest
On Wed, Jun 6, 2018 at 10:51 AM, Ty j <dnig...@gmail.com> wrote:
I would need this explained:  Only works on Inborn Abilities (-1/4) as it seems to me to be the same as Limited Power Only works on Self (-1).

The " Only works on Inborn Abilities (-1/4)" isn't supposed to be there.  This is the Hero Designer trying to be helpful by automatically applying the disadvantages from the Power Framework to save time.  It actually makes no sense to have it.  On the Hero Forums, the consensus was that applying the "Self Only" limitation is worth -1 (I initially had it at -1/4).

I don't think it matters, though.  I'll remove it from the multipower, as I won't be able to allocate that slot after I go unconscious.

Shane West

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Jun 6, 2018, 3:06:46 PM6/6/18
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If you take out Only works on Inborn Abilities (-1/4) from your total multipower you will lose lots of points. Just remove the self only disadvantage from this one power. That way you can heal others.

Mark Jones

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Jun 6, 2018, 3:12:42 PM6/6/18
to Chris B, CHAMPIONS of the Northwest
On Wed, Jun 6, 2018 at 10:06 AM, Chris B <chrisj...@gmail.com> wrote:

Healing (CC Pg. 70)

Any successful use of Healing BODY stops Bleeding (page 160).


Regeneration does not state it stops bleeding, and posts on the Hero Games forum state it does not, as well. https://www.herogames.com/forums/topic/46971-regeneration-and-bleeding/

What would you think the cost of a framework adder/advantage be to auto switch to a "default" slot after a specific period of time?  All of my powers in the framework use 100% of the framework active points, so partials isn't an option.

Thanks!

 Well, I can only speak for myself, but I think that's a stupid rule. If a normal human with no superpowers can have bleeding stop if they make a roll, and any application of healing will stop bleeding, then I see no good reason why regeneration wouldn't also stop it.

It's like how immortals in Highlander can have their hearts cut out...and be good as new. They can be shot in the head...and be good as new. But if they lose a finger, or a hand, or an arm, it never grows back. It's ridiculous.

As for the lethality of the game, I have no problem with it. We all have superpowers, but we're far from invulnerable. If we need to be more careful about leaping into combat, that's not a bad thing.

Shane West

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Jun 6, 2018, 3:35:47 PM6/6/18
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Regeneration does stop bleeding. Per what Chris showed us of the rules - "Any successful use of Healing BODY stops Bleeding "
Regeneration heals body. Therefor it stops bleeding - once it's activated. If you heal 1 body per day you might just die waiting those 24 hours while you bleed to death.

"If we need to be more careful about leaping into combat, that's not a bad thing. "
We are careful - don't you remember that Joe Anne met up with the shadowman with just me as backup? How much more careful can we be :)
I don't even remember who jumped in first down the hole. Did we even try to roll a stealth roll when we jumped down?
I think it was the Candyman that jumped down and didn't care what was going on he just attacked or was it Splicer?

Being held up in a hospital might be a good time to bring in your 2nd character. Death is always a great way to bring in a new character. I think the lethalness of the game is great!

Ty j

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Jun 6, 2018, 3:43:01 PM6/6/18
to Shane West, CHAMPIONS of the Northwest
Candy Man jumped down first and lobed his patented jaw breaker to kick things off, then the Naga turned around and promptly tail whipped him into a corner (with a rare crit hit).

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Chris B

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Jun 6, 2018, 6:07:38 PM6/6/18
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On Wednesday, June 6, 2018 at 12:06:46 PM UTC-7, Shane West wrote:
If you take out Only works on Inborn Abilities (-1/4) from your total multipower you will lose lots of points. Just remove the self only disadvantage from this one power. That way you can heal others.

I don't think that's prudent.  1) It'll cost a lot without the -1.  2) I can explain how the bubonic plague could heal Jo Anne, but not as much other people.  It's more likely to infect and kill them.  : )

Shane West

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Jun 6, 2018, 6:07:49 PM6/6/18
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Cell Division:  Healing BODY 2d6+1, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2), Activates When BODY reaches 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation; +3/4) (57 Active Points); Limited Power Only works on Self (-1), Only works on Inborn Abilities (-1/4) (57 Active Points, 28 Real Cost (out of Framework), 2f (in Framework))

isn't the active points in this power 62.5?
Healing 2d6+1 is 25 points x [(6hours) 1/4 + (0END) 1/2 + (trigger) 3/4 +1] 2.5 = 62.5

Since healing can only heal you up so much why not build it like this ->
Healing 1d6 (trigger +3/4), (1 charge -2 -> recovers after full nights rest), (Self only -1) (not verses drains -1/4)
real cost: 4 active cost:18 
This would be purchased outside your multipower and you won't have any issues with it then.
As you gain XP you could raise this up each 4 points gets this +1d6 more.

Chris B

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Jun 6, 2018, 6:15:31 PM6/6/18
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On Wednesday, June 6, 2018 at 12:12:42 PM UTC-7, Mark Jones wrote:
 Well, I can only speak for myself, but I think that's a stupid rule. If a normal human with no superpowers can have bleeding stop if they make a roll, and any application of healing will stop bleeding, then I see no good reason why regeneration wouldn't also stop it.

It seems to be a rule to prevent the low cost of Regeneration from superseding the high cost of Healing/Aid.
 
As for the lethality of the game, I have no problem with it. We all have superpowers, but we're far from invulnerable. If we need to be more careful about leaping into combat, that's not a bad thing.

Well, sure, but careful isn't the MO of the team, it seems.    O'Neill will be reckless to accomplish the mission (as you mentioned in an earlier post) and Splicer always leaps before he looks. 

In my own defense, when I decided to go undercover with the Baron, I wasn't planning on being crucified (literally), and once I pulled myself from the cross, I didn't plan on taking a full blast without armor.  I'm ok with a lethal campaign, too.  I just wanted to leverage my powers to keep my character alive 洛.  Bleeding damage seems like it could be horrible.


Chris B

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Jun 6, 2018, 6:21:28 PM6/6/18
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On Wednesday, June 6, 2018 at 3:07:49 PM UTC-7, Shane West wrote:
Cell Division:  Healing BODY 2d6+1, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2), Activates When BODY reaches 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation; +3/4) (57 Active Points); Limited Power Only works on Self (-1), Only works on Inborn Abilities (-1/4) (57 Active Points, 28 Real Cost (out of Framework), 2f (in Framework))

isn't the active points in this power 62.5?
Healing 2d6+1 is 25 points x [(6hours) 1/4 + (0END) 1/2 + (trigger) 3/4 +1] 2.5 = 62.5

<shrug>, I dunno. 


 
Since healing can only heal you up so much why not build it like this ->
Healing 1d6 (trigger +3/4), (1 charge -2 -> recovers after full nights rest), (Self only -1) (not verses drains -1/4)
real cost: 4 active cost:18 
This would be purchased outside your multipower and you won't have any issues with it then.
As you gain XP you could raise this up each 4 points gets this +1d6 more.

That looks ok.  I have 6 CP, so 12 CP to collect.  Given our current rate (and the generous point distribution that Tyler has), I should be able to afford the power (outside of the framework) in four more milestones, or 8+ sessions (4 months from now)?  Just a guess.

I'll just forget about it and let the chips fall where they may.
Auto Generated Inline Image 1

Chris B

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Jun 6, 2018, 6:26:46 PM6/6/18
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Since healing can only heal you up so much why not build it like this ->
Healing 1d6 (trigger +3/4), (1 charge -2 -> recovers after full nights rest), (Self only -1) (not verses drains -1/4)
real cost: 4 active cost:18 

Healing has a 24 hour hold time before the next use, so I'm not sure the Charges limitation would be approved.  In addition, Healing is half the roll, so a 1d6 is likely to only heal 1-2 BODY on average.  At negative BODY, it would take a week or three to heal.  Isn't that essentially the same situation?

Shane West

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Jun 6, 2018, 6:47:41 PM6/6/18
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with the 2d6+1 you could heal up a max of 6 or 7 then need to wait 6 hours the way you have it setup now.
What negative were you at the end of combat?

I think you are worrying to much on this. We all lived and the people that "should" have died are still alive and kicking and they didn't have regeneration.
We also go to a negative x2 our body.
For us to die would take a whole lot in the game.
If someone hits the hospital we fast forward a week or so. Plus it puts the characters in a roll playing atmosphere. You aren't going to look for a fight when you have just 2 body.

Shane West

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Jun 6, 2018, 6:49:55 PM6/6/18
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Healing 2d6+1 is 25 points x [(6hours) 1/4 + (0END) 1/2 + (trigger) 3/4 +1] 2.5 = 62.5

The healing cost was only 23 points not 25. I thought the +1 was 5 points.

Chris B

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Jun 6, 2018, 6:55:53 PM6/6/18
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On Wednesday, June 6, 2018 at 3:47:41 PM UTC-7, Shane West wrote:
with the 2d6+1 you could heal up a max of 6 or 7 then need to wait 6 hours the way you have it setup now.
What negative were you at the end of combat?

At the end, -15 BODY.  However, that was after I used the hero token to use Aid vs Drain to raise my Body from -5 to 10 temporarily.  Otherwise, I would have sat out the whole end battle.  This is why I'm hunting a power.  As a data point, remember Patrick said Splicer probably should have been -25 BODY.
 
I think you are worrying to much on this. We all lived and the people that "should" have died are still alive and kicking and they didn't have regeneration.
We also go to a negative x2 our body.
For us to die would take a whole lot in the game.

I was serious negative BODY twice in the last battle, with bleed out possible.  Splicer was serious negative BODY in the last two session.  I don't know how bad off Protector was. Doomed!  We're doomed!!!  
 
If someone hits the hospital we fast forward a week or so. Plus it puts the characters in a roll playing atmosphere. You aren't going to look for a fight when you have just 2 body.

Fast forward a month or so?  How long does it take to go from -15 BODY to 10?

Chris B

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Jun 6, 2018, 6:58:36 PM6/6/18
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Oh, and...

On Wednesday, June 6, 2018 at 3:47:41 PM UTC-7, Shane West wrote:
with the 2d6+1 you could heal up a max of 6 or 7 then need to wait 6 hours the way you have it setup now.
What negative were you at the end of combat?

It's actually: (2d6+1) / 2 BODY healed per period.  If that is 24 hours, it would take 8-9 days with an average roll to heal if I had the power and not the Decrease Reuse Duration advantage.

Shane West

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Jun 6, 2018, 7:10:59 PM6/6/18
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We just got hit with major attacks. The first time the Naga hit me in the tunnel my character went down instantly in one hit.
My character learned from this the second time when we encountered them in the basement the last game. I kept all my defenses up and let him hit me first.
I took some body and stun but I didn't go down. I was about to go all claw crazy on him but then got hit by the mind control which screwed me up.
Next time I know not to let the Shadowman see me or if he does I need to go all out attack on him before he can even get his mind control off.
Or possibly the whole team needs to gang up on him (teamwork?) and take him out 1st.

Rule 1 - always take out the mentalist first.

Mark Jones

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Jun 6, 2018, 8:09:24 PM6/6/18
to Shane West, CHAMPIONS of the Northwest
Smart Medikit: +6 to Paramedics skill, OAF, 6 charges, rechargable whenever I get back home to resupply it. 4 Real Points (12 Active Points). I just added this to my character, but anyone can use it.

Using Paramedic skill to stop bleeding takes only one full phase. Your roll is at -1 per 2 BODY *below* zero. So even you were at -12 body, this kit would still give you a straight-up Paramedics roll to stop the bleeding and stabilize the patient. Do we all have Paramedic skill? If not, I suggest we all learn it. This won't do anything to speed healing time, but it will make it much easier for a teammate to prevent you from bleeding out.



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Chris B

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Jun 6, 2018, 8:19:42 PM6/6/18
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How about this stand alone version:

Cell Regeneration:  Healing BODY 1d6+1, Decreased Re-use Duration (6 Hours; +1/4), Activates When BODY is 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation of personal Trigger; +3/4) (26 Active Points); Limited Power Only works on Self (-1), Requires A Roll (CON roll; -1/2)



This would be a standard 2 BODY every 6 hours (8 CP per 24hr period), even if unconscious (ie in a coma) for 10 CP (not in a framework).  It should stop any bleeding and bring her to 1 or more BODY, then stop.   At 10 CP, I'm short by 1 CP (if I remove the Persuasion skill I added during the 2 week downtime a couple of session ago).  If this is a good idea, I won't spend any CP until I can afford it.

Pretty big sacrifice, but death is a sacrifice, too I suppose : )

Thoughts?
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Chris B

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Jun 6, 2018, 8:23:56 PM6/6/18
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On Wednesday, June 6, 2018 at 5:09:24 PM UTC-7, Mark Jones wrote:
Using Paramedic skill to stop bleeding takes only one full phase. Your roll is at -1 per 2 BODY *below* zero. So even you were at -12 body, this kit would still give you a straight-up Paramedics roll to stop the bleeding and stabilize the patient. Do we all have Paramedic skill? If not, I suggest we all learn it. This won't do anything to speed healing time, but it will make it much easier for a teammate to prevent you from bleeding out.

This is nice, Mark.  However, playing devil's advocate...

1) We all have Paramedic as an Everyman skill at 8-.

2) We would need to move to you (whomever) has the kit.  That would have been difficult in the last few engagements.

3) The characters are pretty selfish and I don't see them disengaging, moving into the combat area for the downed teammate, then waiting until next turn and use this contraption for the whole phase, while the bad guys wail on us.  Sorry to be blunt, but I just can't see it universally.

Shane West

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Jun 6, 2018, 9:41:27 PM6/6/18
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I have Paramedic of -12 if your an animal I have it at a -13 :)

Using this probably wouldn't occur until after combat UNLESS you are about to bleed out and die.
My character would be willing to use it on you if needed.
Since Protector has the medic kit the only reason anyone else would need to use it (other than Protector) would be to use it on Protector. Otherwise he would use it on others.

Good idea with the medkit.

Cell Regeneration:  Healing BODY 1d6+1, Decreased Re-use Duration (6 Hours; +1/4), Activates When BODY is 0 or less (Activating takes no time, Trigger automatically resets, immediately, Character does not control activation of personal Trigger; +3/4) (26 Active Points); Limited Power Only works on Self (-1), Requires A Roll (CON roll; -1/2)

It will cost you END and if you don't have any it moves over to STUN - just pointing that out. I know you are only looking to heal up body. I can't see any real problems with it. It heals you up 3.5 body max (if you roll a 6 + 1 its 7 divided by /2 is 3.5 which in the favor of the play is 4).
I would like to point out one thing - this cost you 10 points for 4 body (possibly). You know you could just raise your body by +10? Maybe even higher than 10 as you could stack some disadvantages on it.

Shane West

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Jun 6, 2018, 10:17:41 PM6/6/18
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Chris did you see this disadvantage for AID-

 
Auto Generated Inline Image 1

Chris B

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Jun 6, 2018, 10:28:30 PM6/6/18
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On Wednesday, June 6, 2018 at 7:17:41 PM UTC-7, Shane West wrote:
Chris did you see this disadvantage for AID-

 

Thanks John.  It makes sense for Aid, as it is possible to raise the value above the starting figure.  That isn't the case for Healing.

No worries, I'll just let it go.

Chris B

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Jun 6, 2018, 11:38:41 PM6/6/18
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Hi Tyler and everyone,

I made some adjustments to my character, and I'm submitting it for approval.

From the initial 225, I spent:

3 CP - added Persuasion skill (12-) (move from Everyman)
1 CP - added Teamwork skill (8-, plan to grow as we gel as a team)
1 CP - added +5 END
5 CP - added +5 BODY (another option I had in mind was a Contact (Lawyer: 11-, has useful skills, significant contacts of his own, Good relationship w/contact) and I can switch if you think this would be more useful.)

Please let me know if I can answer any questions, make any adjustments, or reverse the changes.  If anyone feels I should take another tac with the points, please let me know.

Thanks for your time!

 - Chris

Pestilence - Jo Anne Bailey rtf (v2).pdf

Chris B

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Jun 7, 2018, 1:39:21 PM6/7/18
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Just found this, and I think it is important to clarify...

On Wednesday, June 6, 2018 at 12:35:47 PM UTC-7, Shane West wrote:
Regeneration does stop bleeding. Per what Chris showed us of the rules - "Any successful use of Healing BODY stops Bleeding "
Regeneration heals body. Therefor it stops bleeding - once it's activated. If you heal 1 body per day you might just die waiting those 24 hours while you bleed to death.

If Tyler wants to house rule that Regeneration stops bleeding, then it would.  However, according to RAW (and the lead game designer) it does not stop bleeding.

The quote I made was directly from the Healing power on page 70 of the Champions Complete.  It isn't an overall rule, just a call out for that power, and the "Healing" term used is the specific name of the power.  Thus, it actually states, "Any successful use of the Healing power to heal BODY stops Bleeding".

In addition in the forum quote I posted, Steve Long states:

But for that matter, Healing Regeneration won’t stop Bleeding, either, though the GM might increase the “stop Bleeding” range for a character with Regeneration.

 

Thus, in your example, the character remains at -1 BODY, his bleeding and Regeneration offsetting one another, until he or someone else does something to either (a) stop the bleeding, or (B) make things worse. Let's hope it's (a). ;)


The reason for this appears to be to prevent Regeneration from becoming a low cost alternative to Healing.

Please let me know your thoughts.  Honestly, I'm ambivalent, I just want to be sure we are clear as to what rule we are using.

 - Chris


Shane West

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Jun 7, 2018, 2:12:16 PM6/7/18
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You bleed out every one of your phases. Regeneration at the highest cost 1 body/Turn (this isn't cheap!).
My character has Resurrection - so in essence I need to die which will stop me from bleeding (Can't bleed if you're dead) for me to heal normally again.

Just so you know the "bleeding" rule is a rule not all GM's use.

Of course we could all just purchase the power Does not bleed (for 15 points I think)

Chris B

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Jun 7, 2018, 2:41:25 PM6/7/18
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On Thu, Jun 7, 2018 at 11:12 AM, Shane West <portlan...@gmail.com> wrote:
You bleed out every one of your phases. Regeneration at the highest cost 1 body/Turn (this isn't cheap!).
My character has Resurrection - so in essence I need to die which will stop me from bleeding (Can't bleed if you're dead) for me to heal normally again.

What?!  Jo Anne can't kill you for all the pain you cause her?!?!?! LOL!

Of course, this also mean she can keep killing you over and over again until you learn....

On a more serious note, in researching this on Hero Games forum, the idea with Regeneration is to heal faster than the bleed out, and once the PC reaches 0, they stop bleeding automatically.  That's the idea with regen, it seems.  I also found that the rule is not in dispute, just disliked, leading to your next statement...
 
Just so you know the "bleeding" rule is a rule not all GM's use.

Yeah, it seems nearly all GMs essentially house rule that 1 point of Regen stops bleeding just like healing.  However, the main reason appears to be because they feel bad amount PC deaths.

There seems to be a whole thread on discussing this topic:
 
Of course we could all just purchase the power Does not bleed (for 15 points I think)

I doubt we'd spend that sort of CP for it, as I was trying not to do.

Thanks for the reply!

 - Chris
 

Shane West

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Jun 7, 2018, 4:44:22 PM6/7/18
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If we keep the rule for bleeding I will save up for "does not bleed" to show how fast Shane can regenerate. I figure just over 4 games I'll have it.


Shane doesn't know it yet but he can't die (well everyone can die no matter what but he's harder to kill).
'Hey I can heal really quickly.  Let me take a massive amount of damage kill myself and see if I can come back.'
It's not a theory that most people try out.
His armor is a form of "instant heal." He gets shot with a bullet and the hole in him heals up instantly.
My character has become more reckless. He cares less and less about being attacked (yes it still hurts but only for a split second).
He would be a decent tank for the group if we ever assign rolls for the team.

*Please don't bury me if I die*

Chris B

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Jun 7, 2018, 5:02:02 PM6/7/18
to Shane West, CHAMPIONS of the Northwest
On Thu, Jun 7, 2018 at 1:44 PM, Shane West <portlan...@gmail.com> wrote:
If we keep the rule for bleeding I will save up for "does not bleed" to show how fast Shane can regenerate. I figure just over 4 games I'll have it.

They talk about something that simply stops bleeding and does not actually heal anything.  here is an example:

1d6 Healing BODY (Standard Effect) with Only To Stop Bleeding(-2)
 
All you need is 1 point of BODY Healing Power to stop the bleeding, so this should be relatively inexpensive for a Regen character (like Mark's smart medkit).


Shane doesn't know it yet but he can't die (well everyone can die no matter what but he's harder to kill).
'Hey I can heal really quickly.  Let me take a massive amount of damage kill myself and see if I can come back.'
It's not a theory that most people try out.

Jo Anne is becoming more than willing to help with this. 😋
 
His armor is a form of "instant heal." He gets shot with a bullet and the hole in him heals up instantly.
My character has become more reckless. He cares less and less about being attacked (yes it still hurts but only for a split second).

So, now we know why all this lethality is no biggy.  Of course, Shane's been dealing most of it out instead of taking it.
 
He would be a decent tank for the group if we ever assign rolls for the team.

*Please don't bury me if I die*

Mwuahahahaha!!! 😈

Shane West

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Jun 7, 2018, 5:14:33 PM6/7/18
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 1d6 Healing BODY (Standard Effect) with Only To Stop Bleeding(-2)
This would only stop 3 body so it could be a 1 charge deal or possibly up to a 3 charges after that you bleed out.

My favorite way to stop bleeding in the hero discussion -
""Don't you die on me!" Presence Attack and/or Mind Control."
Hahaha.

One morning Shane wakes up in his bed seeing Joe Anne standing over him with a wooden stake in one hand, silver dagger in another, garlic wrapped around her neck, Some Gregorian Chant music in the background, and a pentacle drawn around him.
"I want to test out some theories"


We just really need to worry about things that cause bleeding. Tyler's world is dangerous and we need to be conscious of that.

Did I not warn everyone before building their characters at this level taking body would be more dangerous?

Mark Jones

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Jun 7, 2018, 5:33:03 PM6/7/18
to Shane West, CHAMPIONS of the Northwest
On Thu, Jun 7, 2018 at 1:44 PM, Shane West <portlan...@gmail.com> wrote:
If we keep the rule for bleeding I will save up for "does not bleed" to show how fast Shane can regenerate. I figure just over 4 games I'll have it.

Well...I still say the ruling that Regeneration doesn't stop bleeding is just stupid. I understand the point-cost-based logic behind it, but it's still stupid. A power than close up wounds, fix broken bones and generally repair anything short of losing a limb (unless you also have that option) or death, but can't stop bleeding? Ridiculous.

In the immortal words of Nick Fury, "I recognize that the council has made its decision. However, because it's a stupid decision, I have elected to ignore it."

 
Shane doesn't know it yet but he can't die (well everyone can die no matter what but he's harder to kill).
'Hey I can heal really quickly.  Let me take a massive amount of damage kill myself and see if I can come back.'
It's not a theory that most people try out.
His armor is a form of "instant heal." He gets shot with a bullet and the hole in him heals up instantly.

Yeah, that's the Black Knight build. Armor to represent instant healing, plus regeneration.
 
My character has become more reckless. He cares less and less about being attacked (yes it still hurts but only for a split second).
He would be a decent tank for the group if we ever assign rolls for the team.

*Please don't bury me if I die*

"Not to worry. We'll only bury you if you're really most sincerely dead, not just merely dead."

 

Chris B

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Jun 7, 2018, 5:36:45 PM6/7/18
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On Thu, Jun 7, 2018 at 2:14 PM, Shane West <portlan...@gmail.com> wrote:
 1d6 Healing BODY (Standard Effect) with Only To Stop Bleeding(-2)
This would only stop 3 body so it could be a 1 charge deal or possibly up to a 3 charges after that you bleed out.

I'm pretty sure the rule is clear that if the Healing power "heals" at least 1 BODY, then bleeding stops, regardless of current BODY status (negative, positive, whatever).  That's why it is potent.  Also, to reiterate from previous posts, a 1d6 Healing (standard effect) is worth 1.5 BODY, not 3 BODY, due to the Adjustment Power rule on half of defensive characteristics.  I can't remember if this rounds up or down, but I assume down.  Not enough to get back into the fight, but plenty to stop bleeding out.

 
My favorite way to stop bleeding in the hero discussion -
""Don't you die on me!" Presence Attack and/or Mind Control."
Hahaha.

Yeah, there is also one where you guilt them into not dying (due to a duty based disadvantage).  "Think of the children of you die" lol.

 
One morning Shane wakes up in his bed seeing Joe Anne standing over him with a wooden stake in one hand, silver dagger in another, garlic wrapped around her neck, Some Gregorian Chant music in the background, and a pentacle drawn around him.
"I want to test out some theories"

Shane: What are you doing?

Jo Anne: <looks at objects then shrugs> Dunno, the Shadowman said to do this. <evil smirk on her face, momma needs a new coat!>

 
We just really need to worry about things that cause bleeding. Tyler's world is dangerous and we need to be conscious of that.

I need to worry about all ya'll.  Standard friendly fire from an ambivalent curmudgeon, sharpened candy canes flying around, a mad scientist trying to steal my DNA, and a wolf pack who thinks I look tasty.  This is on top of the large snakes, undead and a necromaster who thinks I'd look good as a wall decoration.  Tough day in Rileytown.
 
Did I not warn everyone before building their characters at this level taking body would be more dangerous?

The Grandson: See, didn't I tell you she'd never marry that rotten Humperdinck at this level taking body would be more dangerous?

Grandpa: Yes, you're very smart. Shut up.


😂

Shane West

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Jun 7, 2018, 6:18:05 PM6/7/18
to CHAMPIONS of the Northwest
 
I'm pretty sure the rule is clear that if the Healing power "heals" at least 1 BODY, then bleeding stops, regardless of current BODY status (negative, positive, whatever).  That's why it is potent.  Also, to reiterate from previous posts, a 1d6 Healing (standard effect) is worth 1.5 BODY, not 3 BODY, due to the Adjustment Power rule on half of defensive characteristics.  I can't remember if this rounds up or down, but I assume down.  Not enough to get back into the fight, but plenty to stop bleeding out.

isn't the max you can roll on 1d6 '6' and half of that would be '3'
Once you heal the max you can roll on the dice don't you need to wait 24 hours for it to reset?
Maybe I'm missing something.

You all are always picking on the poor little wolf. First I get my head mounted above Rick's fireplace, now I'm a fur coat for Joe Anne.


CandyMan has always escaped and he hasn't attacked you (yet). I told you he should have been the leader :P




Chris B

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Jun 7, 2018, 8:14:12 PM6/7/18
to Shane West, CHAMPIONS of the Northwest
On Thu, Jun 7, 2018 at 3:18 PM, Shane West <portlan...@gmail.com> wrote:
 isn't the max you can roll on 1d6 '6' and half of that would be '3'
Once you heal the max you can roll on the dice don't you need to wait 24 hours for it to reset?
Maybe I'm missing something.

CC pg 70: Healing Power

MAXIMUM EFFECT
In any 24-hour period, the maximum number of CP that
Healing can restore to a specific Characteristic or Power equals
the highest number the character could roll on his Healing dice.
This maximum cannot be increased.
 

 
You all are always picking on the poor little wolf. First I get my head mounted above Rick's fireplace, now I'm a fur coat for Joe Anne.

Your honor, I submit the deep dashes and wolf bite marks in my forearm and leg as Exhibit A to refute the assertion of, poor wolf.  😇

 
CandyMan has always escaped and he hasn't attacked you (yet). I told you he should have been the leader :P

You mean The Turret?  The guy who got smacked against the back wall then encapsulated himself in an impenetrable wall of jelly beans to keep the "bad snakes" away?   lol.

 

Shane West

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Jun 8, 2018, 12:31:40 PM6/8/18
to CHAMPIONS of the Northwest
 I currently have the power -
"Healing Body 3 1/2 d6 with the disadvantage Conditional Power - only works on Canine -1/4"
I would like to change this disadvantage to "only works on biological creatures I have attacked/Clawed previously -1/4"

I believe I have attacked everyone in the group so I could use this on the team (maybe not CandyMan I can't remember).


You all are always picking on the poor little wolf. First I get my head mounted above Rick's fireplace, now I'm a fur coat for Joe Anne.

Your honor, I submit the deep dashes and wolf bite marks in my forearm and leg as Exhibit A to refute the assertion of, poor wolf.  😇


Now if you all start turning into werewolves because I'm healing you don't blame me.

Chris B

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Jun 8, 2018, 1:08:25 PM6/8/18
to CHAMPIONS of the Northwest
On Fri, Jun 8, 2018 at 9:31 AM, Shane West <portlan...@gmail.com> wrote:
 I currently have the power -
"Healing Body 3 1/2 d6 with the disadvantage Conditional Power - only works on Canine -1/4"
I would like to change this disadvantage to "only works on biological creatures I have attacked/Clawed previously -1/4"

I believe I have attacked everyone in the group so I could use this on the team (maybe not CandyMan I can't remember).

Are you asking Tyler for an official character change for Shane?  This is my PC thread, just say'in 😉

The dog pound is over there 👉  😁

We don't need the change for our sake, but if you feel you aren't getting use from the power, then great.  Is this new or was it in the initial approval?  If the latter, all this Regen vs Healing discussion is irrelevant for Shane.


 
You all are always picking on the poor little wolf. First I get my head mounted above Rick's fireplace, now I'm a fur coat for Joe Anne.

Your honor, I submit the deep dashes and wolf bite marks in my forearm and leg as Exhibit A to refute the assertion of, poor wolf.  😇


Now if you all start turning into werewolves because I'm healing you don't blame me.

I don't know if that would be good or bad.  Would Jo Anne become a rabid werewolf?  That could be a problem <looks around for Animal Control with dart guns> 😨

Shane West

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Jun 8, 2018, 1:20:53 PM6/8/18
to CHAMPIONS of the Northwest

I'll repost this on my thread. I just hit the last one.
Shane has had this power the whole time (since character creation). Was already approved.
I tried to heal up Splicer with this a while back ago using a hero token saying he had Canine DNA but the disadvantage locked it out so I couldn't. Splicer doesn't have Canine DNA.
I think the change will be a better fit and more useful than what it is now.

Shane hands over a dog collar to Joe Anne - "welcome to the family"

Chris B

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Jun 8, 2018, 1:56:59 PM6/8/18
to Shane West, CHAMPIONS of the Northwest
On Fri, Jun 8, 2018 at 10:20 AM, Shane West <portlan...@gmail.com> wrote:
Splicer doesn't have Canine DNA.

He does now, after that mauling.  LOL!

 
Shane hands over a dog collar to Joe Anne - "welcome to the family"

Woof! 

(Momma needs a bedazzled machine now
 

Chris B

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Jun 15, 2018, 12:12:07 PM6/15/18
to CHAMPIONS of the Northwest
I wanted to report to bring this back to the top for Tyler's review.
Pestilence (v2).hdc
Pestilence - Jo Anne Bailey rtf (v2).pdf
Pestilence.jpg
Jo Anne (Shadowman Minion edition).jpg

Chris B

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Jun 15, 2018, 8:12:03 PM6/15/18
to CHAMPIONS of the Northwest
Fashion question for everyone.

I planned to have Pestilence wear a Biohazard symbol on her hero costume (a patch on her upper left arm at the shoulder) and also have a Medic Alert Bracelet with the medical symbol and a biohazard symbol showing, with info on the back.  This way, first responders (and possibly adversaries) will know something is up.

Here are the contenders, tell me what you think:

Bracelet (a biohazard symbol will be on the opposite side of the panel.  The front will say Medic Alert: CDC and the back has the appropriate info:




Which patch do you like?

Patch 1 (instead of "Zombie Outbreak Response Team", it will say, "LEVEL 3 BIOHAZARD"




Patch 2 (like patch 1, it will say, "LEVEL 3 BIOHAZARD"



Patch 3 (Will say, "LEVEL 3 BIOHAZARD" somewhere around the hexagon.


As a reminder, here is her new suit:




Thanks for your help!


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Mark Jones

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Jun 16, 2018, 1:11:00 AM6/16/18
to Chris B, CHAMPIONS of the Northwest
The third patch. Or the first one.

Not the second.

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Shane West

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Jun 17, 2018, 1:59:55 AM6/17/18
to CHAMPIONS of the Northwest
Do you have a preference as to what colors you want? 
Did you want the words top and bottom or just on the top or just on the bottom?
Level 3 BiohazardF.jpg
level 3 biohazard top bottomF.jpg

Chris B

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Jun 17, 2018, 2:45:55 AM6/17/18
to CHAMPIONS of the Northwest
On Sat, Jun 16, 2018 at 10:59 PM, Shane West <portlan...@gmail.com> wrote:
Do you have a preference as to what colors you want? 
Did you want the words top and bottom or just on the top or just on the bottom?


These look great, John!  Thanks. 

I like #2, with the words on the top and bottom for symmetry.  The idea is to alert the authorities of the danger, in case they need to work on me (as most citizens would probably think the symbol was used as a metaphor to just "look badass", and not take such a sign at face value).  Now, if this was in the form of a sewn patch (slightly muted colors from the examples due to thread tinting), it is perfect (except for the Harzard! lol). 

Thanks!  👍

PsiKick

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Jul 2, 2018, 3:00:11 PM7/2/18
to CHAMPIONS of the Northwest
Your cousin "Plague" attacked the citizens of Cooper City.
We are still unsure if he has complete control over his powers but he did a number on everyone including Dr. Asher
*I point over to him as he's sucking his thumb while playing with keys*

How sure are you of your control over your own powers Pestilence? 

Chris B

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Jul 2, 2018, 3:16:37 PM7/2/18
to CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 12:00 PM, PsiKick <portlan...@gmail.com> wrote:
Your cousin "Plague" attacked the citizens of Cooper City.

Is that who Jacques Cousteau really is?

Could I trouble someone for a detailed summary of the activities (fight and afterwards)?
 
 
We are still unsure if he has complete control over his powers but he did a number on everyone including Dr. Asher
*I point over to him as he's sucking his thumb while playing with keys*

How sure are you of your control over your own powers Pestilence? 


I am quite sure of her control, subject to GM fiat, of course 😉.  That said, she does have the following Complication codifying said GM fiat:

Contact with Skin May Infect People w/Random Illness
(Infrequently [usually when emotion is high]; Barely Impairing [limits physical contact with people and wears protective clothing as precaution])
     Notes: (the GM will initiate the Casual Use rule (CC pg12) of a random slot in the Pestilence Multipower as the effect)


Luckily, any virus or disease that someone catches (accidentally or on purpose) usually dies off fairly quickly (as Drain power wears off) and the pestilence is not contagious (i.e. the Drain effect won't transfer to anyone else due to contact with an infected person).  It just sounds worse than it is to most people (uh oh, you caught tuberculosis, and rabies, and influenza.  Don't worry, it'll wear off in a minute... or so).

 - Chris

Chris B

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Jul 2, 2018, 3:18:43 PM7/2/18
to PsiKick, CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 12:00 PM, PsiKick <portlan...@gmail.com> wrote:
We are still unsure if he has complete control over his powers but he did a number on everyone including Dr. Asher
*I point over to him as he's sucking his thumb while playing with keys*

Splicer always has a number done on him.  He's a glass canon that likes to be in the forefront of combat, for some reason.

Ty j

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Jul 2, 2018, 3:21:29 PM7/2/18
to Chris B, PsiKick, CHAMPIONS of the Northwest
Oh no no.  Plague did a number on everyone.  Splicer caught the worse of it with a disease that stays with him for weeks.  His powers and diseases are similar to Pestilance's ( they are related).  Your team has some grave concerns about her now.

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PsiKick

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Jul 2, 2018, 3:21:43 PM7/2/18
to CHAMPIONS of the Northwest
I am quite sure of her control, subject to GM fiat, of course 😉.  That said, she does have the following Complication codifying said GM fiat:

Contact with Skin May Infect People w/Random Illness
(Infrequently [usually when emotion is high]; Barely Impairing [limits physical contact with people and wears protective clothing as precaution])
     Notes: (the GM will initiate the Casual Use rule (CC pg12) of a random slot in the Pestilence Multipower as the effect)


Luckily, any virus or disease that someone catches (accidentally or on purpose) usually dies off fairly quickly (as Drain power wears off) and the pestilence is not contagious (i.e. the Drain effect won't transfer to anyone else due to contact with an infected person).  It just sounds worse than it is to most people (uh oh, you caught tuberculosis, and rabies, and influenza.  Don't worry, it'll wear off in a minute... or so).

My character just needed a bit of re-assurance after what he just fought.

Chris B

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Jul 2, 2018, 3:26:39 PM7/2/18
to CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 12:21 PM, PsiKick <portlan...@gmail.com> wrote:

My character just needed a bit of re-assurance after what he just fought.

Well, she'll tell you her story, if you ask.

Chris B

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Jul 2, 2018, 3:36:10 PM7/2/18
to CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 12:21 PM, Ty j <dnig...@gmail.com> wrote:
Oh no no.  Plague did a number on everyone.  Splicer caught the worse of it with a disease that stays with him for weeks.  His powers and diseases are similar to Pestilance's ( they are related).  Your team has some grave concerns about her now.

Great... this will play into another of her Complications:

Psychological Complication: Fear of being labeled as Diseased (earning a Negative Reputation Complication)
(Uncommon; Strong)
 
Having a villain reeking havoc with the same powers will make it difficult for her to be accepted by the general population, too (given their extreme special effect), regardless of her positive exploits...  That kind of sucks, as I will likely need to retire the character, even though I'm one of the only players that doesn't have a backup nor likes to PC hop.  I will start thinking of a new concept, I guess.

Ty j

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Jul 2, 2018, 3:46:43 PM7/2/18
to Chris B, CHAMPIONS of the Northwest
You don't need to retire her, but work through the issue.  Prove that you are better then what people believe, Spider-Man is pretty hated (even by other heroes) and he keeps going.

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Mark Jones

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Jul 2, 2018, 4:12:29 PM7/2/18
to Chris B, CHAMPIONS of the Northwest
What Ty said. Bad guys committing crimes with guns doesn't mean good guys with guns don't exist. Don't give up!

Very brief recap (I don't have my notes here at work): After we defeated the bad guy (Plague), we turned him over to the CDC to hold in a hermetically sealed room so he couldn't continue to make people sick. We discovered his name, and that his parents were scientists with the CDC who tried to do...something (I forget) in an experiment, and the end result is that he became "a living disease." We also discovered that he is a FIRST COUSIN of your character (on your mother's side). 

That is too big a coincidence to be a coincidence. Apparently, disease powers run in your family. Maybe you're not the only two. Maybe you can teach him to control his power the way you do. Either way, this bears investigation, I think. he's the first metahuman (other than ourselves) we've encountered. (Werewolves, nagas, and zombies are supernatural, and the Baron was doing magic.)


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Chris B

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Jul 2, 2018, 6:33:37 PM7/2/18
to CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 1:12 PM, Mark Jones <mark.s...@gmail.com> wrote:
What Ty said. Bad guys committing crimes with guns doesn't mean good guys with guns don't exist. Don't give up!

Very brief recap (I don't have my notes here at work): After we defeated the bad guy (Plague), we turned him over to the CDC to hold in a hermetically sealed room so he couldn't continue to make people sick. We discovered his name, and that his parents were scientists with the CDC who tried to do...something (I forget) in an experiment, and the end result is that he became "a living disease." We also discovered that he is a FIRST COUSIN of your character (on your mother's side). 

That is too big a coincidence to be a coincidence. Apparently, disease powers run in your family. Maybe you're not the only two. Maybe you can teach him to control his power the way you do. Either way, this bears investigation, I think. he's the first metahuman (other than ourselves) we've encountered. (Werewolves, nagas, and zombies are supernatural, and the Baron was doing magic.)

Thanks Mark!  That was a solid synopsis.

So, maybe that's why the Shadowman liked Jo Anne, the family connection to a family with an ancient curse (well, genetics, but what do the natives know about modern cell biology).  This is very interesting, and a bit disturbing.  Jo Anne never knew about her family history, and it would sort of make sense why her mother wanted to work with the CDC, too.  It also seems as though the "gift" skips a generation or two. 

As for an investigation, what are we looking for?  Jo Anne can talk to him about why he did what he did (i.e. get some info if he was hired).  However, I hope my family doesn't move from Atlanta to Cooper City!  I traveled 3,000 miles to get away from them, then they follow me here?!  Crap...  LOL!  So, I wonder how this is going to play in the press.  Jo Anne will certainly help the CDC, but the more they are involved, the more danger she faces in being ostracized.  At least ART can't catch a cold...

I'm not giving up; it just seems like fate is pushing a lot of trauma on her, though (falling under the Shadowman's influence, crucified, under investigation for murder, caught by the CDC in a different crime scene, a close relative shows up polluting the city with disease and threatening her greatest fears).  How she handles it, could be interesting.  If I was a character whore (like John, lol), I'd have a good reason to retire Pestilence and pick up the PC du jour. 😁

PsiKick

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Jul 2, 2018, 6:50:49 PM7/2/18
to CHAMPIONS of the Northwest

a character whore

You know most of the really good jedi's always turned evil?

Build a new character. Feel the power of the Darkside

Chris B

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Jul 2, 2018, 6:53:49 PM7/2/18
to CHAMPIONS of the Northwest
On Mon, Jul 2, 2018 at 3:50 PM, PsiKick <portlan...@gmail.com> wrote:

a character whore

You know most of the really good jedi's always turned evil?

Build a new character. Feel the power of the Darkside

I was going to say, isn't that your buddy, Vader's Apprentice again?  How many MacGyvers do we need on one team, anyway?

Chris B

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Sep 20, 2018, 10:24:32 PM9/20/18
to CHAMPIONS of the Northwest
Hi Tyler and everyone,

Please find attached an updated character sheet for Pestilence.  I added:

1) Stealth to Proficient (10-) from Everyman (8-) (2CP)

2) Teamwork to Proficient (10-) from Everyman (8-) (2CP)

3) Added PS: Data Mining (INT, 13-) to reflect her ability to search databases (online, business, networks, etc) effectively (3CP)

4) Healing 4d6 (variable effect: Characteristics) in framework.  Pestilence can inject her antibodies, white blood cells, and the other bio-elements that keep her viruses from overwhelming her into others to speed their recovery.

Please review and let me know if changes need to be made and if she is approved.

Thanks for your time, and welcome back!

 - Chris
Pestilence (v4.0).hdc
Pestilence - Jo Anne Bailey rtf (v4).pdf

Chris B

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Oct 11, 2018, 11:57:26 PM10/11/18
to champions-of-...@googlegroups.com
Hi Everyone,

Please find attached a first pass at a new Brick character.  Below is a quick history, too.  Please have a look and make corrective suggestions on the stats, background, and anything else.

Thanks for your help!

 - Chris

Background/History:  Brad graduated USMC Officer Candidate School (Quantico), and was sent to Afghanistan.  While there, he contracted a rare (and formerly unknown) variant of the polio virus.  A year after returning to the States, his muscles began to rapidly deteriorate.  Unable to stop his rapid decline, military doctors used a highly experimental treatment they initially concieved to repair battlefield injuries.  Brad was injected with thousands of microscopic nanorobtics (nanites), who went to work fighting the ailment.  Not only did they kill the disease and repair most of the damage, but the little bots began to enhance Brad's natural abilities.  He found that after working out, his muscles quickly bounced back.  As a result, he became stronger with much more endurance and constitution than he previously had.  In addition, any knick, cuts, and bruises healed rapidly.

 

After his initial four years on active duty, Bradley transferred to the USMC reserve and moved to Cooper City.  Interested in the law, Brad worked as a JAG liaison officer to the US consulate in Afghanistan and diplomatic attache to the Israeli Defense Force.  This led him to pursue a career in law in the covilian world; however instead of spending the time and money to get a law degree, Brad became a paralegal.  He works for a law firm in Cooper City.

 

When V.I.C.I. took control of Cooper City, Brad was doing his annual reserve duty in D.C.  It didn't take long for him to volunteer to return to his home and gather intelligence for the US Government.  The CIA was able to sneak him past the fence, along with a couple of other infiltrators.  Their mission: gather and report intel on the situation and begin forming resistance cells when possible.  Bradley seemlessly melded back into society, working at the law firm, and began learning as much as possible about the rule of V.I.C.I.

 

Several months later, Bradley Smith has assumed the alter ego of Stryker, a combat infiltartor and leader of a small dispersed resistance cell dedicated to acquiring critical information and technology, as well as conduting operations to hamper V.I.C.I.'s reign and gain the hearts and minds of those willing to resist.

 

Personality/Motivation:  Brad's primary motivation is to free his adopted home from the clutches of their metalic tyrant and to help as many of the downtrodden as possible.  He feels that God gave him his second chance and super abilities for this specific situation.  Smart and fanatical, he will work diligently to remove V.I.C.I. from Cooper City and the world.

 

Quote:  Listen up Alpha Team, we have a critical mission, and Cooper City is counting on us!

 

Powers/Tactics: 

 

Campaign Use: 

 

Appearance:  As a civilian, Brad wears a cheap suit and walks with a limp and a cane (a byproduct of the virus).  As Stryker, he wears a mesh full body combat suit and has an earpiece for his radio.  His main weapon is a collapsible baton he can affix to his belt.  When in civilian guise, the baton is disguised as the walking cane.

 

Brick (v1).pdf
Brick (v1).hdc
Brick (v1).RTF
Stryker.jpg

Mark Jones

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Oct 12, 2018, 1:24:28 AM10/12/18
to Chris Brower, CHAMPIONS of the Northwest
He looks pretty good. He's as strong as Protector was at the end, which is good for 8d6 in a punch. The baton adds 2d6 for a total of 10d6. Is the AP on that just for the 2d6 or does it affect the whole 10d6?

Nice assortment of skills, but you might want to drop a few and boost the others. Remember how often we were all failing our skill rolls with skills of 12.

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Chris B

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Oct 12, 2018, 1:37:43 AM10/12/18
to Mark Jones, CHAMPIONS
Thanks Mark.

The AP was stolen from Patrick, as I thought the main reason to have a weapon is foradvzntages.  I was considering Penetrating, instead.  I also thought 10d6 would be OK, since he has one attack (8d6 for non weapon feats of strength).

As for skills, what do you suggest?  Which ones can be jettisoned to increase the points of the others?  I think I have everything in there, though (pesuasion, stealth, research, breakfall, climbing).

Thanks again for the input!

 - Chris

Kygo

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Oct 12, 2018, 4:04:33 PM10/12/18
to CHAMPIONS of the Northwest
The baton is going to be a pain to use as Mark pointed out. "These 8d6 are normal but these 2d6 are going to be AP" If you make it Penetrating it will be easier I'm just curious why a baton does AP or Penetrating?
If you make it the following it's easier to work purchase as 8d6 AP +1/2 (or Penetrating) (60 active points) cannot use strength/cannot push -1/2, OAF -1, Hand to hand attack -1/4.
This way when you use it everything is considered Penetrating or AP.
The radio is build good - I assume the other sense is normal hearing.
Per Mark's comment same thing - you have so many skills but you aren't good at any of them. Get a few of them that are specialized possibly -13 to -15 as your character seems to have been around for some time already. From the history it sounds like you are in your mid 30s?
30 armor with 50 Stun - For sure a brick. As you will be up in the front lines being hit you will need to bring up your body. With just a 10 you might not last very long and once you reach -1 body you go down.

Trying to figure out your PD you have a resistant PD of 28. Why on your stat does it read 18/30? The 30 is your total but it should be 28/30 unless I'm calculating it wrong?
I'm assuming the +16 PD OIF is resistant and the additional +6 PD is also. Your combat luck is also resistant and you normally get a natural 2 to start with (not resistant).
or should it be 12/30 as 6 resistant plus the combat luck?

Chris B

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Oct 12, 2018, 5:03:28 PM10/12/18
to CHAMPIONS
On Fri, Oct 12, 2018 at 1:04 PM Kygo <portlan...@gmail.com> wrote:
The baton is going to be a pain to use as Mark pointed out. "These 8d6 are normal but these 2d6 are going to be AP" If you make it Penetrating it will be easier I'm just curious why a baton does AP or Penetrating?
If you make it the following it's easier to work purchase as 8d6 AP +1/2 (or Penetrating) (60 active points) cannot use strength/cannot push -1/2, OAF -1, Hand to hand attack -1/4.
This way when you use it everything is considered Penetrating or AP.

Well, the idea was to augment the high strength with a low damage weapon with an advantage/adder, turning his 8d6 punch into a 10d6 AP or Penetrating attack.  The "baton" was just a form for the thing to take.  No need to ask how it can penetrate or pierce armor, as it is just special effect (hard steel swung with great strength on a localized area causes the advantage's effect?).  It could be gauntlets, a club, staff, or anything that does mainly bludgeoning damage.  I don't necessarily want a baton that can pierce, just trying to mix it up a bit.

If my read on this is in error (the advantage on a HA applies to the additional STR as well), then I can remove the advantage and put the points into making it a 12d6 HA or add a HKA attack (knife). However, I don't think it is incorrect, as HA says it adds to STR, not the other way around.
 
The radio is build good - I assume the other sense is normal hearing.

Yeah, it has the advantage affected by 2 senses: radio & hearing.  Made sense, since if I'm in a noisy transformer robot, then calling grandma may not work as well.
 
Per Mark's comment same thing - you have so many skills but you aren't good at any of them. Get a few of them that are specialized possibly -13 to -15 as your character seems to have been around for some time already.

I only picked the skilsl that I thought the person would have; however, I'll pair it back a bit.  I can reduce the 1CP law KS skills, maybe remove climbing, and I'm eyeballing the Fringe Benefit: Security Clearance, even though the latter will probably come in handy in the roll play part of the game.
 
From the history it sounds like you are in your mid 30s?

Yeah, I was thinking late 20s (college by 22, OCS for a year, active duty for 4 years, reserves for a year or two).
 
30 armor with 50 Stun - For sure a brick. As you will be up in the front lines being hit you will need to bring up your body. With just a 10 you might not last very long and once you reach -1 body you go down.

Not many points to spend on Body.  If the attack is normal, then the likelihood of any Body getting through a 30PD/20ED is small.  if it is a KA, then a rPD of 12 is enough to stop an assault rifle or standard grenade if Tyler rolls 6's (2d6KA).  Also, it should be enough to stop a 3d6 KA with an average roll with no impact.  If the attack is an energy KA, then Stryker will need to dive for cover/block a lot (6 rED).

So, just to ask, is an additional 8 BODY (18 total) worth removing the Regeneration (or a variant thereof)?
 

Trying to figure out your PD you have a resistant PD of 28. Why on your stat does it read 18/30? The 30 is your total but it should be 28/30 unless I'm calculating it wrong?
I'm assuming the +16 PD OIF is resistant and the additional +6 PD is also. Your combat luck is also resistant and you normally get a natural 2 to start with (not resistant).
or should it be 12/30 as 6 resistant plus the combat luck?

He has:

  6 rPD  Combat Luck
  6 rPD  Armor
16 PD  Armor
  2 PD free
30 PD / 12 rPD

  6 rED  Combat Luck
12 ED  Armor
  2 PD free
20 PD / 6 rPD

Thanks for your help!

Kygo

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Oct 12, 2018, 5:25:25 PM10/12/18
to CHAMPIONS of the Northwest
 So, just to ask, is an additional 8 BODY (18 total) worth removing the Regeneration (or a variant thereof)?

The regeneration is way better than a few extra body.

6 rPD  Combat Luck
  6 rPD  Armor
16 PD  Armor
  2 PD free
30 PD / 12 rPD

The PDF reads 18/30. No idea how the program calculated that.

augment the high strength with a low damage weapon with an advantage/adder, turning his 8d6 punch into a 10d6 AP or Penetrating attack.

They changed this rule I believe in the edition we are using now. That's why they came up with "naked advantage" from what Mark was saying. This is to keep games that have active power points caps from exceeding that - which we do (60 Active Points).
You could keep it the same way but it would only be 2d6 AP and all your other Str would just do a normal 8d6 and that normal damage would not include in exceeding the armor (way confusing to figure out or describe).



I'm eyeballing the Fringe Benefit: Security Clearance, even though the latter will probably come in handy in the roll play part of the game
How do you plan on communicating back and forth to them from the city?







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