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.
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?
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.”
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!
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What if you want to drain power defense?
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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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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."
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.
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?
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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.
On another note, This character is at 225 CP. What is your rule on using saved experience during play?
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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.
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.
Her gloves would need the fingers exposed, though, but I can see a version that allows for both full glove and fingerless.
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.
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
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).
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.
Steve Long
Young Curmudgeon
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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))
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.
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.
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).
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!
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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.
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.
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.
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:18This 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.
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
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.
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?
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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.
Chris did you see this disadvantage for AID-![]()
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.
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 (
make things worse. Let's hope it's (a).
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)
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*
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*
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?
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.
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.
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.
CandyMan has always escaped and he hasn't attacked you (yet). I told you he should have been the leader :P
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.
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.
Splicer doesn't have Canine DNA.
Shane hands over a dog collar to Joe Anne - "welcome to the family"
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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?
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?
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)
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*
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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)
My character just needed a bit of re-assurance after what he just fought.
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.
Psychological Complication: Fear of being labeled as Diseased (earning a Negative Reputation Complication)
(Uncommon; Strong)
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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.)
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.
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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?