STGOD 3 - Character Design/Background
Posted: 2004-01-11 09:46pm
We'll be using the old system that TheCreech came up with... Unless he objects
I'll be formatting it a little to make it easier to read.
Powers
1 pt - Long Jump - Can jump up to 3 miles in one jump.
1 pt - Heightened Senses - Sight, hearing, smells, and touch. (Daredevil, Wolverine)
1 pt - Super Agility, Jumping, Speed, Stamina, and Durability - Far better than the best human athlete. (Beast)
1 pt - Photo Reflexes - Can imitate any move seen, can predict enemies moves. (Taskmaster)
1 pt - X-Ray Vision (Superman)
1 pt - Marksman Master. (Green Arrow, Bullseye)
1 pt - Close Combat Master. (Batman, Wolverine, Capt. America)
1 pt - Stealth - Can sneak by enemies undetected with ease. (Batman, Wolverine)
1 pt - Wealth - Character is wealthy.
1 pt - Equipment - Guns, cars, hi tech computers, shops, etc.
1 pt - Harden skin - Character is able to make skin as hard a steel or rock for short periods of time. This power is like a toughness, only very limited.
2 pts - Chi Control - Also gives ability to destroy solid objects with bare hands with no injury, bigger the object more focus is needed. (Grail, Iron Fist)
2 pts - Invisibility (Temporary) - Can be invisible for an hour.
2 pts - Healing Factor - Can heal fatal wounds within a day.
2 pts - Shapeshifting. (Mystique)
2 pts - Demolition Master. (Claymore)
2 pts - Hand Mutation - Hands are a silver like substance which hero can morph into cutting blades, or even use to mimic smalls things like keys to open doors. (Ripclaw)
2 pts - Sonic Scream. (Banshee)
2 pts - Resistance to Telepathy - Hero has created a helmet or has trained mind so that telepathy penetration is minimal.
2 pts - Resistance to Magic - Hero body and mind are resistance to the affects of magic. Even enchantments will not work to their full potential
2 pts - Probability Manipulation Level 1 - Able to affect small odds to be more in your favor. (Domino)
2 pts - Bad Luck level 1 - You can cause minor bad luck on foes. (Black Cat)
2 pts - Barrier - Character can create a small force field around him/her or place force field in an area around self to block traffic, bullets, energy blasts for a short time.
3 pts - Flight - Top speed at around 65 mph.
3 pts - Super Senses - Precog, reaction time. (Spiderman)
3 pts - Phasing - Can pass through walls. Can use at the same time with other powers. (Shadowcat)
3 pts – Super Healing Factor - Can heal fatal wounds within hours.
3 pts - Telekensis - Can move objects with mind only. No Vader chokes. (Jean Grey)
3 pts - Powerthieft - Can steal hero powers for a short time on skin to skin contact. May take one power from victim. (Rogue)
3 pts - Master Craftsman. (Forge, Steel)
3 pts - Blades, claws, fangs, swords, etc that can cut through anything. (Silver samurai, Wolverine)
3 pts - Teleportation - Can teleport short distances.
3 pts - Low Level Energy Manipulator - Can manipulate small electrical and energy fields giving hero abilities like barrier and telekensis for a short time. Can use electrical fields to shut down anything electrical. Low energy attacks.
3 pts - Low Level Telepath - Can read minds, cause limited sickness, and use mind stun blasts. (Jean Grey)
3 pts - Low Level Magic user - Can create barriers and small illusions for a short time. Low energy range attacks.
3 pts - Plasticity. (Plastic man, Richard Reeds)
3 pts - Fight Strength Increase - Longer a fight lasts the stronger hero becomes. (Hulk)
3 pts - Mass Increase/Decrease - Can shrink self down an inch high or make self as big as a 4 story building. (Maul, Apocalypse)
3 pts - Energy Absorb - If character is hit with some sort of energy blast then he/she can absorb that energy and fire it back. Character is still get hurt a little bit by original hit. (Bishop)
3 pts - Probability Manipulation Level 2 - Able to completely screw with the laws of probability, requires concentration so character cannot multi-task powers.
3 pts - Bad Luck Level 2 - Incredible bad luck on any foe you use this power on. Last only as long as hero's focus isn't broken, characters cannot multi-task with other powers. (Scarlet Witch)
3 pts - Master Hacker - Can computer hack into almost any system with very little trouble.
3 pts – Toughness - Is unhurt by small arms fire.
3 pts - Lasting Invisibility - Can be invisible for up to 3 hours.
4 pts - Rapid Regeneration - Can heal fatal wounds within minutes.
4 pts - Invunerablity - Can be shot by heavy arms fire and missile weaponry and not be hurt. (Hulk)
4 pts - Protective Armor - This give its wearer, limited flight, toughness, low energy range attacks, barrier, marksmanship, and super strength. (Ability to lift 5 tons)
5 pts - Impervious - Can be shot by heavy arms fire, missile, and can barely survive nuke attacks. (Superman)
5 pts - Medium Energy Manipulator - Can manipulate large electrical and energy fields giving hero abilities like barrier and telekensis for a short time. Can use electrical fields to shut down anything electrical. Can also manipulate small gravity fields medium energy attacks.
5 pts Medium Level Magic User - Create barrier and illusions for a long period of time. Can enhance speed, strength of self or others. Can teleport self and others. Mid energy range attacks.
5 pts - Medium Level Telepath - Read minds, cause sickness, mind stun blasts, limited mind control, can cause hallucinations, and sense people from a short range.
5 pts - Symbiote - Living creature that gives a minor increase to strength, durability, agility, stamina, and senses. Ability to have clothes change at any time, gives you dual personality and limited toughness and symbiote can be used as a weapon like Carnage: Turn it into stabbing weapons or shot shards. (Venom)
6 pts - Advanced Armor - This gives its wearer prolonged flight, toughness, medium energy range attacks, barrier, marksmanship, and super strength. (Ability to lift 10 tons)
8 pts - Super Armor - This gives its wearer permanent flight, toughness, and high energy attacks. Wearer also gets prolonged barrier, marksmanship, and super strength. (Ability to lift 15 tons)
9 pts - High Level Magic User - Can cause mass illusions and barriers. Can enhance self or others in speed, strength, toughness. High level range attacks. Can teleport self and others. (Dr. Strange)
9 pts - High Energy Manipulator - can manipulate mass electrical and energy fields giving hero abilities like barrier and telekensis for a long time. Can use electrical fields to shut down anything electrical at long range. Can effect large gravity fields also. High energy attacks. (Magneto)
9 pts High Level Telepath (Prof. X) - Read minds, stun blasts, cause sickness, mind control, and can cause mass hallucinations. Astral projection, can sense people from a large distance away.
X pt(s) - Conduct/Fire/Ice/Energy - You can add 1 pt extra to make the power even stronger. (Cyclops, Havok, Captain Atom)
X pts - Minons - Hero/Villain is head of corporation that allows him/her to call on lackeys for help. For first 2 pts spent you get a handful of lackeys, if you spend four points you give a gang of lackeys and for 6 points you get at corporation and a hundreds of lackeys.
X pt - Super Speed - For every point to spend on super speed, add 200mph.
X pt - Super Strength - For every point to spend on super strength, add 10 tons of strength.
Weaknesses
You can minus points off of your tally if you are willing to give your character one or more of the following weaknesses. You must explain how weakness works for your hero/villian. You can only take up a maximum of -4 points for weaknesses.
-1 pt - One power at a time - Cannot multi-task powers. No more than one power used simultaneously.
-1 pt - Fear - Character has a serious phobia that affects his/her life. Once fear takes place character is paralyzed for a
short time.
-1 pt - Undisciplined - Hero is unable to control a power properly or is a novice at certain skills resulting in injury of
self and/or friends or failures in missions.
-1 pt - Codependence - Hero has some sort of codependence on a drug/habit/addiction that must be dealt with on a regular
basis. (Blade's The Thirst)
-1 pt - Sidekick or Co-dependent party - Hero is stuck with a sidekick that is constantly getting in way or is responsible
for a small child, etc that must be taken care of at all times.
-1 pt - Battle Rage - If character is angered too much hero can go into an uncontrollable fury but would probably result in
attacking innocent people, friends, foes, what ever gets in way. This will cancel all other powers character has except
physcial attributes.
-1 pt - Only When - Character can only use powers when a certain something happens. For example, hero can only lift 100 tons at
night because moon is source of powers. (Moonknight)
-1 pt - Weakness - Character is especially vulnerable to some object (Superman and Kryptonite, etc)
-2 pts - Finite Energy - Powers drain very easily, prolonged use will result in hero blacking out. Strain beginnings after a few powers are used.
-2 pt - Cripple - Character is on some sort of life support or is with out the function of a major body part that cannot be
replaced that hinders performance. What ever the life support is it most be exposed to danger.
-2 pt - Darkside/Lightside - hero/villain has a spilt personality that tries to take over and do the opposite of what said
person wants. This weakness makes it hard for all powers to be used fully.
PRID: Wealthy, Equipment.
Apparitions: Invisibility (Temporary).
Star's Signal Cult: Resistance to Telepathy.
Shadowy Group Yet To Be Revealed: Low Level Telepath.
Independent: One extra point.
I realize the shadow group's power is worth 3 points, but resistance to telepathy balances that out a little... Independences only get one extra point, since that offers a lot more flexibility. If you decide to change factions in the middle, then you still retain your former attributes.
Each character is allowed 11 points total. Forgot to mention that, sorry.
Edit: Added weakness and fixed formatting.
Another Edit: Added faction strengths. You guys want might to make modifications.
I'll be formatting it a little to make it easier to read.
Powers
1 pt - Long Jump - Can jump up to 3 miles in one jump.
1 pt - Heightened Senses - Sight, hearing, smells, and touch. (Daredevil, Wolverine)
1 pt - Super Agility, Jumping, Speed, Stamina, and Durability - Far better than the best human athlete. (Beast)
1 pt - Photo Reflexes - Can imitate any move seen, can predict enemies moves. (Taskmaster)
1 pt - X-Ray Vision (Superman)
1 pt - Marksman Master. (Green Arrow, Bullseye)
1 pt - Close Combat Master. (Batman, Wolverine, Capt. America)
1 pt - Stealth - Can sneak by enemies undetected with ease. (Batman, Wolverine)
1 pt - Wealth - Character is wealthy.
1 pt - Equipment - Guns, cars, hi tech computers, shops, etc.
1 pt - Harden skin - Character is able to make skin as hard a steel or rock for short periods of time. This power is like a toughness, only very limited.
2 pts - Chi Control - Also gives ability to destroy solid objects with bare hands with no injury, bigger the object more focus is needed. (Grail, Iron Fist)
2 pts - Invisibility (Temporary) - Can be invisible for an hour.
2 pts - Healing Factor - Can heal fatal wounds within a day.
2 pts - Shapeshifting. (Mystique)
2 pts - Demolition Master. (Claymore)
2 pts - Hand Mutation - Hands are a silver like substance which hero can morph into cutting blades, or even use to mimic smalls things like keys to open doors. (Ripclaw)
2 pts - Sonic Scream. (Banshee)
2 pts - Resistance to Telepathy - Hero has created a helmet or has trained mind so that telepathy penetration is minimal.
2 pts - Resistance to Magic - Hero body and mind are resistance to the affects of magic. Even enchantments will not work to their full potential
2 pts - Probability Manipulation Level 1 - Able to affect small odds to be more in your favor. (Domino)
2 pts - Bad Luck level 1 - You can cause minor bad luck on foes. (Black Cat)
2 pts - Barrier - Character can create a small force field around him/her or place force field in an area around self to block traffic, bullets, energy blasts for a short time.
3 pts - Flight - Top speed at around 65 mph.
3 pts - Super Senses - Precog, reaction time. (Spiderman)
3 pts - Phasing - Can pass through walls. Can use at the same time with other powers. (Shadowcat)
3 pts – Super Healing Factor - Can heal fatal wounds within hours.
3 pts - Telekensis - Can move objects with mind only. No Vader chokes. (Jean Grey)
3 pts - Powerthieft - Can steal hero powers for a short time on skin to skin contact. May take one power from victim. (Rogue)
3 pts - Master Craftsman. (Forge, Steel)
3 pts - Blades, claws, fangs, swords, etc that can cut through anything. (Silver samurai, Wolverine)
3 pts - Teleportation - Can teleport short distances.
3 pts - Low Level Energy Manipulator - Can manipulate small electrical and energy fields giving hero abilities like barrier and telekensis for a short time. Can use electrical fields to shut down anything electrical. Low energy attacks.
3 pts - Low Level Telepath - Can read minds, cause limited sickness, and use mind stun blasts. (Jean Grey)
3 pts - Low Level Magic user - Can create barriers and small illusions for a short time. Low energy range attacks.
3 pts - Plasticity. (Plastic man, Richard Reeds)
3 pts - Fight Strength Increase - Longer a fight lasts the stronger hero becomes. (Hulk)
3 pts - Mass Increase/Decrease - Can shrink self down an inch high or make self as big as a 4 story building. (Maul, Apocalypse)
3 pts - Energy Absorb - If character is hit with some sort of energy blast then he/she can absorb that energy and fire it back. Character is still get hurt a little bit by original hit. (Bishop)
3 pts - Probability Manipulation Level 2 - Able to completely screw with the laws of probability, requires concentration so character cannot multi-task powers.
3 pts - Bad Luck Level 2 - Incredible bad luck on any foe you use this power on. Last only as long as hero's focus isn't broken, characters cannot multi-task with other powers. (Scarlet Witch)
3 pts - Master Hacker - Can computer hack into almost any system with very little trouble.
3 pts – Toughness - Is unhurt by small arms fire.
3 pts - Lasting Invisibility - Can be invisible for up to 3 hours.
4 pts - Rapid Regeneration - Can heal fatal wounds within minutes.
4 pts - Invunerablity - Can be shot by heavy arms fire and missile weaponry and not be hurt. (Hulk)
4 pts - Protective Armor - This give its wearer, limited flight, toughness, low energy range attacks, barrier, marksmanship, and super strength. (Ability to lift 5 tons)
5 pts - Impervious - Can be shot by heavy arms fire, missile, and can barely survive nuke attacks. (Superman)
5 pts - Medium Energy Manipulator - Can manipulate large electrical and energy fields giving hero abilities like barrier and telekensis for a short time. Can use electrical fields to shut down anything electrical. Can also manipulate small gravity fields medium energy attacks.
5 pts Medium Level Magic User - Create barrier and illusions for a long period of time. Can enhance speed, strength of self or others. Can teleport self and others. Mid energy range attacks.
5 pts - Medium Level Telepath - Read minds, cause sickness, mind stun blasts, limited mind control, can cause hallucinations, and sense people from a short range.
5 pts - Symbiote - Living creature that gives a minor increase to strength, durability, agility, stamina, and senses. Ability to have clothes change at any time, gives you dual personality and limited toughness and symbiote can be used as a weapon like Carnage: Turn it into stabbing weapons or shot shards. (Venom)
6 pts - Advanced Armor - This gives its wearer prolonged flight, toughness, medium energy range attacks, barrier, marksmanship, and super strength. (Ability to lift 10 tons)
8 pts - Super Armor - This gives its wearer permanent flight, toughness, and high energy attacks. Wearer also gets prolonged barrier, marksmanship, and super strength. (Ability to lift 15 tons)
9 pts - High Level Magic User - Can cause mass illusions and barriers. Can enhance self or others in speed, strength, toughness. High level range attacks. Can teleport self and others. (Dr. Strange)
9 pts - High Energy Manipulator - can manipulate mass electrical and energy fields giving hero abilities like barrier and telekensis for a long time. Can use electrical fields to shut down anything electrical at long range. Can effect large gravity fields also. High energy attacks. (Magneto)
9 pts High Level Telepath (Prof. X) - Read minds, stun blasts, cause sickness, mind control, and can cause mass hallucinations. Astral projection, can sense people from a large distance away.
X pt(s) - Conduct/Fire/Ice/Energy - You can add 1 pt extra to make the power even stronger. (Cyclops, Havok, Captain Atom)
X pts - Minons - Hero/Villain is head of corporation that allows him/her to call on lackeys for help. For first 2 pts spent you get a handful of lackeys, if you spend four points you give a gang of lackeys and for 6 points you get at corporation and a hundreds of lackeys.
X pt - Super Speed - For every point to spend on super speed, add 200mph.
X pt - Super Strength - For every point to spend on super strength, add 10 tons of strength.
Weaknesses
You can minus points off of your tally if you are willing to give your character one or more of the following weaknesses. You must explain how weakness works for your hero/villian. You can only take up a maximum of -4 points for weaknesses.
-1 pt - One power at a time - Cannot multi-task powers. No more than one power used simultaneously.
-1 pt - Fear - Character has a serious phobia that affects his/her life. Once fear takes place character is paralyzed for a
short time.
-1 pt - Undisciplined - Hero is unable to control a power properly or is a novice at certain skills resulting in injury of
self and/or friends or failures in missions.
-1 pt - Codependence - Hero has some sort of codependence on a drug/habit/addiction that must be dealt with on a regular
basis. (Blade's The Thirst)
-1 pt - Sidekick or Co-dependent party - Hero is stuck with a sidekick that is constantly getting in way or is responsible
for a small child, etc that must be taken care of at all times.
-1 pt - Battle Rage - If character is angered too much hero can go into an uncontrollable fury but would probably result in
attacking innocent people, friends, foes, what ever gets in way. This will cancel all other powers character has except
physcial attributes.
-1 pt - Only When - Character can only use powers when a certain something happens. For example, hero can only lift 100 tons at
night because moon is source of powers. (Moonknight)
-1 pt - Weakness - Character is especially vulnerable to some object (Superman and Kryptonite, etc)
-2 pts - Finite Energy - Powers drain very easily, prolonged use will result in hero blacking out. Strain beginnings after a few powers are used.
-2 pt - Cripple - Character is on some sort of life support or is with out the function of a major body part that cannot be
replaced that hinders performance. What ever the life support is it most be exposed to danger.
-2 pt - Darkside/Lightside - hero/villain has a spilt personality that tries to take over and do the opposite of what said
person wants. This weakness makes it hard for all powers to be used fully.
PRID: Wealthy, Equipment.
Apparitions: Invisibility (Temporary).
Star's Signal Cult: Resistance to Telepathy.
Shadowy Group Yet To Be Revealed: Low Level Telepath.
Independent: One extra point.
I realize the shadow group's power is worth 3 points, but resistance to telepathy balances that out a little... Independences only get one extra point, since that offers a lot more flexibility. If you decide to change factions in the middle, then you still retain your former attributes.
Each character is allowed 11 points total. Forgot to mention that, sorry.
Edit: Added weakness and fixed formatting.
Another Edit: Added faction strengths. You guys want might to make modifications.