Leroy Test Page

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Hero Name

Physical Form Modified Human--Skeletal: This is someone who started life as a Normal Human and was later altered by some means. The change affected his body on a physical level but did not alter his DNA. Genetically, the hero is still very much human and cannot pass on his Powers to his descendants. Skeletal Modification means the hero's original skeletal structure has been replaced or augmented by artificial means. Although he is also a Random Mutant, Wolverine is a good example of this type of character. The new skeleton can be crammed with various things that can give the hero his Powers. All Modified Humans gain 1 less power initially. Skeletals gain +1CS Resistance to Physical Attacks. At least 1 Contact should be the organization responsible for the modification. These Modified Humans roll their ranks on Column 1 of the Random Ranks Table.

Origin of Power The hero was born in the Body Type he has, and possessed all his Powers from birth onward (although learning to control them took time).

Primary Abilities

  • Fighting: Remarkable (30)
  • Agility: Excellent (20)
  • Strength: Remarkable (30)
  • Endurance: Incredible (40)
  • Reason: Excellent (20)
  • Intuition: Incredible (40)
  • Psyche: Remarkable (30)

Secondary Abilities

  • Health: 120
  • Karma: 90
  • Resources: Poor (4)
  • Popularity: 20

Powers, Talents, and Contacts

  • Number of Powers: 6/9
  • Number of Talents: 2/4
  • Number of Contacts: 2/4

Powers

  • Geoforce (Incredible--40): The hero can detect and control geological forces. These include plate movement, stress, faults, and vulcanism. This Power only applies to natural rock and semi-natural materials such as concrete, cement, and asphalt. Radically altered material (steel, plastic) is not directly affected by the Power. This Power has 2 ranges, both based on the Power rank. The ability to detect forces and materials within the earth has a range shown on Column C. The ability to actually control those forces is more limited and is determined on Column B. For example, a hero with Rm Geoforce can detect forces 12 miles distant but can only control those forces within 1 mile of her location. The Detection aspect of this Power enables the hero to sense a variety of earth-related things. These include ground temperature (green FEAT), general mineral composition (green), specific minerals (red), locate caves (green), locate beings moving within the earth (yellow), identify faultlines and stress points (yellow), and communicate with beings made of rock (red). The active aspect of this Power enables the hero to accelerate, slow, or alter the direction of natural geological forces. The hero can affect plate movement; this can create Power rank tremors or reduce the intensity of existing tremors by the Power rank number. The hero can accelerate erosion by decreasing the Material Strength of exposed rock. The flow of magma within the earth can be redirected to anywhere the hero wants an instant baby volcano to erupt. By magnifying existing faults and decreasing the rock's Material Strength, the hero can create openings in the earth. These can be instant pits, valleys, caves, or tunnels. The effects of the Power are permanent alterations to the landscape. Baby volcanoes don't last very long, though, if the area didn't have a previous history of vulcanos. For example, during her tenure with the New Mutants, Magma has created baby volcanoes in such places as Rio de Janeiro's harbor, the living room of Professor Xavier's mansion, and an apartment in Manhattan. Such freakish volcanoes immediately cool down once the Power is no longer supporting their existence; heat is lost at a rate of -1CS per hour. For example, the volcano in the X-Mansion was cool enough to sit on by the time Professor X came home a few hours later. It is assumed that the cooling effect extends all the way down back through the ground to where the magma came from in the first place; otherwise all these baby volcanoes would act as conduits for later, normal vulcanism. The amount of matter the Power can effect is awesome. The Power can affect a maximum amount of rock equivalent to 10 tons for each point of the Power rank number. For example, Magma's Mn(75) Geoforce can affect 750 tons (1.5 million pounds!) at a range of up to 6 miles. The Power can be expanded into a variety of Power Stunts, such as induced avalanches and sculpting chambers in the earth. The latter example is also a way for the hero to make some money on the side by creating "secret underground headquarters" on commission. The giant caves that litter the pages of comic books do not occur in real life, people. A curious use of the Power is to communicate with beings who are themselves composed of natural rock. The Power provides the hero with a seismic equivalent of Telepathy. Such beings include Golems, Earth Elementals, and planetary beings such as Ego the Living Planet. Is Mother Earth alive in your campaign? If she is, then this Power will let your hero talk to her.
  • Residual Absorption (Excellent--20): The hero can duplicate a Power by absorbing the traces left behind whenever a Power is used. The residue may be in anything that was near or the target of a Power's emission. The Power rank determines what the rank is for any Powers created in this way. The duration of the borrowed Powers is determined by the hero's Reason. A green Reason FEAT gives a duration equal to the Reason rank times 100 turns. A yellow FEAT raises that to 10,000 turns times the Reason rank number. A red FEAT increases that to permanence. The average amount of residue bearing material is about the size of a breadloaf. It is completely drained after a single use.At Un rank, the amount of residue bearing material needed decreases to DNA, RNA, blood samples, bodily fluids, or an ounce.
  • Hyper-Invention (Remarkable--30): This is a special form of Hyper-Intelligence that is common enough to merit its own classification. It is a permanent enhancement of the hero's overall intelligence that is channeled into the field of mechanical design and engineering. The hero is an Edison-like genius who take existing materials and technologies and use them to create new devices or applied technologies. He can repair previously operational devices, even if the device was of an unknown type. The hero can learn new technologies at a rate determined by his rank, the complexity of the technology, and the amount of instruction available. Modern technology requires an Ex Intensity FEAT. Advanced technology requires a Rm Intensity FEAT. Alien or futuristic technology vary from In Intensity(Shi'ar) to Un(the Watcher). The color of the FEAT is determined by the amount of instruction the hero receives. A green FEAT requires instructional materials that explain the technology (a teacher, books, holocubes). A yellow FEAT is required if the hero has access to materials not specially designed to instruct someone in that technology (readouts, performance specs, operating manuals, a copy of a working device). A red FEAT is required if all the hero is has an inoperational device if that technology. Like Hyper-intelligence, the Hyper-Inventor can raise his rank +1CS by specializing in a particular field. Examples include vehicles, weapons, biomedical technology, and architectural engineering. The hero has the ability to manufacture or modify items using any technology he knows. He still requires adequate physical resources to create the items, though the cost of anything he builds himself is decreased -2CS compared to the list price for off-the-shelf versions. A Power FEAT based on the desired item's tech level determines the durability of the item. A green or yellow FEAT means the item has the same durability as a normally manufactured item. A red FEAT means the item will function but has performance problems; the Judge can decide how long or well the item functions before it fails. This is one of those Powers that can be used for personal profit. The hero can design and build exotic paraphernalia for other characters and NPCs on commission. This can raise the hero's Resource level by whatever fees he can get away with.
  • Precognition (Good--10):(Judges detest this Power with a passion.) The hero can see into the future. The Power gives the hero sufficiently clear insight into upcoming events that he might be able to use that foreknowledge to his advantage. The problem lies in 2 areas, the flexibility of the timestream and the preparedness of the Judge (more on these later). Precognition is an awesome Power and thus has more limits than the Hulk can shake a stick at. ("Hulk no need puny stick!") The Power can normally be used only once per day at full rank. Each additional use decreases the rank -1CS down to a minimum of 1 turns lead-time. Second, the player must choose a limitation on the Power. The third limit is that the Judge, not the player, rolls the dice. The Player cannot try to influence the dice by expending Karma. The Judge never tells the player the outcome or if he even threw the dice at all. This keeps the player from knowing the accuracy of his visions.

Player characters can look into the future a number of hours equal to twice the Power rank number. For example, a Gd(10) rank can see almost a day ahead, an Une(100) rank can see over a week ahead, and a CL3000 rank can see 8 months ahead. The color FEAT determines the accuracy of the vision. White results can be completely untainted by truth; the Judge can improvise to his heart's delight. ("3 days from now… Sentinels fighting in space… an armada of aliens swarming upon them… A man named Jubal leads the aliens.") A green result requires the Judge to be truthful but to only reveal basic details. A yellow FEAT requires full disclosure of anything the Judge can imagine being visible at the time of the vision's occurrence. A red FEAT enables the hero to learn things that might not be readily apparent at the time the vision comes to pass. 1 problem with the Power is that the timestream is extremely malleable. Each decision made creates an alternate timeline, a parallel Earth almost but not quite identical to the version of Earth where your campaign occurs. Each vision is an event that will come to pass in some timestream somewhere. It need not be the hero's impending timeline. That's where Precognition comes in. Each Precog vision gives the hero a chance to consciously shape his world's timeline. Because of this, the envisioned event might never come to pass, at least not where the hero is concerned. This leads to the 2nd problem, that of Judge preparedness. To accurately and realistically portray Precog, the Judge would need to work out a detailed timeline of the campaign's future events, including variables that account for probable player actions. This is a major headache for Judges. This is a leading reason why Galactuses throughout the multiverse devour any world where Precognition appears. Precogs are therefore warned to use their Power carefully.Short-range Precog can be useful in combat. The hero can use his Power to discover his opponent's next move. This form can be used by any Precog, regardless of the limits otherwise constraining the Power. In game terms, the player tries to make a yellow FEAT at the start of each turn. Success means the Judge must reveal the NPCs' next moves. Initiative is rolled. If the Precog gets it, she has a chance to share her information with her teammates. This use of Precognition must be developed as a Power Stunt. The hero gains an advantage of +1CS when she has a Precog flash pertaining to friends, special enemies, possessions and dwelling places. This increases to +2CS if the flash involves dire events occurring to the Precog herself. The Power can be psychologically damaging to the Precog. The Power is often limited to times within the hero's own lifespan. Most of the time, there is no cause for alarm until the Power starts consistently failing. Delusions may result from frequent but inaccurate visions. Frequent, accurate visions of doom and destruction beyond the hero's capabilities may lead to aberrant behavior, such as chronic depression or chemical dependency.

  • Spirit Gestal (Remarkable--30): The hero can transform into a heroic Alter Ego by joining his mind and body with 1 or more disembodied beings (spirits, semi-divine beings, and that ilk. The joining of these disparate beings generates the Power possessed by the Gestalt hero. The merging spirit can be of any nature, determined by the player at the time of the hero's creation. Possibilities include: The merging beings are the hero's own ancestors (Ancestral Gestalt), The spirits are any Free Spirits (Spiritual Gestalt), The merging being is a nasty supernatural type (Daemonic Gestalt), or The merging spirit is a bonafide divine being (Divine Gestalt). Duration is determined by the Gestalt hero's Psyche. Rank determines the cohesiveness of the Gestalt, especially its resistance to external attempts to dissolve the merger.

Talents

  • First Aid: The medicine Talent notes that the loss of Endurance ranks may be halted by someone checking on the dying character and administering some form of aid. The First Aid Talent grants the character this immediate halt to Endurance rank loss, the recovery of 1 rank immediately (1 use only per situation). In addition to this, the hero with this Talent can stabilize a dying character at Shift-0 Health up to 5 rounds after that character reaches that level.
  • Repairing & Tinkering: The character with this Talent gains a +1CS to any Reason FEATs involving the repair and modification of existing items, but not the building of new items. This +1CS may be added to any other bonuses gained from other Talents, so that an Engineer with Tinkering Talent would gain a +2CS on repair.

Contacts

  • Organization--Genetic: A +1CS on matters involving the genes, including creating new life forms, understanding mutants, and researching diseases.
  • Criminal: The character with this Talent gains a +1CS to any Reason FEATs involving the repair and modification of existing items, but not the building of new items. This +1CS may be added to any other bonuses gained from other Talents, so that an Engineer with Tinkering Talent would gain a +2CS on repair. Having criminal Contacts may place the hero in Karma-losing or Contact-losing situations, with the hero having to choose between losing a criminal Contact or losing Karma by aiding the Contact. High-level criminal Contacts (Rm(30) Resources or higher) may seek to manipulate the hero to their own ends (the best example of which is the Kingpin of Crime).

Weaknesses Finite Limit causes Power Negation for Continous with Contact for 42 turns. All of the hero's Powers have a finite number of times they can be used. This is determined by a second, independent Power rank roll; this rank number is the number of uses remaining for that Power. When a Power is depleted, the hero suffers the Effect. The Judge can determine how such Powers can be recharged. The hero's Powersv cease to function when the hero is within 20 feet of the stimulus. The hero's Primary Abilities are also affected; these drop -1CS per 10 turns until a minimum rank of Ty(6) is reached for all of them. If the hero is beyond the 20 foot limit but tries to use his Powers to affect the Stimulus, certain uses of Power automatically fail. Any Power that directly acts on a target cannot affect a Stimulus. Only Powers that indirectly affect the Stimulus succeed, such as using brute force to lob missiles at the Stimulus. The Effect begins immediately upon contact with the Stimulus. However, the Effect only functions for a limited amount of time. After that time elapses, the hero is assumed to have either built up a temporary immunity to the Stimulus or the Stimulus has discharged its Effect. In either case, the Stimulus cannot further affect the hero. Duration is 1-100 turns after initial Contact. The Judge makes a random die roll to determine this.