From the Laboratory of Doktor Archeville

Posted by Dr Archeville 
Re: From the Laboratory of Doktor Archeville
October 15, 2016 07:19PM
avatar
Dr Archeville Wrote:
-------------------------------------------------------
> Partly because I'm hoping continued reference to
> it will get some more comments on that system
> (aside from Thrudjelmer, the only one who's
> commented so far). Also, because I think the
> system -- or something like it -- makes sense.

See that's what really doesn't make sense to me because this just isn't a game where you can create any sort of balance by going 'well with X amount of points every character will be roughly the same power level/ability', you just can't. The CP system makes it easy to access some extremely powerful abilities far cheaper than other more limited abilities and just results in imbalances overall.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: From the Laboratory of Doktor Archeville
October 15, 2016 07:29PM
avatar
I have a reply in mind for that, but would you mind repeating that in the actual thread for my suggestion to the CP system (so I can keep this thread focused on my character ideas, and discussion of the characters)?

Be Ex/20 to each other.
Re: From the Laboratory of Doktor Archeville
October 15, 2016 08:53PM
avatar
Dr Archeville Wrote:
-------------------------------------------------------
> I have a reply in mind for that, but would you
> mind repeating that in the actual thread for my
> suggestion to the CP system (so I can keep this
> thread focused on my character ideas, and
> discussion of the characters)?

Not sure what thread you're referring to.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: From the Laboratory of Doktor Archeville
October 16, 2016 08:09AM
avatar


VAMPIRE MARTIAL ARTIST
    “Be like water blood water.”

STATISTICS
Fighting: Amazing/50
Agility: Remarkable/30
Strength: Excellent/20
Endurance: Remarkable/30
Reason: Typical/06
Intuition: Remarkable/30
Psyche: Typical/06
[50+30+20+30+6+30+6 = 172 CPs on Primary Abilities]

Health: 130
Karma: 42
Resources: Typical/06
Popularity: ???
[6*2 = 12 CPs on Resources]

KNOWN POWERS

Vampire Powers: Several abilities granted by his unholy nature:
  • Ability Enhancement: +2 CS to Fighting, Endurance, and Intuition (already figured in)
  • Bio-Vampirism: Poor/4
  • Body Resistance: Good/10 rank vs. physical & energy attacks, but ineffective against blessed/holy, fire, or magic. [bought as Ty/6 due to limit]
  • Immortal: unless killed by blessed/holy, fire, magic, or sunlight
  • Regeneration: Poor/4
[(10+4) +(10+6) +(20+?) +(10+4) = 64 CPs ]

[64 CPs on Powers]

LIMITATIONS

Sunlight: Exposure inflicts Poor/4 damage per round. [???]

Talents: Acrobatic, Martial Arts A, B, D, E.
Contacts: None
[50 CPs on Talents & Contacts]

[172+12+64+50 = 298/300 CPs]



For years you studied the martial arts, first at a local dojo, later at schools and monasteries across the globe, honing body and mind to perfection. Why did you do it? To bring peace to a soul troubled by past deeds? To fulfill a respected mentor's dying wish? To avenge a fallen comrade? To wage war against the forces of injustice and chaos, in whatever humble way you could? The reasons are many, as many as there are schools of martial arts.

What is important is the beautiful young woman who stopped you on your journey to K’un L’un. The one who drained you of your blood and replaced it with some of her own damned ichor. Now you, too, are a vampire, possessed of the same unnatural speed & senses as your maker (though not her unnatural force of presence). And hunger. Terrible, terrible hungers. But even here your martial arts training avails you, allowing you to force calm upon the Beast that thrashes within you, and using the unholy powers it grants to be a force for good and order. True, K’un L’un may be barred to you now -- it's not holy ground, per se, but best not to risk slipping into a bloodlust while on those grounds and spreading your corruption -- but there are other places you can learn. After all, you now have all eternity before you.

White Wolf's Vampire: the Masquerade was just as often played as "superheros with fangs" as it was "personal tales of Gothic horror," so I've had some success in converting some of their sample characters into viable superheroes. This chap is modeled after one of the sample Toreador characters, and one I think can fit both superhero comics as a whole and the Marvel Universe in particular fairly well. Martial Artists are common in comics, and Martial Artists with some degree of superpowers -- either from their training (like Iron Fist or Karnak) or some unrelated Mutant edge -- are far from unique. (And if you don't think vampires & martial arts go together, you've clearly never seen The Legend of the 7 Golden Vampires!)

Be Ex/20 to each other.
Re: From the Laboratory of Doktor Archeville
October 17, 2016 04:36PM
avatar


VAMPIRE PARAGON
    “All shall love me and despair!”

STATISTICS
Fighting: Amazing/50
Agility: Good/10
Strength: Amazing/50
Endurance: Amazing/50
Reason: Typical/06
Intuition: Good/10
Psyche: Good/10
[50+10+20+20+6+10+10 = 186 CPs on Primary Abilities]

Health: 160
Karma: 26
Resources: Typical/06
Popularity: ??? (should be high)
[6*2 = 12 CPs on Resources]

KNOWN POWERS

Paragon Powers: from being a mutant or alien or whatever
  • Ability Enhancement: +2 CS to Fighting, Strength, and Endurance (already figured in)
  • Body Resistance: Excellent/20 protection from physical & energy attacks.
  • Flight: Poor/4 air speeds
[(10+20) + (10+4) = 44 CPs]

Vampire Powers: Several abilities granted by his unholy nature:
  • Ability Enhancement: +2 CS to Fighting, Strength, and Endurance (already figured in)
  • Bio-Vampirism: Poor/4
  • Body Resistance: Good/10 protection from physical & energy attacks, but ineffective against blessed/holy, fire, or magic. [bought as Ty/6 due to limit]
  • Enhanced Flight: Poor/4 air speeds
  • Immortal: unless killed by blessed/holy, fire, magic, or sunlight
  • Regeneration: Poor/4
[(10+4) +(10+6) +(20+?) +(10+4) +(10+4) = 78 CPs ]

[44+78 = 122 CPs on Powers]

Vampire Paragon Combined Abilities
  • Ability Enhancement: +4 CS to Fighting, Strength, and Endurance (already figured in)
  • Body Resistance: Remarkable/30 vs. physical and energy, Excellent/20 vs. blessed/holy, fire, and magic
  • Flight: Good/08 air speeds

LIMITATIONS

Sunlight: Exposure inflicts Poor/4 damage per round. [???]

Talents: Journalism, Leadership.
Contacts: two in media
[10 CPs on Talents & Contacts]

[186+12+122+10 = 330/300 CPs]



Another Vampire: the Masquerade-esque build, this time based on the Brujah clan, and a certain guy in a red and blue outfit from the Distinguished Competition.

Perhaps you were a young and inexperienced Paragon, who sought out means to shore up his (perceived) shortcomings, either for fame or to sincerely help more people in worse situations. Or an experienced one who’d recently lost much (though not all) of his powers, and was seeking alternative means of restoring them. Or maybe the boss at your civilian ID's newspaper job sent you & your partner to cover some crisis in Europe, and one of the locals in Romania insisted you stay for dinner, and for the night. Either way, you're much stronger, faster, and more awe-inspiring than before, all traits extremely useful for a Paragon of good, justice, and order; the increased speed makes up for the slight loss in resilience. Sure, you can't go out in the day any (good thing you're not solar powered, like that guy in Kansas!), and your temper's become a bit shorter, and you've had to lie to some folks (something you've become disconcertingly skilled at), but you're a hero, darn it, and heroes are often defined by what they do when the chips are down.

I figure whatever processes had been at work to grant him his powers beforehand still work, but in a twisted way (hence the separate listings), but the case could be the transformation completely wiped whatever biology-dependent powers there were and replaced them with supernatural versions of them (it'd certainly make for easier bookkeeping!). As he is now, if his Vampiric Powers are somehow suppressed he'll still be a decent Paragon (Rm/30 Fighting, Strength, and Endurance, Health 100, Ex/20 Body Resistance and Pr/4 Flight), which could save your skin from any misguided hunters of the supernatural (the kind with a "shoot first, don't ask questions" policy, like Silver Dagger). Conversely, if his pre-existing Paragon powers are nixed, he's still a formidable Vampire (Rm/30 Fighting, Strength, and Endurance, Health 100, Gd/10 Body Resistance and Pr/4 Lightning Speed), a nasty surprise for any archenemies who trap you in a room with some power-sapping meteorites or who slap a Mutant Inhibitor Collar on you! If both are somehow nixed, he's better then your average bystander (Gd/10 Fighting, Agility, and Endurance, Health 40, no Body Resistance or Flight), but should still have a heroic spirit.

Be Ex/20 to each other.
Re: From the Laboratory of Doktor Archeville
October 18, 2016 06:34PM
avatar


VAMPIRE COSTUMED DETECTIVE
    “I am the night.”

STATISTICS
Fighting: Remarkable/30
Agility: Remarkable/30
Strength: Incredible/40
Endurance: Incredible/40
Reason: Good/10
Intuition: Excellent/20
Psyche: Excellent/20

Health: 140
Karma: 50
Resources: Good/10
Popularity: ???

KNOWN POWERS

Vampire Powers: Several abilities granted by his unholy nature:
  • Ability Enhancement: +2 CS to Strength and Endurance (already figured in)
  • Animal Communication & Control: Excellent/20 rank, only useable at night [bought as Gd/10 due to limit]
  • Bio-Vampirism: Poor/4
  • Blending: Excellent/20 rank, only useable at night [bought as Ty/6 due to limit]
  • Body Resistance: Good/10 rank vs. physical & energy attacks, but ineffective against blessed/holy, fire, or magic. [bought as Ty/6 due to limit]
  • Imitation: Excellent/20 rank, only useable at night [bought as Gd/10 due to limit]
  • Immortal: unless killed by blessed/holy, fire, magic, or sunlight
  • Regeneration: Poor/4

EQUIPMENT

Armored Costume: provides Good/10 protection from physical and energy attacks.

Utility Belt: An assortment of useful devices:
  • Bola: as an Excellent/20 snaring missile
  • Concussion Grenade: a Good/10 stunning attack against all in the area
  • Smoke Bomb: Good/10 intensity smoke filling one area


Total Body Resistance with Costume: Excellent/20 vs. physical & energy, Good/10 vs. blessed/holy, fire, or magic.


LIMITATIONS

Hideous: The Vampire Costumed Detective is utterly repellent to all the senses -- he looks hideous, he smells worse, and he sounds wrong -- though this can be temporarily overcome with his Imitation power. [???]

Sunlight: Exposure inflicts Poor/4 damage per round. [???]

Talents: Acrobatics, Detective/Espionage, Escape Artist, Stealth, Tumbling.
Contacts: One in Crime, Law, or Law Enforcement




This is another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Nosferatu clan (or, at least, their most common powers).

This fellow was a Costumed Detective/Cowl in life. "Why" is as varied as the individual -- to avenge a slain parent, inspired by other such heroes, or the simple thrill of adventure and of doing what's right. Before his life-changing (and life-ending) encounter, he was becoming a figure of legend among his neighborhood, who could easily hold his own against whatever enforcers the Mobs and the other gangs threw at him, even the low-end enhanced ones. But then they got scared, and in their fear hired someone they didn't quite understand. A dark, looming figure whose powers of stealth exceeded the heroes' started stalking the streets at night, leaving a trail of bodies for him to follow. Follow he did, to the trap the vampire had set. In the end, one vampire emerged from the sewers -- but it wasn't the one the Mob had hired.

Now the Cowl has the inhuman strength, concealment (not just hiding but disguise as well), and animal-summoning abilities of his vampiric creator, new weapons to wield in the eternal struggle against crime and injustice. Assuming he can keep his hungers in check. An equally large change occurred to his non-costumed life: his hideous appearance cannot be concealed during the day, leading to a marked shift in the activities of his Wealthy Playboy persona. Well, maybe not that big -- he's expected to be out partying all night & sleeping 'till noon!

Be Ex/20 to each other.
Re: From the Laboratory of Doktor Archeville
October 19, 2016 06:11PM
avatar


VAMPIRE WEATHER CONTROLLER
    “Rain, rain, come and stay,
    Shield me from the light of day.”

STATISTICS
Fighting: Good/10
Agility: Excellent/20
Strength: Typical/6
Endurance: Excellent/20
Reason: Typical/6
Intuition: Remarkable/30
Psyche: Excellent/20

Health: 56
Karma: 56
Resources: Typical/6
Popularity: ???


KNOWN POWERS

Flight: Good/10 air speeds (Poor/4 pre-vampring).

Force Field: Remarkable/30 vs. physical and energy (Gd/10 pre-vamping)

    Total Protection with Force Field up: In/40 vs. physical & energy, Rm/30 vs. blessed/holy, fire, or magic.

Vampire Powers: Several abilities granted by her unholy nature:
  • Ability Enhancement: +2 CS to Endurance and Intuition (already figured in)
  • Animal Communication & Control: Excellent/20 rank, only useable at night [bought as Gd/10 due to limit]
  • Bio-Vampirism: Poor/4
  • Body Resistance: Good/10 rank vs. physical & energy attacks, but ineffective against blessed/holy, fire, or magic. [bought as Ty/6 due to limit]
  • Immortal: unless killed by blessed/holy, fire, magic, or sunlight
  • Koldunic Enhancement: +2 CS to Weather Control powers, including Flight and Force Field (already figured in)
  • Regeneration: Poor/4

Weather Control: Incredible/40 ability (was Excellent/20 pre-vamping), with the following stunts
  • Create Fog & Mist: In/40 intensity and thickness (Ex/20 pre-vamp)
  • Raise Temperature: by In/40 amounts in one area, causing people in area to be -1 CS on FEATS; if their Endurance is lower than this rank, they must make an Endurance FEAT or fall unconscious for 1-10 rounds from heat stroke. (Ex/20 pre-vamp)
  • Summon Hail: Rm/30 Thrown Blunt damage to all in an area (Gd/10 pre-vamp)
  • Summon Lightning: In/40 intensity Energy damage, using Agility to hit (Ex/20 pre-vamp)
  • Sun Shield: Can use weather control powers to shield herself from the damaging rays of the sun, but doing so reduces all other Weather Control abilities, including her Flight and Force Field, by -2 CS (i.e., to the level they were pre-vamping).
  • Telekinesis: via precise air & wind control. In/40 strength and range (Ex/20 pre-vamp)


LIMITATIONS

Native Soil: Must rest during the day in the soil of her homeland or be at a cumulative -1 CS to all FEATS the following day. [???]

Sunlight: Exposure inflicts Poor/4 damage per round. [???]


Talents: Multilingual (English; Russian is native), Sleight of Hand, Stealth.
Contacts: None




Another in my series of Vampire: the Masquerade-esque builds, this time based on the Tzimisce clan (specifically, the ones who practice Koldunic Sorcery instead of Vicissitude).

Growing up in one of the smaller cities in western Russia can be difficult unless you've got lots of connection, but she had none. Orphaned at an early age by an avalanche on Mount Narodnaya (the highest peak in the Ural Mountains) and slipping through the cracks of the adoption system, she grew up on the streets, eking out what meager existence she could. Shortly after she hit puberty, strange things began to happen in the city, unexplained gusts of wind, sudden downpours, freakishly long periods of sunny days. It was soon discovered she could influence the weather -- those who knew her cared not how, not that they could afford to get her tested for Mutant abilities anyway -- and she soon became quite popular among the city, helping keep the weather pleasant for the many farmers on the outskirts of town. In time word of her abilities reached Ororo Munroe, who offered her a place at the Charles Xavier School for Gifted Youngsters (or an avengers Academy, once the true source of her power was discovered), but she refused, being quite happy to help her struggling home. They parted on good terms, and she continued helping around the city, receiving whatever food and shelter she wished for in return.

Eventually she received another visitor, a being of inhuman, almost alien beauty, who claimed to have known her parents. He (it?) told her they had been kolduny, sorcerers, who had tried (along with others) to summon great elemental power to aid their home, but failed and died for their efforts. But the power was not lost: it had flowed into her; her powers were magical, not mutant. "I can help you tap into the power within your blood," the figure promised, "if you permit me."

And so the young woman was turned into a vampire. The mystical power of the vampiric blood combined with her sire's teachings vastly enhanced her elemental powers, as well as her senses and connection to the animals of the world. But she quickly realized her master saw humans as nothing but playthings, experimental subjects, and food, and had been doing so for centuries. (She did not learn that it interrupted the ritual and killed her parents and their fellow kolduny, intending for the power to flow into itself, and had been watching her all her life.) One dark and stormy day she fled while it slept, and made her way to America, to find heroes who might help her free her home village from the monster that had secretly lorded over it for far too long… and, along the way, use her own powers to protect the innocents she comes across.

The environment is yours to command -- divide & conquer! Her Force Field is using winds or sudden falls of hailstones to blocks attacks, or even lightning bolts to blast missiles out of the sky! She can use her weather control powers to keep the sunlight off her by making it cloudy/overcast wherever she is, but she must consciously use her powers to do so, which means she won't have her full Weather Control Array available while in sunlight (unless she wants to burn!), and won't be protected if prevented from using her powers (like if she's stunned or otherwise unconscious).

Be Ex/20 to each other.
Re: From the Laboratory of Doktor Archeville
October 21, 2016 08:28PM
avatar


VAMPIRE PSION
    “You don’t want to do this. You want to go home and rethink your life.”

STATISTICS
Fighting: Poor/4
Agility: Typical/6
Strength: Poor/4
Endurance: Excellent/20
Reason: Good/10
Intuition: Remarkable/30
Psyche: Incredible/40

Health: 34
Karma: 80
Resources: Typical/06
Popularity: ???

KNOWN POWERS

Danger Sense: Incredible/40 (Ex/20 before being vamp’d)

Flight: Excellent/20 air speeds (Ty/6 before being vamp’d).

Force Field: Remarkable/30 protection from physical and energy attacks. (Gd/10 before being vamp’d.)

    Total Protection with Force Field: In/40 vs. physical & energy, Rm/30 vs. blessed/holy, fire, or magic.

Postcognition: Incredible/40 ability, but must taste blood of target to use. (Ex/20 before being vamp’d, but did not have ‘must taste blood of target’ limit.)

Psionic Powers: Vast psychic powers, though only useable one at a time. (All -2 CS before being vamp’d)
  • ESP: Incredible/40 clairaudience & clairvoyance
  • Mind Control: Incredible/40
  • Memory Alteration: Incredible/40 ability to change a person’s memories or recollections, making the target forget something, or remember things differently.
  • Neural Manipulation: Incredible/40 Stunning Attack via either pain or sleep induction
  • Pyrokinetic Blast: Incredible/40 Energy (fire) damage
  • Telekinesis: Incredible/40 strength and range
  • Telekinetic Bolt: Incredible/40 Force damage

Telepathic Powers: Potent telepathic abilities, though only useable one at a time. (All -2 CS before being vamp’d)
  • Mental Probe: Incredible/40
  • Telepathy: Incredible/40

Vampire Powers: Several abilities granted by her unholy nature:
  • Ability Enhancement: +2 CS to Endurance and Intuition (already figured in)
  • Bio-Vampirism: Poor/4
  • Body Resistance: Good/10 rank vs. physical & energy attacks, but ineffective against blessed/holy, fire, or magic. [bought as Ty/6 due to limit]
  • Immortal: unless killed by blessed/holy, fire, magic, or sunlight
  • Mental Enhancement: +2 CS to Danger Sense, Flight, Force Field, Postcognition, Psionic Powers, and Telepathic powers (already figured in)
  • Regeneration: Poor/4

LIMITATIONS

Sunlight: Exposure inflicts Poor/4 damage per round. [???]

Talents: Martial Arts E.
Contacts: None




More Vampire: the Masquerade-esque builds, this time based on the Tremere clan.

Young Tabitha had always had an active imagination. She'd complain about people fighting when there was no one around, or of hearing people say things they did not (though, if later asked, it was what they were thinking). A troublemaker, too, burning her mother's good brooms and rearranging her dad's advertising pitches, though she protested it wasn't her, it was her imaginary friend. Concern won out over irritation in her parents' hearts, though, which is why she was taken to see a meta-physician, and they realized their child was a powerful Mutant with a vast array of mental abilities. Her parents arranged for a number of specialists to work with her over the years to gain control of her powers; she was even visited several times by Emma Frost and Charles Xavier. One night, as she was exploring the city (much bigger than the suburbs she'd come from!), she checked out a New Age organization, seeing if its claims of "achieving their potential through hard work, introspection, and dedication to a higher ideal" held any water.

That's when the vampire, lurking near the building for some easily duped snacks, but drawn to the blazing beacon of psychic power within her, attacked and brought her into his clan. But her mind burned through the unholy domination, then through the vampire's unliving body, and she fled, not daring to return to home for fear of what she might do to her friends. Xavier eventually found her, and brought in fellow Illuminati member Doctor Strange to help her master her dread powers and terrible hungers, and remind her of all the good she can do even in her condition. Now she's going to make sure no one else falls to the predations of the undead.

So many powers! Her vampiric nature did weaken one ability -- now she can only see the past by tasting the blood of the persons involved -- but all her other psychic abilities were vastly enhanced. If her Vampiric enhancements should somehow be stripped, she's still an Excellent (20) Mutant psychic powerhouse. If her Mutant Psionic abilities are somehow nullified, still has enough supernatural Vampiric Mental Mojo to get off a Poor/4 Memory Alteration, Mind Control, or Telekinesis (manifesting as blood red energy tendrils) effect, which could be enough to switch off the control for the PsiShackles or make the guard think he's re-locked the holding cell. She could use TK to pick up nearby objects to shield herself from the sun's rays, but her TK force field (being transparent) is not itself able to protect her from the sun.

Be Ex/20 to each other.
 
Sorry, only registered users may post in this forum.

Click here to login

Heroes Currently Online

Persons Hiding Behind Secret Identities: 4
Record Number of Persons Hiding Behind Secret Identities: 1815 on March 02, 2024


TSR is a registered trademark owned by TSR Inc. TSR inc. is a subsidiary of Wizards of the Coast, Inc., a division of Hasbro, Inc.
Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of Marvel Characters, Inc. and are used without permission.
Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of DC Comics and are used without permission.
This site is not intended to make money. It provides resources to players of a game no longer being produced.