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Post by Joshua Kitz on Nov 18, 2011 16:09:48 GMT -5
THE ROYAL COURT At HammerCon III I had a group of 5 players come up with a Team concept of The Royal Court. We had: Ace - a bowman and hunter with the most potent strike. King - a Telepath with some mental influence and Telekinetic powers, with a habit of lecturing opponents and team-mates alike. Queen - a Transmuter who could Teleport by replacing an object about her size with herself. Jack - a speedster, with a bit of a wild streak. Ten - a good looking, muscled, strong, and tough fellow. The Royal Court took a scenario I called The Experiment. King was a great counter to the shape-changer at the begining of the Scenario, while Queen and Jack both found a kind of nemesis in Timelost the lab technician turned 'accelerated-human.' I'm going to outline each of the Members of the Royal Court in a seperate post over the next few days.
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Post by Joshua Kitz on Nov 18, 2011 16:10:25 GMT -5
Ten Identity: Josh Hawk
Accuracy: 3- killer ball spike Mobility: 2- jogging Toughness: 4- solid muscle Might: 4- heavy lifting, 2- beach hero punch! Brains: 3- good looking Senses: 2- photosynthesis
Superpower Finesse: 3- Athletic Relations: 2 - Lucy (local reporter), 2- pet dog Joker, 1- the beach
Lifepoints: 6 Strainpoints: 6 Solar Power (special*): 2 max (min -2)
Weakness: self-absorbed, solar powered, judges based on appearances, illiterate
Description of Talents:
Killer Ball Spike (3- accuracy): Being an avid beach volleyball player, Ten is adept at redirecting objects that are in the air.
Jogging (2- mobility): Josh Hawk is a marathon runner. He says he likes walks on the beach to the ladies, but what he really loves is running on the beach.
Solid Muscle (4- toughness): The sun has somehow made Ten's bronzed skin much more resilient than those of normal folk.
Heavy Lifting (4- might): Josh Hawk's impressive physic is strengthened by the might of the sun. The power in his sun tanned muscles is immense.
Beach Hero Punch (2- might): Ten might not be the most skilled combatant, but his strength means he can deliver potent blows.
Good Looking (3- brains): Josh looks like a Greek god, and he knows it. He also knows how to use his appearance to his advantage.
*Photosynthesis (2- senses): Ten can absorb energy from the sun. He has a special pool of Solar Power points that he can use to boost talent rolls. This pool contains a maximum of 2 points. Spending a point boosts a talent roll by 1 die. Josh can roll this talent once per day when he is in direct sunlight to try an absorb more Solar Power, any basic success grants another point. If Ten spends into the negatives all his rolls suffer a die penalty equal to his Solar Power pool.
Created by: David LaRush Scenario: The Experiment
Note: Photosythesis was not defined this way during the scenario (if was actually called) photosensitive, but I think it fits the feel the player wanted better. And is related to how we actually ended up using the Talent.
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Post by Joshua Kitz on Nov 19, 2011 18:48:17 GMT -5
Jack Identity: Ralph Accuracy: 3- quick draw Mobility: 5- Running speed, 2- quick reflexes Toughness: 2- wind shield Might: Brains: 4- quick mind Senses: 3- photographic memory Superpower Finesse: 3- Speed Relations: 2 – Extreme Sports, 1- Family , 1- Lifepoints: 6 Strainpoints: 6 Weakness: low toughness – this should really be revised, possibly to a particular form of attack Description of Talents: Quick Draw (3- accuracy): Jack attacks with the precision of someone who can move at tremendous speed. Running Speed (5- mobility): Jack runs like the wind. He’s not particularly good at changing directs though . . . Quick Reflexes (2- mobility): Jack’s speed makes him difficult to target. Wind Shield (2- toughness): . . . I’d probably re-flavour this to a different talent name. Quick Mind (4- brains): Jack is able to perceive and react to things much faster that the average man. This also makes his mind exceedingly difficult to influence. The main drawback to this is he finds most people, and things like TV or movies, boring. Photographic Memory (3- senses): Jack has a truly uncanny memory. This may be partially due to his perception of events being longer than others. Created by: Aaron Scenario: The Experiment
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Post by Joshua Kitz on Dec 8, 2011 9:13:32 GMT -5
Queen Identity: Angela Wallas Accuracy: 3- grappling with environment Mobility: 5- Teleportation Toughness: Might: Brains: 4- change substance, 2- science Senses: 3- detect substances, 2- detect lies Superpower Finesse: 3- transmutation, 2- knowledge of materials Relations: 2 – Sister, 1- Science , 1- Parents Lifepoints: 6 Strainpoints: 6 Weakness: Teleporting consumes object of equal mass. Deep-rooted psychological aversion to transmuting living organisms. Description of Talents: Grappling with Environment (3- accuracy): Due to her ability to transform substances, Queen can transmute innocuous objects to pummel or grapple opponents. Teleportation (5- mobility): Queen can teleport by transmuting an object she can see into herself. The object is consumed, and the particles that formerly made up Queen collapse into dust. The object must be of approximately equivalent mass to a human body. Change Substance (4- brains): Queen can transform objects from solids, into semi-solids, liquids or gasses and back again. She is struggling to be able to transform matter whose pre-preliminary state is liquid or gas. Queen can affect about her own size in volume within about 30 ft. Given time or by employing Strainpoints she can affect larger quantities over longer distances.
Science (2- brains): Angela is a knowledgeable chemist and scientific technician. She has some connections in the field. She worked as a Lab assistant for Dr. Newton. Detect Substances (3- senses): Queen has a paranormal ability to sense the make-up of a given object, and recognize rare materials. This aids her in being able to transmute substances.
Detect Lies (2- senses): Angela is an excellent judge of character, and usually knows when someone is lying or being evasive. Created by: Dylan Scenario: The Experiment
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Post by Joshua Kitz on Dec 16, 2011 12:49:04 GMT -5
King is the only character sheet I do not have. The player took it with him, so there is a little bit of guess work on this. King Identity: The uncrowned king of _______ (some hidden kingdom)
Accuracy: 3- telekinetic bolt Mobility: Toughness: 2- telekinetic shield, 2- mind shield Might: Brains: 4- telepathic linking, 3- persuasion, 2- leadership Senses: 4- telepathic reading Superpower finesse: 3- telepathy, 2- telekinesis Weakness: Strainpoints: 6 Lifepoints: 6 Relations: Description of Talents: Telekinetic Bolt (accuracy- 3): King can deliver sharp blows of telekinetic energy to small targets.
Telekinetic Shield (toughness- 2): King’s telekinetic abilities help protect him from blows.
Mind Shield (toughness- 2): King’s mind is a complex fortress. He is adept at deflecting mental assaults.
Telepathic Linking (brains- 4): King can let others hear his thoughts, and with concentration can make others here the thoughts of someone whose mind he is reading. For some reason King has an very powerful mental bond with the members of his team. King can spend a Strainpoint to contact them virtually anywhere, and may detect their thoughts if they are particularly distressed – whether he wants to or not.
Telepathic Reading (senses - 4): King is able to read the surface thoughts of humans whenever he concentrates. Kings normal range is quite short, similar to the distance you could hear someone talking at normal volume. He can extend this by spending strain. Background and Personality: King rightful throne has been usurped. This has lead to his current exile on "Earth." The other members of the Royal Court share some sort of strange bond with him, he can sense there minds and even link one to the other. Appearance:
Group: The Royal Court Orientation: Hero Role: Leader, Telepath
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Post by Joshua Kitz on Dec 16, 2011 13:06:31 GMT -5
The final member of the Royal Court:
Ace Identity: Ralph Gorden
Accuracy:5 - piercing shot Mobility: 4 - quick climb Toughness: 2- tanned hide Might: 2- extreme lifting Brains: 3- understand quarry Senses: 3- keen smell Superpower finesse:
Weakness: Fears fire and smoke
Strainpoints: 6 Lifepoints: 6 Relations: 2- Hunting, 1- Long-distance running, 1- Daystrom Elementary Description of Talents: Piercing Shot (accuracy- 5): Ace carries a bow, and can hit incedibly precise targets with deadly force.
Quick Climb (mobility- 4): Ace can climb nearly any surface with impressive speed. He uses this to find the perfect perch for his next shot.
Tanned Hide (toughness- 2): Ace wears leathers that help to absorb blows, he is also naturally resilient.
Extreme Lifting (might- 2): Ace can lift impressive loads.
Understanding Quarry (brains- 3): This helps Ace track an opponent or predict there next move. Ace must spend some time studying a quarry before he can use this ability.
Keen Smell (senses - 3): All that time spent in the wilderness and has given Ace an extremely discerning olfactory sense. Background and Personality: Ace is quiet man who enjoys solitude. He values his team-mates for their friendship and dedication to justice. Appearance:
Creator: David Grant
Group: The Royal Court Orientation: Hero Role:Striker
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