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Stats for the Authority...

Stats for the Authority...

Postby BaronVonStevie » Fri May 25, 2012 11:23 pm

There's a pretty good stat up out there already, but I've been dying to take a crack at them myself. Stay tuned...

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Last edited by BaronVonStevie on Sun May 27, 2012 7:38 pm, edited 1 time in total.
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Jenny Sparks

Postby BaronVonStevie » Sun May 27, 2012 1:34 pm

first up, we have Jenny Sparks. Jenny is the long range blaster of the team and can cause tons of damage with assets courtesy of her electrical supremacy. More to come...

Jenny Sparks

Affiliation: Solo d8, Buddy d6, Team d10

Distinctions: Cynical, Lifetime of Experience, Natural Leader

Spirit of the 20th Century: Electric Supremacy d12, Intangibility d10, Lightning Bolt d10, Teleport d8
• SFX: Absorption. On a successful reaction against an electric attack action, convert your opponent’s effect die into a Spirit of the 20th Century stunt or step up a Spirit of the 20th Century power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.
• SFX: Healing. Spend 1 PP to recover your physical stress and step back your physical trauma by –1.
• SFX: Unleashed. Step up or double any Spirit of the 20th Century power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
• Limit: Exhaustion. Shutdown any Spirit of the 20th Century power to gain 1PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties: Covert Expert d8, Menace Expert d8, Vehicle Expert d8

Milestones:
A Better World: 1XP (when you first use your unleashed SFX), 3XP (when you successfully deplete the doom pool), 10XP (any time you stop some global catastrophe from occurring with an extraordinary success or when your failure causes you at least d8 emotional trauma)
Century Baby: 1XP (any time you first recount some historical event you witnessed personally), 3XP (the first time a roll including your lifetime of experience distinction produces an extraordinary success or better), 10XP (when your actions cause lasting repercussions on the human race, for good or ill)
"Risk is our business!" - James T. Kirk
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Re: Stats for the Authority...

Postby BaronVonStevie » Sun May 27, 2012 7:39 pm

expect Jack Hawksmoor, the Engineer, Apollo, Midnighter, Swift, and the Doctor soon (likely in that order). Just need to flesh out milestones.
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Jack Hawksmoor

Postby BaronVonStevie » Mon May 28, 2012 7:39 pm

And now Jack Hawksmoor.. kind of like an Aquaman, but instead of a guy who is only occasionally useful Jack is a guy who is only occasionally useless. He's got weird powers and adds color to the team. He's kind of a combo of Aquaman and Spiderman.

Jack Hawksmoor

Affiliation: Solo d6, Buddy d8, Team d10

Distinctions: God of Cities, Inhuman, Symbiotic Connection

Bioengineering: Leaping d8, Superhuman Reflexes d10, Superhuman Strength d10, Transit Womb d8, Urban Senses d10, Urban Mastery d10, Wall Crawling d6
• SFX: Constructs. Add a d6 and step up your effect die by +1 when using Bioengineering to create Urban assets.
• SFX: Get Weird For Me, Mate. Use two or more Bioengineering powers in a single dice pool at -1 step for each additional power.
• SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your physical trauma by -1.
• Limit: Urban Dependancy. On an attack against a city, or while away from a city, change any Bioengineering power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

Specialties: Acrobatic Expert d8, Combat Expert d8, Covert Expert d8

Milestones:
A Better World: 1XP (when you first use your Get Weird For Me, Mate SFX), 3XP (when you successfully deplete the doom pool), 10XP (any time you stop some global catastrophe from occurring with an extraordinary success or when your failure causes you at least d8 physical trauma)
Freak Show: 1XP (any time your modifications first cause an NPC or PC emotional stress), 3XP (when your condition causes others to first react violently), 10XP (when your relationship with another team mate ends because of your condition or when your urban dependency stresses you out)
"Risk is our business!" - James T. Kirk
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Re: Stats for the Authority...

Postby BaronVonStevie » Mon May 28, 2012 11:17 pm

and... as you can guess, A Better World will be a team milestone for the Authority...

A Better World: 1XP (when you first use SPECIFIC SFX), 3XP (when you successfully deplete the doom pool), 10XP (any time you stop some global catastrophe from occurring with an extraordinary success or when your failure causes you at least d8 TRAUMA TYPE)
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The Engineer

Postby BaronVonStevie » Tue May 29, 2012 2:15 am

Here we have Angie Spica AKA the Engineer; resident tech head of the Authority and a pretty tough customer. She has durability rather out of proportion with the rest of her abilities and can whip up some handy assets for the team (usually this manifests in her radio telepathy which helps to coordinate the Authority). She was always kind of a background character, but as far as techies go she was legit.

The Engineer

Affiliation: Solo d6, Buddy d10, Team d8

Distinctions: Altruistic, Human-Machine Fusion, The Maker

Nine Pints of Liquid Machinery for Blood: Enhanced Senses d8, Godlike Durability d12, Radio Telepathy d8, Shape Shifting d8, Supersonic Flight d10, Technology Mastery d10
• SFX: Boost. Shutdown your highest rated Nine Pints power to step up another Nine Pints power by +1. Recover power by activating an opportunity or during a Transition Scene.
• SFX: Nanite Infection. Add a d6 and step up your effect die by +1 when inflicting nanite complication on a target.
• SFX: Weapon Systems. Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress inflicted by +1.
• Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown POWER SET. Recover POWER SET when you recover that stress or wake up. If you take physical trauma, shutdown Nine Pints until you recover that trauma.

Specialties: Science Expert d8, Tech Master d10

Milestones:
A Better World: 1XP (when you first use your weapon systems SFX), 3XP (when you successfully deplete the doom pool), 10XP (any time you stop some global catastrophe from occurring with an extraordinary success or when your failure causes you at least d8 emotional trauma)
A Normal Life: 1XP (when you first discuss missing the simple things in life), 3XP (when you enter into an intimate relationship with a colleague or team mate), 10XP (when you purge your body of your machine qualities or when your work leads to some breakthrough that changes mankind forever)
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Re: Stats for the Authority...

Postby Duck Call Lass » Tue May 29, 2012 5:05 am

"Depleting the doom pool" doesn't strike me as a particularly useful, achievable, or desirable goal for a Milestone. It is pretty much out of the control of the players.

Also, the Authority strikes me as a group that would be running around with a huge doom pool anyway, based on the types of adventures they have.
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Re: Stats for the Authority...

Postby BaronVonStevie » Tue May 29, 2012 9:40 pm

"Depleting the doom pool" doesn't strike me as a particularly useful, achievable, or desirable goal for a Milestone. It is pretty much out of the control of the players.


it depends on the situation. I would let a player target the doom pool if a trait they possessed could appropriately handle some problem. If there were some alien weapon threatening the Earth, for example, I would let the Engineer target the doom pool on account of her tech mastery.

Also, the Authority strikes me as a group that would be running around with a huge doom pool anyway, based on the types of adventures they have.


Exactly. Makes it all that much more challenging.
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Re: Stats for the Authority...

Postby BaronVonStevie » Sun Jun 03, 2012 7:59 pm

all right, back on track...

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Apollo & Midnighter are next.
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Apollo

Postby BaronVonStevie » Tue Jun 05, 2012 9:38 pm

Apollo is the brick of the team and a Superman analogue with a noticeable power drawback. He's also a cleverly disguised support character if need be since his affiliations recommend that he has back up.

Apollo

Affiliation: Solo d6, Buddy d10, Team d8

Distinctions: Human on the Inside, Loyal to a Fault, Sun King

Solar Absorption: Enhanced Senses d8, Godlike Durability d12, Godlike Strength d12, Solar Blast d12, Superhuman Speed d10, Superhuman Stamina d10, Supersonic Flight d10
• SFX: Human Missile. Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress inflicted by +1.
• SFX: Laser Vision. Step up or double a Solar Blast die against a single target. Remove the highest rolling die and add 3 dice for your total.
• SFX: Solar Aura. On a reaction against a physical stress action attack, inflict physical stress with your effect die at no PP cost or spend a PP to step it up by +1.
• SFX: Solar Regeneration. Before you make an action including a Solar Absorption power, you may move your physical stress die to the doom pool and step up the Solar Absorption power by +1 for this action.
• Limit: Solar Depletion. While a sun's rays are not shining, Earn 1 PP to step up physical stress inflicted by +1.

Specialties: Combat Expert d8, Psyche Expert d8

Milestones
A Better World: 1XP (when you first use your laser vision SFX), 3XP (when you successfully deplete the doom pool), 10XP (any time you stop some global catastrophe from occurring with an extraordinary success or when your failure causes you at least d8 physical trauma)
Majestic Class Superhuman: 1XP (when you first use your godlike strength), 3XP (when you single out an opponent with at least superhuman durability and stress them out), 10XP (when you end some global crisis or greater through an act of self sacrifice or when you and your abilities are forced to service evil against your will)
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