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Wise Turtle Publishing • View topic - Over-the-top Idea

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 Post subject: Re: Over-the-top Idea
PostPosted: Sat May 20, 2017 4:15 pm 
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Its cool, I like it!

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 Post subject: Re: Over-the-top Idea
PostPosted: Tue May 30, 2017 3:52 pm 
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 Post subject: Re: Over-the-top Idea
PostPosted: Thu Aug 31, 2017 4:30 am 
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 Post subject: Re: Over-the-top Idea
PostPosted: Thu Aug 31, 2017 4:52 am 
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 Post subject: Re: Over-the-top Idea
PostPosted: Fri Sep 01, 2017 4:22 am 
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My understanding is that the problem with Rifts was that initially megadamage was for big stuff like mechs which then slowly but surely made its way into player stuff due to power creep (and then, to make it worse, the original stuff that used megadamage was never scaled up to compensate, making for some seriously unbalanced situations.)

In the particular campaign that I played in, the problem I recall the most distinctly was that there didn't seem to be any rhyme or reason to what had or used megadamage -- right up until every single thing we had to fight had it but only about half the players did. Generally I would put this off as bad GMing, but we played a lot of games with that GM and he was consistently one of the best we had. A fluke maybe? Who knows. You're absolutely right that it put me off of similar systems.

To zoom out like... a lot, here:
There is an inherent "flaw" with virtually every modern gaming system in terms of the way entity survivability works (it's not really a flaw, per se, but it's a bit of weirdness that I never really see addressed) and that's that there's generally multiple vectors to take into account. (An actual flaw, though: these are frequently badly balanced or badly differentiated, so that players end up focusing on one and ignoring the others or ignoring defense entirely in favor of figuring out how to build the fastest glass cannon.) Most games have at least two: HP and Defense, and usually add a Dodge/Accuracy mechanic as well. Some games have many more. (Conversely, some games reduce this complexity by eliminating some of these vectors. Monster Hunter and Iron/Jade Claw get rid of variable HP by giving all PCs the same amount of HP except in rare circumstances. Final Fantasy Tactics does away with damage reduction entirely in favor of having all defense go straight to the character's HP. Etc.)

In OVA, you can increase the survivability of an entity by adding more Health, which is what your Monstrous Durability does. But in OVA, you can also increase survivability by adding Defense, Armor, or Resistances. Your Monstrous rules don't really take some of those into account.

Take Armored for example. How does Armored work against Monstrous Damage? Is it applied before or after the DX increase? (Let's say we're looking at MD +3 DX 3 vs up to +3 Armored.) If it's applied before, it's hilariously effective -- reducing a DX of 75 down to 50/25/~12. If it's applied after, it's obsolete. Basically just flavor text now. In the former case, you'd have to seriously redefine what counts as armor, or else a sturdy bulletproof vest could potentially halve the damage of a nuclear blast, which is exactly the kind of situation you're trying to prevent. In the latter, you've (possibly unintentionally) made both an Ability and a Perk a waste of points (and the Low Penetration Flaw, because of how absurdly ineffective Armored is anyway, is now basically just free points.)

Resistance is in the same boat as Armored, except that it has no minimum damage reduction.

Looking at your most recent examples of minor bosses, the only difference between them (a 50/10 extra and a 100/20 secondary) and just adding some levels of Tough and/or bumping them up a tier is the huge de-emphasis of Endurance. That tells me you probably don't think they're going to be using it at all (so they're either playing out their major attacks within 2-3 turns or none of their attacks use Endurance) and it's probably just being used as a minor secondary HP pool. This weakens another one of OVA's mechanics: the Fatiguing Perk. Rather than lowering the amount of times a boss can use its attacks and forcing them to rely on 0 End attacks, Fatiguing attacks are now just regular attacks that have their total damage capped at a laughably small amount.

Meanwhile, you can get levels of durability comparable to low levels of Monstrous by adding more armor and defense to an enemy.

Looking at your Monstrous Damage rules, I see something similar -- a de-emphasis of Endurance. What would normally be achieved by adding the Effective Perk (extra damage) is now given for free. I assume Perks and Flaws are calculated before the DX boost -- otherwise with Monstrous Damage high enough, Effective would become obsolete and characters could skim off a petty amount of damage with Ineffective Flaws to get huge amounts of Perks for nearly free.

The way Endurance works also makes your Monstrous Drive Ability, as you pointed out, pretty broken.

So, I think maybe there are still some kinks to work out.

OVA's lack of inherent gear options and extremely informal system of character growth mean that all the characters are heavily front-loaded, and I definitely relate to the desire to implement some kind of rules for that. Actually, that's literally what my next post was gonna be, before I got sidetracked thinking about Fusion. :P This has me thinking of some new ideas as well though....


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 Post subject: Re: Over-the-top Idea
PostPosted: Fri Sep 01, 2017 6:05 am 
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The Monstrous modifier is the last thing to apply, so things like Attack, Armored, and Tough, etc. are calculated before multiplying by the Monstrous modifier.

So, for example, Character A has Attack +2 against a Character B who has Armored +1.

With no MD, a successful attack would have a DX of 2 (base 1, plus Attack 2, minus Armored 1) instead of DX 3.

With MD 1, a successful attack would have a DX of 10 (base 1, plus Attack 2, minus Armored 1, times 5 for MD 1) instead of DX 15.

With MD 5, a successful attack would have a DX of 200 (base 1, plus Attack 2, minus Armored 1, times 100 for MD 5) instead of DX 300.

A character with Monstrous Durability equal to the Monstrous Destruction, takes about the same percentage of damage regardless. So while it seems to be tremendously effective, it evens out the same.

Of course, if a person with MDestruction 1 is fighting against someone with more MDurability, then the scratch becomes less of a scratch. And conversely, even if the DX is lowered, the character with less MDurability is going to take a lot of damage despite their armor (but it might be enough to save the character, or Chunky Salsa goes into effect).

Since the Monstrous Abilities are rooted to the character, unless specified otherwise, the reason why even a light shield is so effective is because of how effective the character is. And if specified otherwise, then you'd have your answer why even light armor is so effective.

Now, I will admit I place a lesser emphasis on Endurance. When I initially worked on the idea, I wasn't fully understanding Endurance's place in OVA, and part of Me debated whether to just separate Health and Endurance to not have them overlap, since that's the standard for most games. In the end, I decided to allow the funkiness of the disparity between low Endurance and high Health as just a part of how OVA is. After all, normal Extras and Secondaries already suffer a low Endurance that cripples them. Take the Fairy fragment, for example. With Magic 1, casting a level 1 Ability is 20 EN, which a Fairy at the Extra level does not have (umm... it's probably a Health 5/Endurance 10, since the Frail -1 makes their Health a bit wonky). As a Secondary, they could only do that once and their drained; as a Heroic, they could do it twice.

When I build characters, I generally go with a couple of 0 EN attacks, figuring if they need a boost, then they can burn EN for either Effective or Accurate (unless the Attack fits having some sort of EN cost). There is a potential for players to spam out EN costs without care because they think they have enough EN to coast through spamming out- that'd require a bit if tinkering on the GM, either adding more encounters (since now the character can go far longer now without being drained), making encounters more powerful (thus requiring the character to drain their Endurance faster), or by restricting Monstrous Drive. It's not quite broken (although it can appear to be so), but it does make it tricky, and would probably be the least used of the three Monstrous Abilities.


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 Post subject: Re: Over-the-top Idea
PostPosted: Tue Sep 05, 2017 5:31 am 
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 Post subject: Re: Over-the-top Idea
PostPosted: Wed Dec 27, 2017 8:54 am 
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Makuta, the Skull Emperor (Boss)

The Dark Lord Makuta is an ancient being of immense power. Hailing from the biomechanical world of Okoto, he along with his brother Ekimu crafted Masks of Power which allowed the Okotans to channel a single element, and Okoto developed into an advanced peaceful culture. Much to Makuta's resentment, Ekimu's masks were more popular than his own. Makuta created the Mask of Ultimate Power, thinking it would transform him into a god and be able to conquer Okoto. The immense power, fueled by his resentment and anger, overwhelmed him and threatened to destroy Okoto. With sadness, Ekimu struck down Makuta, appearing to destroy his brother in a massive explosion that engulfed Makuta and the entire Capital City. However, Makuta survived and had absorbed much of the strength of the Mask of the Ultimate Power, even wearing what appeared to be a shadowy copy of the Mask. Trapped in the Shadow Realm, Makuta plotted for thousands of years, raising a skeletal army of biomechanical warrior to soon return...

Health: 1000
Endurance: 500
Defense: 3

Abilities (20)
Armor +2
Attack +1
Combat Expert +1
Evasive +1
Magic, Arcane +3
Monstrous Destruction +2
Monstrous Durability +3
Monstrous Drive +2
Minions +3
Strong +1
Vigorous +1

Weaknesses (-15)
Arrogant -3
Awkward Size -3
Bizarre Appearance -3
Greedy -3
Restricted Freedom -3

Attacks
Flame Staff: Armor Piercing, Weapon; Roll: 3, DX: x30, EN:0
Flame Shot: Armor Piercing, Ranged, Weapon; Roll: 3, DX: x20, EN: 0
Arm Blades: Accurate, Ineffective; Roll: 4, DX: x20, EN: 0
Shadow Blast: Ranged, Strength Powered; Roll: 3, DX: x30, EN: 5


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 Post subject: Re: Over-the-top Idea
PostPosted: Wed Dec 27, 2017 8:57 am 
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Skull Warriors (+1 Minion)


The undead biomechanical legion of Makuta, the Skull Warriors rise from the depths of the ground with an icy chill. Armed with a frosty bow and a bladed staff, the giant warriors serve only the will of the Dark Lord.

Health: 100
Endurance: 10
Defense: 3

Abilities (9)
Armored +2
Attack +1
Combat Expert +1
Evasive +1
Monstrous Destruction +1
Monstrous Durability +1
Strong +1
Tough +1

Weaknesses (-8)
Awkward Size -2
Bizarre Appearance -3
Servitude -3

Blade Staff: Disarming, Reach, Ineffective 2, Weapon; Roll: 3, DX: x5, EN: 0
Bowblaster: Effective, Ranged, Weapon; Roll: 3, DX: x15, EN: 0


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 Post subject: Re: Over-the-top Idea
PostPosted: Tue Apr 17, 2018 12:29 am 
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Because of course I must.

To be honest, I do really like the 'by the book's version of Devil Gigatron that was already presented, but as always, I feel there should be a Monstrous version of him.

I'll probably do a thread of house rules, but the short version is I think Endurance and Health should be separated when using this or other Monstrous Abilities.

Devil Gigatron

A god of destruction who rules the Destrongers, the elite forces of the cosmic devils the Destrons. As a top Destron soldier, he has participated in numerous battles over the years. Under those severe conditions, he gained the technology for his six step transformations. Gigatron has gained the ultimate Devil Power and evolved into the Ultimate God of Destruction, capable of ten transformations

Once a fearsome super robotic lifeform with the intention of galactic conquest, Devil Gigatron was defeated by the unlimited potential and power he had sought. Imprisoned by the Dimensional Patrol and humbled by his defeat, Gigatron was informed of the vast extradimensional threats that the Patrol defended against. The knowledge awakened something new in Gigatron, and he gave up on his evil ambitions to join the Dimensional Patrol. With his incredible Devil powers that allowed him to transform himself into nearly anything imaginable, Gigatron usually works alone, preferring jobs against the greatest of cosmic threats.

Health: 250
Endurance: 200
Defense: 4

Abilities (+20)
Armor +2
Attack +3
Combat Expert +2
Devil Power (Magic, Arcane) +3
Evasive +2
Flight +1
Life Support +3
Monstrous Destruction +1
Monstrous Drive +1
Monstrous Durability +1
Tough +1

Weaknesses (-15)
Awkward Size -2
Bizarre Appearance -2
Infamous -2
Loner -1
Obsession -2
Overconfident -3
Rude -1
Vulnerability (Electricity) -2

Attacks
Devil Lancer: Effective, Weapon; R: 4, DX: x25, En: 0
Devil Lightning: Ranged; R: 4, DX: x20, En: 0
Full powered Lancer: Accurate 5, Effective 5, Weapon, R: 9, DX: x50, EN: 45
Full powered blast: Accurate 5, Effective 5, Ranged, R: 9, DX: x45, EN: 50

Alternate Forms:
Devil Gigatron is able to channel vast amounts of energy, called his Devil Power. Usually the best way for Gigatron to channel his Devil Power is by reconfiguring his body into alternate forms, with the most common described below.


Devil Jet: Gigatron's preferred form for transport, the Devil Jet form flies at incredible speeds. Flight +3, Devil Shooters: Ranged; R: 4, DX: x20, En: 0 (20 En)

Devil Hand: One of Gigatron's more unusual forms, the Devil Hand cycles his energy to increase his physical strength. Strong +3, Devil Slam: R: 4, DX: x35, En: 0 (20 En)

Devil Car: While a form Gigatron does not assume often, the Devil Car can be useful for quick getaways. Quick +3, Devil Shooters: Ranged; R: 4, Dx: x20, En: 0 (20 En)

Devil Bat: Another unusual form, Gigatron channels the Devil Bat's dark aura for metaphysical attacks. Psychic +3 (20 En)

Devil Dragon: An excellent form for combat, Devil Gigatron is able to use the unnerving weaving of the Devil Dragon's twin heads to attack from unexpected angles. Agile +3, Devil Flamethrowers: Ranged; R: 7, Dx: x20, En: 0 (20 En)

Devil Elephant: The Devil Elephant is a mode Gigatron rarely needs to take, but when he does he has nearly impenetrable defenses. Armor +3 (20 En)

Devil Saurer: A powerful, balanced form, the Devil Saurer combines the savage grace of the Devil Dragon form with incredible destruction. Agile +2, Attack +2, Devil Slash: R: 6, DX: x30, En: 0; Devil Beam (20 En)


Pretender: Probably Devil Gigatron's most useful form, he is able to weave a transdermal shell and shift his mass to appear as an organic being. Transformation +1 (5 En)


Kyūkyoku Hakaishin: Not technically a transformation, Devil Gigatron's Kyūkyoku Hakaishin mode unleashes his full destructive abilities, living up to his nickname as the Ultimate God of Destruction. Attack +2, Strong +3, Devil Lancer: Effective, Weapon; R: 4, DX: x50, En: 0, Devil Cutter: Ranged; R: 4, DX: x30, En: 0 (30 En)


Last edited by Malancthon on Sat Nov 03, 2018 3:03 pm, edited 1 time in total.

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 Post subject: Re: Over-the-top Idea
PostPosted: Thu May 03, 2018 1:48 am 
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Ky-Mal


Stolen from Krypton as a baby by the mysterious New God Metron and given to the Lord of Apokolips, Darkseid, Ky-Mal was raised in the brutal Killoseum. Under sadistic expiramentation by Desaad, Ky-Mal discovered his Photonucleic powers, which allowed him to rise up and become one of the newest in Darkseid's inner circle. Now Ky-Mal must balance the threat of dark politics while becoming a fierce warrior for Darkseid.

Health: 300
Endurance: 40
Defense: 4

Abilities (+15)
Attack +2
Combat Expert +3
Evasive +2
Flight +1*
Gear (Armor +1, Life Support +3, Bizarre Appearance -2) +1
Knowledge (Tactics) +2(1)
Monstrous Destruction +1*
Monstrous Durability +1*
Strong +1*
Tough +2

Weaknesses (-10)
Focus (Yellow Sun Energy) -3*
Servitude -2
Short-Tempered -2
Vulnerability (Kryptonite) -3
*Abilities affected by Focus

Attacks
Strong Punch Roll: 5, DX: x20, EN: 0
-A simple but effective punch
Blaster Effective 2, Ranged, Ammo, Weapon; Roll: 5, DX: x25, EN: 0
-An alien ranged weapon that Ky-Mal usually weilds
Heat Vision: Armor Penetrating, Effective 5, Activation; Roll: x5, DX: x40, EN: 20
-A super technique that allows Ky-Mal to expel powerful rays of heat from his eyes

Another reinterpretation of the Man of Steel General Zod. I still wanted to do something with Superman like powers. It probably be easy enough to swap Focus with Dependency and make it something other than Yellow Sun to remove the Kryptonian part of the story (likewise changing the Vulnerability to Kryptonite to something else). I decided to use Gear like Vehicle, because it just works better. That Life Support 3 is hard to swallow otherwise, but I kinda wanted that as part of his armored look. Servitude can be a bit troublesome, so it can be swapped out for Infamous or Wanted.


Last edited by Malancthon on Tue May 22, 2018 3:56 am, edited 3 times in total.

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 Post subject: Re: Over-the-top Idea
PostPosted: Thu May 03, 2018 2:27 am 
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Mal-Daguba

The sky ripped open when the demons came. Angels were chasing after a goddess, who fell to the city, Mal was one of the few who rushed to help her. In thanks, she gave him a bit of her power, transforming Mal into Daguba, a powerful half demon able to tear the demons into two. Mal-Daguba now travels with the goddess, protecting her, as the city descends into chaos, knowing a greater battle looms...

Health: 50 (250)
Endurance: 40
Defense: 4

Abilities (+15)
Attack +2
Combat Expert +3
Evasive +2
Intimidation +2
Transformation +2
-Armor +2
-Monstrous Destruction +1
-Monstrous Durability +1
-Strong +2
-Bizarre Appearence -2
Tough +1

Weaknesses (-10)
Guardian (Henshin Goddess) -3
Hatred (Law demons) -2
Outcast (half demon) -2
Quirk (challenges others to fights) -2
Rude -1

Attacks
Pyrokinesis Area Effect (+10), Ranged (+0), Low Penetration (-5), Affinity: Fire; Roll: 5, DX: x3 (x15), End: 5
-Daguba can project waves of fire from his fingertips in either form.
Punch Stunning (+10), Ineffective 2 (-10); Roll: 5; DX: x1 (x15), End: 0
-Daguba thinks a punch is usually the correct answer.
Armored Claws Affinity: Transformed; Roll: 5; DX: x25, End: 0
-When transformed, Daguba can fight ferociously with his natural weapons.
Ultimate Kick Effective 5 (+25), Build-Up 5 (-25), Affinity: Transformed; Roll: 5, DX: x50, End: 0
-If the battle goes too long, Daguba can unleash a powerful kick that usually finishes things.

This isn't a finished character (he actually has 12 points in Abilities, so he still has 3 more to build on), but I wanted to share an idea I had with what I'm thinking regarding the Henshin Megami Tensei scenario. I've gone through a couple of different ideas on his character, but haven't really decided on one. Mostly, I know he just wants to punch God. Considering that does happen a couple of times in the SMT games, it's feasible that he could do it. He'll need to level up to at least MD +4 or to +5, though.


Last edited by Malancthon on Thu May 03, 2018 7:14 am, edited 1 time in total.

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 Post subject: Re: Over-the-top Idea
PostPosted: Thu May 03, 2018 3:03 am 
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Shadow Moon



Taken by the mysterious cult known as Golgom, Johnny Tsukikage was altered to become Golgom's new King of the Century! Implanted with the Kingstone, which grants Johnny control over the flow of cosmic energies, his enhanced body is able to transform into the armored form of Shadow Moon, which bolsters his powers to super human levels. With the energy sword Satan Saber in hand, he travels to the sea of stars, looking to claim his destiny as the ruler of the Universe! But there is another danger for Shadow Moon, as he does not know his enhanced body was made to become the host of the ancient spirit of Golgom, the Creation King, a cosmic monster claiming to be over 50,000 years old...

Health: 40 (200)
Endurance: 40 (200)
Defense: 4

Abilities (+15)
Attack +3
Charismatic +1
Combat Expert +2
Evasive +2
Magic (Kingstone) +2
Pilot +1
Position of Power +1
Smart +1
Transformation +2
-Armor +2
-Monstrous Destruction +1
-Monstrous Drive +1
-Monstrous Durability +1
-Strong +1
-Bizarre Appearence -2

Weaknesses (-10)
Lecherous -1
Short-Tempered -1
Overconfident -2
Obsession (Becoming Century King) -2
Secret (Identity) -1
Unique (Doomed Destiny) -3

Attacks
Satan Saber: Armor Penetrating, Weapon; Roll: 4, DX: x4 (x25), En: 0
-A saber specially designed for the Century King
Saber Slash: Ranged (Strength-Powered), Weapon; Roll: 4, DX: x4 (x25), En: 0
-A slash from the Satan Saber that is able to strike across distance
Shadow Punch: Stunning, Ineffective 2; Roll: 4, DX: x2 (x15), En: 0
-A concentrated punch
Shadow Beam: Ranged, Affinity Transformed; Roll: 4, DX: x20, En: 0
-A lightning blast from the fingers
Shadow Flash: Area Effect, Effective 2, Ranged, Concentration, Affinity Transformed; Roll: 4, DX: x30, En: 0
-A wide blast of energy from the Kingstone
Shadow Kick: Accurate 2, Effective 3, Build Up 5, Affinity Transformed; Roll: 6, DX: x40, En: 0)
-A flying kick of finishing power

This is probably My favorite character/build, and the one I want to play the most...


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 Post subject: Re: Over-the-top Idea
PostPosted: Sat Nov 03, 2018 3:00 pm 
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Posts: 263
A friend asked what a sort of female counterpart to Devil Gigatron would be like, so I came up with this.

deMechanika (+20/-15)


From an abyssal depth made of metal and wires, deMechanika rules as queen of robotic succubi. Her cybernetic engine is fueled by the souls of the living. Advanced fiendish technology not only allows her to repair her frame by converting the blood of mortals, but also gives her abilities indistinguishable from magic. deMechanika is often found travelling across dimensions, appearing in different forms, finding numerous suitors and often leaving them drained behind her.

Health: 150
Endurance: 250
Defense: 4

Abilities
Agile +1
Armor +1
Attack +2
Beautiful +2
Charismatic +2
Flight +1
Life Support +3
Magic +2
Monstrous Destruction +1
Monstrous Drive +1
Monstrous Durability +1
Quick +2
Vigor +1

Weaknesses
Arrogant -2
Awkward Size -1
Bizarre Appearance -2
Dependency (soul energy) -3
Frail -1
Lecherous -2
Love Magnet -2
Vulnerability (Electricity) -2

Attacks
Blood Suck: Effective 2, Vampire, Unique: Seduction, Concentration; R: 6, DX: x25, EN: 0
Soul Suck: Effective, Fatiguing, Vampire 2, Unique: Seduction, Concentration; R: 6, DX: x20, EN: 0
Ranged Blast: Ranged; R: 3, DX: x3, EN: 0
Full powered blast: Accurate 5, Effective 5, Ranged, R: 8, DX: x40, EN: 50

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Mechademoness (+15/-10)
Health: 100
Endurance: 100
Defense: 4

Abilities
Agile +1
Armor +1
Attack +1
Beautiful +2
Life Support +3
Magic +2
Monstrous Destruction +1
Monstrous Drive +1
Monstrous Durability +1
Quick +2

Weaknesses
Awkward Size -1
Bizarre Appearance -2
Dependency (Soul Energy) -3
Lecherous -2
Vulnerability (Electricity) -2

Attacks
Blood Suck: Effective 2, Vampire, Unique: Seduction, Concentration; R: 4, DX: x20, EN: 0
Soul Suck: Effective, Fatiguing, Vampire 2, Unique: Seduction, Concentration; R: 4, DX: x15, EN: 0
Ranged Blast: Ranged; R: 4, DX: x10, EN: 0

Seduction allows the character to use Charisma, Beautiful, and Cute for the attacking roll instead of Agile and Combat Expert.


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 Post subject: Re: Over-the-top Idea
PostPosted: Fri Nov 09, 2018 4:56 am 
Exalted Amphibian
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Joined: Sat Sep 05, 2015 4:55 pm
Posts: 263
Kryptonian template (+0)
Abilities
Flight +1
Strong +1
Super Destruction +1
Super Durability +1
Supersenses +1

Weaknesses
Focus (Yellow Sunlight Radiation) -3
Vulnerability (Kryptonite) -2

General Zod

Imprisoned in the phantom zone, General Zod, a warrior born from generations of warriors before him, escaped when Krypton was destroyed. He led a small band of surviving Kryptonians in search of a new home and in the process discovered a planet called Earth. Prepared for battle, General Zod wears armor made of materials native to his planet of Krypton.

Health: 250
Endurance: 40
Defense: 4

Abilities (+15)
Attack +2
Combat Expert +3
Evasive +2
Flight +1
Gear (Armor +1, Life Support +3, Bizarre Appearence -2) +1
Position of Power +1
Strong +1
Super Destruction +1
Super Durability +1
Super Senses +1
Tough +1

Weaknesses (-10)
Focus (Yellow Sun Radiation) -3
Infamous -1
Overconfident -2
Short Tempered -2
Vulnerability (Kryptonite) -2

Attacks
Punch (Stunning, Ineffective 2) R: 5, DX: x10, EN: 0
Heatvision (Ranged) R: 5, DX: x15, EN: 0
Kryptonian Rifle (Effective, Ranged, Weapon): R: 5, DX: x20, EN: 0
Fallen General (Effective 2, Build Up, Weapon) R: 5, DX: 30, EN: 0
Super Heatvision (Effective 5, Ranged, Open to Attack) R: 5, DX: x40, EN: 0
Galactic Destruction (Effective 5, Build Up 5): R: 5, DX: x45, EN: 0


Commander Faora

Second in command in General Zod's army, Faora is a powerful Kryptonian warrior. Extremely talented with knives and hand-to-hand combat, she will stop anyone who gets in her way. Fiercely loyal to General Zod and his cause, she is imprisoned with Zod in the Phantom Zone, eventually escaping and traveling to Earth with him.

Health: 200
Endurance: 40
Defense: 5

Abilities (+15)
Attack +1
Beautiful +1
Combat Expert +3
Evasive +3
Flight +1
Gear (Armor +1, Life Support +3, Bizarre Appearence -2) +1
Perceptive +1
Super Destruction +1
Super Durability +1
Strong +1
Super Senses +1

Weaknesses (-10)
Arrogant -2
Focus (Yellow Sun Radiation) -3
Servitude -3
Vulnerability (Kryptonite) -2

Attacks
Punch (Stunning, Ineffective 2) R: 5, DX: x5, EN: 0
Heatvision (Ranged) R: 5, DX: x10, EN: 0
Kryptonian Knife (Accurate, Weapon) R: 6, DX: x15, EN: 0
Super Heatvision (Effective 5, Ranged, Open to Attack) R: 5, DX: x35, EN: 0


Kryptonain soldiers(Health: 50, Endurance: 10, Defense: 3) Attack +1, Combat Expert +1, Evasive +1, Flight +1, Gear (Armor +1, Life Support +3, Bizarre Appearence -2) +1, Strong +1, Super Destruction +1, Super Durability +1, Super Senses +1, Focus (Yellow Sun Radiation) -3, Servitude -3, Vulnerabiltiy (Kryptonite) -2
Kryptonian Rifle (Effective, Ranged, Weapon) R: 3, DX: x15, EN: 0

Supersenses is a catch-all power for the various senses Kryptonians have, such as telescopic vision, x-ray vision, enhanced hearing, etc. Super Destruction and Super Durability are the same as Monstrous, just renamed Super for the flavor.

The armor gear is using the 1/2 rules similar to Vehicle and Transformation.


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