Hidden 7 yrs ago Post by Clever Hans
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A new era of human history is about to commence. For weeks there were glimpses - blurry photos and shaky phone videos of people doing things that people haven't been able to do before: fly, lift incredible weights, control energy. Many dismissed these reports as geekwank, urban legends, or pranks of digital editing. But those doubts are about to be swept aside forever…





Outline of character generation:



















So, that's it. Have fun!
Hidden 7 yrs ago 7 yrs ago Post by Little Bill
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1] Devices
2] Devices
3] Devices
4] Devices
5] Stats & Extras
6] Weaknesses

Did I do it right?
Hidden 7 yrs ago 7 yrs ago Post by Reflection
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I'll go with...

1) Power - 5
2) Power - 3
3) Device 5
4) Stats & Extras - 86
5) Stats & Extras - 34
6) Weakness - 32

A bit of a hodge-podge, but it might lead to something interesting. Lets see if my luck holds out and I get something cool.
Hidden 7 yrs ago Post by BrokenWashing
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I'm thinking
1) Powers
2) Powers
3) Stats
4) Stats
5) Stats
6) Weaknesses
Hidden 7 yrs ago 7 yrs ago Post by Illiren
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@Clever Hans Updated
1) Powers-32
2) Stats-71
3) Powers-60
4) Stats-55
5) Powers-34
6) Weaknesses-71
In that order

https://www.roleplayerguild.com/campaigns/340
Hidden 7 yrs ago Post by Lotrix Molick
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Since we are doing random rolls, did you start a dice campaign for us to use? Or, are you wanting me to do it some other specific way?
Hidden 7 yrs ago 7 yrs ago Post by Fox
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I would love to be a part of this.

Edit:
I didn't know how to (or if we even could) edit the one you presented, so my roll campaign is located below. Ignore 4728. I accidentally used a 10-sided die instead.
roleplayerguild.com/campaigns/339

Roll Total ID
Roll 1: Power 61 4725
Roll 2: Power 82 4726
Roll 3: Stats & Extras 38 4727
Roll 5: Stats & Extras 80 4730
Roll 4: Stats & Extras 46 4729
Roll 6: Weakness 71 4731
Hidden 7 yrs ago Post by Clever Hans
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I had assumed that y'all would just create your own dice roller "campaign," but here's one for everyone:

https://www.roleplayerguild.com/campaigns/338

Make sure you annotate each roll.

You don't need to post your roll order separately. Post the roll order and actual rolls in the same post.
Hidden 7 yrs ago Post by Fox
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@Clever Hans Commence waiting process.
Hidden 7 yrs ago Post by BrokenWashing
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@Clever Hans

...I do not know what a dice campaign is or how to use it.
Hidden 7 yrs ago Post by Clever Hans
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@Clever Hans

...I do not know what a dice campaign is or how to use it.


I posted a link a few posts above. :) https://www.roleplayerguild.com/campaigns/338
Hidden 7 yrs ago Post by Reflection
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<Snipped quote by BrokenWashing>

I posted a link a few posts above. :) https://www.roleplayerguild.com/campaigns/338


Doesn't answer the how to use it question. It just leads me to a page saying "no rolls yet." Nobody here uses dice campaigns. Just give us parameters and I'll just roll my numbers on a basic random number generator.
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Hidden 7 yrs ago Post by Clever Hans
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I would love to be a part of this.

Edit:
I didn't know how to (or if we even could) edit the one you presented, so my roll campaign is located below. Ignore 4728. I accidentally used a 10-sided die instead.
roleplayerguild.com/campaigns/339

Roll Total ID
Roll 1: Powers 61 4725 - Mind Control
Roll 2: Powers 82 4726 - Sonic Abilities
Roll 3: Stats & Extras 38 4727 - Heightened Intelligence
Roll 5: Stats & Extras 80 4730 - Enhanced Senses
Roll 4: Stats & Extras 46 4729 - Weakness Detection
Roll 6: Weakness 71 4731 - Special Requirement


Some details:

Mind Control: This is a "depth vs. breadth" power in my game. You can possibly control more than one person, but the more you try to control, the more difficult it is to maintain that control, and the less fully you control their actions. This power must have some sort of perceivable effect, e.g. you have to speak commands aloud, or there is a visible glimmery energy bond between your foreheads, or your eyes both glow blazing red, etc.

Sonic Abilities: Lots of options here: sonic energy blasts, ultrahigh/low frequency emission, "muting" an area, deafening blasts of music or what have you, mimicking sounds, etc. It's OK to assemble a complex power under this heading.

Heightened Intelligence: You are a genius. How smart are you?

Enhanced Senses: It can be more than one sense. This is another depth vs breadth power: the more senses you choose, the less potent they all are.

Weakness Detection: In meta-game terms, this lets you discern what other characters rolled for their Weaknesses.

Special Requirement: you need to do something to keep your powers active: drink a potion, charge a power ring, that kind of thing. You can way outside the box for this. As a GM, I'll give you warning when your powers are starting to fade.

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Hidden 7 yrs ago 7 yrs ago Post by Fox
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@Clever Hans Nice! This can definitely make for an interesting character. So many possible combinations that go well together. I'll work on it and let you know what I come up with. In the meantime, I do have a question unrelated to the results themselves. To what end are we able to add a self-created power to the mix? Is it something everyone is entitled to or only those who seem to have drawn the oddest straw combo, as it were? I only ask because even though my character will have a veritable treasure trove of abilities to work with, I'm sure others may not be as thrilled.

...I do not know what a dice campaign is or how to use it.

I never used one before either, but once you figure it out, it's extremely convenient.
If you click any of the links we've posted for our dice campaigns, you'll go to the page displaying our rolls (or in Clever Hans' case, lack there of). Instead of trying to use his, simply click the "Dice Campaigns" tab located at the top between the "Home" tab and the campaign display tab. Then the bright green "New Campaign" button, title it something appropriate (you can give it a description if you'd like too. I added my roll order there just for congruency), and submit. This will take your new campaign where you can enter the parameters in the "New Roll" section. This is the fun part. Roll your 100-sided die (1d100) and label each roll appropriately (i.e: Roll 1: Powers). When you're done you can post your link and the results as you've seen me or Illiren do.

Hope the walkthrough was helpful and useful.
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Hidden 7 yrs ago Post by BrokenWashing
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1) Powers - 92
2) Powers - 60
3) Stats - 79
4) Stats - 69......nice
5) Stats - 55
6) Weaknesses - 43

roleplayerguild.com/campaigns/341

All done. What have I got, Doc?
Hidden 7 yrs ago Post by Clever Hans
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@Clever Hans Nice! This can definitely make for an interesting character. So many possible combinations that go well together. I'll work on it and let you know what I come up with. In the meantime, I do have a question unrelated to the results themselves. To what end are we able to add a self-created power to the mix? Is it something everyone is entitled to or only those who seem to have drawn the oddest straw combo, as it were? I only ask because even though my character will have a veritable treasure trove of abilities to work with, I'm sure others may not be as thrilled.


Everyone gets to.

Hidden 7 yrs ago Post by Clever Hans
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1) Powers - 92 Vibratory Powers
2) Powers - 60 Magnetic Powers
3) Stats - 79 Speed Bonus
4) Stats - 69 Natural Weaponry
5) Stats - 55 Heightened Strength
6) Weaknesses - 43 Reduced Strength


1. Vibratory Powers: Yeah, I know. Sonic Powers vs. Vibratory Powers? Aren't they the same thing? Sorta-kinda. Vibratory powers are more about resonant frequencies, while sonic powers are more about noise. There's considerable overlap.
2. Magnetic Powers: This is more along the lines of classic Silver Age "I can move things made of iron alloys" as opposed to Magento's ability to manipulate iron on an atomic level.
3. Speed Bonus: You're faster than the average hero. Not Flash faster, but faster.
4. Natural Weaponry: fangs, claws, elbow spurs, a big, knobbly forehead...
5. Heightened Strength: Classic Super-strength. The level depends on the character concept, more along the lines of classic Marvel rather than DC.
6. Reduced Strength: This is pretty reduced, but not crippling so. You can function just fine, but that 13-year-old is probably going to beat you in arm-wrestling...

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Hidden 7 yrs ago 7 yrs ago Post by Lotrix Molick
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Roll1: 12 (Powers)
Roll2: 5 (Device)
Roll3: 30 (Stats & Extra)
Roll4: 100 (Stats & Extra)
Roll5: 73 (Stats & Extra)
Roll6: 69 (Weakness)

https://www.roleplayerguild.com/campaigns/342
Hidden 7 yrs ago Post by BrokenWashing
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5. Heightened Strength: Classic Super-strength. The level depends on the character concept, more along the lines of classic Marvel rather than DC.
6. Reduced Strength: This is pretty reduced, but not crippling so. You can function just fine, but that 13-year-old is probably going to beat you in arm-wrestling...


So would these two cancel eachother out to give me normal human strength?

I have some good ideas but I want to be sure of how my weaknesses/powers work.
Hidden 7 yrs ago Post by Fox
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Roll1: 12
Roll2: 5
Roll3: 30
Roll4: 100
Roll5: 73
Roll6: 69

https://www.roleplayerguild.com/campaigns/342


Might be a bit more helpful if you included which designations you're rolling for (i.e: Powers, Stats & Extras, Devices). The numbers alone don't do anything special without the corresponding tables.
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