The following powers have been revised.
Range: Self Type: Auto
Base Cost: 20 Factor Cost: 8
This power allows a character to inflate himself like a giant ball and bounce around as an attack and a defense.
While inflated, the character divides his APs of Inflation between his physical AV/EV and OV/RV. He can also use his power to move in amazing ways. He can bounce to heights and distances equal to his APs of power. He can roll at a speed equal to half his APs of power.
Finally, the character can float without fear of drowning for an amount of time equal to his APs of power. While floating, he can hold up an amount of weight equal to his APs of power.
This power can be purchased with a special +2 FC bonus: Insulated. While inflated, this character is insulated against electrical attacks, gaining a +2 CS bonus to his RV against such.
Bouncing Boy of the Legion of Super-Heroes has this ridiculous power.
Range: Touch Type: Dice
Base Cost: 30 Factor Cost: 5
A character with this power is able to infect defenders through skin contact with fast acting, serious illnesses. The initial attack uses the attacking character’s DEX as AV and the APs of power as EV. RAPs are the number of successive phases the defender will be attacked by the disease.
In these successive phases, the defender is attacked by the APs of Plague Touch acting as the AV/EV against his BODY as OV/RV. These continuing attacks simulate the spread of disease throughout the defender’s body. If any of the attacks result in RAPs of damage, then the defender becomes sick.
While sick, the defender suffers a +2 CS to all physical OV/RV, including recovery checks, and a +1 CS to all mental and mystical OV/RV. This continues for an amount of time in APs equal to the cumulative RAPs of BODY damage caused by the power’s attacks.
An attacker who is already sick cannot be attacked by another Plague Touch until the previous attack has completed its infection.
Typhoid Mary from the movie Elektra has this insidious power.
A Snare can be used as a swing line or a rope. In this way, it has any length the character desires, up to a maximum equal to half his APs of power. The line has a STR and BODY equal to the APs of power. The character can move using the swing line at a speed equal to half his APs of power. This is an Automatic Action.Also note that the swing line ability under the Webbing power has been revised to operate in the exact fashion.
Cybertelepathy is unchanged except for:
A machine with mystical attributes can attempt to break free on its own each phase with an AV/EV equal to its INT/WILL against the cybertelepath’s APs of power as OV/RV. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken. Of course, the cybertelepath may also attack every phase, accumulating more RAPs.
Using Spy (Hacking), Weaponry, or Vehicles (or other appropriate skill), or an appropriate power, a character can wrest control of the machine from the cybertelepath. Doing this requires an action check with the APs of skill acting as AV/EV and the APs of Cybertelepathy being the OV/RV. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken. Of course, the cybertelepath may also attack every phase, accumulating more RAPs.
To clarify: It takes an Automatic Action to cast a spell. Casting a spell requires incantations and gestures, so a character who is immobilized or muted cannot use this power.
Once a power is cast as a spell it may be used normally. This means that the power can be used in the same phase as an Automatic or Dice Action as appropriate.
This power may be purchased with a +1 FC Bonus: Instant Casting. The character has no need of incantations or gestures when casting a spell. If he is silenced or restricted, he may still use his power. It still requires an automatic action to cast a spell.
Sorcery may be customized through a variety of special Limitations:
*Implements (-1 or -2 FC Limitation): The character must possess a mystical charm to cast his spells, such as a staff, wand, hat, amulet, or other such. The implement is useless to anyone else, but without it, the sorcerer is powerless. If the item is one that cannot easily be taken away, such as a ring or amulet, then it lowers the FC by -1. If the item is one easily taken away, such as a wand, hat, or staff, then it lowers the FC by -2 FC.
*Channeling (-1 FC Limitation): This limitation represents a character who calls upon powerful mystical entities like spirits or gods from other planes for magic. He channels the energy of the entity to cast spells. The character must choose a patron entity and his Motivation must be the same as his chosen patron’s.
When Channeling, the sorcerer must use a Dice Action to invoke his spells. When invoking spells, he must roll a Sorcery check using his APs of power as AV/EV and the Travel Distance (see Dimension Travel) of the contacted entity as OV/RV. RAPs are the APs of power that the sorcerer may use in the invoking of the desired power. Characters that channel their spells do not suffer mystic bashing damage.
*Vancian Magic (-3 FC Limitation): A character with this spell stores his spells as complex formulae in his mind that disappear when he casts them. He does not suffer any mystic bashing damage when casting spells, but each day he must prepare which spells he wishes to cast.
To prepare a spell, the caster must first decide which powers he wishes to have access to that day. He may select a number of spells equal to his APs in Sorcery. Once he has selected a power he wishes to cast as a spell, he makes a Sorcery check with his APs of power acting as AV/EV and his INT/WILL acting as OV/RV. RAPs are the APs of power the character invokes when he casts a spell.
Once the spell is cast, the sorcerer may not cast that spell again. If he wishes to be able to cast a spell multiple times during the day, he must make a preparation roll against that power multiple times.
*Wizardry (-1 FC Limitation): This limitation represents a character who does not invoke his magic, but rather is vastly schooled in the mystic arts and spells. The character must also have the Occultist skill and that skill acts as the AV for all powers imitated by Sorcery.
This character does not suffer mystic bashing damage when casting spells. Wizards cast spells by rolling an Occultist check with his APs of skill as AV, his APs of Sorcery as EV, and the APs of the spell he wishes to invoke as OV/RV. RAPs are the APs of power actually invoked.
*Lethal Backlash (-4 FC Limitation): The mystic damage the sorcerer suffers from the casting of his spells is Killing damage instead of Bashing.
Range: Normal Type: Dice
Base Cost: 25 Factor Cost: 8
The character can summon a swarm composed of thousands of insects, like bees or ants, or hundreds of vermin, like rats or bats. The swarm has a volume equal to the character’s APs of power. It can slip through any opening large enough to admit the insects or vermin of the swarm.
Swarms can blind targets by becoming a cloud around them or impede their movement by swarming around their feet. Either is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. If successful the target is affected for a number of phases equal to the RAPs of the attack. While affected, the RAPs are subtracted from the defenders’ DEX and Initiative.
Alternately, the character can summon a swarm of stinging insects or clawing and biting vermin that can harm targets. This is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. This is considered Killing Combat.
Swarms are comprised of only a single type of insect or vermin at a time and possess all the powers of the single type of creature.
For a +1 FC bonus, the swarms is a pack instead. This summons a pack of larger animals, like tigers, dogs, or wolves. Only one type of pack can be summoned, and the type of creatures it is comprised of must be specified when the power is purchased.
For a -2 FC limitation, the swarms could be limited to a few types of creatures (a number no more than half the APs of power), such as rats, bats, and owls or scarabs, locusts, and flies. The types of creatures must be specified when the power is purchased.
For a -4 FC limitation, the swarm could be limited to a single type of creature, such as wasps or rats, specified when the power is purchased.
Count Dracula had this power.
THOR and my write-ups; or,
How I Did It by Angry Rabbit.
I have read the first three volumes of Essential Thor and a ton of loose issues from 200 onward. I stand by my write up of Thor as it has been posted. However, I feel I again should explain my process in writing up characters.
I want to start out by pointing out that my Thor has a 16 STR. His belt can boost that to 20. In a fight, he has Strike, giving adding 2 points when punching. That is equal to Superman and I haven't even mentioned Mjolnir's Strike of 6 or his Weapon Specialization in it. Thor is not so outdistanced as it may seem. My overall impression of Thor is that while he is very strong, he is far more impressive as a warrior.
Now, on to my write up process...
First of all, forget wrieups.org. I don't care for their write ups at all. Not only do they make too many changes to the MEGS system, but they also attempt to catalog every single instance of any power ever used. Worse, many of their write ups are heavily Mary-Sued.
In my write ups, I am attempting to obtain a "classic" version of the character. This means, I want to capture the character as he appears in most of his appearances, or in the appearances that I like best. This does mean that I disregard extreme uses of powers, one shot powers, and powers that a particular creative team used but no one else did. I assume that such instances are the game equivalent of pushing abilities, spending hero points, or performing power stunts.
Second of all, I am biased and I write up characters from the eras I collect and those I like best. My DC heroes and villains represent the DCU of the late 80's and 90's. I own copious amounts of comics from that era and I love them. In contrast, while I enjoy silver age DC, I think it's simply too goofy to run or play a game in. And I don't like anything that DC has done since Identity Crisis. I used DC Heroes itself as a basis for most of these write ups since they got most of the characters written up. I generally use West End Game's DC Universe for others, since their sourcebooks were so outstanding.
Similarly, my favorite era of Marvel is the 60's and 70's, back when Marvel was king, with a little bit of early 2000's thrown in. The 80's and 90's of Marvel were pretty shaky stuff. All that Image-esque art and grimdark character stuff just isn't my bag. The modern era of Marvel is a freaking train wreck, except the movies, which I generally adore. As for gaming stuff, I use the old TSR game and the Marvel Universe game (published by Marvel itself) as a basis. As a result, my write ups for Marvel may be a bit out dated.
Another point that I cannot overstate is that DC and Marvel have fundamentally different power levels. At the same time that Superman was shuffling the solar system to trick villains, Thor was uprooting a tree to flip a tank! The street-level characters are on an equal level. Batman versus Captain America, for example, is a dead heat of a fight. Their mid-level characters are very close- the Teen Titans, Legion of Super-Heroes, and X-Men are all fairly comparable. However, their upper levels aren't even remotely balanced. Superman or Green Lantern transplanted into Marvel becomes a cosmic force on par with the likes of Silver Surfer with his full cosmic powers, whereas Thor transplanted into the DCU becomes a high level hero. That is, by the way, deliberate- part of Stan Lee's creative philosophy at Marvel was that his heroes would be more down-to-earth than the outrageous, over-powered characters of the Distinguished Competition.
When writing up Marvel, I decided to make it comparable to itself, not to DC. Thor compared to DC is pretty impressive. Thor compared to Marvel is a god (literally). If the GM decides to move characters from one universe to the other, he should absolutely be prepared to scale down DC's high and mid level heroes or scale up Marvel's high level heroes. That was Kurt Buseik's solution in JLA/Avengers and it was a fine one. It certainly works better than the solution of DC versus Marvel. In fact, that series showed the flaw in letting fanboys decide- in no way ever, in any universe, should Wolverine be able to defeat Lobo. Wolverine is a far, far better character, but even Superman has his hands full with Lobo!
Finally, I want to say that I approach write ups as an art, not a science. I try very hard to be objective and fair in order to deliver the character as close to "classic" as possible. However, I am not looking for exact instances of strength or intellect or power, but an overall impression. Thus, Thor is an outstanding warrior, Superman is incredibly strong, no one is smarter than Mr. Fantastic, Wonder Woman is impressive in a fight, but far more impressive out of one, Batman is the world's greatest detective, Captain America is the soldier's soldier, etc. Those are my impressions as I read.
I don't want to step on anyone's toes. We are all geeks here and we all have our own impressions and definitions of "classic." Thus, there is no real wrong or right way to write up characters. The point of the game is not to argue and quibble over who would win in a fight- though that is, let's face it, part of the fun- or to tirelessly maintain game balance between characters or universes. It is to have fun.
In these tedious days of grim socio-political arguments and the media's constant hateful vitriol, I think that a little fun is a goal worth fighting for!
Thanks again to everyone who reads, everyone who agrees, and everyone who doesn't! Play on!
I finally saw the Justice League movie. It wasn't as epic as it should have been, and Ben Affleck still needs a neck, but it was pretty good. I loved Henry Cavill in it. He is doing such a great job playing a role so horribly written.
Alas, the post credits scene all but ruins everything they set up in the film. It seems that Jesse "Squeak" Eisenberg is poised to be a big part of the sequel. How will they ever find enough scenery for him to maul?
Still.... I think I liked it better than