Monday, March 31, 2014

COMPUTERS!

Futurist's Guide to Gadgets: 
Computers

BATCOMPUTER [BODY: 7, INT: 9, WILL: 8, MIND: 9, Detective: 6, Gadgetry: 6, Medicine (Forensics): 6, Military Science: 6, Scientist: 6, Spy: 6, Recall: 21, Radio Communications: 18, Split: 8, R#2]

Computer, Child’s [BODY: 1, INT: 1, WILL: 1, MIND: 1, Recall: 9, R#4]
Computer, Budget Desktop [BODY: 2, INT: 3, WILL: 1, MIND: 1, Recall: 12, Radio Communications: 8, Split: 1, R#4]
Computer, Desktop [BODY: 2, INT: 4, WILL: 2, MIND: 2, Recall: 14, Radio Communications: 8, Split: 1, R#3]
Computer, Laptop [BODY: 1, INT: 3, WILL: 1, MIND: 1, Recall: 13, Radio Communications: 8, R#4]
Datapad [BODY: 2, INT: 7, WILL: 4, MIND: 3, Recall: 19, Radio Communications: 16, R#2]

FF COMPUTER [BODY: 7, INT: 12, WILL: 12, MIND: 12, Gadgetry: 7, Medicine (Forensics, Medical Treatment): 4, Military Science: 4, Scientist: 7, Spy: 3, Recall: 30, Radio Communications: 25, Split: 4, Scholar (Dimensional Physics, Temporal Physics), R#2]

FORTRESS COMPUTER [BODY: 8, INT: 14, WILL: 10, MIND: 12, INFL: 6, AURA: 5, SPIRIT: 6, Gadgetry: 8, Medicine: 8, Scientist: 8, Recall: 24, Radio Communications: 24, Illusion: 12 OR Super Ventriloquism: 12 (Only used to project the Hologram or the Voice of Jor-El), Scholar (Kryptonian Culture, Geography, History, and Science), Split: 6, R#2] The interface of the Fortress Computer is either a hologram of Jor El  or his voice and it is programmed with his memories and personality.

HAL 9000 [BODY: 8, INT: 11, WILL: 8, MIND: 9, INFL: 3, AURA: 3, SPIRIT: 2, Recall: 27, Radio Communications: 24, Cybertelepathy: 8, Split: 3, Sealed Systems: 24, Extended Hearing: 18, Full Vision: 18, Life Sense: 19, Radar Sense: 30, Remote Sensing: 20, Super Hearing: 20, Telescopic Vision: 18, Thermal Vision: 18, Ultra Vision: 15, X-Ray Vision: 15, Scientist: 2, Vehicles (Space): 5, R#2, Catastrophic Psychological Instability: Hal is homicidal] Hal is found only on the Discovery spacecraft.
I-Pad [BODY: 1, Radio Communications: 12 (Allows the pad to operate a Split of another computer)]

JARVIS [BODY: 7, INT: 10, WILL: 8, MIND: 9, INFL: 5, AURA: 5, SPIRIT: 3, Detective: 2, Gadgetry: 7, Medicine (Forensics, Medical Treatment): 1, Military Science: 5, Scientist: 7, Spy: 2, Cybertelepathy: 8, Recall: 22, Radio Communications: 18, Split: 8, R#2]

JUSTICE LEAGUE COMPUTER [BODY: 4, INT: 10, WILL: 8, MIND: 9, Detective: 4, Gadgetry: 4, Medicine: 6, Scientist: 4, Recall: 25, Radio Communications: 24, Split: 5, Security: 11, Lab: 12, R#2]

LEXCORP SUPERCOMPUTER [BODY: 4, INT: 9, WILL: 8, MIND: 9, INFL: 5, AURA: 5, SPIRIT: 3, Detective: 6, Gadgetry: 8, Medicine (Forensics): 6, Military Science: 6, Scientist: 8, Spy: 7, Recall: 21, Radio Communications: 18, Cybertelepathy: 8, Virtual Projection: 5, Split: 10, R#2]
MAINFRAME, ARTIFICIAL INTELLIGENCE [BODY: 3, INT: 7, WILL: 4, MIND: 4, INFL: 1, Recall: 19, Radio Communications: 16, Cybertelepathy: 6, Virtual Projection: 5, Split: 8, R#2]
MAINFRAME, BUSINESS [BODY: 3, INT: 5, WILL: 2, MIND: 3, Recall: 16, Radio Communications: 12 (Internet Connection), Split: 5, R#3]
MAINFRAME, GOVERNMENT [BODY: 3, INT: 7, WILL: 4, MIND: 3, Recall: 19, Radio Communications: 16), Split: 8, R#3]
MAINFRAME, UNIVERSITY [BODY: 3, INT: 6, WILL: 2, MIND: 2, Recall: 17, Radio Communications: 12, Split: 6, R#4]


MULTIVAC [BODY: 18, INT: 18, WILL: 16, MIND: 19, INFL: 5, AURA: 5, SPIRIT: 5, Charisma (Interrogation): 10, Detective: 12, Gadgetry: 12, Medicine: 9, Scientist: 12, Spy: 12, Vehicles: 9, Weaponry (Energy Weapons, Heavy Weapons): 7, Recall: 31, Radio Communications: 38, Cybertelepathy: 12, Virtual Projection: 14, Split: 18, Comprehend Languages: 12, Extended Hearing: 21, Full Vision: 21, Life Sense: 23, Radar Sense: 40, Remote Sensing: 25, Super Hearing: 22, Telescopic Vision: 21, Thermal Vision: 21, Ultra Vision: 21, X-Ray Vision: 19, Object Awareness: 37 (Numerous remote satellites and probes with BODY: 8), Lab: 12, Security: 18, R#2] Multivac’s skills can be used by itself or to enhance the skills of a user.





Nightwing’s Mini-Computer [BODY: 2, INT: 4, WILL: 1, MIND: 1, Detective: 5, Radio Communications: 9, Recall: 13, Split: 1, R#2]
ORACLE COMPUTER [BODY: 6, INT: 9, WILL: 8, MIND: 9, Detective: 6, Medicine (Forensics): 5, Military Science: 5, Spy: 7, Radio Communications: 18, Recall: 21, Virtual Projection: 5, Split: 5, R#2]
SUPERCOMPUTER [BODY: 4, INT: 9, WILL: 8, MIND: 9, Recall: 21, Radio Communications: 18, Split: 10, R#2]






Supercomputer, Computer Administrator [BODY: 4, INT: 9, WILL: 8, MIND: 9, INFL: 5, AURA: 5, SPIRIT: 3, Recall: 21, Radio Communications: 18, Cybertelepathy: 8, Virtual Projection: 5, Split: 10, R#2] Small enough to be worn.



Tricorder [BODY: 3, Life Sense: 15, Radar: 12, Recall: 18, R#3] On a failed reliability roll, it gives a false reading. On a roll of double ones, it is broken and must be repaired. There are several variations on the tricorder:
A Science Tricorder has the skill Scientist: 3.
A Medical Tricorder has the skill Medicine: 3 and Scientist (Analysis): 2.
An Engineering Tricorder has the skill Gadgetry: 3.
A Psychotricorder has the Mind Probe: 12 power with a 0 AP range and a R#6. 



Monday, March 24, 2014

OOPS!

Okay, so in the process of doing write ups for the X-Files and Star Trek I have realized I made a rather large error. Or two. Well, I hate no one so much as I hate someone who cannot admit a mistake, so here am I, admitting to a couple.







First of all, Disguise should have never been a part of the Spy skill. Every other subskill of Spy is technical in nature. I have thus revises the Spy skill, keeping the technical aspects of a disguise (the false IDs and photograph faking) and I have revised Charisma to include Disguises, which now seems so obvious to me that I can scarcely believe it took me so long to figure out.









Second of all, I realized that every computer I was writing up had Radio Communications (Internet Connection) and every starship had Radar (Lidar). That's usually a good sign that those bonuses should not be bonuses at all and should merely be part of the source power.




I will be revising every affected post on the site to reflect these changes. 

Oh, and I added another new power: Toxic Blood!






Saturday, March 22, 2014

Write Ups: SHADOWPACT!


Today I present one of my favorite minor teams of the DC Universe:
SHADOWPACT

Blue Devil
DEX
8 (6)
STR
8 (4)
BODY
8 (4)
Alter Ego
INT
5
WILL
6
MIND
7
Dan Cassidy
INFL
7 (5)
AURA
5
SPIRIT
8 (6)
Motivation
INIT
22 (18)
WEALTH
6
HP
80
Thrill of Adventure
POWERS
Extended Hearing: 5, Flash: 6, Jumping: 5, Regeneration: 4, Sealed Systems: 9, Skin Armor: 4, Ultra Vision: 5
SKILLS
Acrobatics: 9 (4), Gadgetry: 7, Military Science (Demolition): 3, Vehicles: 7, Weaponry: 7
ADVANTAGES
Artist (Actor), Lightning Reflexes, Luck, Popularity (only in his neighborhood), Scholar (Special Effects), Weapon Specialization (Trident)
CONNECTIONS
High- Shadowpact, Faust, Earth’s Mystical Community; 
Low- Hollywood, JLI, Kid Devil
DRAWBACKS
Altered Biology (Mystical), Strange Appearance, Unluck, Misc.: Dan has been sealed into the Blue Devil suit and cannot remove it (nonetheless, his normal attributes and skill levels are provided in parenthesis)
EQUIPMENT
Trident [BODY: 10, Mystic Fire: 6, Dimension Travel: 12 (Banishment only, Affects demons only, Blue Devil’s trident can banish demons back to Hell] Blue Devil can instantly summon the trident to his hand
Blue Devil's original costume. Poor guy was stuck in that.


NIGHTMASTER
DEX
6
STR
6 (3)
BODY
4
Alter Ego
INT
5
WILL
4
MIND
5
James Rook
INFL
5
AURA
6
SPIRIT
5
Motivation
INIT
18
WEALTH
8
HP
85
Unwanted Power
SKILLS
Charisma: 7, Martial Artist: 5, Military Science: 8, Weaponry (Melee, Exotic): 6
ADVANTAGES
Artist (Musician), Expansive Headquarters (Oblivion Bar, Workshop: 8, Mystical Security: 12), Longevity, Weapon Specialization (Swords)
CONNECTIONS
High- Shadowpact, Earth’s Mystical Community
DRAWBACKS
Secret Identity
EQUIPMENT
MYSTICAL CHAIN ARMOR [BODY: 10, Skin Armor: 4]
Sword of Night [STR: 6, BODY: 10, SPIRIT: 7, Claws: 2 (Mystic link), Mystic Shield: 7, Danger Sense: 9 (Mystic link), Compel Truth: 11 (No Range), Geas: Only a descendant of the Myrran hero Nacht can lift or wield the Sword, Misc.: The sword extends the life of those who wield it]

NIGHTSHADE
DEX
7
STR
4
BODY
5
Alter Ego
INT
6
WILL
6
MIND
4
Eve Eden
INFL
7
AURA
6
SPIRIT
5
Motivation
INIT
22
WEALTH
6
HP
75
Unwanted Power
POWERS
Darkness: 10 (Requires Concentration (4 APs)), Dimension Travel: 7 (Travel only,  Land of Nightshades only), Two-Dimensional: 6 (Painful, While two dimensional Nightshade can still perform physical attacks), Warp: 11 (Power linked to Dimension Travel, Cannot be used to attack), Shadow Animation: 18 (Continuous, Nightshade may put APs of this power into the following powers for the shadow creatures: Claws, Strike, Snare, and Growth)
NIGHTSHADE’S POWERS
Dimension Travel & Warp: Nightshade can open portals (Warp) and step through to other places or to the Land of Nightshades (Dimension Travel). Other people may move through her Warps, but all must close their eyes to avoid the horrendous visions in the darkness. If characters traveling with Nightshade using Warp or Dimension Travel do not close their eyes, they suffer the equivalent of a Phobia attack at 8 APs with OV/RVs equal to their INT/MIND. RAPs indicate the amount of time (in APs) that the victim must do nothing but quiver in fear. Nightshade herself is unaffected by the Warp or Dimension Travel.
SKILLS (all linked)
Acrobatics: 7, Charisma: 7, Martial Artist: 7, Thief: 7
ADVANTAGES
Rich Family, Pets (Hugin and Munin), Leadership
CONNECTIONS
High- Shadowpact, Suicide Squad, U.S. Intelligence;  
Low-Captain Atom, US Government, Earth’s Mystical Community
DRAWBACKS
Authority Figure (Queen of the Land of Nightshades), Serious Irrational Fear of using her Warp Power, Secret Identity, Minor Psychological Instability (The Succubus is inside Nightshade and has partially possessed her)
EQUIPMENT
NIGHT GOGGLES [Body: 2, Ultra Vision: 3]
Nightshade's original costume.
HUGIN & MUNIN
DEX
5
STR
1
BODY
1
INT
1
WILL
2
MIND
2
INFL
1
AURA
2
SPIRIT
2
INIT
9
WEALTH
N/A
HP
5
POWERS
Claws: 1, Flight: 5, Telepathy: 1 (Used to maintain a link to Nightshade), Telescopic Vision: 7
ADVANTAGES
Lightning Reflexes, Sharp Eye
CONNECTIONS
High- Nightshade

RAGMAN
DEX
8 (7)
STR
8 (5)
BODY
8 (5)
Alter Ego
INT
4
WILL
5
MIND
4
Roy Regan
INFL
5
AURA
7
SPIRIT
8 (5)
Motivation
INIT
21
WEALTH
4
HP
75
Responsibility of Power
SKILLS
Acrobatics: 9, Charisma: 5, Detective: 3, Martial Artist: 7, Thief: 7
ADVANTAGES
Area Knowledge (Gotham City slums), Indestructible Costume, Insta-Change, Lightning Reflexes
CONNECTIONS
High- Shadowpact, Gotham Jewish community; 
Low- Batman, Earth’s Mystical Community
DRAWBACKS
Secret Identity
EQUIPMENT
SUIT OF SOULS [DEX: 8, STR: 8, BODY: 8, SPIRIT: 8, Invulnerability: 10, Snare: 8, Power Reserve: 12 (Adds to DEX, STR, BODY, or Invulnerability), Recall: 8 (Used to access the knowledge and memories of the evil souls trapped within the suit. This is a dice action with APs of Recall as AV/EV against the soul’s INFL/SPIRIT as OV/RV), Spirit Drain: 14 (If Ragman defeats a target with a truly evil soul, it immediately attacks it with Spirit Drain. RAPs from the attack can heal Regan’s BODY. The soul is absorbed into the suit, becoming a new rag. Once a soul has helped Ragman enough times to redeem itself, it is sent on to Heaven.)

DETECTIVE CHIMP
DEX
6
STR
5
BODY
5
Alter Ego
INT
9
WILL
8
MIND
7
Bobo
INFL
5
AURA
4
SPIRIT
4
Motivation
INIT
22
WEALTH
3
HP
75
Unwanted Power
POWERS
Comprehend Languages: 12 (Mystic link), Extra Limbs (Feet): 4, Speak with Animals: 18
SKILLS (* linked)
Acrobatics: 6*, Charisma: 5*, Detective: 9*, Military Science: 7, Thief: 6*
ADVANTAGES
Iron Nerves, Leadership, Lightning Reflexes, Longevity, Sharp Eye
CONNECTIONS
High- Shadowpact, Batman, Rex the Wonder Dog, Phantom Stranger, Bureau of Amplified Animals
Low- Earth’s Mystical Community
DRAWBACKS
Minor Irrational Attraction to smoking, Minor Physical Restriction (Chimp is a recovering alcoholic), Minor Physical Restriction (Due to his chimp physiology, Detective Chimp cannot swim), Public Identity

ENCHANTRESS
DEX
6
STR
6
BODY
7
Alter Ego
INT
6
WILL
8
MIND
5
June Moone
INFL
11
AURA
14
SPIRIT
11
Motivation
INIT
23
WEALTH
5
HP
75
Responsibility of Power
POWERS (*Mystic Link)
Awareness: 18, Control: 12* (Allows Enchantress to ‘sabotage’ another’s mystical powers without the other’s knowledge), Dispersal: 14* (Cannot be used in combat), Flight: 14*, Spirit Drain: 12 (RAPs can be added to the Enchantress’ Sorcery, added RAPs last a number of phases equal to the RAPs), Magic Sense: 20, Sorcery: 18
SKILLS
Charisma: 8, Occultist: 11
ADVANTAGES
Attractive, Iron Nerves, Magical Background
CONNECTIONS
High- Shadowpact, Suicide Squad, Earth’s Mystical Community; 
 Low- The Spectre, Phantom Stranger
DRAWBACKS
Major Personality Change (Under varying circumstances, the Enchantress has an evil side that manifests with the Power Lust motivation), Misc.: The Enchantress is not quite herois- she’s not quite evil, but is certainly merciless
EQUIPMENT
Duct Tape [BODY: 0]
Herne-Ramsgate Cauldron [BODY: 12, SPIRT: 10, Occultist (Occult Knowledge): 25, Scholar (Identity, location, and abilities of mystical beings)]
NOTE
In the past, the Enchantress possessed an Alter Ego (Controllable) drawback. By saying “Enchantress” she would transform into June Moone. However, it is unclear in Shadowpact whether or not the Enchantress still possesses this drawback. If she does indeed still change, then use the below write up for her alter ego:
JUNE MOONE
DEX
2
STR
2
BODY
2
Alter Ego
INT
3
WILL
2
MIND
2
The Enchantress
INFL
4
AURA
3
SPIRIT
4
Motivation
INIT
9
WEALTH
5
HP
10
Unwanted Power
ADVANTAGES
Artist
CONNECTIONS
High- Shadowpact, Faust
DRAWBACKS
Alter Ego (Controllable- By saying “Enchantress” Moone transforms into the Enchantress)
EQUIPMENT
Control Necklace and Ring [BODY: 5, Control: 20 (Allows Moone to exert control over the Enchantress only, Mystic link, Attrition- each time they are used to control the Enchantress, they lose 1 AP permanently)
Enchantress' original costume.

 BONUS MATERIAL:
Presenting the single greatest hero ever to appear in DC Comics:
REX THE WONDER DOG
DEX
5
STR
3
BODY
3
Alter Ego
INT
5
WILL
8
MIND
7
None
INFL
6
AURA
4
SPIRIT
5
Motivation
INIT
20
WEALTH
3
HP
100
Upholding the Good
POWERS
Analytical Smell/Tracking Scent: 7, Comprehend Languages: 12 (Mystic link), Extended Hearing; 3, Running: 4, Speak with Animals: 18, Super Hearing: 3
SKILLS
Acrobatics: 5, Animal Handling: 4, Charisma: 5, Detective: 7, Martial Artist: 4, Military Science: 7, Thief: 5, Vehicles: 2, Weaponry: 2
ADVANTAGES
Free Access (Military), Iron Nerves, Lightning Reflexes, Longevity, Rank (in the K-9 Corps), Popularity, Sharp Eye
CONNECTIONS
High- Detective Chimp, Shadowpact, Earth’s Mystical Community, US Army, Phantom Stranger, The Spectre, Bureau of Amplified Animals;
Low- Hollywood, US Forestry Service, NASA, French Foreign Legion, Native American Community, JLA
DRAWBACKS
Public Identity

Rex cosplay.