Revision history for HeroesMmoCharacterCreation


Revision [136223]

Last edited on 2018-08-12 00:18:42 by ConradWong

No Differences

Revision [136222]

Edited on 2018-08-12 00:18:42 by ConradWong
Additions:
Players may appear completely human if they wish, but they can never completely eliminate visible manifestations of their powers when using them-- at the very least their eyes or hands will glow.
=====Affinity=====
Affinities affect how the players' powers operate, and thus how they can be opposed. These follow a kind of rock-paper-scissors logic:
**magic** characters are most effective (+33% effectiveness) against **technology**, **technology **is strong against **natural **, and **natural** is strong against **magic**characters.
||4-6||Magic||
Unpowered persons are simply humans, but have access to a range of magical artifacts, technological gadgets, and natural training. Where other players would choose powers, they may add new abilities onto devices they're carrying, or acquire new devices and training. These devices will be sturdier, recharge more quickly, and hold a greater charge than store-bought or battlefield-acquired devices, and if lost, the player will be able to obtain a new one, while incurring a temporary debuff to gained XP and reputation. No affinity is particularly strong against them, and their devices will have no particular strength against any affinity.
Not all powers will be readily available as devices. Generally only the most common powers will be available, with more complex and arcane devices requiring research and development in order to construct them.
- Amplify (channel power into boosting another 's ability, as long as they are compatible elements)
Deletions:
=====Origin=====
The following origins are available:
===Child of Power===
The character was born in the gleaming futuristic arcology of New Olympus, either to corporate citizens or Licensed mutants. She attends one of the best prep school for mutants-- think Professor Xavier's School for the Gifted. Her mentors expect great things of her, and have spoken of fast-tracking her career. But first, she must claim her License... And no amount of patronage can influence the notorious Testers.
===Enclave Child===
The character was born in one of the crowded enclaves or to poor citizens or 'proles' and attends a state-run school for mutants, one that was far more 'reform school' or 'school for delinquents' than 'Hogwarts'. For her, getting a License is her ticket out of the slum. But is she prepared to do whatever it takes to pass the Testers' stern criteria, or will she wind up fleeing to Zeus's Rogues?
===Rogue Upbringing===
The character was born in the Dregs, the decaying old city of Olympus that was once a flourishing port before the sea level rose. Her parents never submitted her for Mu gene testing; she went to school among norms, and when she triggered... There was quite a scandal. She fled rather than be taken in by the Licensed, fearing that she would be enslaved or imprisoned. Now she has managed to find fellow mutants, ones eager to share what they know and cooperate in a mutual struggle for survival... And with Zeus's help, strike a blow for mutant freedom.
Players may appear completely human if they wish, but they can never completely eliminate visible manifestations of their mutant origins when using their powers-- at the very least their eyes or hands will glow.
=====Origins=====
Origins affect how the players' powers operate, and thus how they can be opposed. These follow a kind of rock-paper-scissors logic:
psychic origins are most effective against technology, technology is strong against natural origins, and natural origins are strong against psychic origins. Unpowered persons will use either psychic (magical) artifacts or technological gadgets, or may be highly trained (natural). Players who have the Unpowered origin will be able to mix and match their equipment.
||4-6||Psychic||
Note that all mutants have access to high-tech items and physical fitness/martial arts.
- Amplify (channel power into boosting another mutant's ability, as long as they are compatible elements)


Revision [136219]

Edited on 2018-08-07 19:26:25 by ConradWong

No Differences

Revision [136218]

Edited on 2018-08-07 19:26:25 by ConradWong
Additions:
**Note:** these randomizers are designed for random NPCs encountered. Players will be much more likely to choose distinctive personal outfits but it should be possible to recognize the faction of most powered beings at a glance even if one has never encountered them before.
League uniforms are blue with gold trim, while Rogue uniforms are black with silver trim. Even when wearing armor, the armor will be painted with appropriate colors.
=====Origins=====
Origins affect how the players' powers operate, and thus how they can be opposed. These follow a kind of rock-paper-scissors logic:
psychic origins are most effective against technology, technology is strong against natural origins, and natural origins are strong against psychic origins. Unpowered persons will use either psychic (magical) artifacts or technological gadgets, or may be highly trained (natural). Players who have the Unpowered origin will be able to mix and match their equipment.
||2-3||Unpowered||
||4-6||Psychic||
||7-10||Natural||
||11-12||Technology||
Deletions:
**Note:** these randomizers are designed for random NPCs encountered. Players will be much more likely to choose distinctive personal outfits but it should be possible to recognize the faction of most mutants at a glance even if one has never encountered them before.
Licensed uniforms are blue with gold trim, while Rogue uniforms are black with silver trim. Even when wearing armor, the armor will be painted with appropriate colors. P


Revision [491]

Edited on 2015-10-28 18:11:22 by ConradWong
Additions:
===Regional Stereotype===
||2||Roll again. 1-4. Isle of California, 5-6. Hawaii||
||3||China||
||4||Japan||
||5||Australia||
||6||New England City i.e. Chicago, New York||
||9||Southern or Cajun i.e. Louisiana, Mississippi, Tennessee||
||10||Canada||
||11||Africa||
||12||Mideast||
Deletions:
===Country of Origin===
||2-3||Australia||
||4||China||
||5||Roll again. 1-2. Isle of California, 3-4. Hawaii, 5-6. Japan||
||6||New England sector i.e. New York, Philadelphia||
||9||Southern US Swamplands i.e. Louisiana||
||10||Africa||
||11-12||Mideast||


Revision [490]

Edited on 2015-10-28 18:05:04 by ConradWong
Additions:
===Country of Origin===
||2-3||Australia||
||4||China||
||5||Roll again. 1-2. Isle of California, 3-4. Hawaii, 5-6. Japan||
||6||New England sector i.e. New York, Philadelphia||
||7||Wild West i.e. Arizona, Texas||
||8||Europe; roll again. 1. UK, 2. France, 3. Portugal, 4. Spain, 5. Germany, 6. Greece, Italy, etc.||
||9||Southern US Swamplands i.e. Louisiana||
||10||Africa||
||11-12||Mideast||


Revision [489]

Edited on 2015-10-28 17:55:42 by ConradWong
Additions:
|=|Roll 2d6|=|Roll 1d6|=|Result||
||2||1-3||Light||
||2||4-6||Darkness||
||3||1-3||Nature (plant control or transformation)||
||3||4-6||Wildlife (beast control or transformation)||
||4||||Ice||
||5||||Water||
||6-7||||Fire||
||8||||Earth||
||9||||Rock||
||10||1-4||Air/Weather||
||10||5-6||Lightning||
||11||1-2||Metal||
||11||3-4||Machinery||
||11||5-6||Cybernetics/Computers||
||12||1-2||Gravity||
||12||3-4||Space||
||12||4-6||Time Control||
Example powers:
- Scrapper
- Melee (single-target)
- Melee (cleave, hits up to 3 targets)
- Melee (player-based AOE)
- Cone (originates from player)
- Bomb (delayed damage or triggerable by player, must be placed by hand, does AOE damage)
- Blaster
- Ranged (single-target, requires line of sight)
- Ranged (chain, bounces from first target to a maximum of 5 targets total, requires line of sight to first target)
- Ranged (targeted AOE)
- Cone (originates from player)
- Bomb (launched at a fixed point, delayed damage or triggerable by player, does AOE damage)
- Guardian
- Armor (stops X amount of damage from every attack)
- Barrier (create shield which absorbs X total damage before shattering)
- Evasion (reduces opponent's chance to hit through deception or avoidance)
- Damage Aura (does X amount of damage persistently to enemies nearby, plus melee attackers take damage from successful hits against the guardian
- Controller
- Barrier (create free-standing wall which absorbs X total damage before shattering)
- Shape Environment (allows creating or destroying walls and surfaces i.e. a Nature controller could create or remove thick underbrush that would slow pursuit)
- (Remove) Entangle (attempt to wrap the target up in element which may slow or entirely immobilize them, or free the target if they are caught by the element)
- Sense Element (detect nearby concentrations of the element)
- Defender
- Empower (give stats buff to target, depending on elemental affinity)
- Weaken (reduces target's stats, depending on elemental affinity)
- Haste (speeds up the target)
- Slow (slows down the target)
- Grant Defense (elemental-based, may include armor, barrier, evasion, or damage aura)
- Amplify (channel power into boosting another mutant's ability, as long as they are compatible elements)
- Summoner
- Create pet (minion with set abilities)
- Control creature (any NPC with strong elemental affinity)
- Sense creature (any NPC with strong elemental affinity within range)
- Healer
- Direct heal (single target)
- Direct heal (player-based AOE)
- Heal over time (single target)
- Heal over time (player-based AOE)
- Clear debuffs
- Form-Related Powers
- Flight (wings)
- Superjump (powerful legs)
- Melee attack (fangs, claws, horns, tail spikes, etc.)
- Armor (scales, thick hide or fur, etc.)
- Elemental Affinity Powers
- Flight (affinity with air)
- Enhanced Speed (various)
- Teleportation (affinity with lightning or space)
- Superjump (various)
- Portal (various, requires presence of appropriate element)
- Portable Hole (affinity with Space)
Note that players are not prohibited from taking powers outside their archetypes, i.e. an Ice Guardian might find value in taking melee or ranged ice attacks. However archetype powers will be strongest for players having those archetypes-- the Guardian's attacks will always be weaker than the Scrapper or Blaster's.
A new player will have five abilities: at least one from Scrapper or Blaster, one from Guardian, one movement power, and two powers of any archetype the player finds useful.
Deletions:
|=|Roll 2d6|=|Roll 1d6|=|Result|=|Melee|=|Ranged|=|Defense|=|Summon|=|Control|=|Buff/Debuff|=|Healer||
||2||1-3||Light||Lightsabre||Laser (single target)||...||Will O' the Wisps (floating guided bombs)||Illusions||Flare (AOE Blind)||Healing Light||
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||...||Shadows (melee minions)||Shroud of Darkness (AOE blind)||Cloak of Shadows (boosts stealth)||...||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Treants (melee minions)||Entangling Roots (AOE bind/barrier/DoT)||||Regrowth (HoT)||
||3||4-6||Wildlife (beast control or transformation)||Claws (single target)||Acid Spit (single target)||Thick Hide (armor), Preternatural Reflexes (dodge), Inner Beast (transform, self-buff||Call of Nature (summons beasts)||...||Sight Beyond Sight (enhanced senses), Red Rage (sets Berserk status on friends and foes)||Lick Wounds (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||...||...||
||5||||Water||Hydro Cutter (single target)||Firehose (line attack/knockback), Tsunami (AOE knockback)||Form of Water (damage reduction)||Water Snakes (melee minions)||Waterbending (gather water, release to do targeted or AOE damage/knockback)||...||Water of Life||
||6-7||||Fire||Burning Hands (single target), Flame Burst (cleave)||Fireball (AOE bomb), Flamethrower (cone)||Fire Shield (damage AOE, reduces incoming energy-based attacks)||Summon Living Flame (melee minion)||...||...||...||
||8||||Earth||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||9||||Rock||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||10||1-4||Air/Weather||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||10||5-6||Lightning||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||1-2||Metal||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||3-4||Machinery||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||5-6||Cybernetics/Computers||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||1-2||Gravity||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||3-4||Space||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||4-6||Time Control||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
Players are then introduced to/allowed to choose their first available powers through the introduction story for their factions. For example, a Rogue might be hiding behind a truck with their mentor, who asks them in a hurried tone if they've got any means by which to stop their attackers, then go down a list of possible options. The player would select the preferred power, which would then be unlocked.
Powers, once passed by, can still be selected later. Also, even if a player were to choose an Element like 'gravity', they could not immediately create black holes or cast an enemy into outer space. All players begin at a relatively weak power level, and gain strength and range with experience and training.
By the end of their introduction, they should have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.


Revision [485]

Edited on 2015-10-22 16:40:20 by ConradWong
Additions:
||2||1-3||Light||Lightsabre||Laser (single target)||...||Will O' the Wisps (floating guided bombs)||Illusions||Flare (AOE Blind)||Healing Light||
||6-7||||Fire||Burning Hands (single target), Flame Burst (cleave)||Fireball (AOE bomb), Flamethrower (cone)||Fire Shield (damage AOE, reduces incoming energy-based attacks)||Summon Living Flame (melee minion)||...||...||...||
Deletions:
||2||1-3||Light||Lightsabre||Laser (single target)||?||Will O' the Wisps (floating guided bombs)||Illusions||Flare (AOE Blind)||Healing Light||
||6-7||||Fire||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||


Revision [484]

Edited on 2015-10-22 16:34:22 by ConradWong
Additions:
||3||4-6||Wildlife (beast control or transformation)||Claws (single target)||Acid Spit (single target)||Thick Hide (armor), Preternatural Reflexes (dodge), Inner Beast (transform, self-buff||Call of Nature (summons beasts)||...||Sight Beyond Sight (enhanced senses), Red Rage (sets Berserk status on friends and foes)||Lick Wounds (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||...||...||
||5||||Water||Hydro Cutter (single target)||Firehose (line attack/knockback), Tsunami (AOE knockback)||Form of Water (damage reduction)||Water Snakes (melee minions)||Waterbending (gather water, release to do targeted or AOE damage/knockback)||...||Water of Life||
||6-7||||Fire||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||8||||Earth||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||9||||Rock||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||10||1-4||Air/Weather||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||10||5-6||Lightning||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||1-2||Metal||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||3-4||Machinery||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||11||5-6||Cybernetics/Computers||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||1-2||Gravity||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||3-4||Space||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
||12||4-6||Time Control||Melee||Ranged||Defense||Summon||Control||Buff/Debuff||Heal||
Deletions:
||3||4-6||Wildlife (beast control or transformation)||Claws (single target)||Acid Spit (single target)||Thick Hide (armor), Preternatural Reflexes (dodge), Inner Beast (transform, self-buff||Call of Nature (summons beasts)||Sight Beyond Sight (enhanced senses), Red Rage (sets Berserk status on friends and foes)||Lick Wounds (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||...||
||5||||Water||Hydro Cutter (single target)||Firehose (line attack/knockback), Tsunami (AOE knockback)||Form of Water (damage reduction)||Water Snakes (melee minions)||Waterbending (gather water, release to do targeted or AOE damage/knockback)||Water of Life||
||6-7||||Fire||
||8||||Earth||
||9||||Rock||
||10||1-4||Air/Weather||
||10||5-6||Lightning||
||11||1-2||Metal||
||11||3-4||Machinery||
||11||5-6||Cybernetics/Computers||
||12||1-2||Gravity||
||12||3-4||Space||
||12||4-6||Time Control||


Revision [483]

Edited on 2015-10-22 16:31:45 by ConradWong
Additions:
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||...||Shadows (melee minions)||Shroud of Darkness (AOE blind)||Cloak of Shadows (boosts stealth)||...||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Treants (melee minions)||Entangling Roots (AOE bind/barrier/DoT)||||Regrowth (HoT)||
Deletions:
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||...||Shadows (melee minions)||Shroud of Darkness (AOE blind)||...||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Entangling Roots (AOE bind/barrier/DoT)||...||Regrowth (HoT)||


Revision [482]

Edited on 2015-10-22 16:29:22 by ConradWong
Additions:
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||...||Shadows (melee minions)||Shroud of Darkness (AOE blind)||...||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Entangling Roots (AOE bind/barrier/DoT)||...||Regrowth (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||...||
Deletions:
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||?||Shadows (melee minions)||Shroud of Darkness (AOE blind)||?||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Entangling Roots (AOE bind/barrier/DoT)||?||Regrowth (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||?||


Revision [481]

Edited on 2015-10-22 16:27:18 by ConradWong
Additions:
||2||Ambiguous (androgynous or deliberately mysterious)||
||3||Female (butch or tomboyish)||
||4||Female (ladylike)||
||5||Female (professional)||
||6||Female (flirty)||
||7||Male (macho)||
||8||Male (professional)||
||9||Male (gentleman)||
||10||Male (scruffian)||
||11||Male (bishonen)||
||12||It's Complicated||
||2-3||Archaic costume or uniform||
||4-5||Heavy armor/combat loadout||
||6-8||Standard uniform||
||9-10||Light armor/combat loadout||
||11-12||Wildly designed personal uniform||
**Note:** these randomizers are designed for random NPCs encountered. Players will be much more likely to choose distinctive personal outfits but it should be possible to recognize the faction of most mutants at a glance even if one has never encountered them before.
Licensed uniforms are blue with gold trim, while Rogue uniforms are black with silver trim. Even when wearing armor, the armor will be painted with appropriate colors. P
|=|Roll 2d6|=|Roll 1d6|=|Result|=|Melee|=|Ranged|=|Defense|=|Summon|=|Control|=|Buff/Debuff|=|Healer||
||2||1-3||Light||Lightsabre||Laser (single target)||?||Will O' the Wisps (floating guided bombs)||Illusions||Flare (AOE Blind)||Healing Light||
||2||4-6||Darkness||Drain Life (touch)||Consuming Fog (AOE DoT)||?||Shadows (melee minions)||Shroud of Darkness (AOE blind)||?||
||3||1-3||Nature (plant control or transformation)||Thorn Lash (melee cleave)||Thorn Spray (cone attack)||Barkskin (armor)||Entangling Roots (AOE bind/barrier/DoT)||?||Regrowth (HoT)||
||3||4-6||Wildlife (beast control or transformation)||Claws (single target)||Acid Spit (single target)||Thick Hide (armor), Preternatural Reflexes (dodge), Inner Beast (transform, self-buff||Call of Nature (summons beasts)||Sight Beyond Sight (enhanced senses), Red Rage (sets Berserk status on friends and foes)||Lick Wounds (HoT)||
||4||||Ice||Ice Claws (single target)||Ice Blast (single target projectile), Ice Spray (cone attack)||Ice Armor (armor) , Ice Shield (barrier)||Abominable Snowmen (melee minions)||Conjure Ice (movement, weak barrier)||?||
||5||||Water||Hydro Cutter (single target)||Firehose (line attack/knockback), Tsunami (AOE knockback)||Form of Water (damage reduction)||Water Snakes (melee minions)||Waterbending (gather water, release to do targeted or AOE damage/knockback)||Water of Life||
||6-7||||Fire||
||8||||Earth||
||9||||Rock||
||10||1-4||Air/Weather||
||10||5-6||Lightning||
||11||1-2||Metal||
||11||3-4||Machinery||
||11||5-6||Cybernetics/Computers||
||12||1-2||Gravity||
||12||3-4||Space||
||12||4-6||Time Control||
Deletions:
||1-2||Female. Roll again: 1. Butch, 2. Professional, 3. Regular, 4. Refined Lady, 5. Flirtatious, 6. Over the Top||
||3-4||Male. Roll again: 1. Bishonen, 2. Professional, 3. Regular, 4. Gentleman, 5. Scruffian, 6. Macho||
||5||Ambiguous. Roll again if you wish to determine an actual gender.||
||6||It's Complicated. Make something up.||
||1-2||Uniform (Licensed) or tattered uniform (Rogue)||
||3-4||Armored Uniform (Licensed) or mismatched armor (Rogue)||
||5||Casual street clothes||
||6||Unusual clothes||
|=|Roll 2d6|=|Roll 1d6|=|Result|=|Example Powers||
||2||1-3||Light||Flare (AOE Blind), Laser, Healing Light||
||2||4-6||Darkness||Cloak of Shadows (stealth), Corrupting Fog (AOE DoT), Darkness (AOE Blind)||
||3||1-3||Nature (plant control or transformation)||Entangling Roots (AOE root), Briar Wall (barrier), Barkskin (armor)||
||3||4-6||Wildlife (beast control or transformation)||Call Animal (summon pet), Beast Form (melee stats buff), Animal Senses||
||4||||Ice||Ice Blast (single target projectile), Ice Spray (cone attack), Ice Armor (armor)||
||5||||Water||Firehose (line attack/knockback), Tsunami (AOE knockback), Form of Water (damage reduction)||
||6-7||||Fire||||
||8||||Earth||||
||9||||Rock||||
||10||1-4||Air/Weather||||
||10||5-6||Lightning||||
||11||1-2||Metal||||
||11||3-4||Machinery||||
||11||5-6||Cybernetics/Computers||||
||12||1-2||Gravity||||
||12||3-4||Space||||
||12||4-6||Time Control||||


Revision [480]

Edited on 2015-10-21 20:27:53 by ConradWong
Additions:
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element. Not all Elements are compatible with all Archetypes, i.e. many Elements don't offer obvious ways to heal others.
|=|Roll 2d6|=|Roll 1d6|=|Result|=|Example Powers||
||2||1-3||Light||Flare (AOE Blind), Laser, Healing Light||
||2||4-6||Darkness||Cloak of Shadows (stealth), Corrupting Fog (AOE DoT), Darkness (AOE Blind)||
||3||1-3||Nature (plant control or transformation)||Entangling Roots (AOE root), Briar Wall (barrier), Barkskin (armor)||
||3||4-6||Wildlife (beast control or transformation)||Call Animal (summon pet), Beast Form (melee stats buff), Animal Senses||
||4||||Ice||Ice Blast (single target projectile), Ice Spray (cone attack), Ice Armor (armor)||
||5||||Water||Firehose (line attack/knockback), Tsunami (AOE knockback), Form of Water (damage reduction)||
||6-7||||Fire||||
||8||||Earth||||
||9||||Rock||||
||10||1-4||Air/Weather||||
||10||5-6||Lightning||||
||11||1-2||Metal||||
||11||3-4||Machinery||||
||11||5-6||Cybernetics/Computers||||
||12||1-2||Gravity||||
||12||3-4||Space||||
||12||4-6||Time Control||||
Deletions:
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Note that not all Elements are compatible with all Archetypes.
|=|Roll 2d6|=|Roll 1d6|=|Result||
||2||1-3||Light||
||2||4-6||Darkness||
||3||1-3||Nature (plant control or transformation)||
||3||4-6||Wildlife (beast control or transformation)||
||4||||Ice||
||5||||Water||
||6-7||||Fire||
||8||||Earth||
||9||||Rock||
||10||1-4||Air/Weather||
||10||5-6||Lightning||
||11||1-2||Metal||
||11||3-4||Machinery||
||11||5-6||Cybernetics/Computers||
||12||1-2||Gravity||
||12||3-4||Space||
||12||4-6||Time Control||


Revision [479]

Edited on 2015-10-21 20:12:46 by ConradWong
Additions:
||2||Summoner (uses pets or conjured entities)||
||3-4||Controller (manipulates the environment to attack or hinder one's enemies)||
||5-6||Scrapper (strong melee damage, medium defenses)||
||7-8||Blaster (strong ranged damage but weak defenses)||
||9-10||Guardian (strong defenses but medium attacks)||
||11||Defender (buff allies, debuff enemies)||
||12||Healer||
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Note that not all Elements are compatible with all Archetypes.
|=|Roll 2d6|=|Roll 1d6|=|Result||
||2||1-3||Light||
||2||4-6||Darkness||
||3||1-3||Nature (plant control or transformation)||
||3||4-6||Wildlife (beast control or transformation)||
||4||||Ice||
||5||||Water||
||6-7||||Fire||
||8||||Earth||
||9||||Rock||
||10||1-4||Air/Weather||
||10||5-6||Lightning||
||11||1-2||Metal||
||11||3-4||Machinery||
||11||5-6||Cybernetics/Computers||
||12||1-2||Gravity||
||12||3-4||Space||
||12||4-6||Time Control||
Note that all mutants have access to high-tech items and physical fitness/martial arts.
====Powers====
Deletions:
- Guardian (heavy defenses)
- Scrapper (strong melee damage but weak defenses)
- Blaster (strong ranged damage but weak at melee range)
- Summoner (uses pets or conjured entities)
- Controller (able to control some major aspect of the environment)
- Defender (able to buff allies and/or debuff enemies)
- Healer
- (this space available for suggestions)
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Some examples:
- Fire
- Water
- Ice
- Air
- Earth
- Metal
- Electricity
- Machines
- Electronic
- Nature (plant-specific control or attributes thereof)
- Beast (control of wildlife and/or transformation into a powerful beast)
- Gravity (Telekinesis)
- Space (Teleportation)
- Time (local area speeding up/slowing down only)
- Light (i.e. illumination, flares, beam attacks)
- Darkness (i.e. personal cloak, blinding areas, drain attacks)
- (this space available for suggestions)
Note: All mutants have access to high-tech items and physical fitness/martial arts.
Powers:


Revision [478]

Edited on 2015-10-21 19:46:19 by ConradWong
Additions:
To give some ideas, here are some random tables for selecting appearance:
===Gender===
|=|Roll 1d6|=|Result||
||1-2||Female. Roll again: 1. Butch, 2. Professional, 3. Regular, 4. Refined Lady, 5. Flirtatious, 6. Over the Top||
||3-4||Male. Roll again: 1. Bishonen, 2. Professional, 3. Regular, 4. Gentleman, 5. Scruffian, 6. Macho||
||5||Ambiguous. Roll again if you wish to determine an actual gender.||
||6||It's Complicated. Make something up.||
===Skin Color===
|=|Roll 1d6|=|Result||
||1||Pale White||
||2||Healthy Pink||
||3||Asian/Indian||
||4||Burnished Bronze||
||5||Black||
||6||Other. Roll again: 1. Red, 2. Orange, 3. Green, 4. Blue, 5. Purple, 6. Roll Twice.||
===Body Build===
|=|Roll 2d6|=|Result||
||2||Short and squat, midget-like||
||3||Significantly obese||
||4||Slightly obese||
||5-6||Slim and gracile, dancer-like||
||7-8||Muscled, movie star-like||
||9||Tall and thin, beanpole||
||10||Heavy-set, muscled build||
||11||Charles Atlas muscles||
||12||Brute-like physique, hulking and hunched over||
===Body Form===
|=|Roll 1d6|=|Result||
||1||Practically human except for glowing eyes or hands when using powers||
||2||Normally human but transforms visibly when using powers i.e. 'Flame On!'||
||3-4||Near-human, proper clothes or simple disguise could conceal differences||
||5||Demi-human, would require poor lighting and heavy disguise||
||6||Obviously not human, practically impossible to disguise||
===Hairstyle===
|=|Roll 1d6|=|Result||
||1||Military crew cut or even bald||
||2||Short pageboy or bob||
||3||Medium, swept over one eye||
||4||Medium, curls, braids, or dreadlocks||
||5||Long and straight||
||6||Masses of flowing curly or wavy hair||
===Hair Color===
|=|Roll 1d6|=|Result||
||1||Black||
||2||Brown||
||3||Golden||
||4||White or silver||
||5||Auburn||
||6||Roll again. 1. Bright red, 2. Orange, 3. Green, 4. Blue, 5. Purple, 6. Roll Twice.||
===Outfit===
|=|Roll 1d6|=|Result||
||1-2||Uniform (Licensed) or tattered uniform (Rogue)||
||3-4||Armored Uniform (Licensed) or mismatched armor (Rogue)||
||5||Casual street clothes||
||6||Unusual clothes||
=====Archetypes=====
Players select a major archetype which represents how they most want to play. They are not restricted to taking powers from this archetype, but these powers will be the most effective for them.
By the end of their introduction, they should have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.
Deletions:
Gender:
1-2. Female (roll 1d6, 1=butch, 2=professional, 3=ordinary, 4=lady-like, 5=flirty, 6=over the top)
3-4. Male (roll 1d6, 1=effeminate, 2=professional, 3=ordinary, 4=gentleman, 5=scruffian, 6=machismo R Us)
5. Ambiguous (roll again if you want)
6. It's Complicated
Skin Color:
1. "Crisps In The Sun" White
2. 'Healthy Pink'
3. Asian/Indian
4. Burnished bronze
5. Black
6. Other (1: Red, 2: Orange, 3: Green, 4: Blue, 5: Purple, 6: Roll Twice)
Body Build: (2d6)
2. Short and squat, midget-like
3. Significantly obese, average height
4. Slightly obese, average height
5. Tall and lean, like a beanpole
6-7. Muscled, movie star-like build
8-9. Slim and gracile, dancer-like build
10. Heavy-set, muscled build
11. Charles Atlas bundle of muscles
12. Brute-like physique, hulking, hunched over
Appearance:
1. Practically human except for glowing eyes when using powers
2. Normally human, transforms when using powers i.e. 'Flame On!'.
3-4. Near-human appearance, could pass in heavy clothes or simple disguises
5. Demi-human, would require poor lighting and heavy disguising
6. Very inhuman looking, nigh impossible to disguise
Archetype. Players select a major archetype. They are not restricted to taking powers from this archetype, but at least two of their first powers will be.
By the end of their introduction, they will have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.
Similar to City of Heroes' "Origins", each archetype describes both how the hero gains his or her powers, and how the hero can evolve to gain new powers or increase his or her powers. Archetypes don't constrain the hero's powers, but they do change how the hero can make use of powers. For example, Tech heroes can shoot their enemies with guns, but will need to reload periodically. Magic heroes can fire powerful blasts but drain their energy in doing so, and recover slowly.
====Soldier Archetype====
This archetype covers 'normal humans' who must train to reach peak physical condition and can use a variety of equipment as missions require. Examples include Batman, Robin, Catwoman, Green Arrow and Hawkeye, Nick Fury and the SHIELD agents. Soldier equipment is drawn from a catalog, generally featuring limited charges, fuel, or ammunition, and Soldiers can change their loadout and resupply at their home bases or any 'outfitting station'. As Soldier heroes advance, they will gain access to higher levels of personal enhancement and technological equipment.
====Technology Archetype====
This archetype covers users of 'advanced technology' -- powered armor wearers, cyborgs, self-aware robots, et cetera. Examples include Iron Man and Cyborg (DC), and Dr. Doom and Cable (Marvel). All technology used by such a hero is integrated and powered from a single 'energy' reservoir. Energy recovers relatively quickly, given a chance to recharge. Technology heroes can collect Scraps from fallen Technology foes and research these in order to unlock new powers and increase their capability. However, each time they make an advance, they must choose from one of several possible advances-- they are following a 'Tech tree'.
====Magician Archetype====
This archetype covers most magic users. Examples include Dr. Strange, Zatanna, and John Constantine. Powers and artifacts draw on a single 'magic' reservoir. Magic recovers relatively slowly, encouraging magicians to conserve it, and the more power that is channeled into a spell or artifact, the more powerful the result will be. Powers are granted by a set of very powerful beings and factions. At the beginning, the magician receives several spells and/or artifacts for the price of agreeing to perform a set of (tutorial) missions. Later, the magician may seek to rise in favor with his or her chosen patron, or seek out additional beings and factions from which to learn more spells or gain more artifacts.
====Science Archetype====
====Elemental Archetype====
====Mutant Biology Archetype====
====Psionic Archetype====
====Innate Archetype====
This archetype covers non-human heroes that have powers simply by nature of their exotic biology. Heroes may select from a list of creatures or design their own.
====Etc.====


Revision [477]

Edited on 2015-10-21 19:21:10 by ConradWong
Additions:
======Mu Factor/Character Creation======
In the //Mu Factor// character creation system, as with most MMOs, players are presented with a handful of choices at the outset. More choices and options to customize their characters will be presented as they play.
=====Origin=====
The following origins are available:
===Child of Power===
The character was born in the gleaming futuristic arcology of New Olympus, either to corporate citizens or Licensed mutants. She attends one of the best prep school for mutants-- think Professor Xavier's School for the Gifted. Her mentors expect great things of her, and have spoken of fast-tracking her career. But first, she must claim her License... And no amount of patronage can influence the notorious Testers.
===Enclave Child===
The character was born in one of the crowded enclaves or to poor citizens or 'proles' and attends a state-run school for mutants, one that was far more 'reform school' or 'school for delinquents' than 'Hogwarts'. For her, getting a License is her ticket out of the slum. But is she prepared to do whatever it takes to pass the Testers' stern criteria, or will she wind up fleeing to Zeus's Rogues?
===Rogue Upbringing===
The character was born in the Dregs, the decaying old city of Olympus that was once a flourishing port before the sea level rose. Her parents never submitted her for Mu gene testing; she went to school among norms, and when she triggered... There was quite a scandal. She fled rather than be taken in by the Licensed, fearing that she would be enslaved or imprisoned. Now she has managed to find fellow mutants, ones eager to share what they know and cooperate in a mutual struggle for survival... And with Zeus's help, strike a blow for mutant freedom.
=====Appearance=====
Players may choose a variety of human body shapes, skin colors, hairstyles and colors, and preferred clothes, but as mutants they are also encouraged to choose ways in which their mutation manifests, making them visibly different. Players may change these later, but the cost of doing so will be higher the more they wish to change their character appearance.
Players may appear completely human if they wish, but they can never completely eliminate visible manifestations of their mutant origins when using their powers-- at the very least their eyes or hands will glow.
Gender:
1-2. Female (roll 1d6, 1=butch, 2=professional, 3=ordinary, 4=lady-like, 5=flirty, 6=over the top)
3-4. Male (roll 1d6, 1=effeminate, 2=professional, 3=ordinary, 4=gentleman, 5=scruffian, 6=machismo R Us)
5. Ambiguous (roll again if you want)
6. It's Complicated
Skin Color:
1. "Crisps In The Sun" White
2. 'Healthy Pink'
3. Asian/Indian
4. Burnished bronze
5. Black
6. Other (1: Red, 2: Orange, 3: Green, 4: Blue, 5: Purple, 6: Roll Twice)
Body Build: (2d6)
2. Short and squat, midget-like
3. Significantly obese, average height
4. Slightly obese, average height
5. Tall and lean, like a beanpole
6-7. Muscled, movie star-like build
8-9. Slim and gracile, dancer-like build
10. Heavy-set, muscled build
11. Charles Atlas bundle of muscles
12. Brute-like physique, hulking, hunched over
Appearance:
1. Practically human except for glowing eyes when using powers
2. Normally human, transforms when using powers i.e. 'Flame On!'.
3-4. Near-human appearance, could pass in heavy clothes or simple disguises
5. Demi-human, would require poor lighting and heavy disguising
6. Very inhuman looking, nigh impossible to disguise
Archetype. Players select a major archetype. They are not restricted to taking powers from this archetype, but at least two of their first powers will be.
- Guardian (heavy defenses)
- Scrapper (strong melee damage but weak defenses)
- Blaster (strong ranged damage but weak at melee range)
- Summoner (uses pets or conjured entities)
- Controller (able to control some major aspect of the environment)
- Defender (able to buff allies and/or debuff enemies)
- Healer
- (this space available for suggestions)
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Some examples:
- Fire
- Water
- Ice
- Air
- Earth
- Metal
- Electricity
- Machines
- Electronic
- Nature (plant-specific control or attributes thereof)
- Beast (control of wildlife and/or transformation into a powerful beast)
- Gravity (Telekinesis)
- Space (Teleportation)
- Time (local area speeding up/slowing down only)
- Light (i.e. illumination, flares, beam attacks)
- Darkness (i.e. personal cloak, blinding areas, drain attacks)
- (this space available for suggestions)
Note: All mutants have access to high-tech items and physical fitness/martial arts.
Powers:
Players gain access to a set of powers based on their chosen archetypes and Element. Some powers will have prerequisites, i.e. before a player can select 'Fly', she must take 'Hover'. Powers may also have multiple levels, so 'Fly 1' could allow a player to move at running speed, but 'Fly 2' would boost their speed to 30mph, 'Fly 3' to 100mph, and so forth.
Note: telepathy, mind control, precognition, time travel, and many other 'gamebreaking' powers are not available in 'Mu Factor' to players.
Players are then introduced to/allowed to choose their first available powers through the introduction story for their factions. For example, a Rogue might be hiding behind a truck with their mentor, who asks them in a hurried tone if they've got any means by which to stop their attackers, then go down a list of possible options. The player would select the preferred power, which would then be unlocked.
Powers, once passed by, can still be selected later. Also, even if a player were to choose an Element like 'gravity', they could not immediately create black holes or cast an enemy into outer space. All players begin at a relatively weak power level, and gain strength and range with experience and training.
By the end of their introduction, they will have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.
=====Appearance=====
Deletions:
======Heroes In Their Own Minds / Character Creation======
In the //Universe of Heroes// character creation system, players are asked to make a few decisions and decide on their basic hero appearance. Heroes can be further customized within the game, with more options opening up as heroes gain experience, contacts and alliances with various factions of heroes and villains.
=====Archetypes=====


Revision [475]

Edited on 2015-05-07 20:06:27 by ConradWong
Additions:
This archetype covers users of 'advanced technology' -- powered armor wearers, cyborgs, self-aware robots, et cetera. Examples include Iron Man and Cyborg (DC), and Dr. Doom and Cable (Marvel). All technology used by such a hero is integrated and powered from a single 'energy' reservoir. Energy recovers relatively quickly, given a chance to recharge. Technology heroes can collect Scraps from fallen Technology foes and research these in order to unlock new powers and increase their capability. However, each time they make an advance, they must choose from one of several possible advances-- they are following a 'Tech tree'.
====Magician Archetype====
This archetype covers most magic users. Examples include Dr. Strange, Zatanna, and John Constantine. Powers and artifacts draw on a single 'magic' reservoir. Magic recovers relatively slowly, encouraging magicians to conserve it, and the more power that is channeled into a spell or artifact, the more powerful the result will be. Powers are granted by a set of very powerful beings and factions. At the beginning, the magician receives several spells and/or artifacts for the price of agreeing to perform a set of (tutorial) missions. Later, the magician may seek to rise in favor with his or her chosen patron, or seek out additional beings and factions from which to learn more spells or gain more artifacts.
Deletions:
This archetype covers users of 'advanced technology' -- powered armor wearers, cyborgs, self-aware robots, et cetera. All technology used by such a hero is integrated and powered from a single 'energy' reservoir. Technology heroes can collect Scraps from fallen Technology foes and research these in order to unlock new powers and increase their capability. However, each time they make an advance, they must choose from one of several possible advances, which locks out the other advances-- in effect, they are following a 'Tech tree'.
====Magic-Wielder Archetype====


Revision [474]

Edited on 2015-05-07 17:51:14 by ConradWong
Additions:
====Soldier Archetype====
This archetype covers 'normal humans' who must train to reach peak physical condition and can use a variety of equipment as missions require. Examples include Batman, Robin, Catwoman, Green Arrow and Hawkeye, Nick Fury and the SHIELD agents. Soldier equipment is drawn from a catalog, generally featuring limited charges, fuel, or ammunition, and Soldiers can change their loadout and resupply at their home bases or any 'outfitting station'. As Soldier heroes advance, they will gain access to higher levels of personal enhancement and technological equipment.
This archetype covers users of 'advanced technology' -- powered armor wearers, cyborgs, self-aware robots, et cetera. All technology used by such a hero is integrated and powered from a single 'energy' reservoir. Technology heroes can collect Scraps from fallen Technology foes and research these in order to unlock new powers and increase their capability. However, each time they make an advance, they must choose from one of several possible advances, which locks out the other advances-- in effect, they are following a 'Tech tree'.
Deletions:
This archetype covers all 'normal humans' that use equipment primarily, whether they develop their own, purchase it, or steal it. While all heroes can technically use equipment, it will only last for a short amount of time, usually until the end of a mission before it runs out of energy or breaks down. Technology heroes must design a 'signature' -- some equipment, vehicle, or armor that will become the basis of their powers. They receive a 'technology budget' from which they can draw additional equipment to suit the needs of special missions.
Technology heroes cannot immediately use any power; instead, they select a set of powers from a catalog of available Technology. As they acquire new pieces of Technology, usually by taking them from the minions of Technology villain factions, they can break these down to advance their research and eventually gain access to new powers, or greater levels of power.


Revision [473]

The oldest known version of this page was created on 2015-05-06 20:02:51 by ConradWong
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