Following up on
brianrogers'
Supers Thought Experiment - Does System Matter? post, I offer a quick
T&J write-up of his sample character.
Check out the whole series; it's pretty cool.
Dr. Zachary Zevon, the Indestructible ManBackground: Zachary is known as the smartest man on Mars. He's knowledgeable in most fields of science, and an expert in the high energy physics connected with the Philadelphia Experiment and Project Rainbow.
Motivation: Discover, analyze, create -- for and with SCIENCE!
Qualities: Expert [+4] Analysis, Expert [+4] Wealth, Good [+2] Armor: Energy Fabric Uniform, Good [+2] Charisma, Good [+2] Reputation: Smartest Man on Mars, and Poor [-2] In Love with teammate Deirdre.
Origin: Irradiated by IF energies when an attempt to replicate the teleportational effects of the Philadelphia Experiment, Dr. Zevon, the smartest man on mars, gained his power of indestructible force fields.
Powers: Good [+2] Force Fields, Good [+2] Super-Intelligence, Average [0] Super-Gadgeteering. (One Average [0] Power converted into 4 Quality points.)
Stunts: "Super-Strength" (Average [0] Force Field Signature, lifting heavy things, 1 HP) and "Super-Punch" (Good [+2] Force Field Signature, for blasting with invisible force, 2 HP). For Zevon's Gadgets see
Miscellany below.
Hero Point Pool/Max: 5/10
Uniform: Red slacks & shirt, silver gloves, boots & belt, League emblem (silver liberty bell with red dot in its center and two silver "moons" in "orbit" outside of the bell) on breast; made out of Energy Fabric.
Miscellany: Zevon's
Analysis Quality shows his expertise at analyzing scientific theories, technologies, super-powers, and even opponents he has a chance to observe; this allows him to determine their strengths and weaknesses. His
Armor: Energy Fabric Uniform is detailed below. His Power of
Force Fields is effectively another type of Invulnerability (see
T&J, p. 43).
Super-Intelligence means he's knowledgeable in most fields of science, an expert in the high energy physics connected with the Philadelphia Experiment and Project Rainbow; systemically, grants him 2 Upshifts per Scene for mental tasks or conflicts, and 2 "contingency plans" per session. While he can design super-technologies with his Super-Intelligence, it's his
Super-Gadgeteering that allows him to actually construct them; furthermore, he gets four Gadgets at character generation.
Zevon's
Gadgets include:
*
Energy Fabric: A material with an indeterminate IF charge, making it highly resistant to damage, able to adapt to the IF powers of its wearer, and a effective form of insulation. Zevon's uniform is made out of it.
*
Nanite Reconstruction Surgical Equipment (NuRSE): When a character is placed inside a NuRSE chamber, he gets +2 to all subsequent healing rolls as per Continuing Danger (see
T&J, p. 62).
*
League Communicators: Using cutting edge IF technology, League Communicators send messages through parallel dimensions to other communicators. They are not
normally affected by distance or obstacles and can’t be traced or intercepted, but they do still suffer from lightspeed limits.
*
Personal Environment Generators: A limited gravitic field is used to hold in atmosphere (and the warmth of that atmosphere), providing an unprotected body about 5 minutes life support in hard vacuum. (No combat effects.)
(Gadgets not used from the original
V&V write-up: the Artificial Intelligence Emulator design, StrattonTech Scanner, pocket toolkit, and Roberto. The first one I consider as a user of Super-Intelligence to explain Zevon's Expert [+4] Wealth; this is aided by the fact that it seems to have no mechanical effect. The other three are essentially "off the shelf" purchases, which easily fall under Wealth. Roberto could be statted up as a Sidekick, if desired.)
(Since the the Liberty Lair is his team's base, it would be handled under the Headquarters rules on
T&J, p. 69).
Permission is given to
brianrogers to copy and publish this in furtherance of his own discussion.
Brian, I'm especially interested in seeing what you think of this write-up -- how close it matches your initial concept, and any variations from the original
V&V write-up (as well as the others).
Tags: asmp, game design, gaming, mad rpg theory, pdq, truth-and-justice