james_davis_nicoll (
james_davis_nicoll) wrote2013-11-13 10:13 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Entry tags:
I could have played Icons but I decided to work instead
So have some of the non-reject ICONS characters I rolled up:
Well, not so much characters as assortments of powers that amused me.
Terms:
Prowess: measure of a character's expertise in close combat.
Coordination: measure of a character's agility and dexterity.
Strength: measure of a character's physical strength and endurance.
Intellect: measure of the character's intelligence.
Awareness: measure of the character's intuition and perceptiveness.
Willpower: measure of the character's mental strength and force of personality.
Origin Gimmick
Either the doodad that provides the leaping also provides the force field or this fellow is the lucky fellow who got the Mark II, the one that lets you survive using the leaping. Or more to the point, survive the landing.
Because of the aura (a field that causes damage on touch) I see the word "electrostatic charge" figuring into the technobabble somewhere.
(How do people who can vault cities like this person can know what's going to be at the landing spot?)
Origin: Trained
Specialties = 7
So trained characters don't have super-powers as such. This guy is skilled out the wazoo so I assume he's just learned from bitter experience how to shrug off injuries and how to spot damage when it's on its way.
A Willpower of 2 means their advice will always be ignored. Also they will the first one to be mind-controlled.
This one won the super-power lottery, with a bewildering array of powers:
Origin Birthright
2 Telepathy
2 Resistance: magical attacks
3 Ability Increase: Awareness
2 Phasing
1 Flight
3 Fast Attack
2 Elemental Control: gravity
Defend
Move
None of them at an impressive level. After maxing out the number of powers and specialties (he has 4!) , I then proceeded to roll nothing but 3s and 4s and a 2 on 2d6. So they can do a wide variety of things but none of them very well except notice their surroundings.
Well, not so much characters as assortments of powers that amused me.
Terms:
Prowess: measure of a character's expertise in close combat.
Coordination: measure of a character's agility and dexterity.
Strength: measure of a character's physical strength and endurance.
Intellect: measure of the character's intelligence.
Awareness: measure of the character's intuition and perceptiveness.
Willpower: measure of the character's mental strength and force of personality.
Origin Gimmick
P 5 I 7 C 4 A 6 S 4 W 6 6 Leaping 4 Aura 6 Force Field
Either the doodad that provides the leaping also provides the force field or this fellow is the lucky fellow who got the Mark II, the one that lets you survive using the leaping. Or more to the point, survive the landing.
Because of the aura (a field that causes damage on touch) I see the word "electrostatic charge" figuring into the technobabble somewhere.
(How do people who can vault cities like this person can know what's going to be at the landing spot?)
Origin: Trained
P 7 I 4 C 6 A 6 S 4 W 2 5 Regeneration 6 Danger Sense
Specialties = 7
So trained characters don't have super-powers as such. This guy is skilled out the wazoo so I assume he's just learned from bitter experience how to shrug off injuries and how to spot damage when it's on its way.
A Willpower of 2 means their advice will always be ignored. Also they will the first one to be mind-controlled.
This one won the super-power lottery, with a bewildering array of powers:
Origin Birthright
P 4 I 4 C 4 A 7 + 3 S 4 W 4
2 Telepathy
2 Resistance: magical attacks
3 Ability Increase: Awareness
2 Phasing
1 Flight
3 Fast Attack
2 Elemental Control: gravity
Defend
Move
None of them at an impressive level. After maxing out the number of powers and specialties (he has 4!) , I then proceeded to roll nothing but 3s and 4s and a 2 on 2d6. So they can do a wide variety of things but none of them very well except notice their surroundings.