Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
The biggest problem with superhero games is the whole "How do I build
so-and-so" issue; due to the nature of the genre, character creation
has to have a lot
of options, so it can get pretty confusing or intimidating. Mutants
& Masterminds helped alleviate some of those issue by including
"archetypes" in the main book; sample characters based on standard
superhero types that could be played right out of the book. They also
put out Instant Superheroes which expanded on the idea.
So, in the interest of spreading the word of Wild Talents and the ORE,
I've taken a shot at building a template for each of the
more archetypal character
types. I assumed a standard Wild
Talents campaign with 300 point characters; most of these have a few
points left over for customising and making the character distinctive.
Even simple builds like these take quite a bit of time to throw together, so please excuse me if I've forgotten something.
The Blaster: This guy doesn't have a lot of tricks, but he's very goo
with them. For the most part, the blaster just melts things with
whatever energy type he prefers (in this case, we've got the
traditional blast - fire!). He can also use these fiery blasts to
deflect attacks, and naturally boasts some immunity to flame as well.
The Blaster, 283 pts
Permission: Power Theme (5 pts) Stats [70 pts]
Body 2d, Coordination 3d, Sense 2d
Brains 2d, Command 2d, Cool 3d
Base Will 5
The Brick: Does this character really need any explanation? He's tough, he hits hard
in a fight, and he has the unusual ability to punch through walls and
the steel-like skin of other Talents without routinely murdering normal
people by accident.
There's a lot of customising that can be done here. Upgrading some of
the brick's Body into hard or wiggle dice will change the nature of the
character. With regular dice he's an exceptionally strong bruiser, but
hard dice turn him into a killing machine (perhaps a killer robot
character). Wiggle dice give him precise control and far greater
effectiveness with physical prowess - a Wonder Woman, perhaps. A
combination of hard and wiggle dice makes him similar to Superman.
A more diverse set of super powers is also possible if you change
Persmission: Power Theme to Permission: Super for an extra 10 points.
The Brick, 239 pts
Permission: Power Theme (5 points) Stats [90 pts]
Body 8d, Coordination 2d, Sense 2d
Brains 2d, Command 2d, Cool 2d
Base Will 4
Miracles [129 pts] Body Extras
Deadly level 4, +4 Stun (8 pts); No Physics (48), Penetration 4 (12 pts)
Extra Tough level 2 (DRU; 12 pts)
Heavy Armour level 5 (DRU; 40 pts)
*
The Controller: This
character can only do one thing - reach out towards an element,
substance, property, or subject, and control it like a puppet. This can
be an extremely flexible power if the controller has a fairly common
element and has given a little forethought about ways to exploit his
control.
The controller has an unusual combinations of extras and flaws on his
power. Go Last means that actions with this power always happen last in
the round; however, until this happens he is still protected from
attacks by the Reflexive extra. Four levels of Radius allow the
controller to affect a radius of 80 yards, although if he wants to
increase or decrease stats or damage in a radius he'll need a higher
Base Will to pay the increased Willpower cost.
The Controller, 262 pts
Permission: One Power (1 pt) Stats [75 pts]
Body 2d, Coordination 2d, Sense 2d
Brains 3d, Command 3d, Cool 3d
Base Will 6
Miracles [172 pts] Control [One Common Element] 10d (ADRU; Common, x0; Extra: Max,
x2; Extra: Radius level 4, 32 points; Extra: Reflexive, +3/6/12; Flaw:
Go Last, -2/4/8; 172 pts)
*
The Feral:
He's animalistic! He's atavistic! He brings claws to a gunfight! Good
thing that he regenerates faster than anything in nature! The feral is
primarily a close combatant - he's damn fast in a brawl, shakes of
damage easily, and slices through unprotected and lightly-protected
opponents with ease. Furthermore, the feral's heightened sense of
danger provides some protection from attacks that might kill him before
he can regenerate his regular and Extra Tough wound boxes.
The Feral, 266 pts
Permission: Power Theme (5 pts) Stats [115 pts]
Body 4d, Coordination 3d+1wd, Sense 4d
Brains 2d, Command 2d, Cool 4d
Base Will 6
The Fishguy: On to the, uh, fishguy. There's a lot that you can get with these characters, including fish control, water control, super-duper swimming speed... heck, Namor can even fly
for some inexplicable reason. But the essentials of a fishguy involve
being amphibious and pretty tough (although not to Brick levels), so
that's what the basic package gets you. Aquaman: "I'll check the harbour!'
The Fishguy, 200 points
Permission: Power Theme (5 pts) Stats [80 pts]
Body 5d, Coordination 3d, Sense 2d
Brains 2d, Command 2d, Cool 2d
Base Will 4
Movement
Running 14 yds, Jumping 5 yds, Swimmimg 32 yds
Regeneration level 2 (DRU; Flaw: Only when immersed in water, -4/lvl; 8 pts)
Unconventional Move [Swimming 5d (ADRU; Flaw: Only in water, -2/4/8; 15 pts)
*
The Gadgeteer: This is a
character for those players who know the Wild Talents rules well and
like to tinker with miracle ideas. You'll spend more time planning
your gadgets than rolling to create them; with the Willpower investment
required, you may not have very many different gadgets at a given time,
but you can always disassemble one in order to focus on what you need
next. Gadgeteers need a decent dice pool in their single power... and a
whole bucketload of Willpower to fuel their devices.
The Gadgeteer, 230 pts
Permission: Inventor (5 pts), One Power (1 pt) Stats [95 pts]
Body 2d, Coordination 3d, Sense 3d
Brains 2d+2hd, Command 2d, Cool 4d
Base Will 20 (+14 Will; 56 pts)
The Power Suit: This
character could be a very specialised gadgeteer, or the recipient of a
strange alien artifact, or possibly just the employee of a government
or corporation wealthy enough to put a prototype battlesuit into
action. How you customise his stats and skills depends on how the
character came into possession of the power suit and how he uses it.
The Power Suit, 209 pts
Permission: Super-Equipment (2 pts) Stats [75 pts]
Body 2d, Coordination 2d, Sense 2d
Brains 3d, Command 3d, Cool 3d
Base Will 6
Movement
Running 10 yds, Jumping 3 yds, Flight 256 yds
Power Armour [110 pts]
Use the "Power Armour!" sidebar in Wild Talents, page 97.
*
The Psionic: There's a lot of different powers that could easily
be added to a psionic character - Invisibility, Projected
Hallucination, Puppet, and Telekinesis all leap to mind. This basic
psionic character is focused on telepathic powers, with a bit of
Nullify to represent his ability to reach into a Talent's mind and
briefly inhibit or shut down its powers. A few wiggle dice in the
psionic's Sense, Command, and Cool stats indicate an almost
imperceptible ability to influence others and observe the psionic's
surroundings.
The Psionic, 258 pts
Permission: Power Theme (5 pts) Stats [125 pts]
Body 2d, Coordination 2d, Sense 2d+1wd
Brains 3d, Command 2d+1wd, Cool 2d+1wd
Base Will 6
The Shape Changer:
He can turn into anything. Well, anything between 1.5 lbs and 1.6 tons.
The skills chosen for this character are all based on his pshycial
abilities; you'll want to expand on them, perhaps increase the shape
shifter's mental stats, and put some more dice into Dead Ringer or
Metamorph (whichever you decide to focus on). A few levels of
Regeneration and/or Extra Tough might be appropriate, and possibly
Elasticity if your character's body stretches like silly putty.
The Shape Changer, 188 pts
Permission: Power Theme (5 pts) Stats [95 pts]
Body 2d+1wd, Coordination 4d, Sense 3d
Brains 2d, Command 2d, Cool 2d
Base Will 4
Miracles [70 pts] Dead Ringer 5d (RU; Extra: Clothes and Gear, +2/4/8; 25 pts)
Metamorph 5d+2hd (ADRU; 45 pts)
*
The Sorcerer: A decent sorceror is hard
to manage at 300 points or less. Here's how I'd put together a fairly
generic spellcaster; you could swap out some of his miracles and rely
more on Spellcasting, but I think that it's helpful to have a few
"built-in" spells to fall back on. Magical detection and teleportation
are fairly standard sorcerous abilities that should always be
available, and the Mental Armour extra (from telepathy) represents the
sorcerer's guarded mind. Indomitable Willpower is helpful to allow the
sorceror to continue casting spells after his Willpower quickly runs
low.
The Sorcerer, 300 pts
Permission: Super (15 pts) Stats [135 pts]
Body 2d, Coordination 3d, Sense 2d+1wd
Brains 3d, Command 3d+1wd, Cool 2d+2hd
Base Will 8
Movement
Running 10 yds, Jumping 3 yds, Teleport 320 yds
The Speedster: The speedster is goshdarned fast, although for
some reason his body doesn't obey inconvenient laws of physics
regarding momentum and inertia. He doesn't hit hard, but he rarely misses and can punch an enemy all over in a flurry of light strikes (the Engulf extra on Body).
This speedster's stats and skills are fairly vanilla; you'll almost
certainly want to add some dice there to reflect the character's
background and gifts.
The Speedster, 265 pts
Permission: Power Theme (5 pts) Stats [90 pts]
Body 2d, Coordination 4d+2hd, Sense 2d
Brains 2d, Command 2d, Cool 2d
Base Will 4
Movement
Running 10,240 yds, Jumping 12 yds, Waterwalking 1,024 yds
Go First level 2 (ADRU; Applies to any action, x2; 32 pts)
Multitask level 2 (ADRU; 20 pts)
Unconventional Move [Waterwalking] 10d (RU; Flaw: Only on water, -2/4/8; 10 pts)
*
The Supernormal: The supernormal character is a normal, unenhanced human being... except that he's better
than any human could hope to be. The supernormal may not be faster or
stronger than a regular man, but he's more reliable and consistent - he
just doesn't miss. The supernormal does indeed have some goddamned wiggle dice.
This is a fairly generic character base, with plenty of points left
over to focus on particular stats, add a set of skills based on the
character's background (some First Aid and Medicine for a
surgeon-turned-vigilante, for example), or perhaps pay for Permission:
One Power or Permission: Super-Equipment and associated miracles.
The Supernormal, 164 pts
Permission: Peak Performer (5 pts) Stats [115 pts]
Body 2d+1wd, Coordination 2d+1wd, Sense 3d
Brains 2d+1wd, Command 4d, Cool 4d
Base Will 8
The Cosmic Alien: This character is a unique individual, capable
of traversing the vacuum of space entirely unaided. Perhaps she is the
personification of some universal principle; perhaps she was empowered
by an even more potent entity; or perhaps she is just an exceptionally
powerful mutant.
Note that in the case of the cosmic alien I have made an exception to
the "playable in a 300 point game" guideline. This character archetype
is simply too expensive to build for 300 points or less. if you really want to play a cosmic alien in that kind of campaign, you can remove the Spaceflight miracle (which won't come into play often anyway) and assume that she has been exiled to or imprisoned upon Earth.
The Cosmic Alien, 366 pts
Permission: Super (15 pts)
Intrinsic: Resilient (10 pts) Stats [120 pts]
Body 2d+2hd, Coordination 3d, Sense 3d
Brains 4d, Command 2d, Cool 4d
Base Will 6
*Note: the speed of light is about 670,616,630 mph; this falls between
Booster level 27 and 28. Depending on the setting, it may not be
possible for the character to move faster than c, it may shift her into hyperspace or another dimension, or there may be no upper speed limit for Talents.
*
The Martial Artist:
The martial artist character is related to the supernormal, but his
abilties are focused on physical perfection and mastery in hand-to-hand
combat - he has become an almost supernatural ass-kicking master. The
martial artist may have developed his powers through "intense training"
or unlocking the power of chi, or perhaps being taught mystical secrets
by an order of forgotten monks in the Hidden City.
This character template gets you a highly competant hand-to-hand
combatant - he's likely to strike faster and more frequently than most
characters, striking at hidden weaknesses to bypass armour, and with a
number of martial arts bonuses to enable him to efficiently cripple
dangerous foes. His strength is within the normal human range, but he
punches hard.
The Martial Artist, 280 pts
Permission: Power Theme (5 pts) Stats [125 pts]
Body 3d+1wd, Coordination 3d+1wd, Sense 3d
Brains 2d, Command 2d, Cool 4d
Base Will 6
The Robot: The robot character is a fully artificial humanoid who is almost but not quite
alive. This is a very basic prototype with connectivity built into the
design but few peripherals. The robot character has a robust frame
which is very resilient to wear and tear, and includes a self-repairing
facility to superficial damage (Shock), but major structural damage
(Killing) requires a licenced mechatronics engineer to repair.
The Robot, 290 pts
Permission: Power Theme (5 pts)
Intrinsic: Irreparable (-8 pts)
Intrinsic: No Base Will (-10 pts) Stats [145 pts]
Body 3d+3hd, Coordination 3d, Sense 5d
Brains 2d+2hd, Command 2d, Cool 2hd
Base Will 0
Movement
Running 20 yds, Jumping 10 yds
Skills [26 pts]
Brawling 1d (4d+3hd), Computer Hardware 2d (4d+2hd), Computer
Programming 1d (3d+2hd), Cryptology 2d (4d+2hd), Education 1hd
(2d+3hd), Electronics 1d (3d+2hd), First Aid 1d (3d+2hd), Mechanic [One
Type] 1d (3d+2hd), Medicine 1d (3d+2hd), Wrestling 1d (4d+3hd).
Control [Computers] 6d (ADRU; Frequent, -1/2/4; 24 pts)
Power Stunt: Blind Control 4d (8 pts)
Heavy Armour level 5 [DRU; 40 pts]
Immunity [Biological Weaknesses] level 2 (DRU; Common, +4; 24 pts)
This Immunity covers disease, poison, starvation, lack of air, and so on, but not damage from standard physical traumas.
The Paragon: He's super strong, he flies like the wind, he
inspires and leads other heroes, and he probably wears a cape. His skin
is as hard as an inch of steel. He's the paragon, and even if
he's built to exactly the same point total as other characters in the
campaign, people may well treat him as though he were more powerful
because that's what they've come to expect.
This is another character archetype that works best in games with
higher than 300-point characters, but you can squeak by with something
like this build:
The Paragon, 300 pts
Permission: Power Theme (5 pts)
Intrinsic: Allergy [Uncommon, Drains Willpower] (-8 pts)
Intrinsic: Resilient (10 pts) Stats [145 pts]
Body 5d+1wd, Coordination 4d, Sense 3d+2hd
Brains 3d, Command 3d, Cool 3d
Base Will 6
Movement
Running 20 yds, Jumping 10 yds, Flight 2,560 yds
The Power Mimic:
The power mimic can't do very much without other Talents around - he's
practically a normal human. Maybe that's why he tends to either join a
super team or seek out enemies to fight - it gives him a chance to
actually use his powers!
If you have a few more points to play with, you might consider the Nullify miracle to turn a power mimic into a power drainer (a common variation on this theme).
* Nullify 10d (ARU; Universal, x2; Flaw: Always On, -1/2/4; Flaw: Attached to Power Mimic, -1/2/4; 60 pts)
The Power Mimic, 269 pts
Permission: Power Theme (5 pts) Stats [70 pts]
Body 2d, Coordination 2d, Sense 3d
Brains 2d, Command 2d, Cool 3d
Base Will 10 (+5 Will, 20 pts)
Power Mimic 6d+4hd (ADRU; Extra: Endless, +2/4/8; 98 pts)
*
The Weapon Master:
This character is an unrivalled swordsman (or archer, or less commonly
axeman or some other weapon) who has chosen to put on a costume and
fight crime (or commit crime, depending) rather than take up
professional sports. He possesses exceptional stats and a wide range of
skills, and like the supernormal archetype, is generally considered a
normal human being.
A common variation on this character type is the weapon master who also
has a special enchanted or gadget-based sword/bow/axe/harpoon/whatever.
This is a simple case of adding the Super-Equipment permission (2 pts)
and choosing the relevant powers with a Focus item.
The Weapon Master, 200 pts
Permission: Peak Performer (5 pts) Stats [125 pts]
Body 4d, Coordination 3d+1wd, Sense 3d
Brains 3d, Command 4d, Cool 4d
Base Will 8
Movement
Running 14 yds, Jumping 5 yds
Skills [50 pts]
Athletics 1d (5d), Bluff 1d (5d), Dodge 2d (5d+1wd), Education 2d (5d),
Endurance 1d (5d), First Aid 1d (4d), Health 1d (5d), Martial Arts
[Sword] 3d, Melee Weapon [Sword] 4d+1wd (8d+1wd), Sight 1d (4d),
Stability 1d (5d), Stealth 1d (4d+1wd), Tactics 2d (5d) Martial Arts Bonuses: Disarm, Fast Attack, Multiple Attacks Note: Melee Weapon may be exchanged for Archery in the case of a
bowman. A kind GM should even allow you to apply Martial Arts bonuses
when using your bow.
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