Alien intelligence villain; How to beef player powers?
Posted: Tue Jun 19, 2012 7:22 am
All right here's the thing. Me and my players have had fun runs with usual heroes rules but lately we have started to want to play something of caliber of Marvel and DC comics. The players would like to make specific heroes for power housing and I decided to put the stakes higher than I've ever put. The being is Alien Intelligence of utmost power, a woman product of generations of the very best technology, magic, and other mystic energies, unknown for us used to help her grow and prosper.
As such and because the entire point of this game is to see just how strong people can produce, I was wondering if people have suggestions for some ultra major powers, either ones that exist or suggestion what to change to make the characters have a fighting chance. Things are even tougher because there are only four heroes. Power categories have not been chosen yet but I'd prefer leaving immortals away, along with gestalts. Hardware most likely would not find use either. The players are very experienced RP'ers and eager to do just about anything to make things interesting. Here are the stats of the being to give the idea with her being the ultimate campaign villain. (Characters will have to survive against henchmen and facing off against fragments and such first for about a 1-4 years in game time before she arrives in person) By this point, the characters SHOULD in theory be at least level 3-5 before the final show down, unless they start from other level than 1. I had a pic of her but since there's no IMG tags, there's no point putting the link though if you people think I should give link to the image of her, I can do that.
Name: Adilaya ”Grimdrinker” Nebim
Race: Aquators
Aligment: Diabolic
Age: Over 15 thousand years, beyond human calculations.
Height: 3½ feet tall.
Weight: 4 tons. (Due to unfamiliarity with earth gravity)
Apperance: Green skin and overly long ear, horns and protuding on head. Green skin, green hair, hairy arms with bones sticking out, squat feet covered with white hair, avian like beak and face with glowing eyes. Bloody and numerous scars all over body tell the story of past battles.
IQ: 28
MA: 30
ME: 30
PS: 90 (SuperNatural)
PP: 39
PE: 25
PB: 1
SPD: 40
Natural AR: 15
Hit points: 40,000
SDC: 30,000
PPE: 16,000
Horror factor: 16
Attacks: 7
Bonuses: +6 on initiative, +2 to dodge while flying, +4to pull punch, +4 to roll with impact, +12 to save vs horror factor, +4 on all saving throws in addition to attribute bonuses. +12 to all skills, +6 save vs psionics + 9 save vs insanity, trust/intimidate 92%, +6 parry and dodge, +6 to strike, +20% save vs coma/death, +5 save vs magic/poison
SPECIAL POWER!: Create Essence Fragment: Can exist in multiple dimensions at once, four fragments at most.
Special Abilities:
Posess Animals
Metamorphosis at will to animal
Metamorphosis into insect
Teleport self up to 400 miles away
Dimensional Teleport
Healing touch Restores 1d6x10 hit points and/or SDC
Fire Energy Bolt 6D6 damage range 5000 feet
Summon 4D6 lesser demons twice a day
Summon 6D6 lesser deevils three times daily
Bio-regeneration of a minimum of 1D4x1OO S.D.C./hit points per minute (4 melees; maximum 2D6x1OO per minute) and complete regeneration of limbs and eyes within 24 hours.
Nightvision 2D6x1OO yards/meters
See the invisible
Turn invisible at will
Impervious to poisons, toxins, drugs, and disease
Does not breathe air and is resistant to cold, heat, and fire.
Resistant to normal weapons (only inflict half damage).
Vulnerabilities
Vulnerable to sunlight and daytime
Holy weapons created by Gods and rune weapons do double damage. Weapons coated in or made of silver do normal damage (as do mega-damage weapons), but other normal weapons only do half damage. Magic and psionics also do their full, normal damage. Cannot possess other supernatural beings or creatures of magic like dragons, demons and faerie folk.
Vulnerable to weapons made of iron: Inflicts M.D. equal to its usual S.D.C. damage.
Magic: Knows Diabolism and all level one wizard spells; Blinding Flash, Cloud of Smoke, Death Trance, Decipher Magic, Globe of Daylight, Increase Weight, See Aura, See the Invisible, Sense Evil, Sense Magic, Thunderclap, Ventriloquism
Deific Powers: All prototypical deific powers at usual cost.
Psionics:
Alter Aura, Death Trance, Ectoplasm, Float, Impervious to Cold, Impervious to Fire, Impervious to Poison/Toxin, Levitation, Mind Block, Nightvision, Resist Fatique, Resist Hunger, Resist Thirst, Spontaneous Compustion, Summon Inner Strength, Telekinesis, Telekinetic Punch, Telekinetic Leap, Teleport Object, Astral Projection, Clairvoyance, Commune with Animals, Commune with Spirit, Dispel Spirits, Empathy, Meditation, Mind Block, Object Read (Psychometry), Precense Sense, See Aura, See The Invisible, See Dimensional Anomaly, Sense Evil, Sense Magic, Sixth Sense, Speed Reading, Telepathy, Total Recall, Bio-Manipulation (The Evil Eye), Catatonic Strike, Cause Insanity, Hypnotic Suggestion, Invisible Haze, Mind Bolt, Pyrokinesis, Telekinetic Force Field, Telekinesis (Super), Mentally Posses Others
ISP: 3000, all psi-powers are equal to a 9th level master psychic.
As such and because the entire point of this game is to see just how strong people can produce, I was wondering if people have suggestions for some ultra major powers, either ones that exist or suggestion what to change to make the characters have a fighting chance. Things are even tougher because there are only four heroes. Power categories have not been chosen yet but I'd prefer leaving immortals away, along with gestalts. Hardware most likely would not find use either. The players are very experienced RP'ers and eager to do just about anything to make things interesting. Here are the stats of the being to give the idea with her being the ultimate campaign villain. (Characters will have to survive against henchmen and facing off against fragments and such first for about a 1-4 years in game time before she arrives in person) By this point, the characters SHOULD in theory be at least level 3-5 before the final show down, unless they start from other level than 1. I had a pic of her but since there's no IMG tags, there's no point putting the link though if you people think I should give link to the image of her, I can do that.
Name: Adilaya ”Grimdrinker” Nebim
Race: Aquators
Aligment: Diabolic
Age: Over 15 thousand years, beyond human calculations.
Height: 3½ feet tall.
Weight: 4 tons. (Due to unfamiliarity with earth gravity)
Apperance: Green skin and overly long ear, horns and protuding on head. Green skin, green hair, hairy arms with bones sticking out, squat feet covered with white hair, avian like beak and face with glowing eyes. Bloody and numerous scars all over body tell the story of past battles.
IQ: 28
MA: 30
ME: 30
PS: 90 (SuperNatural)
PP: 39
PE: 25
PB: 1
SPD: 40
Natural AR: 15
Hit points: 40,000
SDC: 30,000
PPE: 16,000
Horror factor: 16
Attacks: 7
Bonuses: +6 on initiative, +2 to dodge while flying, +4to pull punch, +4 to roll with impact, +12 to save vs horror factor, +4 on all saving throws in addition to attribute bonuses. +12 to all skills, +6 save vs psionics + 9 save vs insanity, trust/intimidate 92%, +6 parry and dodge, +6 to strike, +20% save vs coma/death, +5 save vs magic/poison
SPECIAL POWER!: Create Essence Fragment: Can exist in multiple dimensions at once, four fragments at most.
Special Abilities:
Posess Animals
Metamorphosis at will to animal
Metamorphosis into insect
Teleport self up to 400 miles away
Dimensional Teleport
Healing touch Restores 1d6x10 hit points and/or SDC
Fire Energy Bolt 6D6 damage range 5000 feet
Summon 4D6 lesser demons twice a day
Summon 6D6 lesser deevils three times daily
Bio-regeneration of a minimum of 1D4x1OO S.D.C./hit points per minute (4 melees; maximum 2D6x1OO per minute) and complete regeneration of limbs and eyes within 24 hours.
Nightvision 2D6x1OO yards/meters
See the invisible
Turn invisible at will
Impervious to poisons, toxins, drugs, and disease
Does not breathe air and is resistant to cold, heat, and fire.
Resistant to normal weapons (only inflict half damage).
Vulnerabilities
Vulnerable to sunlight and daytime
Holy weapons created by Gods and rune weapons do double damage. Weapons coated in or made of silver do normal damage (as do mega-damage weapons), but other normal weapons only do half damage. Magic and psionics also do their full, normal damage. Cannot possess other supernatural beings or creatures of magic like dragons, demons and faerie folk.
Vulnerable to weapons made of iron: Inflicts M.D. equal to its usual S.D.C. damage.
Magic: Knows Diabolism and all level one wizard spells; Blinding Flash, Cloud of Smoke, Death Trance, Decipher Magic, Globe of Daylight, Increase Weight, See Aura, See the Invisible, Sense Evil, Sense Magic, Thunderclap, Ventriloquism
Deific Powers: All prototypical deific powers at usual cost.
Psionics:
Alter Aura, Death Trance, Ectoplasm, Float, Impervious to Cold, Impervious to Fire, Impervious to Poison/Toxin, Levitation, Mind Block, Nightvision, Resist Fatique, Resist Hunger, Resist Thirst, Spontaneous Compustion, Summon Inner Strength, Telekinesis, Telekinetic Punch, Telekinetic Leap, Teleport Object, Astral Projection, Clairvoyance, Commune with Animals, Commune with Spirit, Dispel Spirits, Empathy, Meditation, Mind Block, Object Read (Psychometry), Precense Sense, See Aura, See The Invisible, See Dimensional Anomaly, Sense Evil, Sense Magic, Sixth Sense, Speed Reading, Telepathy, Total Recall, Bio-Manipulation (The Evil Eye), Catatonic Strike, Cause Insanity, Hypnotic Suggestion, Invisible Haze, Mind Bolt, Pyrokinesis, Telekinetic Force Field, Telekinesis (Super), Mentally Posses Others
ISP: 3000, all psi-powers are equal to a 9th level master psychic.