《System Supervillain》Chapter 3 - Skills and Talents
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As I thought about reviewing my skills, another blue box appeared before me. By now, it was almost second nature to me. Just like with the characteristics page, I got to see my skills, as the System evaluated them.
Skills
Skill
Roll
Cost
Notes
Combat Skill Levels
12
+2 with HTH and Ranged combat
Acrobatics
15-
3
Acting
8-
1
Familiarity Only
Breakfall
15-
3
Climbing
8-
0
Everyman
Concealment
12-
3
Conversation
19-
3
Electronics
8-
1
Familiarity Only
Gambling
12-
3
Interrogation
19-
3
Knowledge Skill (Super-powers)
8-
1
Familiarity Only
KS (The Martial World)
8-
1
Familiarity Only
KS (The Superhuman World)
8-
1
Familiarity Only
KS (The System)
14-
5
Language (English)
0
Idiomatic, Native
Language (Japanese)
2
Fluent conversation
Language (Russian)
2
Fluent conversation
Lockpicking
15-
3
Navigation
8-
1
Familiarity Only
Paramedics
8-
0
Everyman
Persuasion
20-
5
Security Systems
12-
3
Seduction
20-
5
Shadowing
8-
1
Familiarity Only
Sleight of Hand
15-
3
Stealth
15-
3
Streetwise
8-
1
Familiarity Only
Transport Familiarity
3
Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Tracking
8-
1
Familiarity Only
Trading
19-
3
Weapon Familiarity
9
Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Energy Blades
Total Points
85
Right off the bat, I noticed that, while the list was alphabetized for the most part, the ‘Combat Skill Levels’ thing was right at the top. An investigation with the help of my System access told me that Combat Skill Levels were basically a catch-all skill, that came in several levels, and you could have multiple versions of them, doing different things. The version I had basically gave me two points that I could shift between my Offense Combat Value (OCV) and Defense Combat Value (DCV) against any melee or ranged attacks. Not mental attacks, though.
Looking back at my Characteristics page, I saw that I had an OCV and DCV of 10. So, following the System’s advice, I could throw those two Combat Skill Levels into offense or defense whenever I wanted, or split the difference, if that was better. Basically, it allowed me to fight more offensively or defensively.
Looking at my other skills, I noticed that I had some marked ‘Everyman’ and some that were ‘Familiarity Only’. Everyman skills were skills that, well, everyone could do, to some extent. Like climbing. Not everyone was going to be doing rock climbing, but any human who wasn’t completely out of shape could climb a little, if they had to. So, they got those skills for free, but they wouldn’t be much good at it (hence the 8 or under rating) unless they trained, and spent points on it.
Familiarity Only was the same way, but for skills that the average person probably wouldn’t have. For instance, my Electronics skill was Familiarity Only, because I only had a passing knowledge of how to mess with the internals of electronics, but building and repairing things wasn’t something that most people could do. Same with Shadowing. I knew the basics of following someone, and how to spot someone following me, but I didn’t have any real training at it, and that wasn’t something that most people learned.
The Knowledge Skills I had all made sense. I knew the basics of how different superpowers worked, and the big names in both the superhero world and the world of martial artists. And, of course, the System Administrator thing gave me knowledge about the System.
Languages, again, was on point. English was my native language, and I was fluent in both Japanese and Russian. Still had a bit of an accent, though, so no one would confuse me with a native speaker.
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Transport Familiarity was odd. It was basically telling me what I was proficient in. Common motorized ground vehicles basically covered cars, vans, and even RVs or semi-trucks. And the other one was obviously motorcycles. But that didn’t mean I didn’t know how to ride a bike, or couldn’t keep from busting my butt if I tried to go skiing. It just meant I wasn’t going to be doing any tricks, or anything with any real degree of difficulty.
Weapon Familiarity was the same. Nothing was stopping me from using a flamethrower, or trying to bring down a plane with anti-aircraft guns, or even fire off a cannon. But I would be clumsy with them, and might not be able to use combat skill levels or martial arts with them.
Hmm. That brought up an interesting point. What kind of martial arts could one use with a pistol? I mean, I’d seen Equilibrium, but gun-fu was just Hollywood messing around, or supers with some advanced senses showing off, right?
Martial Arts
Martial Art
Cost
Notes
Choke Hold
4
1/2 Phase, -2 OCV, +0 DCV, Grab One Limb, 2d6 NND
Defensive Shot
3
1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
Joint Lock/Throw
4
1/2 Phase, +1 OCV, +0 DCV, Grab One Limb, 1d6 NND, Target Falls
Legsweep
3
1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
Martial Dodge
4
1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Strike
4
1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
Weapon Element
9
Blades, Bows, Empty Hand, Energy Blades, Off Hand, Rifles, Staffs, Thrown (Knives, Axes, and Darts), Two-Handed Weapons
Total Spent
31
Hmm. Looked like Martial Arts under the System were basically a series of ‘maneuvers’ that could be used in combat, affecting your OCV and DCV, along with other things. Some would help me hit harder with my weapons, and others could be used to trip an enemy. The ‘Weapon Element’ was like the Weapon Familiarity skill, but more restrictive in what I could use with my martial arts. I’d have to put more points into that, if I wanted to increase what weapons I could use to their fullest effect.
The mention of ‘off hand’ in the Weapon Element section sent me looking through the System knowledge again. Apparently, the System penalized people trying to do things with their non-dominant hand, to the tune of a -3 penalty on OCV or Skill rolls. But there was also a Talent to mitigate that?
Talents
Talent
Cost
Notes
Trackless Stride
2
Leave no traces on ground, do not trigger pressure traps by walking
Ambidexterity
3
Ignore off-hand penalties
Bump of Direction
3
Always tell direction without visual clues, always know if above ground level
Environmental Movement (Icewalking)
1
No penalties to move on ice or slippery surfaces
Total Spent
9
Ooh, there was a Talent section, as well! A quick check confirmed that I did have the Ambidexterity talent, which made sense given that, despite being left-handed, I could use my right almost as well, before the System came online. Bump of Direction, Environmental Movement, and Trackless Stride all made sense, as well, since having a good head for directions, walking lightly, and being able to keep my balance on ice were all things I’d had a lot of practice with, over the years.
Which just left one section, according to the knowledge the System gave me: Powers. I just had to see how the System judged my powers, especially considering that half my abilities came from my gear. But, as the blue box came up, and up, and up, I started to wonder if I had made a mistake.
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Powers
Mutant Powers
Cost
Power
End
109
Cryokinetics – Variable Power Pool, 70 Base + 35 Control cost. Powers can be changed as half-phase action (+1/2), No skill roll required (+1) (157 Active Points). Pool only: Limited Class of Powers Available (Only Ice/Cold powers, -1/2), Gestures (-1/4), Concentration (1/2 DCV, -1/4). All slots: Conditional Power (Does not work in High Heat, -1/4)
Cryokinetics allows Iceblade to display any power or powers with the Ice/Cold descriptor, so long as the power(s) do not come to more than 70 Active Points. Changing the manifested powers requires a moment of concentration and some hand gestures to guide his thought processes. Powers manifested in this way do not work in High Heat.
2
Cold-natured – Life Support (Safe in Intense Cold), Inherent (+1/4)
Iceblade is inherently resistant to the cold, making it so that he can enter even intensely cold areas without ill effect.
0
30
Cold Resistant – Energy Damage Reduction, Resistant, 75% reduction, Inherent (+1/4) (75 Active Points); Conditional Power (Only vs. Ice/Cold, -1), Always On (-1/2)
Iceblade is inherently resistant to cold. Because of this, energy damage from Ice/Cold sources is reduced by 75%, before defenses. This has no effect on physical damage from those sources.
0
Tech Powers
Cost
Power
End
11
Costume – Elemental Control, 40 point powers, (20 Active Points), All slots OIF (-1/2), Only in Heroic Identity (-1/4)
Iceblade’s costume is a high-tech suit designed to flow with his body, while providing enhanced protection and defense, even when his other abilities might not work. As they are all part of a greater whole, part of the cost of those powers is subsidized by this item.
16
1. Kevlar Reinforced Biosteel – Armor (20 PD/20 ED) (60 Active Points), Always On (-1/2), OIF (-1/2), Real Armor (-1/4), Only in Heroic Identity (-1/4)
By using Kevlar plates to reinforce his suit’s synthetic spidersilk (known as Biosteel) fabric, Iceblade’s costume is form-fitting, while also providing a great deal of protection from attack.
0
8
2. Synthetic Muscle Enhancers – Compound Power (Total: 40 Active cost, 8 Real Cost)
**+10 STR (10 Active points), No figured characteristics (-1/2), OIF (-1/2), Conditional power (Does not work in EMPs, -1/4), Only in Heroic Identity (-1/4) (Real Cost 6)
**+10 DEX (30 Active Points), No Figured Characteristics (-1/2), Conditional Power (Does not work in EMPs, -1/4), Only in heroic identity (-1/4) (Real Cost 17)
Synthetic muscle fibers built into the suit allow Iceblade to display greater strength and flexibility than he normally would.
1
9
3. Body Enhancers – Compound Power (Total: 40 Active cost, 9 Real Cost)
**+10 BODY (20 Active Points), No Figured Characteristics (-1/2), OIF (-1/2), Conditional power (Does not work in EMPs, -1/4), Only in Heroic Identity (-1/4) (Real cost 11)
**+20 STUN (20 Active Points), OIF (-1/2), Conditional Power (Does not work in EMPs, -1/4), Only in Heroic Identity (-1/4) (Real Cost 16)
Using enhanced compounds, Iceblade’s costume allows him to better withstand hits that make it past his defenses, keeping him in the fight.
0
9
4. Reflexive Enhancers – Compound Power (Total: 40 Active cost, 9 Real Cost)
**+3 SPD (30 Active Points), OIF (-1/2), Conditional Power (Does not work in EMPs, -1/4), Only in Heroic Identity (-1/4) (Real Cost 24)
**Missile Deflection (Arrows, Slings, etc.) (10 Active Points), OIF (-1/2), Conditional Power (Does not work in EMPs, -1/4), Only in Heroic Identity (Real Cost 5)
The synthetic muscles and other compounds in his costume allow Iceblade to move faster than he naturally would be able to, reacting quicker and allowing him to deflect non-gunpowder projectiles like throwing knives or crossbow bolts.
0
10
5. Movement Enhancers – Compound Power (Total: 43 Active cost, 11 Real Cost)
**Leaping +2m (6m forward, 3m upward) (Accurate, x4 Noncombat) (12 Active Points), OIF (-1/2), Conditional Power (Does not work in EMP, -1/4), Only in Heroic Identity (-1/4) (Real Cost 10)
**Running +2m (8m Total), x4 Noncombat (9 Active Points), OIF (-1/2), Conditional Power (Does not work in EMP, -1/4), Only in Heroic Identity (-1/4) (Real Cost 7)
**Swimming +2m (4m total), x4 Noncombat (7 Active points), OIF (-1/2), Conditional Power (Does not work in EMP, -1/4), Only in Heroic Identity (-1/4) (Real cost 6)
**Clinging (normal STR), Persistent (+1/2) (15 Active points), Restrainable (-1/2), OIF (-1/2), Conditional Power (Does not work in EMP, -1/4), Only in Heroic Identity (-1/4) (Real Cost 7)
Several subsystems in Iceblade’s costume allow him to move in ways he normally wouldn’t. He can run faster, jump further, and swim better while wearing the suit. He is also able to climb sheer surfaces or hang from ceilings while wearing the costume.
3
11
6. Life Support Suite – Life Support (Eat 1/week, Immunity to all terrestrial poisons and chemical warfare agents, Immunity to all terrestrial diseases and biowarfare agents, Safe Environment: Zero G, Safe in High pressure, Safe in High Radiation, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-contained breathing, Sleep 8 hours/week) (40 Active Points), OIF (-1/2), Only in Heroic Identity (-1/4)
Using flat-space technology, Iceblade’s costume is able to not only sustain him in hazardous environments, but it also allows him to breathe even underwater or in vacuum, and reduces the need for food or sleep dramatically.
0
5
7. Recall Device – Teleportation 2”, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1” = 10,000 km, +1 1/4) (47 Active points), Charges (1 charge, recovers in 1 week; -2), Can only Teleport to Fixed Locations (-1), Concentration (0 DCV, -1/2), OIF (-1/2), Only in Heroic Identity (-1/4)
Iceblade’s costume includes a recall device, allowing him to instantly teleport back to his lair from anywhere on Earth, or even low Earth orbit. Once used, the recall device must be recharged at his lair.
[1]
5
Hooded Cloak – Elemental Control, 20-point powers (10 Active Points), all slots OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4)
In addition to the powers provided by the body of his costume, Iceblade’s hooded cloak has been further enhanced with additional features.
5
1. Translation Matrix – Universal Translator (20 active points), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4)
A small, flat-space computer provides instant translations for written and spoken words, and allows him to communicate in kind… usually.
6
2. HUD/Comms – Compound Power (Total: 23 active points, 10 real cost)
**Nightvision (5 Active points), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4) (Real Cost 2)
**Radio Perception/Transmission (Radio Group) (10 Active points), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4) (Real Cost 5)
**Ultrasonic Perception (Hearing Group) (3 Active Points), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4) (Real Cost 1)
**Ultraviolet Perception (Sight Group) (5 Active Points), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4) (Real Cost 2)
Iceblade’s hood and mask provides a HUD to display information, as well as a commlink to allow him to communicate with others. It also provides him with enhanced senses, to better navigate in the shadows.
0
6
3. Psychic Defense – Mental Defense (30 points total) (26 Active points), Always On (-1/2), OIF (-1/2), Only in Heroic Identity (-1/4), Conditional Power (Does not work with EMPs, -1/4)
Iceblade’s hood includes a psychic Faraday cage, allowing him to better resist mental attacks.
0
Magic Powers
Cost
Power
End
40
Kōtta Kaze (Frozen Wind) – Multipower 80 point reserve, All slots Personal Immunity (+1/4) (100 Active Points), all slots OAF (-1), Only in Heroic Identity (-1/4), Real Weapon (-1/4)
Iceblade’s sword, Kōtta Kaze (Frozen Wind), is an enchanted katana bearing the spirit of a yuki-onna. The spirit inhabiting the blade gives the weapon several powers.
3u
1. Fuyu no Hitokuchi (Winter’s Bite) – Killing Attack (HTH) 3d6 (3 1/2d6 w/STR), Reduced Endurance (1/2 END, +1/4), Armor Piercing (+1/2) (79 Active Points), OAF (-1), Only in Heroic Identity (-1/4), Real Weapon (-1/4)
Winter’s Blade is an ability which allows the wielder to cut with the ferocity of a winter wind, cleaving armor and rending flesh.
3
2u
2. Fuyu no Ibuki (Winter’s Breath) – Major Transform 3d6-1 (Flesh to Ice, Transform), Continuous (+1) (80 Active Points), No Range (-1/2), OAF (-1), Only in Heroic Identity (-1/4), Real Weapon (-1/4), Concentration (1/2 DCV, -1/4), Incantations (-1/4)
The Breath of Winter is a terrible spell which can transform living flesh to unmelting ice.
8
2u
3. Fuyu no Kyōfū (Winter’s Gale) – Energy Blast 8d6, Area of Effect (9m Cone, +1) (80 Active Points), OAF (-1), Only in Heroic Identity (-1/4), Real Weapon (-1/4), No Range (-1/2), Required Hands: Two-Handed (-1/2), Concentration (1/2 DCV, -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4)
The Winter’s Wind is a powerful slash, empowered by magic. From the blade, a cone of icy magic flies out, lashing all in it’s path with slashing ice and wind.
8
8
Incubus Ring – Elemental Control, 60 point powers (30 active points), all slots OAF (-1), Conditional Power (Cannot be used in antimagic fields, -1/4), Always On (-1/2), Limited Power (Only Works on Women, -1)
Iceblade’s ring houses the soul of an incubus. This provides the wearer with many benefits related to seduction and charming the unwary.
7
1. Incubus Glamour – Compound Power (Total: 68 Active Cost, 18 Real Cost).
**+30 PRE, Inherent (+1/4) (37 Active Points), Limited Power (Only works on Women, -1), OAF (-1), Conditional Power (Cannot be used in antimagic fields, -1/4), Always On (-1/2). (Real Cost: 10)
**+50 COM, Inherent (+1/4) (31 Active Points), Limited Power (Only works on Women, -1), OAF (-1), Conditional Power (Cannot be used in antimagic fields, -1/4), Always On (-1/2). (Real Cost: 8)
The Incubus Ring gives its wearer the confidence and presence of the sex demon trapped within it, making it impossible for women to ignore him, while at the same time wreathing him in an illusion making him appear to be an ideal mate.
0
9
2. Kiss of the Incubus – Mind Control 8d6 (Human minds), Reduced Endurance (0 END, +1/2), Cumulative (+1/2), Persistent (+1/2) (100 Active Points), Limited Power (Only works on Women, -1), Skin Contact Required (-1), Set Effect (Only to Inflict/Control Love, -1), Side Effects (Occurs whenever used – Compulsion to have sex with target, -1), Extra Time (Full Phase, Delayed Phase, -3/4), OAF (-1), Conditional Power (Cannot be used in antimagic fields, -1/4), Always On (-1/2), Does Not Provide Mental Awareness (-1/4)
Whenever the wearer of the Incubus Ring makes skin contact with a woman and lets it linger for more than a moment, the ring casts a powerful love spell upon the woman, while at the same time issuing a compulsion to the wearer to consummate the woman’s newfound attraction.
0
Total Spent
314
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