Superstar - Ask Me Anything

Superstar - Ask Me Anything

I made this of a poll on another site, over which one of my characters people wanted to ask questions. I plan to do a follow up piece with Superstar answering those questions at some point.

u/ThePBG48 — 3 days ago

F-22 Raptor

I always felt the jet fighter in the fire book was a tiny bit undercooked. so I had a go at making my own version.

I am not used to posting up my Mutants and Madtermind designs here, so feedback would be appreciated.

Cost: 36 Equipment Advantage or 175  points and 4 features - Total of 40 points

Size: Gargantuan 

Strength: 12

Toughness: 10

Defense: 18

Flight: 10 - 4 Miles per Turn/1,500 (2000) Mph

Features

  • Navigation Systems: Grants a +5 Bonus to navigation tests
  • Ejector Seat: When the craft is destroyed the pilot can safely eject
  • Radio: The craft has a built in radio
  • IFF: The Raptor and allied units broadcast a IFF, an Identify Friend Foe system: as such they can differentiate between allied units and designate unknown ones as enemies.

 

Powers: 

  • Pressurised Cockpit
    • Descriptor: Electronic 
    • Range: Self
    • Action: Permanent 
    • Duration: Permanent 
    • The Raptor has a pressurised and heated cockpit and while still somewhat cold, protects the user from the extreme temperatures of the exterior.
    • The user of the craft is immune to suffocation from high altitude flight and the cold which results from such high conditions.

EMP Shielding

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent

 

Through careful construction and electronic insulation, the Raptor is immune  to EMP effects 

TAG Sensor

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • Range: 100,000 feet or 18.9 miles
  • This sense can detect if an opponent has been tagged by a laser designator. 
  • This sense is accurate out to 100,000 feet 18.9 miles before suffering a -1 to targeting
  • This sense is linked to the Missile and bomb weapons and provides a +4 to weapon attack checks if the target is tagged.

 

Radar

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • Range: 1,000,000 feet or 189.9 miles
  • The Radar sense is a radius range effect out to 1,000,000 feet or 189.9 miles before it suffers a -1 to Perception. 
  • The range of the horizon at cruising altitude is 250 miles, to bypass the limit of the horizon,  the Raptor has penetrate concealment sense, and can shoot over the horizon.
  • However the penetrate concealment cannot penetrate sufficiently dense or radar absorbing materials like lead or most of the surface.
  • Targets spotted by this sense are accurate and may be targeted by sense weapons.

IFF

  • Descriptor: Electronics 
  • Range: Self
  • Duration: Permanent 
  • The IFF awareness can pick up Freindly units broadcasting a IFF: this aids in preventing Freindly fire at extreme range.

 

ECM

  • Descriptor: Electronics 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • The Raptor is concealed against visual senses of Radar and infared systems and is concealed against heat senses. 
  • The raptor gains a +4 to stealth checks vs technological sensors

 

ECCM

  • Descriptor: Electronics
  • Range: Self
  • Action: Free - Skill Check
  • Duration: Permanent 
  • The Raptor can counter the effects of concealment against radar senses. But the pilot must make a DC: 11 Technology Skill check.

Flare System

  • Descriptor: Electronics
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • As an action the Raptor can detect incoming projectiles with the homing quality which can give off a heat signature (like missiles). The raptor can roll a d10 and on a 11 or higher the immunity to Homing attacks activates, on a 10 or lower it fails, and the weapon can make an attack roll.
  • The Flare System is Noticeable

Missile

  • Descriptor: Explosive 
  • Range: Perception - Radar
  • Action: Standard - Attack
  • Blast: 480 feet radius
  • Damage: 11
  • Dodge/Toughness DC: 26
  • If the opponent is concealed from radar or heat the attack can still be made with a -5 circumstance modifier to its attack check, and does not gain homing.
  • The missile attack has a homing level of (6), allowing for a reroll on a failed attack every turn for 6 turns - 1 minute. The homing attack tracks via heat so can be negated by concealment visual infrared.
  • The attack has the unreliable modifier, inferring a combined limit of 8 missiles or bombs. If the GM is willing the craft may mount more bombs or missiles externally to the craft, negating the ammo limit, but this leaves it vulnerable quality. Halving its Dodge from 18 to 14.  Or the user can spend a hero point to replenish their ammo.

 

Bombs

  • Descriptor: Explosive 
  • Range: Perception - Radar
  • Action: Standard - Attack
  • Blast: 1920 feet radius
  • Damage: 12
  • Dodge/Toughness DC: 27
    • These attacks are inaccurate and suffer a -4 to hit.
    • The attack has the unreliable modifier, inferring a combined limit of 8 missiles or bombs. If the GM is willing the craft may mount more missiles and bombs externally to the craft, negating the ammo limit, but this leaves it vulnerable quality. Halving its Dodge from 18 to 14.

  

Auto Cannons

  • Descriptor: Ballistic  
  • Range: 400/800/1,600 feet
  • Action: Standard - Attack 
  • Damage: 6
  • Toughness DC: 21
  • This attack has Multi-Attack

 

Points

Total: (180) or (36 points) + 4 Features 

Features (4)

  • Navigation Systems: +5 to  navigate
  • Ejector Seat
  • Radio 
  • IFF: Identify Friend Foe Device

 

Size: Gargantuan (4)

  • Strength: 12 - 12
  • Toughness: 11 - 10
  • Defence: -4 - 18

Flight (20) 

4 miles per second/1,500 to 2000 mph

Toughness (-1)

Defense: (12)

Form: ((35))

Powers : ((155))

Immunity (4)

Suffocation (1)

Cold (1)

EMP (2)

Radar Sensor (12)

Awareness (1): Heat

Range (1)

Radius (1)

Accurate (2)

Extended (5)

Penetrates concealment (4)

Quirk (-1): -5 to detect hunan sized targets 

Quirk (-1): Cannot penetrate deep items like lead 

Tag Sensor (10)

Detect (1): Tagged

Range (1)

Accurate (2)

Extended (3)

Accurate (2)

IFF (1)

Awareness (1): IFF

ECCM (1)

Counter Concealment (2) x1  ‎ = 2 

Skill Check (-1): Tech Use

ECM (10)

 Concealment (2) x4 ‎ = 8

Heat Senses  2

Radar 2

Visual Infrared 4

Enhanced Stealth (1) - Limited to technology (-1) = 2pp x2 = (2)

Flare System (2)

Immunity (1): Homing - Unreliable (-1): Tech Use = 2pp x3 = (3)

Noticable (-1)

Heat Seeking Missile  (82)

Perception Range Damage (3) + area  (1) + extended (4) - Unreliable (-1) = (7) x11 ‎ = 77

Heat tracking 

Homing (6) - 1 Minute

Has 8 missiles or bombs 

Multi Bomb (1) Alt

Perception Range Damage (3) + Area (6) - Limited (-1): Ground  - Unreliable (-1) = (7) x12 = (84) - Inaccurate (-2) = (82)

Has 8 missiles or bombs 

Auto Cannon (21)

Blast (2) + Mukti Attack (1) = (3) x6 = (18)

Extended Range (4)

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u/ThePBG48 — 7 days ago
▲ 8 r/40krpg

Rogue Trader: A question about components?

Hey. I’m just curious about what are some interesting ship components in the Fantasy Flight Rogue Trader TTRPG, that people feel don’t get enough love?

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u/ThePBG48 — 8 days ago

Hero Concept: Lonestar

I recently created this new hero as a NPC for my mutants and mastermind campaign: and am including him in my Suoerhero setting.

he is a bit thin on backstory so I’m looking for ideas.

What I have is that he is the son of two WWII Superhero’s (NPCs in my campaign.) One of whome was a circus pistol trick shooter recruited to fight Nazis, and the other was a Supergirl like heroine.

Lonestar has a pretty broad set of generic powers. Superstrength, some super speed, flight, high durability and is pretty talented with a pistol (think revolver ocelot but using super hearing to target people).

He is also a pretty old hero, who first began superheroing back in the 1960s, and has kept up heroing ever since. While now almost 80, his decelerated aging makes him seem still be in his 30s to 40s.

He owns a ranch, loves horses… though cannot ride them, as he is way to heavy (just under 800lbs: he’s talk at about 6’8, though I’m still deciding).

Personality wise is he is kinda meant to fly in the face of the idea: ‘you live king enough to become the villain.’ He is still honest, humble and heroic, even after 80 years fighting, and everyone around him either dying or just moving away (he loses his dad on the Korean War and his mum is arrested for a accident which she submits too. Honestly like his mum he very much respects the rule of law… hence the cowboy theme: though it’s more spirit of the law rather than letter.

He also tends to treat every woman he meets with the utmost kindness, and tends to call everyone sir or madam. After all ’mana told me ta never to hit a lady.’ He has been married once to a ordinary women who past away decades ago and despite his powers there was nothing he could do.

He also has a lasso and while powered does lack any super powered range options and relies on his pistol or flicking or throwing objects.

One extra eccentricity is his ‘sidekick’ and longest running Freind: a literal Pegasus which he either stole/rustled from a Greek god… or was gifte. I’m still undecided: but yes there is a certain level of redundancy that he can fly and rides a flying horse.

Anyway, any ideas, questions or thoughts would be appreciated

u/ThePBG48 — 15 days ago

One of my Russian heroes. Krasnaya is a fourth generation meta human with a very convoluted family history. Great grand daughter and grand daughter to two of the greatest heroes in the Soviet Union, and grand daughter of one of the most powerful American heroes through a star crossed forbidden love story.

Her grandmother went on the run after her and Krasnaya‘s great grandfather backed the wrong side in a meta human coup near the end of the Soviet Union (leading to both her great grand father and grand fathers death.) With Krasnaya and her mother raised on the edge of Russian society in Siberia in hiding.

A generation removed from the trauma of the coup, Krasnaya grew up on stories of her grand parents and great grandfather and was inspired to become a globe trotting hero.

Best described as Superman levels of altruism keyed to “I do what I want attitude.” And what she eats to do is save your arse!

Powers include Superstrength, flight, durability furled by kinetic and energy absorption, so she metabolises everything from a punch to the face to sunlight. Her body converts most of this energy into thermal waste which Shexan use to superheat her body.

Setting wise she is the fastest flyer in my setting as she grew up trying to outrun her mother to get out and see the world.

Her hair is also next to indestructible.

u/ThePBG48 — 1 month ago