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Post by TheUdjat on Jun 13, 2008 7:54:43 GMT -5
Correct, as long as you understand that you'll only be adding +7 to your check versus the DC. That's all I was trying to say. He's got two trade-offs. Per Page 24 of the main book, you can trade-off Attack and Saves, or Defense and Toughness--the logic being that both are fairly balanced. If you are more accurate but less damaging, it's balanced. If you're easier to hit, but tougher to damage, it's balanced. In short, there is no Attack/Toughness trade-off. His Defense, though, is 5, thus justifying his 9 Toughness. His Attack is 5, allowing his Saves to hit a max of 9 (when there is an attack roll being made--otherwise there's no trade-off). Make sense? His Telekinesis is Alternate Power 2 in his array. My life is largely caffeine free. I can have a little bit without problems, but too much caffeine (say, a 20 oz coke or a cup of coffee) gives me migraines. It also doesn't give me any kind of energy or focus at all, making caffeine pretty pointless in the first place. I just avoid it entirely, except in tea (which I love; but I drink white tea, predominantly, which has very little). I think I might be missing Lily a little bit. I never did get to play her a whole lot. I stumbled over the old Armada-Magisterios-Lily intro the other day, and forgot how cool it was. Maybe I'll expand it into a real story someday. Adelle (the wizardess) is quite different, though.
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Post by Badasterysk on Jun 13, 2008 10:24:26 GMT -5
In short, there is no Attack/Toughness trade-off. His Defense, though, is 5, thus justifying his 9 Toughness. His Attack is 5, allowing his Saves to hit a max of 9 (when there is an attack roll being made--otherwise there's no trade-off). Make sense? It makes very much sense. However, I'm interpreting that the Attack/Save tradeoff applies to a single power (or arrayed power), not all the powers in an array. Comments? Yeah, I found it after I posted and have edited. Validation!!!! It's good to know that I'm not the only one out there. My friends all think I have some freakish, dysfunctional metabolism or something. Those characters would've been fun! Can't wait to see what you've come up with.
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Post by TheUdjat on Jun 13, 2008 11:26:53 GMT -5
In short, there is no Attack/Toughness trade-off. His Defense, though, is 5, thus justifying his 9 Toughness. His Attack is 5, allowing his Saves to hit a max of 9 (when there is an attack roll being made--otherwise there's no trade-off). Make sense? It makes very much sense. However, I'm interpreting that the Attack/Save tradeoff applies to a single power (or arrayed power), not all the powers in an array. Comments? As long as the Attack/Save of any given effect is balanced, I wouldn't say it matters. If that means you do it by lowering your overall Attack Bonus, that's cool, but you could also raise it with the Accurate power feat. For instance, say I have a blast. A big freaking beam of, oh, fire. It's not very accurate, but it does a ton of damage. So I use my regular Attack for it (+3), but give it 11 ranks for a DC 26 Toughness Save. That's a blast of fire most people will simply not survive--if it hits. Now let's say I make an alternate of that power that's a fine, pin-point exact needle of fire. Far more accurate, but not so much damage. So I bump up the Attack Bonus to +11 (Accurate x4), but only give it 3 ranks, for a DC 18 Toughness Save. It's a lot more likely to hit, but it just doesn't have the same punch. In neither case need someone change their overall Attack Bonus. It follows to reason that one shouldn't need to adjust it overall each time they use the Trade-off rule. As long as each given effect has traded off appropriately, I'd think it's fine.
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Post by Badasterysk on Jun 13, 2008 14:22:05 GMT -5
In neither case need someone change their overall Attack Bonus. It follows to reason that one shouldn't need to adjust it overall each time they use the Trade-off rule. As long as each given effect has traded off appropriately, I'd think it's fine. That makes sense to me. Should the Trade-off then be decided (and therefore non-adjustable) when the power is taken? I don't see the Trade-off as something that can be changed from round to round or at whim.
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Post by TheUdjat on Jun 13, 2008 14:34:38 GMT -5
In neither case need someone change their overall Attack Bonus. It follows to reason that one shouldn't need to adjust it overall each time they use the Trade-off rule. As long as each given effect has traded off appropriately, I'd think it's fine. That makes sense to me. Should the Trade-off then be decided (and therefore non-adjustable) when the power is taken? I don't see the Trade-off as something that can be changed from round to round or at whim. Agreed. There's really no way to alter a power afterwards, short of having a Variable of some sort. The best you can do is reduce the power (by choosing to use less ranks of a power), but that doesn't improve the attack roll. I've got my sheet to post. It's gigantic. I can't believe I made such a complicated character for a damn Short. This better turn into a campaign!
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Post by TheUdjat on Jun 13, 2008 14:38:46 GMT -5
Note: I haven't even added in the backstory, appearance, etc. yet! Damn, man. Still, here she is, at least mechanically.
Basic TraitsName: Adelle Kincaid Concept: Streetwise Wizardess Origin: Magic (Training) Allegiances: Good, Shadow Circle Age: 24 Height: 5’6” Weight: 120 Hair: Curly, Brown, Short Skin: Caucasian, slightly pale Ability Scores [10 points] Str 10 Dex 10 Con 10 Int 14 (+2) Wis 14 (+2) Cha 12 (+1) Combat [10 points] Attack Bonus: +3 Defense Bonus: +2/+7 (+1/+3 Flatfooted) Base Saves [20 points] Fortitude: +4 (4 Base + 0 Con) Reflex: +8 (8 Base + 0 Dex) Will: +10 (8 Base + 2 Wis) Toughness: +0 / +2 (w/ Equipment) / +5 (w/ Eye of Thoth) / +7 (w/ both) Feats [16 points] Equipment x7 (35 points) Minions x3 (Familiar; 45 points) Luck x3 (+3 Hero Points) Improved Initiative Ritualist Artificer Skill Ranks [18 points] - Concentration: +8 / +14 (6 Ranks + 2 Wis / + 6 Ranks w/ Focus)
- Craft (Alchemy): +10 (8 Ranks + 2 Int)
- Craft (Artistic): +8 (6 Ranks + 2 Int)
- Drive: +5 (5 Ranks + 0 Dex)
- Knowledge (Arcane Lore): +12 (10 Ranks + 2 Int)
- Knowledge (Art): +6 (4 Ranks + 2 Int)
- Knowledge (History): +6 (4 Ranks + 2 Int)
- Knowledge (Theology/Philosophy): +6 (4 Ranks + 2 Int)
- Knowledge (Streetwise): +6 (4 Ranks + 2 Int)
- Notice: +8 / +10 (6 Ranks + 2 Wis / + 2 Ranks w/ Focus)
- Search: +8 (6 Ranks + 2 Int)
- Sense Motive: +8 (6 Ranks + 2 Wis)
- Languages: English, Egyptian (Coptic), Egyptian (Hieroglyphics), Arabic
MagicOpening the Third Eye[/color] [Magic] With focus and concentration, Adelle can open her Wizard’s Eye to look at the world around her, seeing the true nature of things. Unfortunately, these sights can often be terrifyingly beautiful or horrific, and can be extremely absorbing. Mechanics: Super-senses, 4 ranks (Detect Magic, Ranged; Vision Counters Illusion). Flaws: Distracting (-1). [2 points] The Watchful Eye of Horus [Magic, Light] Adelle can use her magic to summon a tiny globe of sunlight to hover near her, providing illumination. It is a simple, if time-consuming rote. Mechanics: Environmental Control (Light). Bright light (2/rank) to 5’, Dim light (1/rank) to 25’; 3 ranks total. Flaws: Action (-1, Full-Round). Feats: Tether. Drawbacks: Action (-1, 1 minute). [2 points] Magic Aura Magic isn’t all a blessing, though. The chaotic and otherworldly nature of arcane power has a tendency to interact poorly with modern technology—anything created after about the 1950’s. It’s like Murphy’s Law, magnified tenfold. Things break down. The more expensive and complicated, the more quickly they tend to break down around Adelle. But it just never seems to work out in her favor, things breaking down at the most inopportune moments. Mechanics: Drawback (Very Common, Minor Intensity). [-3 points] Evocation Magic [Magic] Adelle’s primary means of spell-casting, termed Evocation, centers largely around the manipulation and creation of fire, air, and sand to create various effects. However, like any self-respecting wizard, she has learned some of the basics—creating a veil, hexing technology, and countering other magic. But like most magic, properly bending the laws of reality requires incredible focus. Mechanics: Array (Magic), 5 ranks (Provides 10 points). Flaws: Check Required (-1, Concentration DC 10+Rank). Feats: Alternate Power x7. Drawbacks: Power Loss (-3, when unable to gesture and speak). [9 points] - The Vengeful Gaze of Ra [Magic, Fire] No self-respecting wizard would be caught without a means of defense. Adelle can send a blast of fiery energy at her opponents, like a blazing ray of the desert sun.
Mechanics; [Default Power] Damage, 5 ranks. Extras: Ranged (+1) . [10 points]
- Rage of the Desert Winds [Magic, Air] Adelle can manipulate the very air itself, using it to bowl over opponents, move distant objects, or whatever else her mind can conjure up. The winds always seem to tend towards the hot and dry side, sometimes with a bit of sand.
Mechanics: [Alternate Power 1] Move Object, 5 ranks (Str 25, or +5 Str Bonus). Extras: Range (+1, Perception). Flaws: Duration (-1, Concentration). [10 points]
- The Sands of Ptah [Magic, Earth] Earth can be a powerful force. Adelle exerts her will on the element by throwing out a handful of sand, using it to spontaneously create more as necessary, bending and shaping the fluid earth to suit her needs and then rigidly locking it in place. It’s handy for creating the occasional wall, club, ladder, bridge, or whatever else comes to mind.
Mechanics: [Alternate Power 2] Create Object, 5 ranks (Five 5’ cubes of material, Toughness 5, 25 Str or +5 Str Bonus). [10 points]
- Death of the New Miracle [Magic, Chaos] Technology always seems to have trouble functioning around Adelle. Usually this is to her own detriment, but she has taken the time to learn to summon up those random magical energies in force in an effort to snuff out electronics and machinery around her.
Mechanics: [Alternate Power 3] Nullify (Technology), 3 ranks. Extras: Area (+1, Burst 30’), Duration (+1, Concentration). Flaws: Range (-1, Touch). Feats: Progression (10’ Area/rank). [9 points]
- The Word of Shattering [Magic] Adelle wouldn’t be much of a wizard if she couldn’t deal with someone else’s wizarding. Faced with rival magic, Adelle can sometimes break the tenuous order and manifestation of will to make a spell fizzle into nothingness.
Mechanics: [Alternate Power 4] Nullify (Magic), 3 ranks. Extras: Area (+1, Burst 15’). Feats: Selective. [10 Points]
- Shroud of the Mirage [Magic, Illusion] Considered an essential skill for any wizard, Adelle has been sure to learn a reliable veil for regular use. She delicately removes any awareness of her appearance, the air where she might have been appearing empty, hazy, like a desert hallucination. Mechanics: [Alternate Power 5] Concealment, 6 ranks (Visual, Audio). Flaws: Phantasm (-1). Feats: Close Range, Selective. [8 Points]
- Storm of Blinding Sands [Magic, Air, Earth] Tossing a handful of sand to the air, Adelle combines her talent for moving the winds with her creation of hot sands, conjuring up a blinding, disorienting sandstorm.
Mechanics: [Alternate Power 6] Obscure (Vision, Total), 2 ranks. Extras: Independent (+0). Feats: Progression (10’/rank) [5 points]
Linked with: Environmental Control (Hamper Movement; Quarter Speed), 2 ranks. Extras: Independent (+0). Feats: Progression (10’/rank) [5 points]
Rounds 1 and 2: 20’ Radius Area: Quarter Movement, Total Concealment. Rounds 3 and 4: 10’ Radius Area: Quarter Movement, Total Concealment. Round 5: Sandstorm dissipates.
- The Searing Claws of Ra-Horakty [Magic, Air, Fire] Adelle unleashes another fistful of sand, super-heating them to glass and launching them at her enemies in a cutting spray of heated shards, blinding and damaging her foes.
Mechanics:[Alternate Power 7] Damage, 2 ranks. Extras: Area (+1, Cone). [4 points]
Linked with: Dazzle (Visual), 2 ranks. Extras: Area (+1, Cone). Flaws: Range (-1, Touch). [4 points]
Creates a 20’ Cone. Reflex DC 12 to avoid. If hit, Toughness Save DC 17 and blinded. May make a DC 12 Fortitude save each round to recover vision. FociStaff [Magic] Adelle uses a reddish staff carved with Coptic markings as her focus for Evocation magic. It substantially increases her concentration, allowing her to do more powerful and complicated spells. The staff is topped with a golden ankh, crafted by her own hand, which always seems to be unusually warm. Mechanics: Device (Easy to Lose), 3 ranks (Grants 15 points). [9 points] - Improved Concentration [Magic, Order] The staff literally makes it easier for Adelle to concentrate—it even helps her notice things better.
Mechanics: Enhanced Skills, 2 ranks (+6 ranks Concentration, +2 ranks Notice). [2 points]
- Improved Evocation [Magic] The staff easily and willingly channels Adelle’s power, much of it erupting from the golden tip of the focus—when she creates fire, moves the winds, or manipulates sands.
Mechanics: Enhanced Array, 7 ranks. [7 points]
- Sekhmet’s Burning Vendetta [Magic, Fire] Not much point having a staff if you can’t hit someone with it. Adelle was careful to give her focus a little special enchantment, for hitting someone too close—the end of the weapon erupts in flames, bludgeoning foes with unusual force.
Mechanics: Damage, 5 ranks. Feats: Accurate. (+5 to hit, DC 20 Toughness) [6 points] The Udjat [Magic, Abjuration] Adelle is almost never found without her amulet around her neck—a golden, circular pendant with the Eye of Thoth emblazoned on it. It is her protective ward, having saved her life numerous times. Mechanics: Device (Hard to lose), 3 ranks (Grants 15 points). [12 points] - Swirling Winds [Magic, Air] Adelle’s amulet keeps a subtle air whirling and drifting around her, diverting close strikes and lessening the damage of more powerful hits.
Mechanics: Protection, 5 ranks. Enhanced Defense, 5 ranks. [15 points]
EquipmentAdelle has 35 points worth of equipment, used for the following: 357 Flood St. Chez Kincaid lies on the bend of Flood Street, a little stretch of suburbia on the outskirts of Freedom City. It’s one of the older neighborhoods, sort of neo-victorian, made a little bit before everything began to get built in the cookie cutter style. It has a nice wide porch, several floors, and a big, damp basement—plenty of space for her wizarding needs. Given its age, it wasn’t difficult to eliminate the need for modern conveniences like electricity, gas heaters, and so forth, either. All the better, really. Mechanics: Headquarters, size small (house). Toughness +10. 10 Features. [11 points] - Guest Rooms Adelle’s house has lots of unused rooms, especially in the upper levels—convenient in case she has guests. Which is never. But it does mean she gets the master bedroom all to herself, which is cool. When not in use, she keeps them locked up, without furnace heat, to save on her precious resources.
Mechanics: Living Space (Can house about 7 comfortably).
- Study Like any good wizard, Adelle has her share of eldritch tomes and brittle scrolls. She also has an up-to-date Encyclopedia Brittanica, dozens of other reference books, Atlases, and so on. Everything one might need to do research and acquire information—except a computer, of course. Her study is organized by card catalog.
Mechanics: Library (May take 20 on certain knowledge checks: Arcane Lore, History, Art, all the Sciences, Theology/Philosophy, and Tactics. Does not cover Pop Culture, Streetwise, Current Events, or Technology).
- Basement Lab The dank basement is a great place to do magical research, brew potions, carve fetishes, and engage in all other sorts of arcane esoterica. Here Adelle keeps containers of various arcane reagents and so forth, and some of her personal notes on magical theory.
Mechanics: Workshop. Specifically for Alchemy and Artistic, in the execution of the Artificer feat. Also where she tends to go for researching for the Ritual feat.
- Wood Furnace Adelle lives the old-fashioned life—she pretty much has to. A big furnace rests in one part of the basement (well away from her notes), where she can shovel in wood to get heat in the winter. The old house has several fireplaces as well for the same purpose, and she keeps a handful of kerosene heaters, oil lamps, candles, and other old-fashioned means of light and heat. She even cooks on a wood-burning stove and oven, and uses an ice box (with actual ice) for her chilling needs. It’s pain, but it works.
Mechanics: Power System. Since Adelle doesn’t rely on outside electricity, power outages are less of an ordeal, and she keeps a big stash of chopped wood for emergencies.
- Wards So she can’t have a security system—so what? Adelle makes up for it with the liberal use of magic wards and arcane defense systems. After all, she has to worry about intruders worse than the average burglar. Not surprisingly, being magic, her defenses are somewhat difficult to bypass.
Mechanics: Security System x3 (DC 30 Disable Device to bypass). Adelle’s alarms mentally alert her (and any residents she designates) about an intrusion, and lock the house up tight against intrusion—but they don’t create any noise. Adelle has other ways of dealing with intruders...
- Arcane Defenses Triggering the alarm system (typically by trying to break in or enter without permission) also triggers a specific set of enchantments Adelle has laid over her home. With a rush of wind, unwelcome visitors suddenly have their recent memories altered—their reasons for coming to the house, anything that happened there, all switching it to something innocuous and, ultimately, forgettable. But the most important aspect of the spell tells intruders that they were just leaving...
Mechanics: Defense System. Power: Mental Transform, Will Save DC 17 or have their memories rewritten to convince them they were just leaving after a short visit with inconclusive and forgettable results. The spell also ensures that their memories tied to the house are erased or changed, ensuring her secrecy and security.
- Fire Wards Sometimes the danger to her house is internal. With so much fire being used, it was only practical to install an arcane means of dealing with it. When the wards sense fire endangering the house, choking sands rush out to snuff the flames and keep the place safe. It’s a pain to clean up, though.
Mechanics: Fire Prevention System. Functions as a Nullify (Fire) effect at PL 5.
- Greater Circle Most of Adelle’s ‘prisoners’ tend to be nasty things she’s summoned up to negotiate with, but occasionally she can stick more mundane folks in there. The carefully laid circle, all made of gold bands etched with Coptic symbols, expertly keeps dangerous guests within it.
Mechanics: Holding Cell. Toughness +10, Nullify PL7. Important Belongings While the house is easily her most prized possession, Adelle owns a number of other important things—an old-fashioned, WWII-era motorcycle (complete with a sidecar); an undercover shirt for a little extra protection; and a reliable, double-barrel shotgun. Mechanics: Motorcycle (+5 Str), Undercover Shirt (+2 Toughness), Shotgun (Attack +5, Blast 5 (buckshot) or Attack +3, Blast 6 (slugs)). [24 points] Seshat; FamiliarAdelle’s best friend and closest confidant, perhaps unavoidable, is her cat. Seshat is a bronze-colored Egyptian Mau, spotted and sassy, and far too smart for the average animal. No surprise that such a proximity with Adelle’s magic has started to rub off on the cat, granting her abilities suitable do a wizard’s familiar. Mechanics: Minion, 3 ranks (45 points). Abilities [3 points] Str: 3 (-4) Dex: 16 (+3) Con: 10 (+0) Int: 12 (+2) Wis: 12 (+1) Cha: 10 (+0) Combat [8 points] Attack: +4 (2 Base + 2 Size) Defense: +8 (2 Base + 2 Size + 4 Feats) Initiative: +11 (3 Dex + 8 Feats) Saves [9 points] Fortitude: +2 (2 Base + 0 Con) Reflex: +8 (5 Base + 3 Dex) Will: +3 (2 Base + 1 Will) Toughness: +0 (0 Con – 2 Size + 2 Feats) Feats [11 points] Dodge x4 Defensive Roll x2 Evasion x2 Improved Initiative x2 Uncanny Dodge Skills [7 points] Acrobatics: 8 (+11) Climb: 9 (+5) Notice: 3 (+4) Stealth: 8 (+11) Knowledge (Current Events): 2 (+3) Additional Languages: English, Egyptian (Coptic) Powers [15 points total] - Shrinking 8 (Tiny; Feats: Innate. Flaws: Permanent.) [5 points] - Super-senses 3 (Low-light Vision, Scent, Tracking) [3 points] - Super-movement 1 (Slow Fall) [1 point] - Communication 6 (Mental; Feats: Subtle x2. Flaws: Limited: Adelle.) [4 points] - Comprehend 2 (Animals. Flaws: Limited: Felines.) [2 points] Drawbacks [-8 points] Mute (Very common, moderate; 4 points) No hands (Very common, moderate; 4 points) Summary of Points SpentAbilities: 10 Combat: 10 Saves: 20 Feats: 16 Skills: 18 Powers: 34 Drawbacks: -3 Total: 105 Spells w/ Evocation Focus(This is just a summary of how Adelle’s Arrayed powers are improved through the use of the Focus) - The Vengeful Gaze of Ra [Magic, Fire] With the aid of her focus, Adelle’s fire is much more controlled and intense, even lingering around her opponent for several seconds to continue burning them.
Mechanics; [Default Power] Damage, 7 ranks. Extras: Ranged (+1), Secondary Effect (+1, deals damage on next round). Feats: Precise, Accurate x2 (+4 Attack). [24 points]
- Rage of the Desert Winds [Magic, Air] Greater focus allows Adelle to pour more force and strength into the winds she yields, allowing her to pull off truly impressive feats—like hurling a car with the force of a twister.
Mechanics: [Alternate Power 1] Move Object, 11 ranks (Str 55, or +11 Str Bonus). Extras: Range (+1, Perception). Flaws: Duration (-1, Concentration). Feats: Precise. [23 points]
- The Sands of Ptah [Magic, Earth, Air] Use of the focus allows Adelle to produce more sand through her magic, and to combine her use of the sands more easily with her power over air.
Mechanics: [Alternate Power 2] Create Object, 6 ranks (Six 25’ cubes of material, Toughness 6, 30 Str or +6 Str Bonus). Extras: Movable (+1). Feats: Stationary, Selective, Tether, Progression x2. [23 points]
- Death of the New Miracle [Magic, Chaos] With the added focus, Adelle can project her technology-disrupting aura out to a greater distance, finally putting her subtle curse to good use.
Mechanics: [Alternate Power 3] Nullify (Technology), 7 ranks. Extras: Area (+1, Burst 70’), Duration (+1, Concentration). Flaws: Range (-1, Touch). Feats: Progression (10’ Area/rank). [22 points]
- The Word of Shattering [Magic] It only stands to reason that better control over magic leads to an improved capacity to dispel magic.
Mechanics: [Alternate Power 4] Nullify (Magic), 7 ranks. Extras: Area (+1, Burst 15’). Feats: Selective. [22 Points]
- Shroud of the Mirage [Magic, Illusion] With the focus, not only can Adelle mask herself from notice, she can do so for others around her, veiling an entire group from being seen or heard.
Mechanics: [Alternate Power 5] Concealment, 6 ranks (Visual, Audio). Extras: Affects Others, Area (Burst, 30’). Flaws: Phantasm (-1). Feats: Close Range, Selective (Concealment), Selective (Targets). [21 Points]
- Storm of Blinding Sands [Magic, Air, Earth] Improved control over air and earth likewise improves the sandstorm Adelle is capable of conjuring.
Mechanics: [Alternate Power 6] Obscure (Vision, Total), 5 ranks. Extras: Independent (+0). Feats: Progression (10’/rank). [11 points]
Linked with: Environmental Control (Hamper Movement; Quarter Speed), 5 ranks. Extras: Independent (+0). Feats: Progression (10’/rank). [11 points]
Rounds 1 and 2: 50’ Radius Area: Quarter Movement, Total Concealment. Rounds 3 and 4: 40’ Radius Area: Quarter Movement, Total Concealment. Rounds 5 and 6: 30’ Radius Area: Quarter Movement, Total Concealment. Rounds 7 and 8: 20’ Radius Area: Quarter Movement, Total Concealment. Rounds 9 and 10: 10’ Radius Area: Quarter Movement, Total Concealment. Round 11: Sandstorm dissipates.
- The Searing Claws of Ra-Horakty [Magic, Air, Fire] Now the claws of Ra burn hotter and pierce deeper, ever threatening one’s eyes.
Mechanics:[Alternate Power 7] Damage, 6 ranks. Extras: Area (+1, Cone). [12 points]
Linked with: Dazzle (Visual), 6 ranks. Extras: Area (+1, Cone). Flaws: Range (-1, Touch). [12 points]
Creates a 60’ Cone. Reflex DC 16 to avoid. If hit, Toughness Save DC 21 and blinded. May make a DC 16 Fortitude save each round to recover vision.
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Post by Badasterysk on Jun 13, 2008 14:56:21 GMT -5
I've got my sheet to post. It's gigantic. I can't believe I made such a complicated character for a damn Short. Holy $#!t. At least it isn't my first go at this. That's the plan, assuming you guys enjoy the stories. BTW, 'Opening the Third Eye'... I'm just glad it's a female character. ;D
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Post by Deekin on Jun 13, 2008 16:50:07 GMT -5
Wow. I didn't think you could do Dresden than well with Mutants and Mastersminds. I was wrong. Also, Continualy tinkering with the character. More Social Skills, less powers " ----------Character Details---------Player Name: Deekin Character Name: Jacob Rashart Character Alias: Jake Rashart GM's Name: Badasterysk Age: 21 Height: 5'11"" Weight: 170 Hair: Black Eyes: Brown Power Level: 7 Power Points: 105 Appearance: Short, Brown hair, brown eyes, clean shaven, tends to dress in light colors, allways wears a T-shirt, regardless of the weather. -------------------------------------- ----------Background---------Y'know, some people conisder living in interesting times a curse. THEY ARE RIGHT. The emergance of superhumans turned the world upside down. I thought I managed to aviod the worst of it. Then I started reading minds. I didn't take long for me to realize that I had gained psionic powers. Yay me. Granted, I figured out how to make money. (It's easy to treat problems when you can erase negitive memories). Granted, I seem to be a trouble magnet, so sooner or laters, I'm going to get dragged into superheroics. -------------------------------------- ----------Ability Scores---------Strength: 10 (0) Dexterity: 12 (+1) Constitution: 10 (0) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) -------------------------------------- ----------Saves---------Toughness: +9 Fortitude: +4 Reflex: +4 Willpower: +10 -------------------------------------- ----------Combat---------Attack Bonus: +0 (melee), +5 (ranged) Damage Bonus: Unarmed +0 Grapple: +0 Defense Bonus: +5 (+0 flat footed) Initiative: +1 -------------------------------------- ----------Lifting Capacity---------Light Load: 33 lbs Medium Load: 66 lbs Heavy Load: 100 lbs Max Load: 200 lbs Push/Drag: 500 lbs -------------------------------------- ----------Movement Rate---------Base Speed: 30 ft/r / 60 ft/r / 120 ft/r Leap: 10 ft / 5 ft / 2 ft -------------------------------------- ----------Skills---------- Bluff - 10 (+11)
- Computers - 4 (+5)
- Concentration - 8 (+11)
- Diplomacy - 10 (+11)
- Disguise - 0 (+1)
- Drive - 6 (+7)
- Escape Artist - 0 (+1)
- Gather Info - 0 (+1)
- Handle Animal - 0 (+1)
- Intimidate - 10 (+11)
- Knowledge: Behavioral Sciences - 8 (+9)
- Notice - 6 (+9)
- Search - 0 (+1)
- Sense Motive - 10 (+13)
- Stealth - 0 (+1)
- Survival - 0 (+3)
-------------------------------------- ----------Feats---------- Attack Focus (Ranged) (5): +5 bonus to ranged attack rolls
- Dodge Focus (5): +5 dodge bonus
- Precise Shot (): No penalty for shooting or throwing into melee
- Assessment: Know a subject's relative offensive and defensive ability
- Equipment (2): 10 points worth of equipment
- Fascinate (1): Hold a subject's attention with 1 interaction skill
- Distract (1): Bluff or Intimidate check to daze an opponent for 1 round
-------------------------------------- ----------Powers---------Force Field {Psionic} - Power Rank 9 - Cost 11 (1 * 9 + 2) Power Feats: Subtle x2 Super-Sense {Psionic} - Power Rank 3 - Cost 3 (1 * 3) Description: Mental Awareness (I can see thoughs) Telepathy {Psionic, Mental } - Power Rank 10 - Cost 31 (2 * 10 + 11) Power Feats: Alt Power x 7, Subtle x2, Affects Insubstantal x2 Alternate Power 1 of Telepathy (24/24)Mental Blast {Psionic, Mental } - Power Rank 7 - Cost 24 (3 * 7 + 3) Flaws: Action: Full Power Feats: Subtle, Affects Insubstantal x2 Alternate Power 2 of Telepathy (24/24)Telekinesis {Psionic, Kinetic} - Power Rank 9 - Cost 24 (2 * 9 + 6) Description: Psychokinesis Extras: Perception Flaws: Distracting Power Feats: Precise, Subtle x2, Split Power x3 Alternate Power 3 of Telepathy (24/24)Mind Control {Psionic, Mental } - Power Rank 7 - Cost 24 (3 * 7 + 3) Extras: Concious Power Feats: Mental Link, Subtle x2 Alternate Power 4 of Telepathy (24/24)Emotion Control {Psionic, Mental } - Power Rank 7 - Cost 24 (3 * 7 + 3) Extras: Area: Burst, Insidious Flaws: Action: Full Power Feats: Selective, Subtle x2 Alternate Power 5 of Telepathy (23/24)Esp {Psionic, Clairvoyent} - Power Rank 10 - Cost 23 (2 * 10 + 3) Flaws: Feedback Power Feats: Subtle x2, Dimensional, Alternate Power 6 of Telepathy (24/24)Blast {Psionic, Kinentic} - Power Rank 9 - Cost 24 (2 * 9 + 6) Extras: Penetrating Flaws: Action: Full Power Feats: Subtle x2, Improved Range, Improved Knockback x3 Alternate Power 7 of Telepathy (24/24)Mental Transform {Psionic, Mental } - Power Rank 7 - Cost 24 (3 * 7 + 3) Extras: Continous, Perception, Alternate Save Flaws: Distracting, Action Full Power Feats: Subtlex2, Incureable -------------------------------------- ----------Complications---------AddictionDescription: Sufferes major headaches when goes for more than 24 hours without caffine. You don't want to be around a psyker with a bad headache -------------------------------------- ----------Cost Summary---------Abilities: 12 Combat: 0 Saves: 14 Skills: 18 Feats: 16 Powers: 45 Total Cost: 105 --------------------------------------" Equipment: Sports car 8 points Loft Room near FCU.
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Post by TheUdjat on Jun 13, 2008 17:11:19 GMT -5
Wow. I didn't think you could do Dresden than well with Mutants and Mastersminds. I was wrong. You can do anything with M&M, given the right amount of points. With Dresden, it just took figuring out how to do the Foci right. After that it got easy. Didn't wind up with the points to figure in a Soulgaze, or even to do the Third Eye the way I wanted to, but it's the thought that counts. Hopefully, the character will turn out different enough from Harry to be satisfying. Right now she kinda looks like a Harry-Elaine cross, but we'll see what happens.
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Post by Badasterysk on Jun 13, 2008 17:36:38 GMT -5
How's Rojito's character coming? No rush, just curious.
Still looking for that fourth player. I know one of you lurkers is interested (the four of us haven't viewed this thread nearly 200 times!) We can work with you if you're not familiar with the rules/character creation!!!!!!
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Post by Rojito on Jun 13, 2008 19:00:17 GMT -5
We are still going over the character ideas. First couple were flawed, they needed way too many points, so now we are going with a few simpler builds. Mine wont be anything like the Sorcerer Supreme over there
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Post by Deekin on Jun 14, 2008 17:51:41 GMT -5
We are still going over the character ideas. First couple were flawed, they needed way too many points, so now we are going with a few simpler builds. Mine wont be anything like the Sorcerer Supreme over there Just out of curiosity, what were the ideas that didn't work?
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Post by Rojito on Jun 14, 2008 18:11:32 GMT -5
Well the main idea is one we are still trying to play a slight variation of. Have you ever read the Ender's Game series? I was thinking of a being like Jane, some being who exists only on the internet/electricity, who can communicate with ANY electronic device that has access to internet/radio frequencies, and can use some capability for teleporting groups of people at once. That was going to cost us way too much no matter how we worked it, so now the idea has been slimed down into something that might be able to evolve into it. Who here watches the TV show Heroes?
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Post by Deekin on Jun 14, 2008 18:15:45 GMT -5
Well the main idea is one we are still trying to play a slight variation of. Have you ever read the Ender's Game series? I was thinking of a being like Jane, some being who exists only on the internet/electricity, who can communicate with ANY electronic device that has access to internet/radio frequencies, and can use some capability for teleporting groups of people at once. That was going to cost us way too much no matter how we worked it, so now the idea has been slimed down into something that might be able to evolve into it. Who here watches the TV show Heroes? There is a villan like that in one of the books; PL 15 and 291 points All of season 1 and 2. (Season 1 was better.)
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Post by Deekin on Jun 14, 2008 18:20:13 GMT -5
Hey, Badasterysk? Is this setting anyway related to Paragons of Freedom from the Worlds of Freedom book?
Also, TheUdjat, do you have the Book of Magic?
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Post by TheUdjat on Jun 14, 2008 19:11:51 GMT -5
I do not have the Book of Magic. Sounds like it might've been helpful. "Jane" was the first concept, the biggest problem being how to not have a corporeal body, and then being able to do that without going over 75 points on Powers. The latter was the bigger problem, as Immunity: Fortitude alone took up almost half of what was available. I also toyed with the idea of making his character a Super-computer or Sentient Cell Phone with similar powers, but this had the same ordeal (though it made the corporeal body part easier). Also, my character would instantly kill him on accident with her drawback the first time they met. The current version I just sent to Rojito is based more off of Hana Gitelman of heroes, albeit with a more 'corporate spy' flavor than 'military intelligence'. Heavy on the non-powers, with an array of 'Data Control' for things like tapping into phone conversations, looking through surveillance cameras, datalink, machine control, nullify (tech), etc. Turned out pretty decent, I think. Although his character still probably won't get along with Adelle, as she keeps making all the technological tools go haywire.
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Post by Badasterysk on Jun 14, 2008 20:05:48 GMT -5
Hey, Badasterysk? Is this setting anyway related to Paragons of Freedom from the Worlds of Freedom book? I have no idea, though it could be. In any game I play, I tend to stick to the core material; all I have is M&M 1 and 2e core books. I'm borrowing Freedom City (1e) from a friend just so I can add a bit more depth and flavor to things. For Age of Heroes, I wanted you guys to be one of the first heroes, though not the first. That’s where the idea came from. Effectively, your characters are the second wave (though not enough time has lapsed for you to be the next generation) of superheroes. While I'm here, I have some more questions, namely with Adelle: Tether feat for Eye of Horus. Phantasm flaw for Sound of the Mirage. Foci... it doesn't seem to be overly involved, can you elaborate (you can be brief, I don't need a full-out explanation, just an overview)? Does Adelle carry around her staff regularly? Does she pull it from a 'pocket dimension' or some such? Use an illusion on it? The rest of her foci seem relatively discreet, but one doesn't see too many people walking about with a 'staff'. If this will be included in background, description, etc., you don't need to answer here, I'll just look for it there. Lastly, Seshat- I’ll assume she accompanies Adelle everywhere, unless you state otherwise. Rojito, I have to say I’m glad your first idea didn’t pan out (I hope that doesn’t come across wrong ). I appreciate a character less…abstract. The follow-up idea sounds a lot more compatible with Deekin and Udjat’s characters (though if *ahem* when Age of Heroes becomes a full campaign, we can work towards that evolution). Can’t wait to see it. Also, the TV show Heroes is badass (terysk ). It is (was?) the only show I watch(ed?) regularly. I'm chomping at the bit for more!
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Post by Deekin on Jun 14, 2008 20:41:07 GMT -5
I do not have the Book of Magic. Sounds like it might've been helpful. "Jane" was the first concept, the biggest problem being how to not have a corporeal body, and then being able to do that without going over 75 points on Powers. The latter was the bigger problem, as Immunity: Fortitude alone took up almost half of what was available. I also toyed with the idea of making his character a Super-computer or Sentient Cell Phone with similar powers, but this had the same ordeal (though it made the corporeal body part easier). Also, my character would instantly kill him on accident with her drawback the first time they met. The current version I just sent to Rojito is based more off of Hana Gitelman of heroes, albeit with a more 'corporate spy' flavor than 'military intelligence'. Heavy on the non-powers, with an array of 'Data Control' for things like tapping into phone conversations, looking through surveillance cameras, datalink, machine control, nullify (tech), etc. Turned out pretty decent, I think. Although his character still probably won't get along with Adelle, as she keeps making all the technological tools go haywire. Ooh, A Virtuakinetic, or Technomancer. You read Shadowrun 4e? Ooh, he need the ability to spontaneously code AI into existence that serve him. [whisper=TheUdjat] As for the book of magic, It's good to share.[/whisper]
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Post by TheUdjat on Jun 14, 2008 20:51:42 GMT -5
For Age of Heroes, I wanted you guys to be one of the first heroes, though not the first. That’s where the idea came from. Effectively, your characters are the second wave (though not enough time has lapsed for you to be the next generation) of superheroes. I had some specific ideas for this, regarding Adelle. I wanted her to be part of an organization that's sprung up, basically people that have discovered they have the capacity for magic within this short Renaissance. I don't want her to have any power or anything from it, or any sway--more like it's some organization her actions are potentially accountable to. I'll detail more of it in the background/complications. Yes, Deekin, she needs to have a sort of White Council. It'd only be fitting. 'Tether' is used in Create Object to allow an object to follow you around, if you wish it. I didn't see anything like that for Environmental Control, but I wanted one, so I dolled out a power feat for it. Basically I want a globe of light that can follow her around if need be--an Environmental Control that moves with her. That should be 'Shroud'--did I typo? Anyway, Phantasm means it's an illusion, so it can't affect things that don't have enough intelligence (More than 2)--so animals and cameras are not fooled, for instance. Adelle basically has two sets of magic--with and without the focus. Without the focus her Array is 5 ranks, and her powers match that limitation accordingly. The focus boosts the array to 12 ranks (24 points), and the powers go to match. It also boosts her Concentration so she's more likely to pull effects off. Usually, Adelle will probably be forced to make a DC 15 Concentration check without the Focus, at a +8 bonus (so, she needs a 7+ to pass, giving her magic a 30% failure rate). With the focus, she'll typically be making a DC 17 Concentration check, but with a +14 bonus (needs 3+ to pass, giving her a 10% chance of failure). In either case, you can always add situational modifiers if concentration would be hampered. Carrying a staff around would be like the supernatural equivalent of walking around with ammo belts and a machinegun. It's not a courteous thing to do, and is asking for trouble. It also looks kind of silly to the mundane folks. Adelle would only carry it around if she were expecting trouble. At the same time, it can be kind of a deterrent for the same reason--Adelle with the staff is scarier than Adelle without it. Unfortunately, Adelle hasn't mastered any way to store it in extra-dimensional spaces or anything, though in a pinch she can use her Move Object to bring it to her hand. Most of the time it's sitting in a corner of her house, next to the coat rack. The Amulet is inconspicuous for the same reason a bulletproof vest is inconspicuous. She's still pretty paranoid, and it's not nearly as likely to offend the supernatural community. Again, Adelle is not likely to have her cat with her unless there's a reason she might need the help. Seshat is useful as a scout and spy, and someone to bounce ideas off of, but would she take her to work, or to the supermarket? Nah. And she's protective of the kitty, and therefore disinclined to take her into an expected firefight. Seshat is more for running surveillance, talking to other alleycats about what's going on, and snarky commentary. Yeah, the new draft is a lot more adventure-friendly. And fills in the brawny shoes Deekin and my character leave wide open. This group has no tank. Rojito's is more of a skilled tank, but is more adaptable, and more useful if powers get Nullified. 'Cause if Adelle's array gets hit with a dispel, she's down to a stick and a shotgun; and if Rashart's array gets shut down, he's got--what--a force field? Someone with mundane skills would be very handy.
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Post by Deekin on Jun 14, 2008 21:03:38 GMT -5
Hey, Badasterysk? Is this setting anyway related to Paragons of Freedom from the Worlds of Freedom book? I have no idea, though it could be. In any game I play, I tend to stick to the core material; all I have is M&M 1 and 2e core books. I'm borrowing Freedom City (1e) from a friend just so I can add a bit more depth and flavor to things. For Age of Heroes, I wanted you guys to be one of the first heroes, though not the first. That’s where the idea came from. Effectively, your characters are the second wave (though not enough time has lapsed for you to be the next generation) of superheroes. Quick Summery of Paragons of Freedom: Sept 11 Attack hits Freedom City. The Massive amount of stresses causes people to spontaneously manifest superhuman powers. It's implied that previously things were somewhat like Heroes Did you miss Jake's Social-fu? +11 to all interaction skills, not to Mention the Fascinate (Diplomacy), and Distract (Bluff) Feats. I can help if don't have powers. It also help that noticing my powers is impossible.
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