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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)


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Voidrazor

First Post
Alright VR's turn.
You have 10 advantages listed but only pay for 8 in your point total. Also, you need to list WHICH benefit he has.
Sorry, I'm slowly realizing that direct copy/paste from Hero Lab is a BAD thing. Not translating its software generated stat block has caused a lot of confusion. Benefit was an artifact from when Enoch had wealth, removed now. Well-informed showed up here but was actually paid for under powers.


OK, I think I understand what you mean by this : You get to use 5 ranks of investigation to make a well informed check, correct? The limit is a bit oddly worded, there is only an 'initial' well informed check, so that's not a limitation.
If the limit is that you can only use the skill to do the well informed, then the more appropriate way for the same price would be Advantage: Well informed(1), and Investigation: 8(Limit: Onlyusable for Well Informed) - 2 pp
Fixed.


As I'm fairly certain I've stated before, the 'Check required' limit is only allowed if there's actually a chance of failure beyond 'nat 1.'
Secondly, the 'without mental concealment' part of your limit is just redundant wording, they would already be protected from it b/c it's a mental effect. The 'only works to see living sentient beings' part is good enough.
There is a chance of failure. Enoch would need to roll a 5 to use the full ranks of the power (14 base plus 9 ranks = 23 and he has a +18 to the roll). But if you need it to be more difficult than that LMK.


If this is a single item, you would add the total of all abilities, and then add the easily removable/indestructible to that.
concealment 8(Resistable will)= 8 + Enhanced trait 15 = 23. 2/5 of 23 is 9, so 14 +1(Indestructible) = a final cost of 15.
Should be clearer now.

Sleep of Reason (Easily Removable (indestructible)) 66pp (-41 removable)
Enoch claims that the object/manifestation sleep of reason is a curved irregular four dimensional object, with most cell shaped vaguely like an air plant. It gives off a faint luminescence in mottled red and purple tones. From time to time it changes shape and/or seemingly disconnected tendrils of the object emerge from thin air, moving as if a part of the whole.
Still didn't say what the object looks like to 'normal' people, or how he wears/wields it. :p
That is what it looks like to normal people. To Enoch it looks like a complex 4D object, a bunch of glowy 'air plants' 'stacked' in a direction that is perpendicular to any of the three normal physical dimensions.

I figure he just has to hold the thing. Wearing it would certainly be more convenient, but (shrug).


First off, I presume from the final cost that these are three Alternate Effects?
Yep, should be clearer now.

[snip]

Mass Hypnosis - Keep in mind that the Resistable: Will is in addition to any other saves/checks allowed, so the damage effect allows both a will save to completely negate it, and THEN a normal toughness save, and the Illusion allows a will save to resist it, and then the normal insight check to identify that it's not real if they do see it.
Should be streamlined to just the will save vs the illusion and a toughness save if the previous save fails.

Poison Idea - How is it 'contagious', and what are the extra conditions?
Its sort of like a meme. Should I add a quirk that the afflicted have to talk to as well as touch further victims in order to spread it? Might be cooler that way.

That quirk could make for some interesting run-ins with Uomo.
Should be fun, HP or no.


Again, could not find this in my book, maybe you guys have a reprint or something. Those conditions sound ok, we'll see how they play out.
They are from the Illusion Power Profile book. Thanks again to Walking Dad for posting them.
 

Jemal

Adventurer
Enoch would need to roll a 5 to use the full ranks of the power (14 base plus 9 ranks = 23 and he has a +18 to the roll). But if you need it to be more difficult than that LMK.
It lets you get a minimum of 5 ranks with a 2, I had meant having a chance to FAIL, AKA get nothing out of it. Combined with the limit, it gives you a practically guaranteed 9 rank sense for 1pp. (There's an 80% chance of getting full power, and a 95% chance of getting 5 ranks.)
I think I'm just going to say no to the whole check required thing for now, sorry.

Enoch claims that the object/manifestation sleep of reason is a curved irregular four dimensional object, with most cell shaped vaguely like an air plant. It gives off a faint luminescence in mottled red and purple tones. From time to time it changes shape and/or seemingly disconnected tendrils of the object emerge from thin air, moving as if a part of the whole.
That is what it looks like to normal people. To Enoch it looks like a complex 4D object, a bunch of glowy 'air plants' 'stacked' in a direction that is perpendicular to any of the three normal physical dimensions.
So to normal people it looks like a curved irregular four dimensional object that glows red and purple and changes shape with disconnected tendrils emerging from thin air?

Should be streamlined to just the will save vs the illusion and a toughness save if the previous save fails.
I like it. So they make a will save vs the illusion, and if they fail, they're affected by the damage (Toughness save). Note they still also get the Insight check to realize the illusion is fake even after they fail the will save. That's just part of the way to recover from illusions.

Its sort of like a meme. Should I add a quirk that the afflicted have to talk to as well as touch further victims in order to spread it? Might be cooler that way.
Hmm.. I'd say the talking can just be thematically added as murmuring they do as part of the affliction.
 

Moon_Goddess

Have I really been on this site for over 20 years!
OK.. Toughness : 3 + 9 + 6 /= 9. it would be 15, which is far beyond the cap.
your close combat is +18, also far too high. Your damage would be 13.
Having chosen the 'powerful' trait, your maximum trade-off is 2, so all of these numbers need to be between 7 and 11. (And keep in mind that defense+toughness; parry+toughness; Attack+damage/effect; Fort+Will all have a cap of 18 (PLX2). So you could have an attack bonus of 7 and a damage rank of 11, or vice versa, but attack +18 damage 13 is FAR outside the appropriate range.
I need to start here, Cuz I'm confused on how the caps work..

Trade offs don't make sense for this character in my opinion.
I'm not trying to get over the cap ever... as you see I listed 3 + 6 + 3 as capped at 9 because I knew I couldn't go over 9...

How do I do this such that for instance she's not a total wimp in human form, but then when she goes into stone form she's obviously so much stronger but doesn't go over the caps.

I'm not trying to cheat here, I'm guessing my understanding of the word cap is different. to me 3+6+3 = 9 (really 15 but you can't go over 9) makes perfect sense to me.
 

Voidrazor

First Post
It lets you get a minimum of 5 ranks with a 2, I had meant having a chance to FAIL, AKA get nothing out of it. Combined with the limit, it gives you a practically guaranteed 9 rank sense for 1pp. (There's an 80% chance of getting full power, and a 95% chance of getting 5 ranks.)
I think I'm just going to say no to the whole check required thing for now, sorry.
No problem. I reworked the power to do more or less the same thing in a more straightforward fashion. This also kept it withing budget without the skill check.

So to normal people it looks like a curved irregular four dimensional object that glows red and purple and changes shape with disconnected tendrils emerging from thin air?
Essentially, yes. Normal people see a glowing 3D object that exhibits strange properties (changing shape, emerging tendrils) when its 'rotated on its 4th axis'.

Sorry for the delay. I don't know why writing backgrounds is so hard for me.
 

Walking Dad

First Post
I need to start here, Cuz I'm confused on how the caps work..

Trade offs don't make sense for this character in my opinion.
I'm not trying to get over the cap ever... as you see I listed 3 + 6 + 3 as capped at 9 because I knew I couldn't go over 9...

How do I do this such that for instance she's not a total wimp in human form, but then when she goes into stone form she's obviously so much stronger but doesn't go over the caps.

I'm not trying to cheat here, I'm guessing my understanding of the word cap is different. to me 3+6+3 = 9 (really 15 but you can't go over 9) makes perfect sense to me.
Hi, I also took a look at your sheet to help:

[sblock=normal sheet]
Parry:¹ +8 (+3 base, +5 FGT)
Will:¹ +4 (+3 base +1 AWE)
I don't see changing your form changes your fighting skill... mimicking a martial artist?

Close Combat (Unarmed)¹ +4 (4 base, +0 STR)
The skill is based on FGT, not STR

Advantages: 6 pts. Defensive Roll 3, Improved Initiative 1, Improvised Weapon 5, Jack of all Trades,
Should be 10 pts.
[/sblock]

[sblock=Solid]
Powers:
Enhanced Stamina +9 (18pts)
Enhanced Strength +9 (18pts)
Immunity 10 (10pts) life support
Protection +6 (12pts) (Impervious, Noticeable) why, your max without defensive roll is by taking 2 ranks. You could take more ranks in impervious for the toughness bonus you gain from Stamina)

Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +9 (+9 Str)
Unarmed: +9(+5 Fgt, +13 Close Combat), damage +9 (+9 Str)
Improvised Weapon +9 (+5 Fgt, +13 Close Combat), damage +9 (+9 Str, +4 Improvised Weapon)
where is the "+13 Close Combat" bonus from?


Defense: 15 pts where did you spent these points?
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +9 (+3 base, +9 STR) (should be STA)
Toughness: +9 (+3 Defensive Roll, +9 STA, +6 Protection (Impervious))
Will: +4 (+3 base +1 AWE)
[/sblock]

[sblock=Liquid]
Powers:
Affliction (Suffocate) 9 (27 pts) (Fort: 1st Impaired-Coughing; 2nd stunned; 3rd incapacitated) Progressive
Currently this works the way that you touch someone want and he starts to suffocate. I (personally) don't see this as a capability of being made of liquid. Drowning one with your body would be grab-based.
Concealment 4 (4 pts) (All Visual) , (-1) Limited to Underwater
Elongation 2 (2pts)
Enhanced Advantages: Defensive Roll 6 (6pts) ??? Why not take protection? Can the toughness bonus from the water form really be canceled by surprise??
Immunity 10 (10pts) life support
Insubstantial 1 (5pts)
Swimming 3 (3pts)

Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +0(+0 Str)
Unarmed: +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)
Suffocate +9 the ranks are only relevant for the resistance check, but you have to hit the target's parry DC first. You have currently +5 for this (your Fighting ability)


Defense: 15 pts where did you spent these points?
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
[/sblock]

[sblock=Particulate]
Powers:
“Sand Cloud” Damage 9 (21 pts) (+1 Area: Shapeable, +4 Accurate(2pts), Alternate Effect (1pts) ) No need for accurate. You also took shapeable to dodge the cost of the selective extra :devil:
‣ “Sand Blast” Damage 9 (20pts) (+1 Area: Burst, +4 Accurate(2pts)
no need to accurate and the burst is centered on you. I would suggest the cone area instead. Or make it ranged and keep accurate.
Elongation 2 (2 pts)
Enhanced Advantages: Defensive Roll 6 see liquid above, Instant Up (7pts)
Flight 2 (3pts) (-1 Flat Quirk: Affected by Wind) aren't we all ;)
Immunity 10 (10pts) life support
Insubstantial 1 (5pts)
Movement (Slithering) (2pts) this would also be nice for liquid above

Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +0(+0 Str)
Unarmed: +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)
“Sand Cloud” +9 You should list this as Dodge DC 19, damage +9
“Sand Blast” +9 You should list this as Dodge DC 19, damage +9



Defense: 15 pts where did you spent these points?
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
[/sblock]

[sblock=Rubber]
Powers:
Elongation 4 (4pts)
Enhanced Advantages: Defensive Roll 6 see liquid above, Fast Grab (7pts)
Enhanded Agility 5 (10 pts)
Enhanced Dexterity 5 (10 pts)
Immunity 10 (10pts) life support
Leaping 4 (4pts)
Movement (Safe Fall) (2pts)

Offense: 0 pts
Initiative:¹ +5 (+4 Improved Init, +5 AGL) should be +9
Melee:¹ +5(+5 Fgt), damage +0(+0 Str)
Unarmed:¹ +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)

Defense: 15 pts where did you spent these points?
Dodge: +8 (+3 base, +5 AGL)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
[/sblock]

Hope I could help :)
 

Voidrazor

First Post
So I'm almost done with Enoch's background. But I'm wondering if I should end it with the idea of being recruited directly from the mental hospital. Or should I aim towards some other ending that will dovetail into meeting the other PC's?
 

Jemal

Adventurer
That's a good question, VR. At this point we should start talking about how and when we're going to be writing you guys in.
Do the other PC's have any suggestions/Preferences?
 

Jemal

Adventurer
Darwin - Well most of the point of having a 'normal' form is that you're not as good in it as you are in other forms, so having it be at/close to the power caps is kinda redundant.

As far as how caps work, there are several things that are capped :
Abilities = PL
Skill total = PL+10
Fort+Will total = PLX2
Toughness+Defense (Or Tough+Parry) = PLX2
Attack bonus + Effect rank(Save) = PLX2
If anything has a save but not an attack roll (Or two saves such as an Area effect) , the rank = PL

There's no reason to take abilities/advantages that would put a stat ABOVE the cap, b/c you're essentially paying extra points for no reason.
For example, having Stamina 9 already maxes out your Fort and Toughness if you're not taking trade-offs, so buying Protection 6 is completely pointless.
As WD pointed out, if you want Impervious Toughness, you can buy it for toughness without protection ranks, so long as you have enough toughness to begin with. (Impervious toughness 9 = 9pp)

As far as trade-offs not making sense, they kinda do in some cases - For example, a solid form makes more sense being slower/stronger (Defenses/Accuracy down, Toughness/Effect up), whereas Fluid forms make more sense being Weaker, but Faster and more Agile. (Defense/Accuracy up, Toughness/Effect down).

Affliction (Suffocate) 9 (27 pts) (Fort: 1st Impaired-Coughing; 2nd stunned; 3rd incapacitated) Progressive
Currently this works the way that you touch someone want and he starts to suffocate. I (personally) don't see this as a capability of being made of liquid. Drowning one with your body would be grab-based.
Actually, the affliction makes sense to me, he pushes some of the water from his form into their face as an attack (Like a 'crystal' form shooting spikes, etc)
‣ “Sand Blast” Damage 9 (20pts) (+1 Area: Burst, +4 Accurate(2pts)
no need to accurate and the burst is centered on you. I would suggest the cone area instead. Or make it ranged and keep accurate.
As far as the 'sand blast', I would suggest just changing the name to 'sandstorm' or something like that to represent temporarily turning your body into a 'burst' of sand that hits everybody near to where you were standing.
“Sand Cloud” Damage 9 (21 pts) (+1 Area: Shapeable, +4 Accurate(2pts), Alternate Effect (1pts) ) No need for accurate. You also took shapeable to dodge the cost of the selective extra
I also have a bit of a problem with why this is shapeable. Is he able to still control the flow of the sand as it moves away from him?
 

BBs

First Post
That's a good question, VR. At this point we should start talking about how and when we're going to be writing you guys in.
Do the other PC's have any suggestions/Preferences?

One, or both, of them could meet me at the casino?
 

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