Gaming W/Jemal: Mutant Rising OOC (Game has started!)

Nope. Area is independent of Range.

So a Touch range area effect always has the character's location as its origin point. This does not effect the character that used the power.

A ranged area attack uses a normal attack roll to target a creature, object or point in space, and on a hit the area effect radiates out from the target.

A perception area attack works like the ranged, only there's no attack roll and the character must be able to perceive the target of the power. The area will then originate from that target.

I guess since you have to occupy the space that the area effect originates in, in order to set up the attack, a Touch range could be appropriate, even if the attack is delayed via trigger to go off when you weren't there anymore. I would expect that option would override the normal "immunity" that you'd get though. So you can't set up a bomb, then hang around until it goes off and be unharmed. :)
 

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Thanks Shayuri, that lit my lantern real well.

Likewise someone who could change their size or was super strong would have no problem escaping handcuffs, but would be unable to free themselves from YOUR handcuffs.
I think I see what you meant here now : "Why are Nightshift's handcuffs so much better than ones coming off the shelves?" right? So we'd have to align his cuffs in the ball-park of the real thing... <Binder flips through the core book, looking for the reference>... Ah, well, p.136 tells us that "steel cuffs have a Toughness 10", which is what my Snare 10 power gives me...

BUT, Snares can be layered, increasing their Toughness up to double initial value. AND we have to remember that his cuffs are in fact infused with a part of his lifeforce. Putting the two together, we could say that, unbeknownst to our earnwhile security guard, infused objects are actually stronger/better at what they do the more lifeforce you put into them. So while Nightshift thinks he's tightening bounds, checking knots, etc, he's actually infusing more and more essence into the bindings with each Move action, making them stronger than reason seems to dictate. It would explain why his armored costume is so much more resistant than the equivalent "mundane" armor as well!

I like. What do you think?

_____________________________________________________
Binder Fred, student to the greats.
 
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Actually, a Ranged area attack doesn't use an attack roll. It just allows a Reflex save. A Perception area attack allows no save and requires no attack roll, so it's even nastier.
 

My character's finished sheet. Put in a minor connection to Roy, aka Kid Super, but I dunno how he might be connected to any others yet.

Red Impulse, aka Bobby Reddington
Male Human, Age 23, Height 5'-11", Weight 144 lbs.
Speaks, reads, and writes both English and Japanese

Allegiances: Good, Family, America
Power Level 10, Power Points 150, Spent 150, Hero Points 1
Max Attack/Save Difficulty +2/-2, Max Defense/Toughness -2/+2
Complication: Secret Identity

Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1)
Intelligence 14 (+2), Wisdom 10 (+0), Charisma 12 (+1)

Base Attack +3, Melee +3 (Unarmed +7), Ranged +12, Grapple +4
Defense 18 (+3 Base, +5 Dodge), Flat-Footed 11
Initiative +10, Medium Size, Speed 30 ft. (10 MPH with Speed)

Toughness +1/+12 (+1 Con, +0/+11 Force Field)
Fortitude +6 (+5 Base, +1 Con)
Reflex +10 (+8 Base, +2 Dex)
Will +4 (+4 Base, +0 Wis)

Unarmed Strike +7 melee for +1 damage
Psychokinetic Strike +7 melee for +5 damage
Psychokinetic Bolt +12 ranged for +8 damage

Skills: Acrobatics +5 (3 ranks, +2 Dex), Bluff +15 (14 ranks, +1 Cha), Climb +10 (9 ranks, +1 Str), Computers +12 (10 ranks, +2 Int), Concentration +7 (7 ranks, +0 Wis), Craft (Artistic) +6 (4 ranks, +2 Int), Drive +5 (3 ranks, +2 Dex), Knowledge (Business) +5 (3 ranks, +2 Int), Knowledge (Current Events) +5 (3 ranks, +2 Int), Knowledge (History) +5 (3 ranks, +2 Int), Knowledge (Popular Culture) +10 (8 ranks, +2 Int), Knowledge (Tactics) +5 (3 ranks, +2 Int), Knowledge (Technology) +10 (8 ranks, +2 Int), Language 1 (Japanese), Notice +10 (10 ranks, +0 Wis), Profession (Comic Book Store Clerk) +5 (5 ranks, +0 Wis), Profession (Computer Programmer) +5 (5 ranks, +0 Wis), Search +5 (3 ranks, +2 Int), Sense Motive +7 (7 ranks, +0 Wis), Stealth +5 (3 ranks, +2 Dex), Swim +5 (4 ranks, +1 Str)

Feats: Attack Focus (Ranged) 9, Attack Specialization (Unarmed Strike) 2, Distract (Bluff) 1, Dodge Focus 5, Elusive Target, Equipment 6, Evasion 1, Improved Block 1, Improved Initiative 2, Master Plan, Move-By Action, Precise Shot 2, Takedown Attack 1, Taunt

Equipment: Superhero Outfit (EP 0, red jumpsuit with blue and white trim, blue goggles, white bandana over his lower face, small blue fannypack for carrying binoculars and flashlight), Headquarters (EP 0, Diminutive Structure, Toughness 5, Fire Prevention System, Living Space, his apartment), Motorcycle (EP 9, Medium, Strength 15, Speed 5, Defense 10, Toughness 8, a red motorscooter), Cell Phone (EP 1, Diminutive, kept at the apartment while out on vigilante escapades), Commlink (EP 1, Miniscule), Binoculars (EP 1, Small), Flashlight (EP 1, Tiny), Desktop Computer (EP 1, Large, kept at the apartment), PS3 Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), PS2 Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), PS-One Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Saturn Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Dreamcast Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Sega-CD Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Genesis Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Wii Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), GameCube Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), N-64 Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Super Famicom Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Famicom Game Console (EP 1, Large, kept at the apartment, using desktop computer stats for the whole suite of stuff), Nintendo DS (EP 1, Tiny, kept at the apartment, using PDA stats for the whole suite of stuff), GameBoy Advance (EP 1, Tiny, kept at the apartment, using PDA stats for the whole suite of stuff), GameBoy (EP 1, Tiny, kept at the apartment, using PDA stats for the whole suite of stuff), GameGear (EP 1, Tiny, kept at the apartment, using PDA stats for the whole suite of stuff), PSP (EP 1, Tiny, kept at the apartment, using PDA stats for the whole suite of stuff)

Current Load ? lbs.
Light Load 43, Medium Load 86, Heavy Load 130
Maximum Load 260, Push/Drag 500

Powers:
1. Psychokinetic Bolt (Blast 8, Mutant, Psionic, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 20, Saving Throw: Toughness, Power Feat: Affects Insubstantial 1, Power Feat: Alternate Power 2, Power Feat: Split Attack 1, ranged energy attack dealing damage of +8)
--->1a. Focused Psychokinetic Bolt (Blast 8, Mutant, Psionic, Effect: Attack, Action: Full, Range: Ranged, Duration: Instant, Equivalent Cost: 18, Saving Throw: Toughness, Extra: Penetrating, Flaw: Action, Power Feat: Affects Insubstantial 2, ranged energy attack dealing damage of +8)
--->1b. Psychokinetic Barrage (Blast 8, Mutant, Psionic, Effect: Attack, Action: Full, Range: Ranged, Duration: Instant, Equivalent Cost: 17, Saving Throw: Toughness, Extra: Autofire 2/Interval, Flaw: Action, Flaw: Distracting, Power Feat: Affects Insubstantial 1, ranged energy attack dealing damage of +8)
2. Psychokinetic Push (Leaping 3, Mutant, Psionic, Effect: Movement, Action: Move, Range: Personal, Duration: Instant, Cost: 3, jumps 10 times normal distance with a sudden push by his psychokinetic field, no damage from landing after any jump within his maximum jumping distance)
3. Psychokinetic Dive (Swimming 1, Mutant, Psionic, Effect: Movement, Action: Move, Range: Personal, Duration: Sustained, Cost: 1, swims at 2.5 MPH or 25 ft. with a directed pulse from his psychokinetic field)
4. Psychokinetic Shield (Force Field 11, Mutant, Psionic, Effect: Defense, Action: Free, Range: Personal, Duration: Sustained, Cost: 22, crackling red energy field protects him from harm with +11 to Toughness saves, Extra: Impervious)
5. Psychokinetic Strike (Strike 4, Mutant, Psionic, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 7, Saving Throw: Toughness, Power Feat: Affects Insubstantial 1, Power Feat: Extended Reach 1, Power Feat: Mighty, deals an extra +4 damage with a melee attack by launching himself psychokinetically and maintaining the psychokinetic field around him for a moment)
6. Psychokinetic Surge (Speed 1, Mutant, Psionic, Effect: Movement, Action: Move, Range: Personal, Duration: Sustained, Cost: 1, moves at 10 MPH with a burst of psychokinetic propulsion)

Bobby Reddington is a part-time computer programmer and part-time retail clerk at the local comic book shop in central Metro. He worked for a year at a computer programming job before dropping it, bored to tears and disappointed that he hadn't gotten a job in the video game industry yet, fresh out of college. He probably set his sights too high at first. Still, he keeps hoping to land a job in the video game industry, and does occasional independant computer jobs. However, his main income lately is from the comic book store he works at part-time, MegaComix. Bob's a longtime friend of the store's owner, Patrick "Pat" Erikson, and Bob is his only employee. Bob's seen a youth named Roy at the store fairly often, but has never talked much with him.

Outside his dayjob, though, Bob's recently become a vigilante, since discovering his own strange powers. He's played video games since he was a little kid and has even learned Japanese just so he could get some imports that would never be released in America. And he's been interested in martial arts since childhood, so he's taken some classes in Karate. And of course, he's been a comic book fan forever, so when he started manifesting strange powers of psychokinesis, he naturally reached the conclusion that he should be a SUPER-HERO!!!!! It didn't work out so well at first. Putting on a ski mask and running around town at night almost got him caught by cops for suspicious activity, and even when he did manage to actually find criminals or gangs, his powers were hard to control and mostly just protected him from getting shot or stabbed a lot. It took a few weeks to actually start achieving some success at the whole costumed vigilante bit. He swallowed his pride a little and learned to sew a bit, after working up a design on his computer, and made himself a bona-fide super-heroing costume! Really just cobbling together a few different things he bought in stores around town and things he ordered online.

Bobby Reddington (usually called Bob or Red by those who know him) first noticed his burgeoning powers when he almost crashed his motorscooter during a rainstorm. His psychokinetic shield manifested to save him from the crash, and left his scooter with only minor damage. He was really freaked out by the crackling red aura that just appeared out of nowhere when he panicked, but later he noticed other wierd signs. Sometimes, while practicing his Karate, Bob saw the same crackle of red energy around him as he was shadow-boxing, and saw how the strange force pulverized nearby objects he was punching or kicking towards. And once, when he tried to execute a jump-kick, he saw it again and flew what must've been 10 or 20 feet into the air instead of just a foot! The landing almost hurt, but the aura saved him again as he clenched his teeth and worried about the impact. He was totally fine when he opened his eyes again, and fell the last inch or two to the ground. After a week or two of these strange occurances, he began figuring it out, though he still has no idea why he suddenly acquired superhuman powers. Now he can focus a bit of his attention on generating the psychokinetic shield at will, and has figured out how to release that energy in other ways.

Bob is a short white guy with black hair, blue eyes, and nothing remarkable about his appearance. He's a bit muscular from his Karate training and general exercise, but it's not noticeable most of the time with his ordinary clothes on. It's only really obvious in his more-form-fitting Red Impulse costume. That's a red jumpsuit with some blue and white trim (Bob's fairly patriotic), white gloves, a white bandana over his mouth and nose, and blue goggles, with a small blue fannypack that carries his few pieces of gear.
 
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Hah. Poor Roy has by far the worst toughness in the party. I'm gonna have to by the kid some regeneration at this rate. *lol* It's actually part of his character concept, but man is he going to be pissed about it. :lol: ;)

Oh, and mighty GMing one? If you do do something with his eyebeams, just block out however many of his unspent points are used up. :)
 

Errmm.. I see 5 instant lasting powers in the book. Confuse, Dimensional Pocket, Life Control, Paralyze, Stun.

Ah crap. Now that I look, the last two would be a *much* better fit than snare for Nightshift's Flesh Wound power! Paralyze would be perfect, actually. Sorry about this, Shayuri, but I return you the question you asked me earlier : is it a signature thing for your character?

By the by, with the instant (lasting) duration on the paralyse I guess that means you can create telekinetic objects independant of you, right? Have you considered the Create Object power for your array?

__________________________________________________________
Binder Fred, has updated the Links post
 

Thought about it, but it didn't seem appropriate. The lasting tag on the Paralyze just means it's something she can maintain while doing other things.

But in truth, the Paralyze isn't very integral to the concept, since she can use her base TK powers to grapple foes.

I can change that power and not miss it.
 

Hey there, Jemal!

Updated Nighshift's character sheeth here.

In addition to the stuff discussed above, main changes are :
- Both area powers (Command Voice and C4) now have Touch range.
- Flesh Wound is now a Paralyse, Fortitude save power.
- The teleport attack power now has a fixed destination Flaw (my hands).

Freed points have mostly been put into skills, including the addition of the Concentration skil,l and in removing existing power Flaws.

Hope this addresses most of the contentious issues.
_____________________________________________________________
Binder Fred, off to enjoy his weekend. :)
 
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Out of curiosity I just figured out how far Kid Super can throw someone, figuring this might come up in combat.

For a 200# person the answer is 2500' or about half a mile. Holy crap! According to my math that means if he threw someone up it would be two entire rounds before he had to worry about catching them. 4 if you don't assume they ended the first round at full height with 0 velocity, but that's more physics than comic book usually allow for. Heck at that point it might even be a good way to get someone out of danger for a short fight. ... Assuming of course they don't kill you once they are back on the ground.... :uhoh:

As an aside, I note that several character are putting the mutant descriptor on their powers. As we all mutants? Or is it some other source for our power, or do we simply not know yet?
 
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Dusk (Jason Gallows) PL 10 [ 150 pp]

ABILITIES: 18 pp
STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT 10 (+0) WIS: 12 (+1) CHR: 10 (+1)

SAVING THROWS: 12pp
Toughness: +8/+10 = PROTECTION 6 + 2 CON + Defensive Roll 2
Fortitude: + 6 = BASE 4 + 2 CON
Reflexes: + 8 = BASE 4 + 4 REF
Will: + 5 = BASE 4 + 1 WIS

COMBAT: 12 pp
Damage Bonus: + 2 (unarmed)
Base Attack: +3 ( +4 melee, +6 Shadow Blades, +3 ranged)
Base Defense: +3
Defense: 14 (12 Flatfooted)
Initiative: +4

ATTACKS:
Shadow Blades: +6 attack, +10 damage (max)
Shadow Blast: +3 attack, +10 damage (max)
Two-fisted Justice (Unarmed): +4 attack, +2 damage


SKILLS: 48 ranks (12 pp)
Acrobatics 6 (+10), Climbing 5 (+7), Concentration 3 (+4), Drive 3 (+7), Escape Artist 4 (+8), Intimidation 3 (+3), Knowledge: Pop Culture 2 (+2), Knowledge: Streetwise 2 (+2), Perform: Acting 3 (+3), Profession: Stuntman 5 (+6),
Slight of Hand 4 (+4), Stealth 8 (+12),

FEATS: 12 pp
Acrobatic Bluff, Attack Focus (melee), Attack Specialization (Shadow Blades), Blind Fighting, Diehard, Defensive Attack, Defensive Roll 2, Fearless, Instant Up, Move by Action, Uncanny Dodge 1(Hearing)

POWERS: 84 pp
Alternate Form 7 [35pp]: “Shadow Demon”
• Insubstantial 4 [*21pp]: Negated by Electricity PF: Selective
• Concealment 1 [*1pp]: Visual; LIMITATIONS: Limited to Shadows/Areas of Low Light, Passive
• Immunity 9 [*9pp]: Life Support
• Super movement 1 [*2pp]: Slowfall
• Power Feat: Fearsome Presence 2

Darkness Control 10 [39pp]: Obscure (visual); PF: Dynamic; EXTRA: Selective
• DAP: Hood of Shadows: Dazzle 10 [21]: PF: Dynamic; Reversible
• DAP: Shadow Blast 10 [*24pp]: PF: Dynamic; Affects Insubstantial, Indirect 3; Extras: Ranged
• DAP: Shadow Blades 10 [*11pp]: PF: Dynamic, Affects Insubstantial;
• DAP: Shadow Puppetry 10 [24pp] : PF: Progression 4 (100 ft); Extras: Duration (Sustained); LIMITATIONS: Illusions always appear as “black or shadowy/Smokey shapes”
Shadow Walk: Teleport 1 [2pp]: PF: Change Direction; LIMITATIONS: Medium (via Darkness/Shadows)

Dusk Suit: Device 2: [8pp]: Hard to loose
• Protection 6 [6pp]: Reinforced Body Armor
• Super sense 4 [3pp]: Goggles; Counters Conceal (Visual, LIMITED Lowlight/Darkness); Counters Obscure (Visual, Darkness);
• Defensive Plates: Shield 1 [*1pp]: +1 Dodge Bonus


HERO POINTS: 1
COMPLICATIONS: Secret Identity (Jason Gallows), Temper
TRADE OFFS: None

COST SUMMERY:
Abilities 18 pp + Skills 12 pp + Feats 12 pp + Powers 84 pp + Combat 12 pp + Saves 12 pp = 150 pp
 

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