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[M&M 2e] Red Sands Chronicles. (OOC)


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Fixes / comments below:

* I fully expect that tying Uncanny Dodge to infravision probably opens Brian up to a fair number of surprises, but it seemed the most thematically appropriate. Someone with a psionic connection to thermal patterns in his vicinity (which is how I'm justifying 'infravision' without a physiological mutation in his eyes) would logically, I think, come to rely on that sense above a lot of his others. And since I felt a little guilty about maxing all his saves and defenses, anyway, it helped me feel like not so much of a min/max-er to leave a loophole. If you think it's far too gaping a chink in the armor, though, I might juggle a few points to widen the net and add another sense.

* "Melt" was an amalgam I made using the name of one ability with the mechanics of another from Ultimate Power. Fire Control had an alt with that name, though it worked a little differently (melted anything with toughness equal to or lower than your power rank). Cold Control had a power called "Weaken" that does mechanically what I have, only by super-freezing the object instead of super-heating it (so I reasoned I could just change the descriptor to [fire] and it would work about the same). I figure I'll just use 'cold Weaken' as is, instead, since the more I think about it, now Brian will have an equal number of cold- and heat-related effects, and then there's no worrying about what the effect is, since everything freezes. :)

* I had considered there was some good synergy with a water-manipulator and Brian's freezy stuff, though it's unclear to me if I have him set up to freeze water solid to do things. I'm not sure if that would require another Alternate Power, or if the 'extreme cold' environmental power covers that (since puppetmaster would be doing the shaping; brian would just supply the super-cold to hold it in place, so he wouldn't need any kind of construct ability)

[sblock=Brian Revised]Brian Shaughnessy, PL 6 [110pp]
ABILITIES: [18pp]
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)

SAVING THROWS: [27 pp]
Toughness +6 (Con +3, Defensive Roll +2, Leather Jacket +1)
Fortitude +11 (8 +3)
Reflexes +11(8+3)
Will +11 (11)

COMBAT: [14pp]
Base Attack +4 (8pp) (Ignite / Flash Freeze +6)
Base Defense +6 (6pp) (Defense 16, flatfooted 13)
Initiative +7

SKILLS: 32 ranks [8pp]
Bluff 10 (+13)
Language 2 (Arabic, Chinese)
Notice 10 (+10)
Stealth 10 (+13)

FEATS: [16pp]
Attack Spec: Ignite, Attack Spec: Flash Freeze, Defensive Roll 2, Dodge Focus 3, Hide in Plain Sight, Improved Initiative 1, Set-Up, Sneak Attack 1, Teamwork 1, Uncanny Dodge (Infravision), Equipment 3

POWERS: [27pp]

--Thermomancy Array (24 pp) (all [psionic])

* Environmental Control (Extreme Cold) 8 (2/rank PF: Subtle +1, APs +7) [cold]
* AP: Envir. Control (Extreme Heat) 8 (2/rank +1 PF Subtle) [heat]
* AP: Ignite 5 (3/rank PF: Reversable +1, Subtle +1) DC 20 [heat][fire]
* AP: Flash Freeze 5 (Perception Damage (cold)) (3/rank, PF: Reversable +1, Subtle +1) DC 20 [cold]
* AP: Fire Shield 6 (Deflect, all ranged) (2/rank) [fire][heat]<--- Please Adjust. Deflect is limited by PL limits on Max Defense. FIXED
* AP: Ice Slick 6 (Trip) (1/rank, +1/r Area Shapable, PF: Subtle +1) DC 16 [cold][ice]
* AP: Flare 6 (Dazzle) (2/rank, PF: Subtle +1) DC 16 [fire][light]
* AP: Weaken 6 (Drain Toughness) (1/rank, +1/rank Range, +0/r Objects only, PF: Subtle +1) DC 16 [cold]
I see one possible issue with "melt." That being, that not all objects are melt-able.... as far as I know. But in that case it probably reduces the item to ash. FIXED

--Immunity 2 (Extreme hot and cold environmental conditions)

--Super-senses 1 (Infravision)

EQUIPMENT: 4 ep unused FIXED (hold-out pistol)
Flash Goggles (1ep), Gas Mask (1ep), Knife (4ep), Quarterstaff (4ep), Leather Jacket (1ep), Hold-Out Pistol (4ep)

Abilities 18 pp + Skills 8 pp + Feats 16 pp + Powers 27pp + Combat 14pp + Saves 27pp = 110 pp[/sblock]
 


I haven't filled any of the spots yet (I was originally going to close recruitment at the end of the week and make my final decisions on sunday). So feel free to make a submission.


This data transmission was sent via cybernetic implant.
 



Fixes / comments below:

...it helped me feel like not so much of a min/max-er to leave a loophole. If you think it's far too gaping a chink in the armor, though, I might juggle a few points to widen the net and add another sense.
But then I can't throw strange suprises at your character if he's chosen. :p

* ...I figure I'll just use 'cold Weaken' as is, instead, since the more I think about it, now Brian will have an equal number of cold- and heat-related effects, and then there's no worrying about what the effect is, since everything freezes. :)
T 1000 being shattered keeps poping into my mind..

* I had considered there was some good synergy with a water-manipulator and Brian's freezy stuff, though it's unclear to me if I have him set up to freeze water solid to do things. I'm not sure if that would require another Alternate Power, or if the 'extreme cold' environmental power covers that (since puppetmaster would be doing the shaping; brian would just supply the super-cold to hold it in place, so he wouldn't need any kind of construct ability)
I think it would cover it since water control assumes that the character could shape water and your heat control would allow brian to flash freeze it. Though I think puppetmaster also has the ability to create ice... so in affect u can give him an aid other bonus or visa versa.?


I'll go over the revised build tonight or tomarrow. (I'm going to try and go over the builds as fast as possible).


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Relique, I've a question for ya. The price of Device is either 4pp per 5 points, or 3pp per 5 points, depending on how easily it is lost. It occurs to me that while a big robot vehicle is not easily LOST, there may well be many situations where it is not appropriate to be piloting it...which would mean that it's not available, which is effectively the same as 'being lost.'

So I'd like to raise the question now, will there be many situations where Deezy is not able to bring her mecha along, and therefore it should be priced as 'easily lost,' since she won't have access to its powers during those times? Or is the default assumption that she'll be allowed to roam around in it freely, and only be required to leave it behind relatively rarely?
 

Into the Woods

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