Monitor Duty (Freedomverse OOC)

Thanks [MENTION=4936]Shayuri[/MENTION]! :)

I think my questions may be verging into GM level territory...

It sounds like it would not be allowed to define Li Po's Legendary Fist as "a collection of unarmed, improvised, and melee weapon strikes" as that would be too broad?

IOW, if I want to have him as effective (i.e. doing as much damage) with staff as with unarmed attacks, he needs to buy another Damage power for the staff and build that out?
 

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Mmm. I feel like it might not -really- matter? But yeah, this is GM territory, really. Like if you punch someone for 6 damage, or staff strike for 6 damage, then...meh. I wouldn't generally be terribly concerned about it as a GM.

But I feel like if you want a power that's a staff strike, why not build it differently? Give it some unique and distinctive traits. Maybe it does more damage and has Reach, instead of multiattack and Penetrating?

I think if I were building the character, I'd actually have a whole array that was my staff. It might have a power strike and a deflect and maybe a ranged attack where I throw it...or a no-range area attack that lets me lash out all around me.

That might be a bit expensive for ya though.
 

You seem to have spent 99pp on powers (if Dazzle is close) and only 16 on skills (31 skill ranks) for a net of 2pp over.

I would consolidate the two ranged skills into Ranged Attack advantage. No real point savings but more benefit for same cost. It seems sort of strange he was a Mountain Climber with no ranks of athletics but you did buy expertise mountain climbing. So I guess you could sub that for climb checks on Mountains.
You could make Precognition "Uncontrolled" and save a couple of PP.

Yes Dazzle is a Close attack. I missed a couple of skills transcribing from my spreadsheet, which is why that number is off. Precognition is an Alternate power to the other Forethought powers, so it's only 1 point (4 out of 7 available).

I'm taking your advice on combining the ranged attack skills into the advantage, and moving the Mountain Climbing into Athletics (it was only there for his background anyway).

Looking a Precognition again, I had a thought:
4 Precognition, Accurate, Acute, Limit: Can only see 5 minutes into the future.
2 Precognition, uncontrolled

Alternate limit: Can only see if a specific action will bring a positive or negative result within 5 minutes.

What do you think?
 

2pp overpent on abilities. Athletics should be a total of +16. Fort and Will BOTH 6 may be a little dicey. I wont say no, but I like to give fair warning.

Point shaving suggestion: You could make Affliction and Alt power from Strength Damage.

When you mention +6 Will and Fort being dicy do you mean they are too high or too low??
 

The "combat application" would be twofold:
  1. When dealing with extra-dimensional & insubstantial bad guys, it would allow my PC to fight them effectively, and even "banish" them momentarily to buy a window of time to regroup.
  2. When fighting normal bad guys (i.e. non-extra-dimensional / non-insubstantial), it would let my PC strike them and send them flying through physical objects, like walls and stuff. Sort of a forced movement with phasing (i.e. the Permeate effect of Movement).
#2 could be an accurate teleport attack, allowing you to move somebody a short distance, ignoring obstacles. The rest is special effects.
 

Gonna go ahead and post this, even though I'm planning on playing my billionaire gravity wielder. I want to see what y'all think. I changed the "regeneration" for just straight healing, and I made it an array, so it's healing or enhancement, not both.

This is Valkyrie.

Laura was just a young twenty something in downtown Freedom City. She was working as a bartender, had quit college her sophomore year to 'find herself' but never really even knew what that meant. She wound up in a bad relationship with a druggie. The first time he hit her, she left, but he kept trying to get her back, resorting to stalking her. One day, it was after her shift, about 4 oclock in the morning, and there he was, begging to take him back. He got violent. She tried to call the police. He shot her. She died in the middle of the parking lot in front of her bar. They never caught her boyfriend.

But that isn't the end of Laura's story. After the funeral, as her mother and step father were still knee deep in their grief, Laura's ashes disappeared from the urn they'd kept her in. She reappeared a mile away, naked in a field, and she'd been changed. She now had white wings sprouting from her shoulders, and her body had grown much stronger.

Her mother and stepfather were normal. Her real father had supposedly died when she was a child, but he was a powerful man, one with deep ties to old norse lands. Near as she could tell, she was a Valkyrie. So she took the name, and swore no one would suffer the way she had.

[sblock=Valkarie]
Archetype: Warrior


Strength: 7
Stamina: 8
Agility: 6
Dexterity: 4
Fighting: 8
Intellect: 1
Awareness: 2
Presence: 2

Total Ability Points: 76

Advantages:
Agile Feint
Power Attack
Takedown
Accurate Attack
Defensive Attack
Precise Attack (Close; Concealment)

Total Advantage points: 6

Skills:
Acrobatics: 5
Athletics: 5
Insight: 5
Perception: 5

Total Skills points: 10

Defenses:
Dodge: 4
Parry: 2
Fortitude: 2
Toughness: 0
Will: 6

Defense Points: 14

Powers:
Flight (Wings) 6: 6 points
* She has a pare of white bird wings sprouting from her shoulder blades.

Healing (Empathetic, others only) 10 (5 points for two flaws)
* She can heal others by taking the injury away from her subject.

Life Stealing Array: Linked Damage 10 with Healing 10 (limited to self): 20 points
* Alternate Effect: Linked Damage 10 with Enhance Stamina 10 (Fades) and Enhanced Strength 10 (Fades): 1 point
* She can touch another person and steal their life force, either healing herself or increasing her physical traits for one minute.

Communication 2 (Mental, 1 mile, Area, Selective, Limited to team. 10 points)
* She can communicate telepathically with those she knows very well. Specifically, her teammates.

Immortal 1: 2 points
* When she dies, between two weeks and one month later, her body disappears, and she reappears somewhere within 1 mile of where her body was, completely healed and ready to go.

Total Powers points: 44[/sblock]
 

Regarding Damage with any object or your fists simply add a rank of Variable. Be mindful however of Power Level Caps for attack and damage.

Regarding Forced Astral Projection. I am fine with building an Attack Dimensional Travel. However the normal "Flaw" of leaving your vulnerable inert body behind is nothing of the sort. For balance sake having that occur would be too powerful.

I could say initiating any attack or contact with the body would immediately end the Banishment. Or the body is invulnerable (as in not there mechanically as per normal Dimensional Banishment). Or finally require a 3rd degree of Affliction alongside the Banishment to represent an Inert Opponent.
Things not intended for combat always seem to make it there in RPGs. I once killed someone with a Wizard Lock spell and Nerfed a Red Wizard of Thay with a Spiderclimb spell. :)
 

Looking a Precognition again, I had a thought:
4 Precognition, Accurate, Acute, Limit: Can only see 5 minutes into the future.
2 Precognition, uncontrolled

Alternate limit: Can only see if a specific action will bring a positive or negative result within 5 minutes.

What do you think?

Precognition is an alternate power off of which power? Enhanced Fighting, Dodge or both?

Just to clarify, you want to Buy Precognition twice

Once with accurate and acute but limit 5 minutes and another with Uncontolled?
 
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Okay, here's my telepath/telekinetic, probably who I will play, though I wouldn't mind working up some of the (simpler) concepts I mentioned, just for the heck of it. Heather is originally from a more X-Men universe type storytelling simm, so not sure if her background and motivations/complications will fit into your world. Let me know and I will tweak.


29lfrrr.jpg

Hero: Astral
Identity (Secret): Heather Stephanie Todd
Height: 5’5”
Weight: 115 lb
Eyes: Blue
Hair: Brown
Group Affiliation: ???
Base of Operations: Apartment
Power Level: 10 (150p)
Power Point Totals: Abilities: 32 + Powers 103 + Advantages 5 + Skills 10 + Defenses 0 = 150
Power Points Earned: 0
Unspent Points: 0

TRADE OFFS (PL10)
Skill Modifier (20): All skills open.
Attack/Effect (Unarmed)(20): 4/0 = 4
Attack/Effect (Mind Reading)(10): NA/10 = 10
Attack/Effect (Mental Blast)(10): NA/10 = 10
Attack/Effect (Illusion)(10): NA/8 = 8
Attack/Effect (Mind Control)(10): NA/6 = 6
Attack/Effect (Concealment)(10): NA/10 = 10
Attack/Effect (Move Object)(20): 4/5 = 9
Attack/Effect (Telekinetic Blast)(20): +4/10 = 14
Attack/Effect (Snare)(10): NA/9 = 9
Attack/Effect (Astral Black Hole)(10): NA/4 = 4
Dodge/Toughness (20): 1/5 = 6
Parry/Toughness (20): 2/5 = 7
Fortitude/Will (20): 2/4 =6


ABILITIES (32)
Strength: 0 (0)
Stamina: 2 (4)
Agility: 1 (2)
Dexterity: 1 (2)
Fighting: 2 (4)
Intellect: 4 (8)
Awareness: 4 (8)
Presence: 2 (4)


OFFENSE
Initiative: 1
Melee: +2
Ranged: +4
Specific Attacks:
- Astral Black Hole: DC 14 Will; nullify psychic abilities
- Concealment: DC 20 Will
- Illusion: DC 18 Will
- Mind Control: DC 16 Will; dazed; compelled; controlled
- Mind Reading: DC 20 Will
- Mental Blast: DC 25 Will (Damage 10, psychic; crit 20)
- Move Object: +4, DC 20 (Damage 5, B/P/S; crit 20
- Snare: DC 19 Dodge (hindered and vulnerable; defenseless and immobilized
- Telekinetic Blast: +4, DC 25 (Damage 10, bludgeoning; crit 20)
- Unarmed: +4, DC 15 (Damage 0, bludgeoning; crit 20)


DEFENSES (0p)
Dodge: 1 (11)(1 Agility +0 Defense)
Parry: 2 (12)(2 Fighting + 0 Defense)
Fortitude: 2 (12)(2 Stamina + 0 Defense)
Toughness: 5 (12/15)(2 Stamina + Protection 3)
Will: 4 (14) (4 Awareness +0 Defense)


SKILLS (20 Ranks, 10p)
Acrobatics: 3 (1 Agility + 2 Ranks)(Trained Only)
Athletics: 2 (0 Strength + 2 Ranks)
Close Combat
- Unarmed: 4 (2 Fighting + 2 Ranks)
Deception: 4/6 (2 Presence + 2 Ranks [+2 Attractive])
Expertise (Trained Only)
- Mathematics 6 (4 Intelligence + 2 Ranks)
- Physics 6 (4 Intelligence + 2 Ranks)
- Psychology 6 (4 Intelligence + 2 Ranks)
Insight: 6 (4 Awareness + 2 Ranks)
Intimidation: 2 (2 Presence + 0 Ranks)
Investigation: 4 (4 Intelligence + 0 Ranks)(Trained Only)
Perception: 4 (4 Awareness + 0 Ranks)
Persuasion: 4/6 (2 Presence + 2 Ranks [+2 Attractive])
Ranged Combat
Sleight of Hand: 1 (1 Dexterity + 0 Ranks)(Trained Only)
Stealth: 1 (1 Agility + 0 Ranks)
Technology: 4 (4 Intelligence + 0 Ranks)(Trained Only)
Treatment: 6 (4 Intelligence + 2 Ranks)(Trained Only)
Vehicles: 1 (1 Dexterity + 0 Ranks)(Trained Only)


ADVANTAGES (5)

Attractive 1: +2 situational bonus to Deception and Persuasion

Equipment 1 (5 ep)

Ranged Attack 3


EQUIPMENT (5ep)

Headquarters: Studio apartment, Toughness 6, Size Fine (-3ep), living space (1ep)
Costume (3ep): Protection 3
Commlink (1ep)
Smart Phone (2ep)
Laptop (1ep)


POWERS (136)

Telepathy Array (47)
- Mind Reading 10 (31): Action: Standard; Range: Perception; Duration: Sustained. Cumulative (+8); Sensory Link (+8); Feedback (-8); Alternate Effect (+1). Surface thoughts; Personal thoughts; Memory; Subconscious
- Mental Blast 10 (42) Range Perception; Damage 10 resisted by Will. Subtle (+1); Alternate Effect (+1)
- Illusion 8 (41). All Senses. Selective (+1). Resistible by Will (-1). Alternate Effect (+1)
- Mind Control 6 (37). Action: Standard; Range: Perception, Cumulative Affliction, Resisted by Will. Progressive (+12); Alternate Effect (+1). Dazed; compelled; controlled.
- Concealment 10 (11). Action: Free. Range: Personal. Duration: Sustained. Affects Others (+10); Area Burst 30’ (+10); Selective (+10). Limited Minds Only (-10); Passive (-10). Resistible by Will (-10); Alternate Effect (+1)
- Psychic Communication 3 (19) Action: Free; Range Long; Duration: Sustained. Area (+2); Selective (+2); Alternate Effect (+1). Dynamic (+1). Alternate Effect (+1).

Telekinesis Array (34)
- Move Object 5 (28) Action: Standard; Range: 250/500/1000; Duration: Sustained. Damaging (+5); Precise (+1); Subtle (+5); Multiattack (+5); Alternate Effect (+1); Dynamic (+1). Rank equals Strength for lifting and moving objects. Can take a Move action to concentrate and gain +1 Strength and Duration: Concentration. Stacks with Extra Effort to increase your Rank.
- Force Field 10 (13) Protection, Sustained. Subtle 1 (+1p); Alternate Effect (+1); Dynamic (+1) Provides +10 Toughness.
- Flight 4 (12) Action: Free; Range: Personal; Duration: Sustained. Subtle 2 (+2p). Alternate Effect (+1p). Dynamic (+1p). 30 mph
- Telekinetic Blast 10 (22) Action: Standard; Ranged 250/500/1000; Alternate Effect (+1); Dynamic (+1). DC 25 Toughness
- Snare 9 (29) Ranged Cumulative Affliction, Extra Condition, Resisted by Dodge, Limited Degree. Alternate Effect (+1). Dynamic (+1). DC 20. Hindered and vulnerable; defenseless and immobilized.
- Deflect 10 (12) Action: Standard; Ranged 250/500/1000. Alternate Effect (+1). Dynamic (+1). When taking the Defend action, use Deflect instead of Dodge or Parry

Astral Black Hole (22): A tear in the fabric of the astral plane that leads to a private demiplane exists inside of Astral. She can open it to disrupt the astral plane in the area around her.
- Nullify 4 (22): Area Close Burst 30’ sphere (+4); Activation Standard (-2); Broad: Psychic (+4); Concentration (+4); Simultaneous (+4); Sustained (+4)


COMPLICATIONS

Motivation: Acceptance - Mutants don’t need to be feared.

Motivation: Doing good - Heather never really wanted to be a hero, but it was instilled in her that she had a responsibility to help others with her powers.

Responsibility: Heather is currently in college studying mathematics, physics, and minoring in psychology.

Family: All of Heather’s remaining family are mutants with powers. Tamar is a powerful energy controller (fire/stellar plasma blasts). Matthew is a healer. Kenny is a sonic controller. Mary Ellen is just emerging as a bit of a pheromone empathic manipulator and succubus.

Prejudice: Most humans fear and mistrust mutants.

Power Loss: Astral Black Hole: This power requires her to also make a Will save or it shuts down her telepathy and telekinetic arrays as well, leaving her vulnerable.


[sblock=Background]
Heather Todd is the second youngest daughter of a large family from Elkins, West Virginia, in Appalachian redneck country. Her father was an abusive drunk, but Heather’s older sister Tamar took the brunt of his abuse to keep her younger siblings from it.

Heather’s powers emerged when she was ten, the night her father killed the mutant boyfriend of his eldest daughter. He didn’t stay dead, however, and he was the leader of a cell of the terrorist Brotherhood of Mutants. He returned to the farm and slaughtered most of the Todd family. Heather and her younger siblings Matthew, Kenny, and Mary Ellen were saved when Tamar’s own powers emerged in a violent explosion of stellar energy.

Unknown to Tamar, Heather’s powers also emerged. Her mind ripped a hole in the astral plane, created a small, safe demiplane out of the astral “stuff” that was sucked inside, and hid.

Tamar, meanwhile, was taken with the remaining family to a school in Atlanta where they protected and trained mutants in using their powers and serving the world. Tamar thought Heather was in severe catatonic shock from what had happened.

Slowly Heather started to emerge, first with small telekinetic promptings of items around her. Eventually her condition was realized by a telepath at the school and she was rescued from her little safe place when they realized she was the cause of localized disturbances in the astral plane. They taught her how to seal up the rift in the astral plane and then helped her develop her telepathic and telekinetic powers.

Currently Heather is attending university to study mathematics and physics. She studies some psychology on the side as well, to help her with her powers.
[/sblock]

5.20.17
 

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