Jemal
Adventurer
VR, First thing I have to say is please include costs with your Powers.
Secondly, for your 'removable' powes, I'd like descriptions of what they are, PHYSICALLY, how you wield/carry them, etc.
Also keep in mind Easily Removable means anybody can get it away from you with a disarm check (Basically for handheld items people can grab away from you).
Finally, you don't need to point out 'mutant' as a descriptor. ALL powers are mutant in this campaign.
I don't allow 'check required' with skills that cant fail (discounting Nat 1).
Mind Control is limited by PL (9)
If something requires a save, You can only do trade-offs if it also requires an attack roll, in which case you can raise the damage cap by the same amount you lower the attack bonus cap. (Maximum trade-off is determined by what 'Trait' you choose. See post#2 at start of thread.)
Mental effects (Non-physical/will targeting) do not require Affects Insubstantial, it doesn't stop them to begin with. (RE: Insubstantial)
We'll have to talk about the delayed recovery.
Triggered doesn't work on Mind Control, it's for Instant Duration effects.
First, as things that require a save, they are both limited to PL cap, like the mind control.
Secondly, Linked abilities only work in conjunction, so despite how big your illusion is, it can only affect those in the 30' radius sphere that is affected by your damage.
Once more, PL cap = 9.
I don't like the variable conditions, makes it too powerful.
Secondly, for your 'removable' powes, I'd like descriptions of what they are, PHYSICALLY, how you wield/carry them, etc.
Also keep in mind Easily Removable means anybody can get it away from you with a disarm check (Basically for handheld items people can grab away from you).
Finally, you don't need to point out 'mutant' as a descriptor. ALL powers are mutant in this campaign.
Tough little mental patient, but 'sokay.Strength 0, Stamina 4, Agility 2, Dexterity 0, Fighting 2, Intellect 2, Awareness 4, Presence 0
I'm assuming your background will explain how he went from mental institute to Millionaire?Advantages
Assessment, Benefit, Wealth 3 (millionare), Defensive Roll 5, Diehard, Uncanny Dodge, Well-informed
Skills
Insight 14 (+18), Technology 1 (+3), Treatment 1 (+3)
Note that you need to buy an additional rank for comprehend to be able to READ languages. Right now you can just understand the spoken version.Powers
'Mental Plane' Perception
Comprehend: Comprehend 1 (Languages - Understand All; Check Required: DC 11 - Insight)
Enhanced Trait: Enhanced Trait 6 (mutant, psionic, Investigation +10 (+12), Advantages: Well-informed; Limited: Only for initial Well-informed check [5 ranks only])
Senses: Senses 9 (mutant, psionic, Counters All Concealment: Visual, Penetrates Concealment: Visual; Check Required 4: DC 14 - Insight, Limited: Only works to see living sentient beings without mental concealment)
I don't allow 'check required' with skills that cant fail (discounting Nat 1).
This's ok.Invincible Ignorance
Concealment: Concealment 8 (Easily Removable (indestructible), All Aural Senses, All Olfactory Senses, All Visual Senses; Resistible: Will)
Enhanced Trait: Enhanced Trait 14 (Easily Removable, Dodge +7 (+9), Parry +7 (+9))
Sleep of Reason (Easily Removable (indestructible))
Hypnotic Suggestion: Mind Control 11 (mutant, psionic, DC 21; Affects Insubstantial 2: full rank, Custom 5: Delayed recovery (4min/4hr), Reversible, Triggered 2: Variable trigger)
Mind Control is limited by PL (9)
If something requires a save, You can only do trade-offs if it also requires an attack roll, in which case you can raise the damage cap by the same amount you lower the attack bonus cap. (Maximum trade-off is determined by what 'Trait' you choose. See post#2 at start of thread.)
Mental effects (Non-physical/will targeting) do not require Affects Insubstantial, it doesn't stop them to begin with. (RE: Insubstantial)
We'll have to talk about the delayed recovery.
Triggered doesn't work on Mind Control, it's for Instant Duration effects.
I assume these are linked to each other? (You have to specify with Linked abilities what they're linked to).Mass Hallucination
Damage: Burst Area Damage 11 (Linked; mutant, psionic, DC 26; Burst Area: 30 feet radius sphere, Increased Range 2: perception, Indirect 4: any point, any direction, Selective, Variable Descriptor 2: broad group - any hallucination; Resistible: Will)
Illusion: Illusion 11 (Linked; mutant, psionic, Affects: All Sense Types, Area: 2000 cft., DC 21; Selective; Resistible: Will)
First, as things that require a save, they are both limited to PL cap, like the mind control.
Secondly, Linked abilities only work in conjunction, so despite how big your illusion is, it can only affect those in the 30' radius sphere that is affected by your damage.
I assume you meant poison?Posion Idea: Progressive Burst Area Affliction 11 (mutant, psionic, Resisted by: Will, DC 21; Burst Area 2: 60 feet radius sphere, Contagious, Custom 2: Variable Conditions, Progressive, Reversible, Selective, Subtle 2: undetectable)
Once more, PL cap = 9.
I don't like the variable conditions, makes it too powerful.
I'd suggest upping your Will/fort. The cap on them is like the other caps. (fort + will = PLX2)Defense
Dodge 9/2, Parry 9/2, Fortitude 7, Toughness 9/4, Will 4
Power Points
Abilities 28 + Powers 84 + Advantages 11 + Skills 8 (16 ranks) + Defenses 3 = 134
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