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

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.

Strength 0, Stamina 4, Agility 2, Dexterity 0, Fighting 2, Intellect 2, Awareness 4, Presence 0
Tough little mental patient, but 'sokay.

Advantages
Assessment, Benefit, Wealth 3 (millionare), Defensive Roll 5, Diehard, Uncanny Dodge, Well-informed
I'm assuming your background will explain how he went from mental institute to Millionaire?

Skills
Insight 14 (+18), Technology 1 (+3), Treatment 1 (+3)
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)
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.
I don't allow 'check required' with skills that cant fail (discounting Nat 1).

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))
This's ok.

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.

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)
I assume these are linked to each other? (You have to specify with Linked abilities what they're linked to).
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.

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)
I assume you meant poison?
Once more, PL cap = 9.
I don't like the variable conditions, makes it too powerful.

Defense
Dodge 9/2, Parry 9/2, Fortitude 7, Toughness 9/4, Will 4
I'd suggest upping your Will/fort. The cap on them is like the other caps. (fort + will = PLX2)

Power Points
Abilities 28 + Powers 84 + Advantages 11 + Skills 8 (16 ranks) + Defenses 3 = 134
 
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So further review I've realized something. Both substance shifting and power copying are very strong and versatile, combining them is just too much.
I'm gonna ask you to pick one or the other, at least at the moment.

Any chance I could keep drop power copying but keep morph? Since I was only taking the copying people for the infiltration.


If not, that's ok. I'll keep the substance shifting cuz i think it's just cool
 

Yes, that's doable. I was going to post just that, actually. I'm fine with the substance copying and copying appearances, so long as you're not gaining advantages/powers from people.

Also, Attuning would be a STANDARD action b/c the 'requires touch' limit requires an attack roll - You can auto-hit as a routine check against objects/minions, but still need to take the standard action.
If you're using the 'mimic' suggestion from the book (variable, move action) like It appears *Which is what I would suggest if you aren't* the move action it's talking about is how long it takes to actually use the ability to change form.

IE touching something and changing form together is a full round action.


Also, I really don't like the idea of the air form..
 

What do you suggest on the air form? Right now it's just the list of powers from the alternate form suggestioned power.

On the move action thing I was basing it off the books "You can duplicate the traits of another character you can
perceive, requiring a move action to scan them." but going with touch to attune instead of perceive range. Since I'm sticking to just objects it doesn't matter as much.
 
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Air form - I'm just not fond of the massive variety gaseousness gives you over the more solid stuff. As I've said before, I don't like 'lots of powers', and the 'must touch' limit is completely null for something that's always there.

Move action - I'm not sure which book you're reading, but I'm using 3e.

The only 'mimic' in 3e is an example form using the Variable power, which is the best way I can think of to do it. Variable can have virtually any powers, within a common descriptor (in this case, 'materials/substances'). Without the touch limiter, it would be just any substance (Not even requiring perception, just you to know about it), there is no 'move action to scan them'.
Taking the touch limiter makes it require a standard action attack to touch the target. (Limited flaw is supposed to make the power about half as effective)

Reconfiguring with Variable is normally a standard action to 'change'. the example mimic is paying +1/rank(8/rank) to reduce that to move.

If you want it to be faster, it'll cost more.

Keep in mind, once you've spent that standard action touch/move action change, you can stay in that form by expending just a free action each turn (Sustained duration)
 

Move action - I'm not sure which book you're reading, but I'm using 3e.

3e Heroes Handbook pg. 117 said:
MIMIC

Effect: Variable, Move Action • 8 points per rank
You can duplicate the traits of another character you can
perceive, requiring a move action to scan them.
You gain
(Mimic rank x 5) power points worth of traits the target
has, up to a maximum of the target’s rank, and limited
by the total power points you can Mimic. If you can only
mimic some traits, apply the Limited flaw to this power.
Some Mimics are Limited to only copying subjects they
can touch, requiring a successful close attack check to
touch an unwilling subject. Others do not mimic other
people but instead mimic the traits of animals (substituting
the “animal” descriptor for “another character”).

That's what I'm going off of. I'm not sure what your going off of I'm getting confused... As I said this is my first 3e character.


As for Air I'll drop it, I understand the issue of it being all around, Is there anyway you can think of I can get flight?
 
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Ah, you were reading their 'fluff explanation' of the move action that the ability takes to activate. It's not move action to scan, then activate, the reference you highlighted is the flavour text of an example of why it takes a move action.

The limit : Touch still adds the standard action requirement to touch and 'attune'. The move action to actually GAIN the powers would just be described as something else - the time it takes to shift, getting used to the new form, etc.


As far as Flight, that's one of the things I had a problem with being added to all the other stuff.

anyways bed now bye.
 

Yes, I initially read it as Move to Scan and then Move to shift.

But it would make sense for it to be a single move, seeing as Variable is 7pts per rank, and Mimic is 8 despite being Limited to copying where Variable is anything imaginable there's gotta be some Modifiers on Mimic that raises the cost by 2

But irregardless I always took it as Move to "attune" and move to shift
 
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VR, First thing I have to say is please include costs with your Powers.
Sorry, will do.
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).
Yes, the potential vulnerability to having his stuff grabbed away was intended.
I'm assuming your background will explain how he went from mental institute to Millionaire?
I was thinking of taking a quirk on wealth to represent that he doesn't actually have the money now, but could make it pretty quickly in, say, Las Vegas, with some potential issues problems arising from doing so.

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.
I don't allow 'check required' with skills that cant fail (discounting Nat 1).
Yep, can't read or speak. I'll either remove the check or fiddle with things to make it fail-able.

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 took Offense as his trait, which allows +2 PL on to hit/attacks, no trade offs. Or did I misinterpret how that works? How do you suggest representing the ability to implant a post-hypnotic suggestion?


I assume these are linked to each other? (You have to specify with Linked abilities what they're linked to).
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.
Yep, shoulda been linked. With them linked does that mean that the damage would only work if the illusion is successful? I do want that to be the case, but if it is not automatically that way, can the additional save on the blast refer to the illusion's save? The 30' radius is already much bigger than the size the illusion can be. 2000 cubic feet is a little under an 8 foot radius.

I assume you meant poison?
Once more, PL cap = 9.
I don't like the variable conditions, makes it too powerful.
Derp. Bummer about the variable. I'll work something else out.

I'd suggest upping your Will/fort. The cap on them is like the other caps. (fort + will = PLX2)
Points might be a problem here. But I'll keep that in mind and see what I can do. He's not supposed to be able to stand up all that well against opponents that notice and hit him though.
 

You could get a dust form, and get flight, although, as an unreliable power, direction depending mostly on the winds and not much on your will.
 

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