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Generation Legacy: Part Three
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<blockquote data-quote="Samnell" data-source="post: 4311377" data-attributes="member: 130"><p>Argh, I lost the post I had half-written.</p><p></p><p>Short version:</p><p>I recall the fight against Tina now that it's been mentioned and damn she was annoying even when she kept her mouth shut. Good point.</p><p></p><p>I got started on the regen as a thematic thing fitting in with the sun fueling the internal shadow and helping it help him, but somewhere along the line it went from neat flavor piece to unstoppable shadowblipper. </p><p></p><p>I started making a build that removed the lethal regen entirely and flawed the whole thing so it was useless without the sun, but then I realized he can teleport 2000 miles with a full-round action. The Earth is roughly 25,000 miles in circumference at the Equator. The sun travels 1/24th of that distance per hour, with works out to 15 degrees and 1042 miles, more or less. If he wasn't out cold and really needed to, he could easily teleport himself to an area where it was daylight within at worst a few rounds. Thus that flaw isn't much of a flaw. Since he has capped toughness, he's unlikely to get KOed with a single blow by most likely foes. (This is where Agamon chuckles and makes a note. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) Therefore he could trivially negate his flaw. Bad ju ju. If I keep any regen I probably don't deserve the discount for the requiring sunlight flaw, or at worst it's a drawback or complication. I really did not think of that exploit when I was running the numbers.</p><p></p><p>Bad Samn! Bad! Roll over and take your spankings!</p><p></p><p>How about this?</p><p>[sblock]</p><p><strong>Internal Shadow</strong> </p><p>(passive, permanent container structure 2, Power Feat: Innate, 11pp)</p><p>Darkvision</p><p>Enhanced Feat: Diehard</p><p>Immunity: Aging, Disease, Environmental Heat, Poison </p><p>Protection 3 (caps his toughness at PL) </p><p></p><p><strong>Shadow Control</strong></p><p>Teleport 8 (feat: change direction) (2,000 miles)</p><p>*Extra (accurate 8) 25pp</p><p>Alt Power: Darkness Control 6 (extra: selective) (500 foot radius) 1pp</p><p>Alt power: Telekinesis 8 (perception range 8, feat: precise) 1pp (effective strength 40 for lifting, moving objects)[/sblock]</p><p></p><p>Some things about this build:</p><p>I realized that the container structure was what I was looking for for Jared's altered physiology so I went and put it in. It doesn't save me any pp either way. </p><p></p><p>I made it innate, which I realize is asking a bit after the nastily broken build I had earlier, but I wanted to represent that this is not an ongoing effect that merely makes his blood have weird properties. The shadowstuff actually has replaced his blood wholesale and does not have all the same properties at all. To nullify it would imply that his shadow turned right back to blood, which seems strange. If it's not ok with the feat, I have no problem removing it.</p><p></p><p>I deliberately claimed way less than I could on darkness control. I could have put the lights out over an area a bit in excess of nine miles, but that seemed like a major disaster waiting to happen and so big as to be impractical almost anywhere. If he was always stunting off for a smaller area anyway, and rarely had any good use for the alt power as statted, it made more sense for him to have a less gi-normous radius.</p><p></p><p>If I did my math right, he has about 2 stray pp now, which I would put into defense. That puts him halfway to cap on defense and capped on toughness. It still has potential to be a layered defense scheme, if not one so extreme as the protection + regen scheme. If that suggestion still raise alarms I'll buy a couple of power feats or something.</p><p></p><p>EDIT: changed Darkness Control to the selective attack extra instead of the selective power feat. Still came inside the pp limit of the array.</p></blockquote><p></p>
[QUOTE="Samnell, post: 4311377, member: 130"] Argh, I lost the post I had half-written. Short version: I recall the fight against Tina now that it's been mentioned and damn she was annoying even when she kept her mouth shut. Good point. I got started on the regen as a thematic thing fitting in with the sun fueling the internal shadow and helping it help him, but somewhere along the line it went from neat flavor piece to unstoppable shadowblipper. I started making a build that removed the lethal regen entirely and flawed the whole thing so it was useless without the sun, but then I realized he can teleport 2000 miles with a full-round action. The Earth is roughly 25,000 miles in circumference at the Equator. The sun travels 1/24th of that distance per hour, with works out to 15 degrees and 1042 miles, more or less. If he wasn't out cold and really needed to, he could easily teleport himself to an area where it was daylight within at worst a few rounds. Thus that flaw isn't much of a flaw. Since he has capped toughness, he's unlikely to get KOed with a single blow by most likely foes. (This is where Agamon chuckles and makes a note. :) ) Therefore he could trivially negate his flaw. Bad ju ju. If I keep any regen I probably don't deserve the discount for the requiring sunlight flaw, or at worst it's a drawback or complication. I really did not think of that exploit when I was running the numbers. Bad Samn! Bad! Roll over and take your spankings! How about this? [sblock] [b]Internal Shadow[/b] (passive, permanent container structure 2, Power Feat: Innate, 11pp) Darkvision Enhanced Feat: Diehard Immunity: Aging, Disease, Environmental Heat, Poison Protection 3 (caps his toughness at PL) [b]Shadow Control[/b] Teleport 8 (feat: change direction) (2,000 miles) *Extra (accurate 8) 25pp Alt Power: Darkness Control 6 (extra: selective) (500 foot radius) 1pp Alt power: Telekinesis 8 (perception range 8, feat: precise) 1pp (effective strength 40 for lifting, moving objects)[/sblock] Some things about this build: I realized that the container structure was what I was looking for for Jared's altered physiology so I went and put it in. It doesn't save me any pp either way. I made it innate, which I realize is asking a bit after the nastily broken build I had earlier, but I wanted to represent that this is not an ongoing effect that merely makes his blood have weird properties. The shadowstuff actually has replaced his blood wholesale and does not have all the same properties at all. To nullify it would imply that his shadow turned right back to blood, which seems strange. If it's not ok with the feat, I have no problem removing it. I deliberately claimed way less than I could on darkness control. I could have put the lights out over an area a bit in excess of nine miles, but that seemed like a major disaster waiting to happen and so big as to be impractical almost anywhere. If he was always stunting off for a smaller area anyway, and rarely had any good use for the alt power as statted, it made more sense for him to have a less gi-normous radius. If I did my math right, he has about 2 stray pp now, which I would put into defense. That puts him halfway to cap on defense and capped on toughness. It still has potential to be a layered defense scheme, if not one so extreme as the protection + regen scheme. If that suggestion still raise alarms I'll buy a couple of power feats or something. EDIT: changed Darkness Control to the selective attack extra instead of the selective power feat. Still came inside the pp limit of the array. [/QUOTE]
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