Living Supers - General Discussion Thread

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raynbow said:
pun intended?
No comment
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Any chance of getting Bront and H4H to vote on Malthusian's proposal. It would be nice to clear one of the proposals. :D
 

How are the new GMs progressing with their games? The Antiques Roadshow will end soon. I have a game that would be easy to run for three PL 8 characters, but I want the Raylis and Master Pelle to be able to run their games first. I was thinking this game might be good for Sergeant, Avatar, and someone with some muscle/power. It might be nice to get a rundown of all the characters out there interested in playing with two lists approved and pending approval. Heres all the player's out there. Maybe the ones who haven't been active, but are available for play can chime in?

Roughneck
Juggler
Monkey Wrench
Quasar
Midas
Echo
Proto
Body and Spirit
Pandora


Haven't heard from in a while
Toad
Hummingbird
Ice
Turret
Tarantula last seen 12/6/06
 


Allright! I've got 2 characters made, one a 150 space bender. I'm not happy enough to run have a few ideas to replace him, it'll take time.

The other has combinations I'm not sure is... do-able
Here's a quick run down for critiqueing
[sblock]
PP 120
Mercury? Some other low melting point metal?
My character powers are as such.
-He/she produces a sort of liquidbiometal.
-It responds to thought, through touch.
-Unconnected the mass and the person, the metal doesn't last long, sort of disappaiting.
-Does not have perfect control
-As result can only form it into simple shapes, skin tight armor, blades and so on.
-Thus it acts as Defense, Offense
-Also Boosting Strength and speed by acting as anouther muscle.
-Another side effect of not having perfect control would be the tendency to drip it, lose it and so on.
-Tending to lose while using it, it leaves foot foot prints, frames attack points, and flys off while moving quickly.
-The effect much like a water element hero, only not water, but still drippy.


So here's the stuff I was unsure about.

-My plans we're primarily for the power, Device(impossible to disarm) Flaw Fading.
-As a recharge, it happens over time, perhaps getting a point back per hour.
-Since the device will have multiple powers do I get to decide where the points come off?
-Would I be able to readjust where I took the points off? Lets say I lost my speed powers early, could I siphon points off my other powers to get them back?
-As some of my points will go into my defense, will I lose points for taking/dodging hits?(I'd be cool with it if it did.)

My intentions we're to eventually pay the points to remove the flaw and install a few more minor fun powers.[/sblock]

I know it's alot but it's the character I'm hung up on, critisms, questions, answers and ideas are welcome.
 

Here a few suggestion. With your description, you seem to have:

- Create object with the range: Touch
- The snare alternate power could be fine on that.
- Force field (it's not a force field, but act just like it)
- Strike with duration sustain (you could have the extended reach power feat if you wnt to produce some whip-like weapon)
- You could have Super-Strength with sustain duration, and some speed too
- You would have the drawback: noticeable
- I wouldn't make it a device or with the flaw fading, xecept if you really want to become powerless every mission. But you could have the Power Loss drawback under certain circumstances.
 

Velmont said:
Here a few suggestion.

Create object would be one of the fun powers down the line.
/nod
Powerless? It'd take alot of fighting to get there but yeah that was one of the big points being a strong PL120 and losing it all.

Thankyou for the suggestions I'll look into them
 

:LogicsFate-
Being a lazy bastard, I posted your request to the Atomic Think Tank.

Here's the thread: http://www.atomicthinktank.com/viewtopic.php?p=324525#324525
Also here's an example of Metamorpho (maybe somewhat similar?) ALL THE Green Lantern builds used Variable power as a base.
Metamorpho Power Level 9

STR 30 (+10), DEX 14 (+2), CON 30 (+10), INT 12 (+1), WIS 16 (+3), CHA 10 (+0)

Toughness +10, Fortitude +10, Reflex +6, Will +7

Skills: Drive 5 (+7), Investigate 5 (+6), Knowledge (history) 8 (+9), Notice 5 (+8), Search 5 (+6), Sense Motive 4 (+7)

Feats: Jack of all Trades, Teamwork

Powers: Shapeshift 6 (limited to elemental states)

Combat: Attack +8, Grapple +18, Damage +10 (unarmed), Defense +8, Knockback -5, Initiative +2

Drawback: Weakness (exposure to orb fragments, con drain per round, -7 points)

Abilities 52 + Skills 8 (32 points) + Feats 2 + Powers 42 + Combat 32 + Saves 9 - Drawbacks 7 = 138pp

notes...

Metamorpho is the catch all sort of utility player for the Outsiders. He can add into the mix or stand alone even and do quite well for himself. His shapeshifting allows him to do all sorts of neat stuff. I wasn't suprised at all that he ended up going over points. All the outsiders though I'm thinking will be around PL9. Arsenal is due for a rework as well.. he'll be along I guess.
 

Here's some Iceman and Human Torch builds. they are elemental controllers so maybe they could be good jumping off points:
Iceman: PL9 ( 135pp ); Initiative +6 (Dex, Improved); Defense 21 (15 flatfooted); Spd variable; Atk +7/+9 cold blast (+1 unarmed); SV Tou +2, Fort +4, Ref +6, Will +3; Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 16

Skills: Acrobatics 2 (+5), Bluff 6 (+9), Intimidate 1 (+4), Knowledge (business) 5 (+5), Knowledge (pop culture) 3 (+3), Notice 4 (+4), Sense Motive 4 (+4), Swim 3 (+4)

Feats: Attractive +1, Contacts, Fearless, Fighting Style [Attack Specialization: ice blasts +1, defensive attack, dodge focus +1, evasion +1, improved initiative +1, move by action, redirect, sneak attack +1, taunt], Inspire +1, Set Up, Teamwork +1

Powers: Cold Control +9 [Power Feat: Dynamic Powers +5 (create object), (Gliding), (protection), (drain toughness/snare; 4pp per), (water walking), Precise; Extra: Action +1, Trail +1; 4pp per], Immunity 6 [all cold effects]

trades: -2Tou/+2Def
complications: responsibility, secret

notes...




Iceman's good at providing a distraction. You'll usually see him zipping around with defensive attack shooting moderately intense cold blasts and affecting bad guys with the area affect on his cold control. He's low powered defensively unless he beefs himself up via his dynamic set's use of protection. He's a lot like Human Torch; basically a guy trying to spread a useful power out among many facets trying to balance himself out and be useful as he's needed. I do like his feats!

The Human Torch II (Johnny Storm) Power Level 10

STR 12, DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 18 (+4)

Toughness +10, Fortitude +4, Reflex +8, Will +3

Skills: Bluff 8 (+12), Craft (mechanical) 5 (+6), Drive 5 (+9), Intimidate 4 (+9), Knowledge (pop culture) 5 (+6), Notice 5 (+6), Sense Motive 4 (+5)

Feats: Attack Specialization (blasts), Equipment, Taunt, Teamwork, Ultimate Skill (drive)

Powers: Fire Form 15
Fire Form: Blast 12 (AP: Extreme Heat 8 [free action, touch range]), Enhanced Feats 7 (dodge focus 2, evasion 2, fearsome presence, improved initiative, move by action), Flight 6 (500MPH), Immunity 6 (all heat effects), Protection 5 (impervious, vs physical only), Strike 10 (aura)

Equpment: commlink (subtle), uniform (Protection 3)

Combat: Attack +6, +8 (blast), Grapple +7, Damage +10 (unarmed), +12 (blast), Defense +10 (+4 flat footed), Knockback -2, -7 (vs physical), Initiative +8

Drawback: Power Loss (when deprived of oxygen, -1 point)

Abilities 26 + Skills 9 (36 ranks) + Feats 5 + Powers 75 + Combat 28 + Saves 8 - Drawbacks 1 = 150pp
 

LogicsFate said:
Powerless? It'd take alot of fighting to get there but yeah that was one of the big points being a strong PL120 and losing it all.

Ok, I've read again teh Fade power, I had teh 1st edition in mind, where you lose 1 Rank per level. But in second edition, it is 1 Power Point, which is less.
 

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