"Necessary Evil" OOC

Alright here goes.
Abilities: 22pp Point total is fine, but you are weak and sickly for an Atlantean (average Str & Sta = 2)
Didn't know that, was assuming human stats. Well she's half-human, and I just quite plainly cant afford it.

Feature: Speak with Sea Creatures - 1pp
this is actually:
Comprehend 2 (animals, speak & understand) Limit: Sea Creatures
for the same point cost.
That's how i originally had it, I swapped to the feature b/c it still made sense, cost the same, and seemed simpler. I'll swap it back.

Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
Is the ultrasonic part accurate, or your normal hearing? Having all auditory accurate would cost two more PP
Just the Ultra-hearing, it's an accurate ultrahearing sense seperate from her normal hearing.

How is singing a limit?
It's actually one of the suggested limits on page 148. "Only while singing loudly", I just didn't write down the loudly part b/c it sounds weird when you're talking about a siren's song. Mechanically it's going to be just as noticable, just thematically it's not someone shouting out, but crooning. It's actually MORE limiting than, say "requires incantations" which is a common limiter for magic - that just requires you to be able to speak, this requires more.

Psychic Illusions(40) Alt Effect +1pp
-Illusion 10 (All Senses, Selective+1, Resistable by will-1, Diminished range-1): 4/rank=40
**1,000 Cubic feet**
Diminished Range is a flat cost modifier
Had to search several times to find the problem here, you're going off the Diminished range flaw near the back of the powers section, which is flat -1p per rank, wheras I was just going off the example Range flaw used int he Illusion entry which says -1 cost per rank. I assumed specific rules over-ruled general ones, as is the usual case with RPGs.
Which is correct?

TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2) *Linked:Stunning Force* 2/rank+2=26+12 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1) - *1/rank=12*
**Affliction: Fort save, causes Dazed; Prone; Incapacitaed**
Instant Recovery means they can stand up from prone reflexively the following round, right?
It means they don't need to make a check to recover, I would assume (Considering it's the whole reason I took the ability) that they would still have to spend the required action to stand up. Otherwise I'll have to look into another way of doing it.

Mind Reading(20) Dynamic +2pp
-Mind Reading 10 (Area Burst+2, Close-2) *2/rank=20*
effect level can be halved by a successful dodge check?
Unfortunately, this is the closest I could come to what I want the power to do.. I wanted her to be able to scan surface thoughts in an area rather than having to focus on people one at a time, and this is the only way I could think of to do it. Any suggestions?

Telepathy(14+6=20) Dynamic +2pp
-Communication 2, Mental (Area+1, Selective+1, Subtle 2) *6/rank+2=14*
-Enhanced Communication 2 (Limited: Familiarity-1) *3/rank=6*
enhanced ranks will not benefit from neither the area, nor the selective modifier.
Hmm, I'll add Area to the Enhanced and leave out the selective since it's already limited to people I'm familiar with. Basically it's her psychic equivalent of Shouting - Everyone she's familiar with in range(Which is the whole planet) will hear it, I guess.

Atlantean Outfit: (Armour & Tiara set) [Removable, Noticeable] - (23pp)
I will not allow noticeable on a device.
Actually they don't have 'devices' in 3e, Removable is a flaw that can be applied to any power to show that there are ways to remove said power from someones use, Such as some sort of device or a known ritual that can remove the persons powers. I took noticeable to indicate that it was obvious that her armour isn't just for show. Without noticable, nobody would know that her outfit is any different from any other super-hero costume, and thus have no reason to take it away from her.

Protection 7 - 7pp
Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp
Enhanced Saves: +5 fort/will - 10pp
Is the armor magical or technological to make this improvements?
It's psychically charged, and as per Noticeable above, obviously so.

Complications: Vulnerable to Heat, Motivation- Protecting Atlantis.
I would like to add a water dependency for all Atlanteans in addition to the heat vulnerability. At your option, it can be countered by your armor.
How dependant? and what would it cost to overcome?
---

So I've been thinking about this since I started the character, and it's a lot of work, tweaking and shunting things to try and make her work.. I've been seriously tempted a few times to just propose my TK Dude that I had originally been planning. I think we talked about that a while ago though, and you said you'd prefer me to keep Siren, so I don't know if I should abandon her at this stage.

I'm probably going to have to drop some of her fluff stuff though, to fix some of the other problems..
Benefit(Atlantean Royalty), Favoured Environment(Underwater), Speak with Sea Creatures - that's 3 points that exist 99% for fluff, and then there's the atlantean container which is 8p for the same reason but I can't drop b/c it's what she IS, and all of this when I'm tweaking and fudging, and putting stats and protection and saves into a removable device so I can afford to have about half the skill points I want, doing away with most of my advantages b/c I cant afford them, and loading every single one of my psychic powers into a single array.

gah.. :( Anyways, off to work now.
 

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Had to search several times to find the problem here, you're going off the Diminished range flaw near the back of the powers section, which is flat -1p per rank, wheras I was just going off the example Range flaw used int he Illusion entry which says -1 cost per rank. I assumed specific rules over-ruled general ones, as is the usual case with RPGs.
Which is correct?

Both!

The -1/Rank Flaw reduced the Perception Range to Ranged (i.e. needs to make Attack rolls to hit any target with that power, modified by distance); another application would make it Close.

The -1 flat reduces the actual distances of a Ranged power.

It means they don't need to make a check to recover, I would assume (Considering it's the whole reason I took the ability) that they would still have to spend the required action to stand up.

That really seems a bit weird, but with Instant Recovery, the prone condition would be removed automatically after one round, essentially allowing them to stand back up for free, since they are no longer prone.

Unfortunately, this is the closest I could come to what I want the power to do.. I wanted her to be able to scan surface thoughts in an area rather than having to focus on people one at a time, and this is the only way I could think of to do it. Any suggestions?

Maybe Alternate Resistance can make it Will instead of Dodge?

Bye
Thanee
 

Both!

The -1/Rank Flaw reduced the Perception Range to Ranged (i.e. needs to make Attack rolls to hit any target with that power, modified by distance); another application would make it Close.
So I need to roll an attack roll to hit with an illusion? Not sure how that works.. would it be each person who can see the illusion? Or attack the thing i'm trying to change with the illusion?

Blah, I'll just find a different flaw.

That really seems a bit weird, but with Instant Recovery, the prone condition would be removed automatically after one round, essentially allowing them to stand back up for free, since they are no longer prone.
So it essentially does exactly nothing? I knock them down and on their turn they get to stand up for free...
Guess i got another one to change.


Maybe Alternate Resistance can make it Will instead of Dodge?
That way makes a little more sense, then it would be:
A: Make a dc 20 will save.
B1: if you fail, make another DC 20 will save. If you fail this save, your mind is read.
B2: If you suceed, make a DC 15 will save. If you fail this save, your mind is read.

Doing some quick math here...
+10 Will = 68.75% chance of saving.
+7 Will = 50% chance of saving.
+4 Will = 31.25% chance of saving.
Basically 50/50 at +7 will, for every one different the odds change by 6.25%
Not too bad i guess.. it means she can use it to scan low-lvl minds/crowds, which is what i wanted it for, but anybody with a decent will save is going to resist easily.
 

So I need to roll an attack roll to hit with an illusion? Not sure how that works.. would it be each person who can see the illusion? Or attack the thing i'm trying to change with the illusion?

Yeah, it doesn't really fit well... I guess that is why that Flaw listed under Illusion specifically has some text about GM discretion. ;)

So it essentially does exactly nothing? I knock them down and on their turn they get to stand up for free...

It is not nothing, they are prone for one round (if they fail the initial save by enough), which offers other characters a chance to exploit that temporary weakness, and they are prone for their next action phase.

Granted, that doesn't sound like much, but it is not nothing. :)

Bye
Thanee
 

just re-read affliction, I thought they got the check at the begining of the round, but you're right, it's the end, which works fine.
 

Alright, next take. Fixed what I could, still waiting on DM responses. [sblock=Siren]
Ondina Naiada AKA Siren - PL 10 (153 pp)

Abilities: 22pp
STR 0
STA 0 (2)
DEX 2 (4)
AGI 2 (4)
FGT 2
INT 0
AWE 1
PRE 4

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +2 (2 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
TK Blast:+8, DC 27 Toughness, Linked Affliction DC 22
Psychic Knife: +8 Melee, DC 27 Toughness

Defenses: (23pp)
Dodge: +11 (7 base + 4 agi)
Parry: +11 (9 base + 2 fgt)
Toughness: +9 (2 sta + 7 Protection)
Fort +7 (2 sta + 5 enhanced)
Will +13 (7 base + 1 awe + 5 enhanced)

Skills: (48 ranks= 24 pp)
Acrobatics(+14/10), Deception(+12/8), Perception(+11/10), Persuasion(+16/12), Stealth(+12/8)
*+5 to checks where Attractiveness Matters*

Advantages: 4
Attractive, Benefit(Atlantean Royalty), Favoured Environment(Underwater), Uncanny Dodge

Powers:
Comprehend 2: (animals, speak & understand) Limit: Sea Creature - 1pp

Atlantean Container: [Racial, Innate] (8pp)
Immunity 3: High Pressure, Cold Environments, Drowning - 3pp
Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
Swimming 2: 2mph(30/round) -2pp
Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths - 0 pp

Psychic Array [Descriptor: Mental] (40 point pool +8 Alternate/Dynamic = 48 pp)
Psychic Siren(31+8+1=40) [Descriptor: Sonic]
-Siren Song: Affliction 10 (Area Perception(Hearing)+1, Selective+1, Cumulative+1, Limited: Singing -1, Alternate save: Will+0, Insidious) *3/rank+1=31*
**Affliction: Will save, causes Entranced; Compelled; Controlled**
-Cleansing Song: Nullify 7 (Mental Effects, Area Perception(Hearing)+1, Selective+1, Distracting-1, Limited: Singing-1, Precise) *1/rank+1=8*
-Enhanced Traits: Advantage: Fascinate *1*
Psychic Illusions(40) Alt Effect +1pp
-Illusion 10 (All Senses, Selective+1, Resistable by will-1, Concentration-1): 4/rank=40
**1,000 Cubic feet**
TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2) *Linked:Stunning Force* 2/rank+2=26+12 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1) - *1/rank=12*
**Affliction: Fort save, causes Dazed; Prone; Incapacitaed**
Psychic Knife(16) Dynamic +2pp
-Damage 12 (Incurable, AccurateX3) Dynamic *1/rank+4=16*
Mind Reading (20) Dynamic +2pp
-Mind Reading 10 (Alternate Save[Dodge=Will]+0, Area Burst+2, Close-2) *2/rank=20*
Telepathy(13+7=20) Dynamic +2pp
-Communication 2, Mental (Area+1, Selective+1, Subtle 1) *6/rank+1=13*
-Enhanced Communication 2 (Area+1, Limited: Familiarity-1, Move Activation) *4/rank-1=7*

Atlantean Outfit: (Psychic Armour & Tiara set) [Removable, Noticeable] - (23pp)
Protection 7 - 7pp
Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp
Enhanced Saves: +5 fort/will - 10pp
Sexy armour: (Enhanced Advantage: Attractive) - 1pp


Complications: Vulnerable to Heat, Motivation- Protecting Atlantis.

COST: 22 Abilities + 24 Skills + 4 Advantages + 23 Combat + 80 Powers = 153/153[/sblock]
 

The Sorceress has been updated (above).

Changed the Flaw to Activation, removed 10 skill ranks, the Luck 2 advantage, and added Improved Initiative 1.

Bye
Thanee
 

I have also been thinking what to do with my experience points, and one thing that came to mind is a device (a magic belt) offering the Regeneration power.

Belt of Regeneration 3 PP
- Regeneration 5
- Removable 1
- Noticeable 1

Bye
Thanee
 

Review 2:
[sblock=Siren]
Ondina Naiada AKA Siren - PL 10 (153 pp)

Abilities: 22pp
STR 0
STA 0 (2)
DEX 2 (4)
AGI 2 (4)
FGT 2
INT 0
AWE 1
PRE 4
fine, I also forgot your hybrid background. Hybrids have only normal human abilities, so your Str & Sta are just average :)


Offenses:
Initiative: +4 (4 agi)
Melee Attack: +2 (2 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
TK Blast:+8, DC 27 Toughness, Linked Affliction DC 22
Psychic Knife: +8 Melee, DC 27 Toughness
fine

Defenses: (23pp)
Dodge: +11 (7 base + 4 agi)
Parry: +11 (9 base + 2 fgt)
Toughness: +9 (2 sta + 7 Protection)
Fort +7 (2 sta + 5 enhanced)
Will +13 (7 base + 1 awe + 5 enhanced)
fine

Skills: (48 ranks= 24 pp)
Acrobatics(+14/10), Deception(+12/8), Perception(+11/10), Persuasion(+16/12), Stealth(+12/8)
*+5 to checks where Attractiveness Matters*
fine

Advantages: 4
Attractive, Benefit(Atlantean Royalty), Favoured Environment(Underwater), Uncanny Dodge
fine, but I just wanted to inform you that being aquatic isn't a dominant trait. Half of the hybrids don't favor the water and are not aquatic

Powers:
Comprehend 2: (animals, speak & understand) Limit: Sea Creature - 1pp
fine, but not needed, see advantages

Atlantean Container: [Racial, Innate] (8pp)
Immunity 3: High Pressure, Cold Environments, Drowning - 3pp
Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
(note that you can only accurately pinpoint Ultrasonic sounds, not sound perceivable by normal humans. Also, aquatic heroes (and the NPC Atlanteans) will have low-light vision, not sonar)
Swimming 2: 2mph(30/round) -2pp
fine, but not needed, see advantages
Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths - 0 pp
please add "and their descendants" after "Telepaths"

Psychic Array [Descriptor: Mental] (40 point pool +8 Alternate/Dynamic = 48 pp)
Psychic Siren(31+8+1=40) [Descriptor: Sonic]
-Siren Song: Affliction 10 (Area Perception(Hearing)+1, Selective+1, Cumulative+1, Limited: Singing -1, Alternate save: Will+0, Insidious) *3/rank+1=31*
**Affliction: Will save, causes Entranced; Compelled; Controlled**
-Cleansing Song: Nullify 7 (Mental Effects, Area Perception(Hearing)+1, Selective+1, Distracting-1, Limited: Singing-1, Precise) *1/rank+1=8*
-Enhanced Traits: Advantage: Fascinate *1*
Psychic Illusions(40) Alt Effect +1pp
we will see if singing is limiting you in such a way that you can use the power only half the time... if not, I may require a different flaw (distracting would make sense) If this is the case, we may keep it as a complication
-Illusion 10 (All Senses, Selective+1, Resistable by will-1, Concentration-1): 4/rank=40
**1,000 Cubic feet**
TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2) *Linked:Stunning Force* 2/rank+2=26+12 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1) - *1/rank=12*
**Affliction: Fort save, causes Dazed; Prone; Incapacitaed**
limited degree would make sense, as one round incapacitated isn't that powerful. Also note that the degrees don't stack (enemies who fail by two degrees are Prone, but not Dazed)
Psychic Knife(16) Dynamic +2pp
-Damage 12 (Incurable, AccurateX3) Dynamic *1/rank+4=16*
you may change the resistance to will as a +0 mod, if you want
Mind Reading (20) Dynamic +2pp
-Mind Reading 10 (Alternate Save[Dodge=Will]+0, Area Burst+2, Close-2) *2/rank=20*
Telepathy(13+7=20) Dynamic +2pp
-Communication 2, Mental (Area+1, Selective+1, Subtle 1) *6/rank+1=13*
-Enhanced Communication 2 (Area+1, Limited: Familiarity-1, Move Activation) *4/rank-1=7*
all fine, but can you please specify "Familiarity" for this power?

Atlantean Outfit: (Psychic Armour & Tiara set) [Removable, Noticeable] - (23pp)
Protection 7 - 7pp
Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp
Enhanced Saves: +5 fort/will - 10pp
Sexy armour: (Enhanced Advantage: Attractive) - 1pp
still not buying noticeable for this. The sample battlesuit characters in all published material haven't the flaw. Nor saw I any other device with it.


Complications: Vulnerable to Heat, Motivation- Protecting Atlantis.
heat vulnerability is fine, but not required. Below complication is required, if you take the aquatic package:
Weakness: Atlanteans dehydrate when away from water for an extended time, becoming impaired, disabled, and finally incapacitated before their condition becomes dying. Immersion in water immediately removes all cumulated conditions.


COST: 22 Abilities + 24 Skills + 4 Advantages + 23 Combat + 80 Powers = 153/153[/sblock]
 
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