"Necessary Evil" OOC

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
Sorry, I don't like heavy toughness shifted characters who have also regeneration... if it starts looking overpowered, I may require you to change the power / loose the belt.

BTW, I will not allow noticeable in addition to removable. I never saw it in combination and even the battlesuits of the sample characters are not "noticeable".
 

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Review 2:
I gathered these together from around the other areas:
Favoured Environment(Underwater),
Comprehend 2: (animals, speak & understand) Limit: Sea Creature - 1pp
Swimming 2: 2mph(30/round) -2pp
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
Yeah I'm not sure if I want to drop them. I might have another idea though..

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)
K

Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths - 0 pp
please add "and their descendants" after "Telepaths"
K

-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)
I suppose you're right, a round incapacitaded is about the same a as round stunned.

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
No way, after the last Will-save damage effect I realized the futility of such an action. B/c the penalties for failed saves don't stack, If everybody's not attacking the same save, someones essentially wasting their action.

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?
Not well.. I was kinda gonna leave it mostly to you as to who she's 'familiar' with.. people she knows, basically.. other PCs, maybe the Doc and a few atlanteans.. it was specifically supposed to be open so you and I could decide who fits.

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.
Alright I'll remove noticeable and try to figure out the point dif.

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.

I assume the 'aquatic package' was the things you said weren't necessary? (Swimming, favoured environment, speak to sea creatures).
Also, if she does take it, would the armor have to have spend a point on a feature to negate the complication or would that just be part of the complication?

I've been pondering adding the 'aquatic' stuff to Siren's armour.. she was born atlantean but didn't get along as well in the water as they hoped, so her mother had the armour and tiara made for her to help with her 'disabilities'.
 

Everything but the last point seems to be clear:

...

I assume the 'aquatic package' was the things you said weren't necessary? (Swimming, favoured environment, speak to sea creatures).
Also, if she does take it, would the armor have to have spend a point on a feature to negate the complication or would that just be part of the complication?

I've been pondering adding the 'aquatic' stuff to Siren's armour.. she was born atlantean but didn't get along as well in the water as they hoped, so her mother had the armour and tiara made for her to help with her 'disabilities'.
Yes, you are right about the things in the aquatic package. It also usually includes low-light vision, but not super hearing.
No, the armor can negate the complication at no additional cost. The complication is just not triggered and you are not rewarded a HP.

Aquatic stuff as part of the armor makes certainly sense. Go for it if you want.
 

k did a last bit of rearanging what we talked about, and reworked her Psychic blades into a primary power of the pool.
Note: I understand Sonar isn't a 'common' atlantean trait, I'm keeping it b/c it fits with her psychic/singing powers, and she's not exactly 'common'.
I also added the lowlight vision to her suits granted aquatic traits.
[sblock=Siren3.0]

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: 3
Attractive, Benefit(Atlantean Royalty), Uncanny Dodge

Powers:
Atlantean Hybrid Container: [Racial, Innate] (6pp)
Immunity 3: High Pressure, Cold Environments, Drowning - 3pp
Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths & Descendants - 0 pp

Psychic Array [Descriptor: Mental] (40 point pool +7 Alternate/Dynamic = 47 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**
Psychic Blades(40) Alt Effect +1pp
-Damage 12 (Multi-attack+1, AccurateX3, Incurable, Penetrating 12) Dynamic *2/rank+16=40*
TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2, Homing, Indirect 4, Power Attack) *Linked:Stunning Force* 2/rank+8=32+6 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1, Limited Degree-1) - *1/2 ranks+=6*
**Affliction: Fort save, causes Dazed; Prone**
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] - (28pp)
Protection 7 - 7pp
Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp
Enhanced Saves: +5 fort/will - 10pp
Sexy armour: (Enhanced Advantage: Attractive) - 1pp
Aquatic Package: Favoured Environment(Underwater), Comprehend 2: (animals, speak & understand) Limit: Sea Creatures, Swimming 2: 2mph(30/round), low light vision - 5pp


Complications: Vulnerability: Heat, Motivation: Protecting Atlantis, Weakness: Dehydration(While not in armour or water)

COST: 22 Abilities + 24 Skills + 3 Advantages + 23 Combat + 81 Powers = 153/153
[/sblock]
 
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BTW, should we replace our character sheets in the RG, or do you want to start a new one for the 3rd Ed. characters?

Bye
Thanee
 


review 3.0
[sblock=Siren3.0]

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

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +2 (2 fgt)
Ranged Attack: +4 (4 dex) fine
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) 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: 3
Attractive, Benefit(Atlantean Royalty), Uncanny Dodge fine

Powers:
Atlantean Hybrid Container: [Racial, Innate] (6pp)
Immunity 3: High Pressure, Cold Environments, Drowning - 3pp
Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths & Descendants - 0 pp
I'm still not sure, why you want the Ultrasonic part being accurate. What is your intended difference to be this part accurate, instead of normal sounds?

Psychic Array [Descriptor: Mental] (40 point pool +7 Alternate/Dynamic = 47 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*
Precise only makes sense in combination with the Simultaneous extra. Also, mental is the most common descriptor of the powers of the main antagonists species. Some may have developed anti-counter measures.
-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** fine

Psychic Blades(40) Alt Effect +1pp
-Damage 12 (Multi-attack+1, AccurateX3, Incurable, Penetrating 12) Dynamic *2/rank+16=40*
is this dynamic or not?

TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2, Homing, Indirect 4, Power Attack) *Linked:Stunning Force* 2/rank+8=32+6 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1, Limited Degree-1) - *1/2 ranks+=6*
**Affliction: Fort save, causes Dazed; Prone**
You need to get Accuratex2, Homing, Indirect 4, Power Attack for both effects to apply for both effects.

Mind Reading (20) Dynamic +2pp
-Mind Reading 10 (Alternate Save[Dodge=Will]+0, Area Burst+2, Close-2) *2/rank=20* fine

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* fine

Atlantean Outfit: (Psychic Armour & Tiara set) [Removable] - (28pp)
Protection 7 - 7pp
Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp
Enhanced Saves: +5 fort/will - 10pp
Sexy armour: (Enhanced Advantage: Attractive) - 1pp
Aquatic Package: Favoured Environment(Underwater), Comprehend 2: (animals, speak & understand) Limit: Sea Creatures, Swimming 2: 2mph(30/round), low light vision - 5pp fine


Complications: Vulnerability: Heat, Motivation: Protecting Atlantis, Weakness: Dehydration(While not in armour or water) fine

COST: 22 Abilities + 24 Skills + 3 Advantages + 23 Combat + 81 Powers = 153/153 fine
[/sblock]
 

Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp
Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths & Descendants - 0 pp
I'm still not sure, why you want the Ultrasonic part being accurate. What is your intended difference to be this part accurate, instead of normal sounds?
B/c that's how sonar works, and I wanted her to have sonar. Think bats/dolphins. Ping.. there's something there, even though i can't see it.. ping..

-Cleansing Song: Nullify 7 (Mental Effects, Area Perception(Hearing)+1, Selective+1, Distracting-1, Limited: Singing-1, Precise) *1/rank+1=8*
Precise only makes sense in combination with the Simultaneous extra. Also, mental is the most common descriptor of the powers of the main antagonists species. Some may have developed anti-counter measures.
i'll drop the precise and add an extra rank. I dont see this ability working very often anyways, considering it's opposed and not maxed.

Psychic Blades(40) Alt Effect +1pp
-Damage 12 (Multi-attack+1, AccurateX3, Incurable, Penetrating 12) Dynamic *2/rank+16=40*
is this dynamic or not?
No.

TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2, Homing, Indirect 4, Power Attack) *Linked:Stunning Force* 2/rank+8=32+6 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1, Limited Degree-1) - *1/2 ranks+=6*
**Affliction: Fort save, causes Dazed; Prone**
You need to get Accuratex2, Homing, Indirect 4, Power Attack for both effects to apply for both effects.

Gotta go to work asap but I wanted to talk about this, will post about it later.
 
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TK Blast(38) Alt Effect +1pp
-Blast: Damage 12 (Ranged+1, Accuratex2, Homing, Indirect 4, Power Attack) *Linked:Stunning Force* 2/rank+8=32+6 Linked=38*
-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1, Limited Degree-1) - *1/2 ranks+=6*
**Affliction: Fort save, causes Dazed; Prone**
You need to get Accuratex2, Homing, Indirect 4, Power Attack for both effects to apply for both effects.

OK, so here's my take:
Power attack's only functioning on the blast damage, has nothing to do with the stun. Ordinarily I'd have taken power attack as a normal advantage, but I wanted to represent that she can put more oomf into this single attack.
Accurate/Homing should only be needed for the blast, b/c it's only one attack roll. Linked effects don't require you to spend more points to up your attack roll for the linked effect which doesn't make an attack roll.

Not sure whats up with Indirect, Direction doesn't seem to affect the affliction at all.. besides, it's just there for fun b/c i had a couple 'extra points' (B/c the power limit was 40). If it's a big deal I'll just drop it.
 

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