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"Necessary Evil" OOC
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<blockquote data-quote="Walking Dad" data-source="post: 5902546" data-attributes="member: 59043"><p>Review 2:</p><p>[sblock=Siren]</p><p>Ondina Naiada AKA Siren - PL 10 (153 pp)</p><p></p><p>Abilities: 22pp</p><p>STR 0</p><p>STA 0 (2)</p><p>DEX 2 (4)</p><p>AGI 2 (4)</p><p>FGT 2</p><p>INT 0 </p><p>AWE 1 </p><p>PRE 4</p><p><span style="color: Lime">fine, I also forgot your hybrid background. Hybrids have only normal human abilities, so your Str & Sta are just average <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=":)" /></span></p><p></p><p></p><p>Offenses: </p><p>Initiative: +4 (4 agi)</p><p>Melee Attack: +2 (2 fgt)</p><p>Ranged Attack: +4 (4 dex)</p><p>Specific Attacks: </p><p>TK Blast:+8, DC 27 Toughness, Linked Affliction DC 22</p><p>Psychic Knife: +8 Melee, DC 27 Toughness</p><p><span style="color: Lime">fine</span></p><p></p><p>Defenses: (23pp) </p><p>Dodge: +11 (7 base + 4 agi)</p><p>Parry: +11 (9 base + 2 fgt)</p><p>Toughness: +9 (2 sta + 7 Protection)</p><p>Fort +7 (2 sta + 5 enhanced)</p><p>Will +13 (7 base + 1 awe + 5 enhanced)</p><p><span style="color: Lime">fine</span></p><p></p><p>Skills: (48 ranks= 24 pp)</p><p>Acrobatics(+14/10), Deception(+12/8), Perception(+11/10), Persuasion(+16/12), Stealth(+12/8) </p><p>*+5 to checks where Attractiveness Matters*</p><p><span style="color: Lime">fine</span></p><p></p><p>Advantages: 4</p><p>Attractive, Benefit(Atlantean Royalty), Favoured Environment(Underwater), Uncanny Dodge</p><p><span style="color: Lime">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</span></p><p></p><p>Powers: </p><p>Comprehend 2: (animals, speak & understand) Limit: Sea Creature - 1pp</p><p><span style="color: Lime">fine, but not needed, see advantages</span></p><p></p><p>Atlantean Container: [Racial, Innate] (8pp)</p><p>Immunity 3: High Pressure, Cold Environments, Drowning - 3pp</p><p>Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp</p><p><span style="color: Yellow">(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)</span></p><p>Swimming 2: 2mph(30/round) -2pp</p><p><span style="color: Lime">fine, but not needed, see advantages</span></p><p>Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths - 0 pp</p><p><span style="color: Yellow">please add "and their descendants" after "Telepaths"</span></p><p></p><p>Psychic Array [Descriptor: Mental] (40 point pool +8 Alternate/Dynamic = 48 pp)</p><p>Psychic Siren(31+8+1=40) [Descriptor: Sonic]</p><p>-Siren Song: Affliction 10 (Area Perception(Hearing)+1, Selective+1, Cumulative+1, Limited: Singing -1, Alternate save: Will+0, Insidious) *3/rank+1=31*</p><p>**Affliction: Will save, causes Entranced; Compelled; Controlled**</p><p>-Cleansing Song: Nullify 7 (Mental Effects, Area Perception(Hearing)+1, Selective+1, Distracting-1, Limited: Singing-1, Precise) *1/rank+1=8*</p><p>-Enhanced Traits: Advantage: Fascinate *1*</p><p>Psychic Illusions(40) Alt Effect +1pp</p><p><span style="color: Yellow">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</span></p><p>-Illusion 10 (All Senses, Selective+1, Resistable by will-1, Concentration-1): 4/rank=40</p><p>**1,000 Cubic feet**</p><p>TK Blast(38) Alt Effect +1pp</p><p>-Blast: Damage 12 (Ranged+1, Accuratex2) *Linked:Stunning Force* 2/rank+2=26+12 Linked=38*</p><p>-Stunning Force Linked: Afffliction 12 (Ranged+1, Instant Recovery-1) - *1/rank=12*</p><p>**Affliction: Fort save, causes Dazed; Prone; Incapacitaed**</p><p><span style="color: Yellow">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) </span></p><p>Psychic Knife(16) Dynamic +2pp</p><p>-Damage 12 (Incurable, AccurateX3) Dynamic *1/rank+4=16*</p><p><span style="color: Yellow">you may change the resistance to will as a +0 mod, if you want</span></p><p>Mind Reading (20) Dynamic +2pp</p><p>-Mind Reading 10 (Alternate Save[Dodge=Will]+0, Area Burst+2, Close-2) *2/rank=20*</p><p>Telepathy(13+7=20) Dynamic +2pp </p><p>-Communication 2, Mental (Area+1, Selective+1, Subtle 1) *6/rank+1=13*</p><p>-Enhanced Communication 2 (Area+1, Limited: Familiarity-1, Move Activation) *4/rank-1=7*</p><p><span style="color: Yellow">all fine, but can you please specify "Familiarity" for this power?</span></p><p></p><p>Atlantean Outfit: (Psychic Armour & Tiara set) [Removable, Noticeable] - (23pp)</p><p>Protection 7 - 7pp</p><p>Enhanced Abilities: +2 Sta +2 Dex +2 Agi - 12pp</p><p>Enhanced Saves: +5 fort/will - 10pp</p><p>Sexy armour: (Enhanced Advantage: Attractive) - 1pp</p><p><span style="color: Yellow">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.</span></p><p></p><p></p><p>Complications: Vulnerable to Heat, Motivation- Protecting Atlantis.</p><p><span style="color: Yellow">heat vulnerability is fine, but not required. Below complication is required, if you take the aquatic package:</span></p><p><span style="color: Yellow">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.</span></p><p></p><p>COST: 22 Abilities + 24 Skills + 4 Advantages + 23 Combat + 80 Powers = 153/153[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5902546, member: 59043"] 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 [COLOR=Lime]fine, I also forgot your hybrid background. Hybrids have only normal human abilities, so your Str & Sta are just average :)[/COLOR] 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 [COLOR=Lime]fine[/COLOR] 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) [COLOR=Lime]fine[/COLOR] 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* [COLOR=Lime]fine[/COLOR] Advantages: 4 Attractive, Benefit(Atlantean Royalty), Favoured Environment(Underwater), Uncanny Dodge [COLOR=Lime]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[/COLOR] Powers: Comprehend 2: (animals, speak & understand) Limit: Sea Creature - 1pp [COLOR=Lime]fine, but not needed, see advantages[/COLOR] Atlantean Container: [Racial, Innate] (8pp) Immunity 3: High Pressure, Cold Environments, Drowning - 3pp Super Senses 3: Sonar(Accurate Ultrasonic Hearing) - 3pp [COLOR=Yellow](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)[/COLOR] Swimming 2: 2mph(30/round) -2pp [COLOR=Lime]fine, but not needed, see advantages[/COLOR] Feature/quirk: Sense/Be Sensed by other Aquatic Telepaths - 0 pp [COLOR=Yellow]please add "and their descendants" after "Telepaths"[/COLOR] 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 [COLOR=Yellow]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[/COLOR] -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** [COLOR=Yellow]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) [/COLOR] Psychic Knife(16) Dynamic +2pp -Damage 12 (Incurable, AccurateX3) Dynamic *1/rank+4=16* [COLOR=Yellow]you may change the resistance to will as a +0 mod, if you want[/COLOR] 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* [COLOR=Yellow]all fine, but can you please specify "Familiarity" for this power?[/COLOR] 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 [COLOR=Yellow]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.[/COLOR] Complications: Vulnerable to Heat, Motivation- Protecting Atlantis. [COLOR=Yellow]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.[/COLOR] COST: 22 Abilities + 24 Skills + 4 Advantages + 23 Combat + 80 Powers = 153/153[/sblock] [/QUOTE]
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