• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Superheroes of The Trust OOC Thread (Accepting Alts)

Alright gents, Brimstone is for all practical purposes completed. I still have a few kinks though,

1) His Fireballs. I want to make them Lethal (like fireballs should be). Is there any pp cost to this? is it a drawback? Also, with his fireballs being explosive and lethal, does this mean he can say...blow up cars? Blow open doors? etc.

2) His "Hellfire Control". When attacks someone, what sort of damage is this? Fire? also, is he immune to his own powers? Say he throws a fireball at his feet, does it hurt him?

I'm not going to post him completed until I finish his backstory. He will actually be a demon (by popular demand) and will not be aware of it. He will just think he's a mutant. He will also be more a vigilante than "hero".

"God has mercy, I don't"

(thank you Machete)
 

log in or register to remove this ad

Necro_Kinder said:
1) His Fireballs. I want to make them Lethal (like fireballs should be). Is there any pp cost to this? is it a drawback? Also, with his fireballs being explosive and lethal, does this mean he can say...blow up cars? Blow open doors? etc.

Lethal damage only is a 1 pp drawback taken on the power. So the power costs 1 pp less than it would otherwise. You can undoubtedly seriously damage and blow up objects with a high rank Area Blast.

You should consider finding some way to reduce the Area of effect (if you're set on explosive, the progression power feat is best) so that you can use this power without catching everything around you in the Blast (because if your Blasts have 80 foot radius, you're not going to be using them very often)

2) His "Hellfire Control". When attacks someone, what sort of damage is this? Fire? also, is he immune to his own powers? Say he throws a fireball at his feet, does it hurt him?

Hellfire Control as written seems more like mystical fire (it's energy damage, but not fire for most purposes). By default you aren't immune to your own powers. One exception: If you have an Area Attack with Touch range it explodes around you and you're immune to it. If you don't have touch range on an area power you need Immunity (Own Powers) (1pp) for this.

"God has mercy, I don't"
I like it!
 

DM_Matt said:
I'd like to point out though that the APs on Enhanced Con put you in a VERY vulnerable position. Your toughness will be so low that if you get hit, you will be in very serious trouble. Absorption is an alternative defense, so it is not as bed, but having Morph be an AP off EnCon means that when you are disguised, you are very, very easy to kill.
I was aware of that it decreased my defenses but I thought it still left me with Impervious Toughness 9? 18 PP worth of Impervious Protection, without ten points of CON to back it up, still amounts to 9 points of Impervious Protection, right? Or is that an alternate power?
 

Necro_Kinder said:
Alright gents, Brimstone is for all practical purposes completed. I still have a few kinks though,

1) His Fireballs. I want to make them Lethal (like fireballs should be). Is there any pp cost to this? is it a drawback? Also, with his fireballs being explosive and lethal, does this mean he can say...blow up cars? Blow open doors? etc.

2) His "Hellfire Control". When attacks someone, what sort of damage is this? Fire? also, is he immune to his own powers? Say he throws a fireball at his feet, does it hurt him?

I'm not going to post him completed until I finish his backstory. He will actually be a demon (by popular demand) and will not be aware of it. He will just think he's a mutant. He will also be more a vigilante than "hero".

"God has mercy, I don't"

(thank you Machete)

When you use an attack, you can choose whether or not it's Lethal damage. Mostly. You might have trouble selling the GM on a non lethal disintegration beam. If you want the fireballs to only be able to do lethal damage, that will probably be a 1 pt drawback.

Objects take all damage as lethal (unless the attack is limited in some way), so you'll be able to blow up doors and cars. Maybe - cars are pretty tough IIRC, so it would probably take more than 1 slot to totally slag one.

Hellfire is (by default) like of magic based attack that looks like fire. It may behave like fire in some ways, but can bypass some ordinary fire protections.

You can take the 1 point immunity "Own Powers" to be immune to your own attacks. As mentioned, touch range areas exclude the user by default.

Progression to reduce the area might be a good idea if you get the drawback lethal only. Areas in MnM quickly become too big. Even you take Cloud instead of burst, a PL 10 area is still pretty unweildy at 50' across.

James, the Impervious Protection you took is 4 points of Protection, and 14 points of Impervious, since it's applying to the toughness from Con. Without the Con slot running, you'll just have 4 impervious protection (the rest of the impervious does nothing since there's no toughness left for it to modify).
 

Impervious is an extra on your toughness save, tied either to con, prot, or whatever. 18 pp of imp prot is in fact 4 points of 2pp per rank protection with the impervious extra, plus 10pp worth of the impervious extra bough on your toughness from con. When you lose your toughness from con, that ten points of naked extra is no longer tied to anything, and thus does nothing. All you have left then is a toughness save of 4, with impervious, though at that low a level it won't protect you from much.
 

I fixed his area effect things in the last re-working he got, his blast is a 10 ft explosion (8 ranks of blast, 7 progression (reduced area), and that is permanent). 10 feet of firery death is pretty keen. As for his Hellfire control....Elric, you mentioned earlier something about changing it to Blast (Fire)....I'm not sure about this, being as most of his powers lie in his Hellfire control, but he is immune to fire, so it kinda seems as though his attacks should be fire. Is there a way to say his Hellfire is actually fire? Or does that mean just changing it to Blast (Fire)?

Also, boosting his Blast from 7 to 8 gave me two extra pp to play around with for his strike, so it has been changed to Strike 14 (Extended Reach 1, Incurable). Figured the Incurable went with the whole demon thing.
 



Meanwhile...Sometime tomorrow night I hope to be able to choose characters. If I do hat, I will include those that are almost done as well as those that are actually done. It is unfortunate that Jemal did not show up. He sort of staked out a set of useful abilities (leadership, tactics, good super-senses) that subsequent characters avoided having to some extent.

Once the choosing is done, i am going to want to get the in-character stuff rolling, even if the characters are not entirely finalized. While Supers characters tend to have more useful out of combat abilities than DND ones, it still is not necessary to have perfectly finished characters until the first combat. During this time you may also tweak your characters a bit to fill in gaps in group capability.

I apologize ahead of time to those who do not get chosen. Practically speaking, I just cant have more than 8. Those not chosen will probably be given alternate status.
 

Stat Block Version ...aw, I can't keep track of them by now.

Things changed:
1. Added Power Attack

2. Moved the morph power that was bothering Matt out from underneath the Enhanced Constitution, reduced it because I realized that she'd not get much use out of it because of level caps and added some perks to her losing access to some of her snazzy ranged powers.

3. Moved the Singularity attack, removed the Mighty naughty bits, and linked it to a minor Corrosion aura. I'm not in love with the corrosion aura, but it seemed thematically correct.

4. Energy Absorption (Electrical) moved under the blast power, corrected to perform healing, and as a plus it got a bonus for having slightly more points to play with.

[sblock]
Spirit

Abilities: STR: 10 [30], DEX: 12, CON: 10 (30), INT: 12, WIS: 14, CHA: 14

Skills: Bluff 5 (+7/+11), Gather Information 8 (+10), Knowledge: Streetwise 5 (+6), Investigate 8 (+9), Notice 4 (+6), Search 4 (+6), Sense Motive 6 (+8)

Feats: Attack Specialization (Unarmed), Attack Specialization (Blast), Attractive, Connected, Interpose, Power Attack, Skill Mastery (Bluff, Gather Information, Investigate, Sense Motive), Takedown Attack

Powers:
Enhanced Constitution 20 (20pp)
AP: Insubstantial 4 (1pp)

Blast 10 [Electrical] (PF: Precise; 21pp)
AP: Enhanced Strength 20 (1pp)
AP: Energy Absorption 7 (Healing; Extra: Power Magnet +1; Flaw: Electricity Only -2; 1pp)
AP: Singularity Strike 10 (Extra: Alternate Save (Fortitude) +1; PF: Affects Insubstantial; Drawback: Lethal -1; 1 pp); LINKED Corrosion 3 (Extra: Aura +1)
AP: Morph 3 (Humanoid only; PF: Subtle; 1pp); LINKED Insubstantial 1; LINKED Enhanced Strength 4; LINKED Concealment(Sight) 2 (Flaw: Blending -1); LINKED Enhanced Evasion 2; LINKED Enhanced Weapon Bind

Flight 8 (2,500 MPH; 16pp)
AP: Super-Strength 7 (Effective Strength 65, Max Load 200 tons; PF: Shockwave, Super-Breath; 1pp)
AP: Super-Speed 3 (Rapid Attack; 1pp)
AP: Space Travel 8 (1pp)

Immunity 9 (Life Support; Sleep, Starvation & Thirst, Electricity; 16pp)
Impervious Toughness 14 (18 pp)

Combat: Attack +10 (+12 Unarmed, Attack +12 Blast); Damage (+10 Unarmed, +10 Blast); Defense 8

Saves: Toughness +14; Fortitude +13 (3pp), Reflex +6 (5pp), Will +10 (8pp)

Abilities 12 + Skills 10 (40 ranks) + Feats 8 + Powers 99 + Combat 20 + Saves 16 – Drawbacks 0 = 165
[/sblock]
 

Into the Woods

Remove ads

Top