Superheroes of The Trust OOC Thread (Accepting Alts)

Blind Azathoth said:
The first character is the most developed--I even have a (rather lengthy) backstory prepared for him, although no stats as of yet. He is the owner of a mystical weapon, an ancient mace dedicated to the Mesopotamian god of the sun and healing, Shamash; the mace allows him to utilize a few powers (Light Control primarily, what with being a sun god and all), and has granted him a couple inherent ones (such as a Healing touch).

This sounds similar to Fenris's idea (#2 on his priority list at the moment) of an Angel character. So you'd better get this one done quickly. :) I don't think Fenris will mind too much, though, since that's #2 and not #1... unless the next person to post a character after you goes with an idea very similar to his #1 :)
 

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Jemal said:
Actually, DM Matt SPECIFICALLY stated this WASN'T first-come. Though those who complete submissions sooner tend to have a better shot, as the DM has more time to see their character, get used to it, and picture it alongside the other characters.

This is basically a correct interpretation. I may be gradually giving final approval to completed characters, instead of all at once at the end, but it will not be formally first-come first-serve. Certainly, it is not first-reserve, first-serve, but Jemal is right that it helps to get your concept out there even before you are done building.
 

yeah, you didn't SPECIFICALLY state it, and I apologize for putting words in yoru mouth, but I figured that's what you were going for, and filled the blanks in my head.

PS - Are any of the 'super powers' leadership based? That could be somewhere I could spend my points that aren't based on Eye Powers.
*SERIOUSLY can't wait to get the book*
 

Elric-

Thanks for the suggestions! I can't believe that I overlooked search and sense motive... :o

Still have a little more fluff to come, and toying with another complication
 

Blind Azathoth said:
Oh? His statement that "slots are not assured until the character is approved as mostly done" had me thinking otherwise. But if I was wrong, then I'll definitely be tossing out a character. I have two character ideas at moment; I must admit I haven't really checked out most other submitted characters too thoroughly, however, so I'm not sure how many people's toes they step on.

The first character is the most developed--I even have a (rather lengthy) backstory prepared for him, although no stats as of yet. He is the owner of a mystical weapon, an ancient mace dedicated to the Mesopotamian god of the sun and healing, Shamash; the mace allows him to utilize a few powers (Light Control primarily, what with being a sun god and all), and has granted him a couple inherent ones (such as a Healing touch).

The second I have just started thinking about, a Plant Control-focused character. I'm not certain what other powers to give him; perhaps just some that represent a body that has become more plantlike. He'd probably be something of a brawler if this was the case, in addition to using his plants to disable and disrupt foes.

Either of those sound like they'd be particularly helpful to the team as a whole?

Unfortunately, for the mace thing to work, I would have to add an active pantheon to the campaign world that includes the Mesopotamian pantheon and possibly others -- as actual gods. I am OK with celestial beings, but direct divine magic I'd rather keep out of this world in order to keep it at least somewhat like present-day earth. If polytheism were manifestly true, that would require some massive reworking of the world.
 
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The mace isn't intended to be powered by Shamash, or be used as evidence that Mesopotamian gods are real, or anything like that; it would simply be a artifact infused with magic and dedicated to Shamash by its creator, a priestess who also possessed magical ability (though not ability granted by Shamash). If I instead go for the plantlike character, I might stick with a similar origin (one replacing Shamash, however, with another deity), though not dependent on an item or weapon of some kind, so I hope this is okay with you.
 
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None of the listed powers are really leadership based - that's mostly the realm of feats. Leadership lets you spend HP to help other people recover from conditions. Inspire also costs a HP, but can provide a big bonus to a group's attacks and checks. With 8 characters, a pumped up Inspire would be expensive since you'd need lots of CHA, but There's also Master Plan for leaders who are more smart than charismatic (unless you really want both).

However, the system is effects. If you wanted to do the leadership thing, you could make some power with that as the FX. For example, combining leadership with your super vision might give you the ability to find a weak spot in the target with the super senses and then communicate it to your allies. In other words, a Drain on Toughness (or whatever) that requires you to communicate with your allies to have them target the reduced save (granted, that's not really a point saving limit).
 

In Which Shayuri Comments On Some Stuff

First off, mew.

Fenris! We should talk. Bear in mind first of all that the joy of magic arrays is that they can, in theory, have just about ANY power. Therefore, it's MUCH easier for me to change to accommodate you than vice versa. For example, my first build had an uber-invisibility spell...but I took it out so as not to cramp the ninja's style. If you want illusions, I'd be happy to shove over for that. I can always think up a new cool utility spell that no one else has. :)

THe point of the wizard is to fill the gaps...to offer nifty ways out when no other power will do. Pound for pound, she's not a powerhouse. Note that none of her powers are bought up to maximum rank. This is why I specifically don't want to use spells if there's gonna be a specialist in the group.

As for mental powers, I think there's room for flexibility there... I'd probably want to keep the area snare and area paralyze, since one thing I do want to be able to do is neutralize crowds effectively. Similarly, there's no reason we couldn't both have mental blasts, if you were leaning that way...though as I understand it, a kitsune could easily justify non-mental blasts. :) If the Mind Control's an issue, I wouldn't put up a fight over losing it...though I might replace it with a one-command mind control to represent some juju.

So don't worry about stepping on my toes. I'm a hell of a dancer. :) Just tell me what you're planning on getting, and we'll make it work. The only stipulation I have is that I don't have spells that cause direct bodily damage (arguably TK and Mind Control COULD do that, but she is careful not to use them that way). Dem's de black magicks. We don't go there.
 

Victim said:
None of the listed powers are really leadership based - that's mostly the realm of feats. Leadership lets you spend HP to help other people recover from conditions. Inspire also costs a HP, but can provide a big bonus to a group's attacks and checks. With 8 characters, a pumped up Inspire would be expensive since you'd need lots of CHA, but There's also Master Plan for leaders who are more smart than charismatic (unless you really want both).

However, the system is effects. If you wanted to do the leadership thing, you could make some power with that as the FX. For example, combining leadership with your super vision might give you the ability to find a weak spot in the target with the super senses and then communicate it to your allies. In other words, a Drain on Toughness (or whatever) that requires you to communicate with your allies to have them target the reduced save (granted, that's not really a point saving limit).

That all is what I would have said. You planning on submitting a PC, too, Victim?
 

Shayuri- Neat character. I like the names for the spells. One question: why is Create Objects called "Salt Warding"?

Two notes:
1) I don't have my book on me, but I'm 90% sure that Healing is already a Full Action power and you have Full Action as a flaw on your Healing power.
2) Also, I didn't notice the Personal ESP power that you discussed in this thread. Did you decide not to take it, or just forget to include it?
 

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