Superheroes of The Trust OOC Thread (Accepting Alts)

Ok, updated info... PLENTY of changes!

Edited again, updated with feedback from everyone, THANKS!

[sblock=]
----------Ability Scores---------(26pp)
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 18 (+4)

----------Saves---------(26pp)
Toughness: +13 (5 Con, +6 Force Field, +2 Defensive Roll)
Fortitude: +10 (5 Con) 5pp
Reflex: +9 (1 Dex) 8pp
Willpower: +14 (1 Wis) 13pp

----------Combat---------(16pp)
Attack Bonus: +5 (+7 Ranged, +11 Cosmic Array Attacks) 10pp
Damage Bonus: Unarmed +2 (Bruise)
Grapple: +5
Defense Bonus: +9 (+3 Base, +6 Dodge) 6pp
Initiative: +1

----------Skills---------(14pp)
Bluff - 0 (+4)=4
Climb - 0 (+4)=4
Concentration - 12r (+1)=13
Diplomacy - 10r (+4)=14
Disguise - 0 (+4)=4
Escape Artist - 0 (+1)=1
Gather Info - 10 (+4)=14
Handle Animal - 0 (+4)=4
Intimidate - 0 (+4)=4
Notice - 12r (+1)=13
Search - 0 (+0)=0
Sense Motive – 12r (+1)=13
Stealth - 0 (+1)=1
Survival - 0 (+1)=1
Swim - 0 (+2)=2

----------Feats---------(24pp)
Dodge Focus (6): +6 dodge bonus
Eidetic Memory (): Perfect recall of everything you have experienced
Fearless (): Immunity to fear effects
Attack Focus Ranged (2): +2 bonus on ranged attacks
Attack Specialization (2): +4 bonus to Cosmic Array Attacks
Leadership (): Spend Hero point to remove adverse condition from ally
Inspire (4): Grant allies +4 to attacks, saves, & checks by spending Hero Point
Luck (3): Gain 3 Hero Points
Uncanny Dodge (); Retain Dodge bonus while Flat-Footed, Sight Dependent
Defensive Roll (2): +2 to Toughness save bonus
Precise Shot (): No penalty for shooting or throwing into melee

----------Innate Powers---------(19pp)

Immunity 5
Effect: Defense
Range: Personal
Action: Reaction
Duration: Permanent
Suffocation [+2], Aging [+1], Disease [+1], Poison [+1]
Total Cost: (5pp)

Force Field 7
Effect: Defense
Range: Personal
Action: Free
Duration: Sustained
Extras: Impervious [+1]
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (14pp)

----------Device Powers---------(42pp)

Device 10
Effect: General
Range: Personal
Action: Reaction
Duration: Permanent (Innate)
4 point per rank option, Ring is Focus of Cosmic Power and Hard to lose
Extras: None
Flaws: None
Power Feats: Restrictions [2] (His Use Only)
Drawbacks: *Recharge*
Total Cost: (42pp)
*Allows 50pp for Device Powers

Cosmic Awareness 2
Super Senses - In Tune with the cosmic forces surrounding the area, sensing cosmic effects nearby within range
Total Cost: (2pp)

Super Strength 1
+5 to Strength score
Total Cost: (2pp)

Regeneration 2
Effect: Alteration
Range: Personal
Action: Reaction
Duration: Permanent
Resurrection x2 (1 Day)
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (2pp)

Cosmic Energy Control
Array 19 (38base, +6AP) 44pp

Cosmic Energy Control (Blast) 11
Effect: Attack (+11)
Range: Ranged (110')
Action: Standard
Duration: Instant
Extras: Penetrating [+1]
Flaws: None
Power Feats: Indirect x3, Affects Insubstantial x2
Drawbacks: None
Total Cost: (38pp)

Alt Power 1
Deflect Rank 9
Effect: Defense (Block +9, -2 per additional)
Range: Touch/(900’max, 90' Increments)
Action: Standard
Duration: Instant
3 Points per Rank Option - All ranged and mental attacks
Extras: Ranged (Increment of 10’x Power Rank) [+1]
Flaws: None
Power Feats: Triggered x2
Drawbacks: None
Total Cost: (38pp)

Alt Power 2
Strike 11
Effect: Attack (+11)
Range: Touch
Action: Standard
Duration: Instant
Extras: Penetrating [+1]
Flaws: None
Power Feats: Incurable, Affect Insubstantial x2, Accuracy x2
Total Cost: (27pp)

Alt Power 3
Snare 11
Effect: Attack (+11)
Range: Ranged
Action: Standard
Duration: Instant
Extras: Transparent [+1]
Flaws: None
Power Feats: Reversible, Tether
Drawbacks: None
Total Cost: (35pp)

Alt Power 4
Heal 10
Effect: Alteration
Range: Touch/Ranged
Action: Standard
Duration: Instant
Extras: Action [+1]
Flaws: None
Power Feats: Persistent, Regrowth, Stabilize
Drawbacks: None
Total Cost: (33pp)

Alt Power 5
Create Objects 8
Effect: General
Range: Ranged
Action: Standard
Duration: Continuous
Extras: Movable [+1], Duration (Continuous) [+1]
Flaws: None
Power Feats: Innate, Precise, Stationary, Subtle, Tether, Progression (10’Cube x rank)
Total Cost: (38pp)

Alt Power 6
Cosmic Energy Control (Blast) 11
Effect: Attack (+11)
Range: Ranged (100'max, -1 dmg per 10’)
Action: Standard
Duration: Instant
Extras: Area Burst[+1]
Flaws: None
Power Feats: Affects Insubstantial x2
Drawbacks: None
Total Cost: (35pp)

----------Drawbacks------------

Ring of Cosmic Channeling requires a daily recharge from him. This can be anytime the ring is out of energy, usually lasting 23 hours at a time. After 23 hours of no recharging, the ring’s powers are lost. Recharging the ring is a meditative focus, where he has to have the following circumstances; the ring, a cosmic focus (single star, the moon, or the sun), and one hour of meditation. Meditation is a relative term, up to the GM’s discretion. Upon completion, the ring is recharged for another 23 hours of powers.

Type: Power Loss (*Recharge* Daily)
Frequency DC5
Severity DC5 (-3pp)

----------Trade Offs------------

Defense -2, Toughness +2

----------Cost Summary---------
Abilities: 26
Combat: 16
Saves: 26
Skills: 14
Feats: 24
Powers: 59
Drawbacks: -3
Total Cost: 164/165
[/sblock]

There, how about those fixes? I took away flight, reduced Regen, took a lot more feats and social skills, bumped up saves, attack and defense, and have Toughness at max +2 (trade off for defense -2). Abilities are all lowered, and I didn't bother with the Enhanced Ability (Str or Con) option, as I don't think he's too interested in that.

He's more defensive, hence Deflect, Force Field, Heal, Create Objects, high saves, toughness, decent attack bonus, plus all the feats to allow you all better saves, attacks, skill checks, and Leadership to remove those adverse conditions like Hope's fatigue and tiring effects from healing. Hopefully he's able to lend a hand to the group.

Thanks for all the feedback! Again, critique welcome!!! It would have been nice to be able to summon minions and such but I don't think he would rely on something else to help him that much. Perhaps later on, he would take the Summon Feat, or Summon Power, but not initially...

EDIT - And one more thing, he will be known as The Guardian.
 
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Fangor the Fierce said:
Ok, updated info... PLENTY of changes!

Your exotic saves are way too high. Figure that if your average Fort/Ref/Will save is at your PL (+11), that's really high. With that in mind, you're averaging a little over +14. So I'd do something like +10/+9/+14 for saves at the highest. That saves 10 pp on the current build.

Also, 4 ranks of Luck is a lot at the rate HP refresh in this game. You have Inspire and Leadership so some ranks of Luck help with using them, but I'd lower this to 3 ranks (at the moment, no character has more than 2 ranks of Luck).

If you do that, you've saved 11 pp

Now, spending pp:
Inspire only affects your Cha bonus number of people. At a +2 Cha modifier, it's barely even worth using given that it costs an HP. So I'd spend 2 pp to up his Charisma to 16.

Defensive Roll- a forcefield seems more appropriate for your character. Also, having a Forcefield that can stop high-grade projectiles would be nice. So I'd subtract 3 ranks of Defensive Roll and add 3 ranks to your Forcefield. That costs 3 pp in net.

Without the Precise Shot feat, you'll take a penalty to shoot into melee. We have a number of characters with melee attacks (including mine :)), so you should spend 1 pp on Precise Shot so you don't have to worry about this.

Having some kind of Area Blast would be nice. How about a basic Blast 11 (Area- Burst, Power Feat: Affects Insubstantial x2) effect in your array as an alternate power? You have to up the rank of the Device by 1 to do this, which costs 4 pp and gives you 5 pp to spend.

What else makes sense that you'd have on the ring? Super-Senses. I like Radar (from Ultimate Power)- he shoots out cosmic rays to sense locations- as another one. Radar (4 ranks): By sending out radiowave emissions that bounce off solid surfaces, you can build an accurate picture of your surroundings. Accurate, Radius, Ranged Radio Sense. That covers the pp in the Ring.

Cosmic Awareness is a fitting super-sense as well. It makes sense that he'd have this one without the Device. It costs 1 pp. Totalling these gives 11 pp spent, so these changes would leave the character even.
 
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I agree with Elric's suggestions, except that instead of upping force field, he can up con (taking the other points from fort, breaking even in that sense). This would better show his super-human resilience. In a similar vein, perhaps he finds the pp for a point or two of super-strength.
 

I agree with Elric regarding your saves and CHA/Inspire. If you're going to spend a full round action and a HP, then you want to buff more than 2 characters.

Overall, I like his reccomendations, but you might want more CHA if you plan on using Inspire. Going for partial Impervious on the upgraded force field could save you 2 points and allow you to hit another person with the Inspire. On the other hand, my motives may be suspect. Inspire directly helps our characters, while more Impervious for you doesn't. :)
 

Looking at the other character builds, I notice that Jemal and Shayuri never spent their earned 3 pp. Suggestions:

Shayuri: You're under cap on Def/Toughness. I'd spend 2 pp to get +1 Defense. Also, picking up a Healing AP on your utility array with your other pp would certainly be nice.

Jemal: I'm pretty sure your Sonic drawback is only worth 2 pp, not 3 pp. But you only spent 164 pp in the first place so that works out fine :)

I had some suggestions, but then I saw that you had all of those abilities through your devices. Hmm. You could always increase your exotic saves by 1 apiece :)
 

Elric said:
Jemal: I'm pretty sure your Sonic drawback is only worth 2 pp, not 3 pp. But you only spent 164 pp in the first place so that works out fine :)

I had some suggestions, but then I saw that you had all of those abilities through your devices. Hmm. You could always increase your exotic saves by 1 apiece :)

Unfortunately, Jemal expects to be unavailable as per his Complications thread: http://www.enworld.org/showthread.php?t=212812 :(
 

Victim said:
Overall, I like his reccomendations, but you might want more CHA if you plan on using Inspire. Going for partial Impervious on the upgraded force field could save you 2 points and allow you to hit another person with the Inspire. On the other hand, my motives may be suspect. Inspire directly helps our characters, while more Impervious for you doesn't. :)

There is always this temptation :)

If you take Matt's suggestion, then instead of increasing Forcefield by 3 ranks, you could increase your Forcefield by 1 rank, up your Con to 22 and spend 2 fewer points on Fort saves. This frees up 2 pp (but you lose the 2 points of Impervious from the Force Field).

Then you could be really nice to the rest of the group and take 2 more points of Cha :)
 

Elric said:
There is always this temptation :)

If you take Matt's suggestion, then instead of increasing Forcefield by 3 ranks, you could increase your Forcefield by 1 rank, up your Con to 22 and spend 2 fewer points on Fort saves. This frees up 2 pp (but you lose the 2 points of Impervious from the Force Field).

Then you could be really nice to the rest of the group and take 2 more points of Cha :)


This gives you Imp 7, which rules out all bullets other than special sniper shots and a few other exotic things. The 8th point just gets those stragglers. The 9th covers rail guns and similar super-science weapons, which are keyed at 8. I'm not sure if you want to go as far as that immunity, in which case 7 is probably enough.
 

Elric said:
Looking at the other character builds, I notice that Jemal and Shayuri never spent their earned 3 pp. Suggestions:

Shayuri: You're under cap on Def/Toughness. I'd spend 2 pp to get +1 Defense. Also, picking up a Healing AP on your utility array with your other pp would certainly be nice.

Jemal: I'm pretty sure your Sonic drawback is only worth 2 pp, not 3 pp. But you only spent 164 pp in the first place so that works out fine :)

I had some suggestions, but then I saw that you had all of those abilities through your devices. Hmm. You could always increase your exotic saves by 1 apiece :)

I didn't realize I was under cap...interesting.

I'm not so sure about healing though. If Hope can heal and our new player can...I probably should get something else.

Maybe more offensive potential, or something unusual...
 

Elric said:
There is always this temptation :)

If you take Matt's suggestion, then instead of increasing Forcefield by 3 ranks, you could increase your Forcefield by 1 rank, up your Con to 22 and spend 2 fewer points on Fort saves. This frees up 2 pp (but you lose the 2 points of Impervious from the Force Field).

Then you could be really nice to the rest of the group and take 2 more points of Cha :)

LOL, i had already thought of that part, and here's my thoughts:

Saves go down to Fort +10, Ref +9, Wil +14, which saves me (+10pp)
2pp in con, another 4 in cha (-6pp)
Go back and remove 1pp from Fort to bring back down (due to CON increase) to +10 (+1pp)
Remove 1 point from Dodge Focus (since con went up) to bring Toughness back to +13 (+1pp)
Luck goes down to 3, but Precise Shot taken (+0pp, evens out)
With CHA increase, I can afford to reduce a two skills by 2 ranks each, gaining another 1pp (+1pp)
Force Field goes to 7, Imperv 7 as well, (-2pp)

After adding and subtracting changes, I should have 5pp left to use. 4pp will go into device, to get a blast area burst attack as another Alt Power (4/5pp left in the device)
Super Senses - Cosmic Awareness is 2pp, could go into the Device as well, but as power that is always available, and not an alternate power (2/5pp left in Device)
Super Strength is 2pp per rank (0/5pp left in device) Again, not alternate power, so always available

Leaves me with 1pp to use up....... (outside of the Device Ring)
 

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