Superheroes of The Trust OOC Thread (Accepting Alts)

Shayuri said:
Fenris, ya know...if you're an angel, it seems to me that healing would be more your thing than mine. Want it? I wouldn't mind surrendering it and getting something else, like a Transform, perhaps...

I don't think you'd be stepping on a dedicated Healer's toes with your Healing power. Your healing power is not very useful in combat, being touch range, a full-round action, and distracting. On the other hand, a non-distracting healing power at Standard Action or better is a good combat healing power.

Shayuri said:
Options under consideration: Reducing Attractive to a single rank. Two might be kind of excessive for the role of the character, and even the concept. She's a cute punky gal, not a supermodel. And I can always think of a place to put a spare point...

And then Johnny Nitro would be the most attractive character in the party again. I did feel that you were stepping on my toes there.

(just kidding!) :)
 

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Hah! Well, I could always buy Healing back with the point from Attractive. :)

And it's true, her Healing was meant to be postcombat, patching up the BIG hurts that can't always be healed any other way (she was able to heal Incurable and limb loss...in fact, she could heal anything but death).

Still...between you and the druid, there might be concepts better suited to healing than me. Classically speaking, witchcraft doesn't really excel at repairing the body...even the latter day wiccan witchcraft is more protective/preventative than it is restorative, generally. That's the sense I get, at least.

And if we ever need a one-shot megahealing or Resurrection, I can always whip up a Ritual for it. :)
 

Raylis said:
I can see it now, bursting in on the first threat, "Fools you'll never...stop...me!" wow, that's an attractive group of individuals!

Well, isn't that pretty standard for a superhero comic? Err, everyone being attractive, not villains making weird exclaimations about it. Besides, it can be pretty effective and cheap. :)

Let's try this: Shooting Star

[sblock]
STR 10
DEX 10 (18)
CON 28
INT 12
WIS 10
CHA 10

F: +9
R: +13
W: +7

Spd: Walk: 30/60/120. Fly: 10000/20000/40000 (using 1 mph = 10 ft/round)
MpH: Walk: 3/6/12. Fly: 1k/2k/4k
Ini: +4
Att: +3 (+6 ranged) (+14 plasma orbs)
Dmg: +8 (autofire)
Def: 23/15
Toughness: +9

Trade offs: +3 attack, +2 def

Attractive 1, Attack Focus Ranged 3, Attack Specialization Plasma Orbs 4,
Acrobatic Bluff, Elusive Target, Luck 1, Move-by Action, Precise Shot 1, Redirect, Uncanny Dodge (hearing), Evasion 1, Defensive Attack, Dodge Focus 3

Flight 7 (14)
Enhanced Dex +8 (8) Quickness 3 (2) [not helpful for tasks requiring manual dexterity -1]

Plasma Orbs: Plasma Control +8 Autofire 2 (1 for 1, max 5), Penetrating 3 (4/rank, +3)
Triggered 2 (any trigger), Reversible (on latent triggers, not for undoing effects), Homing 2 (2 extra chances), Indirect 3 (any angle), Precise
(4/rank x 8 = 32. +3 Partial Extra, +9 Power Feats = 44)

AP: Flaring: Dazzle (visual) +11 Area (Burst 55 ft radius) Selective Attack.
(4/rank x 11 = 44)

AP: Barely Controlled Plasma Projection: Corrosion +11 Area (Cone 110 ft)
Side Effect: Blast +11. Always occurs, roughly half value -1
4/rank x 11 = 44

Acrobatics 16 +20
Computers 16 +17
Diplomacy 4 +4 (+8)
Knowledge: technology 2 +3
Knowledge: Current events 2 +3
Language: French, Spanish
Notice 6 +6
Stealth 4 +8

Feats 8+6+6=20
Stats 2+18=20
Powers 14+8+2+44+1+1=70
Combat 6+20=26
Skills 13
Saves 0+9+7=16
Total: 165
[/sblock]
 
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Shayuri said:
Changes made:

Mental blast is now "Evil Eye." Still a mental blast, but is now rank 10 and has Sense Dependent (Sight). A good brick takedown, but useless against inanimate stuff. Fortunately, she now also has...

Evil Eye is probably weaker than your original Mental Blast power, but I really love the flavor.

1) I'm not sure if Subtle is necessary on Evil Eye. Since it's a Mental power, by default it isn't noticeable except to characters with appropriate super-senses (pg 68). In this case, Subtle might mean that the target doesn't know where the pain they are now feeling is coming from, but that's hard to square with Sense-Dependent's auto-reflex save (and the strange "unconsciously saving" that's present in d20).

If they didn't know that looking at you was causing pain, why would they get a Reflex save in the first place? It's also possible that Subtle is intended to make the power undetectable by the super-senses that would normally detect it (per the second rank of Subtle, page 110). It depends how you envision the power.

2) Did you intend to take Magical Awareness (Radius, Accurate) instead of what the Mystic has (Magical Awareness: Radius, Extended, Acute)? I have to imagine that being able to target magical things in combat without seeing them (Accurate) is less useful than Acute/Extended, but this is obviously your call (Acute is like hearing- sufficient to know where something is coming from and fine details about it, but not to aim a Blast at it).

Silly) Continuous Transmutation should help get you a really rocking costume- how about an emerald-studded cape?

Also, have you considered renaming your Telekinesis power Viridian's Invisible Crushing Hand?
 

HMMMMM. You haf many of the questions...is good. I haf answers. But...are ze answers reeeally vat you seek? Is no matter. Zey are what you haf found.

--

Evil Eye is probably weaker than your original Mental Blast power, but I really love the flavor.

-- Is leetle weaker here, is leetle stronger zere. Overall, is weaker. Two saving throws to avoid, even if both saves are leetle harder zen before. Also, range less now because it vorks not ven SHE sees ZEM, but ven ZEY see HER. Still, is good power, and is...how you say...cooler, no?

1) I'm not sure if Subtle is necessary on Evil Eye. Since it's a Mental power, by default it isn't noticeable except to characters with appropriate super-senses (pg 68). In this case, Subtle might mean that the target doesn't know where the pain they are now feeling is coming from, but that's hard to square with Sense-Dependent's auto-reflex save (and the strange "unconsciously saving" that's present in d20).

-- Ahhh, zat is because base power had to be two more points, or ozzer powers in array had to lose zings. Ze one who made zese changes...not so bright. Could have just moved eggspensive power to top, move Eye down, all's well. Instead zis. I fix later. You good boy. Good eye.

2) Did you intend to take Magical Awareness (Radius, Accurate) instead of what the Mystic has (Magical Awareness: Radius, Extended, Acute)? I have to imagine that being able to target magical things in combat without seeing them (Accurate) is less useful than Acute/Extended, but this is obviously your call (Acute is like hearing- sufficient to know where something is coming from and fine details about it, but not to aim a Blast at it).

-- Ehehehe...zis time is YOU who not so bright, eh? Zink for a meenut. Vat is thing almost all powers haf? PERCEPTION. Can use zis sense to target eeeny spell vith zat modifier, even if no can see vith eyes. Any direction. Even through walls, since is mental sense. Is good. Buy Acute and Extended later. Also, was not sure what Acute might mean for sensing ze magic. Open to interpretation...maybe not so good. Zis gives good stuff right away, lets GM decide about Acute later.

Silly) Continuous Transmutation should help get you a really rocking costume- how about an emerald-studded cape?

-- *raps the back of your head with gnarled cane* Psh! You know NOTTING about ze magic! You be dead by now, or vorse, if you had any power, leetle boy! Ze zings you do, zey are like leetle birds. Zey leave...but zey -come back-. You let vun bird go...three vill be coming back. Use magic to build self up, take power over vorld, get reeches and domination...magic vill lay you low ven it returns. Use magic to protect ozzers, and magic vill keep you safe. Use it to teach, and you vill learn. You see?

Anozzer zing...NO CAPES!

Ahhh, I know vat you say. How zen are zere eweel people who use magic for eweel? Zey come in two flaywors.

One! Ze vuns who are too stupid or proud to believe in ze return of zere actions. Zey are short lived, but can be werry dangerous before they suffer zere consequences.

Two! Ze vuns who are careful and clehwer. Zey find ze vays, ze paths to power. Zings zat can substitute zis...karmic backlash...for ozzer prices. Prices zey are more villing to pay, but zat inewitably cost zere -humanity- as extra penalty. Also, rules sometimes are literal. Can use magic to help people for eweel purposes...say, to gain trust to betray later. Means backlash delayed until actual betrayal, like karmic bank account.


Also, have you considered renaming your Telekinesis power Viridian's Invisible Crushing Hand?

-- Is silly name. She would be embarrassed to see in book of shadows. Would be laughingstock of ozzer witches. Bad advice...I go now.

...

It's really far too late for me to be posting. Can you tell. :) Thanks for the catch regarding Subtle. I kinda do want a feat on it...but if necessary I'll shift the array around...

Also changed in 1 level of Attractive for 5 points of equipment. College kids need their cellphones and so on...and I thought it'd be nice if that leather jacket was more than flavor text. :)
 
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Hmm- I'm a font of rules info tonight:
1) I think your Summon power is at too high of a rank. Summon is 2pp/rank, +1 for type, +1 for Fanatical, +1 for Continuous, -2 for moving to full-round action, -1 for feedback= 3pp/rank, -2 more for the 2 action drawbacks to get to 5 minutes. So this should be 10 pp for rank 4 (12-2 for drawbacks). At rank 4, this power probably isn't very useful given that it takes 5 minutes to use.

2) You also haven't factored the drawbacks for action from 1 full round- 1 minute in the teleport power. It should only be 8 pp.

3)
Shayuri said:
Ehehehe...zis time is YOU who not so bright, eh? Zink for a meenut. Vat is thing almost all powers haf? PERCEPTION. Can use zis sense to target eeeny spell vith zat modifier, even if no can see vith eyes. Any direction. Even through walls, since is mental sense. Is good. Buy Acute and Extended later. Also, was not sure what Acute might mean for sensing ze magic. Open to interpretation...maybe not so good. Zis gives good stuff right away, lets GM decide about Acute later.

Nope. Magical Awareness doesn't do this. Magical Awareness lets you sense powers with a magic descriptor- and the modifiers apply to this ability of being aware of magic. The ability to target people through walls is Blindsight [Mental] (Radius), which costs 5 pp (or 4 pp- it isn't clear whether Blindsight innately has the radius ability, as the Battlesuit archetype has Blindsight [radius] and has not been errata'd, but Steve Kenson has said that Blindsight has [Radius] by default).

4) The toughness bonus from a leather jacket doesn't stack with the Forcefield power you already have. Without this don't meet your defense caps by a total of 3 defense/toughness and you should probably make up 1-2 of these points, given your low exotic saves. I'd suggest 1 more point of Defense.
 

Elric said:
Hmm- I'm a font of rules info tonight:
1) I think your Summon power is at too high of a rank. Summon is 2pp/rank, +1 for type, +1 for Fanatical, +1 for Continuous, -2 for moving to full-round action, -1 for feedback= 3pp/rank, -2 more for the 2 action drawbacks to get to 5 minutes. So this should be 10 pp for rank 4 (12-2 for drawbacks). At rank 4, this power probably isn't very useful given that it takes 5 minutes to use.

2) You also haven't factored the drawbacks for action from 1 full round- 1 minute in the teleport power. It should only be 8 pp.

3)

Nope. Magical Awareness doesn't do this. Magical Awareness lets you sense powers with a magic descriptor- and the modifiers apply to this ability of being aware of magic. The ability to target people through walls is Blindsight [Mental] (Radius), which costs 5 pp (or 4 pp- it isn't clear whether Blindsight innately has the radius ability, as the Battlesuit archetype has Blindsight [radius] and has not been errata'd, but Steve Kenson has said that Blindsight has [Radius] by default).

4) The toughness bonus from a leather jacket doesn't stack with the Forcefield power you already have. Without this don't meet your defense caps by a total of 3 defense/toughness and you should probably make up 1-2 of these points, given your low exotic saves. I'd suggest 1 more point of Defense.

Actually, to see through walls you need to 4pp penetrates concealment ability on whatever sight you use. And yes, Elric is right, magic awareness basically just lets you sense other wizards and their abilities,
 

Victim said:
Well, isn't that pretty standard for a superhero comic? Err, everyone being attractive, not villains making weird exclaimations about it. Besides, it can be pretty effective and cheap. :)

Let's try this: Shooting Star

[sblock]
STR 10
DEX 10 (18)
CON 28
INT 12
WIS 10
CHA 10

F: +9
R: +13
W: +7

Spd: Walk: 30/60/120. Fly: 10000/20000/40000 (using 1 mph = 10 ft/round)
MpH: Walk: 3/6/12. Fly: 1k/2k/4k
Ini: +4
Att: +3 (+6 ranged) (+14 plasma orbs)
Dmg: +8 (autofire)
Def: 23/15
Toughness: +9

Trade offs: +3 attack, +2 def

Attractive 1, Attack Focus Ranged 3, Attack Specialization Plasma Orbs 4,
Acrobatic Bluff, Elusive Target, Luck 1, Move-by Action, Precise Shot 1, Redirect, Uncanny Dodge (hearing), Evasion 1, Defensive Attack, Dodge Focus 3

Flight 7 (14)
Enhanced Dex +8 (8) Quickness 3 (2) [not helpful for tasks requiring manual dexterity -1]

Plasma Orbs: Plasma Control +8 Autofire 2 (1 for 1, max 5), Penetrating 3 (4/rank, +3)
Triggered 2 (any trigger), Reversible (on latent triggers, not for undoing effects), Homing 2 (2 extra chances), Indirect 3 (any angle), Precise
(4/rank x 8 = 32. +3 Partial Extra, +9 Power Feats = 44)

AP: Flaring: Dazzle (visual) +11 Area (Burst 55 ft radius) Selective Attack.
(4/rank x 11 = 44)

AP: Barely Controlled Plasma Projection: Corrosion +11 Area (Cone 110 ft)
Side Effect: Blast +11. Always occurs, roughly half value -1
4/rank x 11 = 44

Acrobatics 16 +20
Computers 16 +17
Diplomacy 4 +4 (+8)
Knowledge: technology 2 +3
Knowledge: Current events 2 +3
Language: French, Spanish
Notice 6 +6
Stealth 4 +8

Feats 8+6+6=20
Stats 2+18=20
Powers 14+8+2+44+1+1=70
Combat 6+20=26
Skills 13
Saves 0+9+7=16
Total: 165
[/sblock]

When you write the fluff, explain what your plasma orbs do. Their extras and power feats make for an unusual set of features. Also, your knowledge: tech and computers might be better being less extremely different (besides, we need more people good at such things).
 

Well I'll be jiggered. Also, I admit, when I took Accurate on it, I didn't realize Acute would show the source of the magic emanation. I thought Accurate was necessary to determine the source of the magic. So yeah, if Accurate won't do what I want it to do, and Acute will cover the basics...I'll change that. Cool. Thanks. :)

Re: Summoning. I didn't read the Action flaw section carefully enough, I can see. Boy, that's really annoying. CHanging how the rule works... Looks like I need some more flaws. Or tone down its extras. Any ideas? Maybe requiring expenditure of resources for exotic ritual components or something... Bah! Well, I suppose it's fair. Summoning would be awfully powerful if it was too easily limited.

I'll have to re-check all the ritual magic now to make sure it's still legal...

Why wouldn't the jacket stack? If I buy two separate Protection powers (which is basically what the jacket is) they don't stack? Hragh.

Looks like I need some major modifications here. I'll see where I can cut back and free up some points to patch all this up...
 

DM_Matt said:
Actually, to see through walls you need to 4pp penetrates concealment ability on whatever sight you use. And yes, Elric is right, magic awareness basically just lets you sense other wizards and their abilities,

This is from Ultimate Power. Super-Senses has a dramatically expanded listing there. Most of the core book's powers are left relatively unchanged- I'm not sure if there's a Green Ronin file out there that has the updates to core book powers from UP. Anyone know if this exists?

Shayuri:
1) A jacket doesn't stack with Forcefield because equipment doesn't stack with Powers. That's why it's equipment and is so cheap- Superman won't get any tougher by putting on a leather jacket. Note that since your Forcefield has a sustained duration, Leather Jacket has a decent purpose- if you get stunned and fail a concentration check the forcefield goes down and then the jacket helps protect you. Of course, I'd try to keep the forcefield up anyway.

2) Honestly, the best way for you to free up a bunch of PP is to just fold her Ritual array into her Utility array. This would save 8 pp and the extra pp available for the powers (since they're now based on a 24 pp base power) would let you take a higher rank Summon than you're doing right now. Since you don't have to spend all of the pp available for each power in an array, you can leave the other powers as they are right now.

3) If you do this then I'd spend 4 of these pp for +2 Defense (change your tradeoff to +3 Tough/-3Def), buy back your Charisma to 16, and you still have 2 extra pp left over.

4) Given the way your character casts spells, you might want to consider a drawback that requires her to speak and gesture to use her magic power. Unfortunately, this is usually more trouble than the pp are worth, since it's typically 1 pp per array that you apply this limitation to. If you want something less limiting to the character, but still in this spirit, perhaps inventing a "half as bad" -1/2 pp per array drawback (which if you have two arrays, is -1 pp total) that's something along the lines of "Use of this array is Tiring (causes fatigue each round it's in use) if you cannot speak and gesture freely".

5) I just noticed that your Telekinesis power now costs 4 pp/rank since it's damaging. So it should only be rank 7. If you combine the Ritual and Utility arrays, you could use some of the pp savings to increase the base cost of Battle Magic to 34 pp. This would let you get back to rank 8 Telekinesis, get rank 11 Evil Eye (since you don't need Subtle), get rank 11 Snare, and get rank 11 Nullify.

6) For your Illusion power, visual counts as two sense types, so visual/audio/smell is 4 sense types. 3 pp/rank gets you 3 sense types and 4 pp/rank gets you all sense types. I think you were using 3 pp/rank here, which wouldn't include smell if you prioritize Visual and Audio higher.

Also, this is an update from Ultimate Power, but Selective is now the Selective Attack extra for Illusion/Obscure. The idea I think was that these powers don't force saves but they do disrupt other characters' capabilities, which is why they use the extra and not the feat (as making it a feat understates how good the ability is). Lastly, Illusion only covers a 5-foot radius area without the Progression: Area power feat.

So to model a typical D&D illusion I'd build your Illusion power as something like Illusion 7(visual/audio, Sustained, Selective Attack, Full Round, Phantasm, PF: Progression: Area x2- cover a 25 foot radius) (23 pp).
 
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