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Superheroes of The Trust OOC Thread (Accepting Alts)

Voidrazor said:
Actually it is because there is no pantheon, that I think Matt might rule that anyone, or at least any priest, shaman, rabbi, etc. could bless an item. The blessing wouldn't have any other game effect but would be a reasonable way to make the drawback meaningful.

I'm starting to get visions of the golf club scene from Dogma :)
 

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Elric said:
For your saves: those are exceedingly low. With 2 points higher apiece, they'd still have the effect you're looking for of being noticeably low. The PL 10 archetype characters in the core book average 7-8 on their exotic saves- the lowest saves are the battlesuit (total: 17). Note that every archetype character has every exotic save >=+4. You have total exotic saves= 10 at a PL higher. So I didn't pick 2 out of the air randomly- that would get you to about the "I'm vulnerable" feel for a PL 10 character. It isn't min/maxing to avoid having huge across the board weaknesses- that's just a sensible thing to do. Sorry if you took it as a rebuke for not creating a strong enough character.

With your low saves plus Unreliable on Protection you really will get absolutely pummeled in combat. It's easy to say that you don't mind this in a character, but I believe that this is a recipe for future unhappiness. The campaign I GMd last year had a player who gave his character noticeable defensive weaknesses and even though the player was a very narrativist roleplayer, he still got frustrated when he was the most KOd PC by far.

Lastly, I wouldn't mind comments on my build of Johnny Nitro, back on page 1. Do your worst :)

Looking at examples they are fairly low via by comparison. :\

As for Johnny Nitro? Hmmm. If you are trying to emulate the real Johnny Nitro (or at least his persona) I would cut way back on the Intimidate. At +17 you surpass Overshadow from Freedom City and are approaching Omega's +20 (a guy who is "only spoken in whispers throughout the galaxy") If this was a super version of the Undertaker or Kane maybe but Johnny Nitro? He isnt one of those guys that makes a wrestler's jaw drop when they hear is intro playing. Most published characters who are considered scary have around a +12 total. Some go 1 or 2 points higher.
Also Benefit (Fame) would fit either his character or the real guy.
 
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hero4hire said:
Looking at examples they are fairly low via by comparison. :\

As for Johnny Nitro? Hmmm. If you are trying to emulate the real Johnny Nitro (or at least his persona) I would cut way back on the Intimidate. At +17 you surpass Overshadow from Freedom City and are approaching Omega's +20 (a guy who is "only spoken in whispers throughout the galaxy") If this were super versions of the Undertaker or Kane maybe but Johnny Nitro? He isnt one of those guys that makes a wrestler's jaw drop when they here is intro playing. Most published characters who are considered scary have around a +12 total. Some go 1 or 2 points higher.

His Intimidate is as high as it is because of Startle and Distract. No way to get good at them without high Intimidate and he should be quite good at those abilities. At least, that's how I envision him- the character is mostly a stereotype about pro wrestlers (from California), since I've seen WWE (and Johnny Nitro) exactly once. In theory I could think up a drawback "Less Intimidating than meets the Eye" to cover out of combat situations, but I'm not going to play him as a character who is as intimidating as Omega anyway. Plus, when you're PL 19 you don't need a high Intimidate score to be intimidating.

Also Benefit (Fame) would fit either his character or the real guy.

I thought of this after I posted the build- now I can't think of anything to cut to free up 1 pp.
 

Being familiar with wrestling, Johnny Nitro is more of a Bluff to Distract kinda guy.

But since you really arent modelling him after his actual personality just inspired by the name/face I am sure you can justify a high intimidate. But +17 is higher then probably 95% of all the published characters.
 

hero4hire said:
Being familiar with wrestling, Johnny Nitro is more of a Bluff to Distract kinda guy.

But since you really arent modelling him after his actual personality just inspired by the name/face I am sure you can justify a high intimidate. But +17 is higher then probably 95% of all the published characters.

Right, but he has Acrobatics +17 (which is about the same as the core martial artist) and he'll feint with that as much as he uses Startle. So if I were to decrease his Intimidate by say, 4 points, then it would only rarely be worth it to use Startle at all and I'd like to use both without feeling like one is much less effective than the other.

I could give him Drawback [Less Intimidating than meets the eye] to cover out of combat stuff- maybe -8 to Intimidate out of combat for 1 pp back or something (assuming that you figure intimidate in/out of combat are each half of its value). That feels a little like +1 pp for almost free, but it would let me get Benefit: Fame :)
 

Elric said:
Right, but he has Acrobatics +17 (which is about the same as the core martial artist) and he'll feint with that as much as he uses Startle. So if I were to decrease his Intimidate by say, 4 points, then it would only rarely be worth it to use Startle at all and I'd like to use both without feeling like one is much less effective than the other.

I could give him Drawback [Less Intimidating than meets the eye] to cover out of combat stuff- maybe -8 to Intimidate out of combat for 1 pp back or something (assuming that you figure intimidate in/out of combat are each half of its value). That feels a little like +1 pp for almost free, but it would let me get Benefit: Fame :)

If you are married to the whole Startle mechanic don't reduce it. But why have startle?when you can stick with feinting using Acrobatic Bluff to make someone flatfooted.
Same result and seems more in keeping with a Prettyboy Glam Highflyer.

Then all sorts of points free up for flavor feats.

But as I said, you can rationalize a "version" of Nitro being super-intimidating I suppose.
Making him more Wolverine then K-Fed.
 

Spirit

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: +12 Climb [10 ranks], +6 Computers [4 ranks], +7 Diplomacy [5 ranks], Knowledge +10 (Business) [8 ranks], +4 Knowledge (Earth Sciences) [2 ranks], +6 Notice [4 ranks], +8 Profession (Accountant) [6 ranks], +8 Search [6 ranks], +5 Survival [3 ranks]

Feats: Attractive 2, Eidetic Memory, Evasion, Improvised Tools, Precise Shot, Quick Change 2, Uncanny Dodge

Spirit can recall much of what she has learned or viewed simply by requesting it, and whatever unknown power source that grants her powers shows her. Often this occurs with bluish, hovering picture frames that only Spirit can see. When Spirit needs many tools, she finds her body changing to form them or the air forming to help accomplish the task. Since she's found out about her new powers she's never had to buy any new clothes either, as she easily creates and removes clothing out thin air and her own body.​

Powers:
Alternate Form (Gaseous) 2 [10pp]
- Insubstantial 2

Spirit is able to turn her entire body into a bluish gas that easily flows through the tiniest of openings.
Comprehend (Speak/Read/Understand Any Language, Speak/Understand Machines) 6 [12pp]

Phantom translations appear to Spirit of all written communications written in a pale blue glowing script that hovers over the text whenever she can't understand something. Similarly, Spirit hears a cold voice translating any spoken language she doesn't understand, while the same voice deftly translates Spirit's voice to any language she desires.​

Elemental (Air) Control 5 [14pp] (Precise)
- AP Blast 5 - AP Suffocate 2 (+ 1 cloud) - AP Force Field ? (-1 Physical Only)

Spirit's command over the air is somewhat limited, but she can easily utilize the air around her to ward off physical attacks, pull the air out of someone's lungs, or blast someone.​

Enhanced Dexterity 16 [16pp]

Spirit isn't quite a physical body anymore, and so she moves herself with the speed of thought, allowing great agility.
Flight 8 [16pp]
- AP Enhanced Strength 10 LINKED Super Strength 6

Spirit can fly at extreme speeds, but when she's not airborne she can utilize that same power to express great strength and lift heavy objects.​

Immunity (Life Support, Age, Sleep, starvation & thirst, electricity) [17pp]

Spirit has been freed from most of the most onerous weaknesses of the flesh and also finds no great difficulty enduring even the most extravagant of sources of electricity.​

Morph (humanoids) 2 [2pp]

Her flesh remade, it continues to allow Spirit to remake it. This is doubly disconcerting to Jessica, because it's very like changing her outfit for her - a thought that disturbs her because it suggests that she's "not really here."
Strike 5 (wind strike) [6pp] (Accurate)

Using her command over her body's consistency and her command over gases, Spirit can throw a punch with all the force of a gale force wind directed with lethal accuracy.​

Super Senses (Danger Sense, Infravision, Radio, Time Sense, Ultra-Hearing, All Senses At Radius, Life Sense: Allows Spirit to "see" details about lifesigns by sight (Acute, Accurate, ranged)) [13pp]

Spirit's insane senses are what first tipped her off about her new status, and it's easy to see why. Spirit's new form makes her aware of an incredible array of trivia about her environment. Threats to her being, the ability to shift her perception around in all directions, the ability to tune into high frequency sounds and see the amorphous shapes of heat signatures are nothing though; compared with her new "life sense" which allows her to instantly perceive living beings and compare their "vital signs" as accurately as she can tell different colors from one another.​

Combat: +3 Atk, +3 Def

Saves: Toughness +4 [1pp] , Fortitude +3, Reflex +12, Will +3 [1pp]

Drawbacks:
Disability: No Identity (Uncommon, Minor) [-1pp]

Jessica Lane is presumed dead and/or missing in Europe. In any case, several police agencies would be very interested in talking to Jessica about her also missing friend if she were to suddenly turn up in the United States.​

Disability: Penniless (Uncommon, Minor) [-1pp]

Spirit has a wealth score of 0. This would have more of an impact, except she doesn't need to sleep or eat so she can avoid most basic necessities. It does mean that something as simple as going to see a movie requires Spirit to break the law.​


26 Abilities + 12 Skills (48 Ranks) + 9 Feats + 106 Powers + 12 Combat + 2 Saves – 2 Drawbacks = 165

Identity: Hero Only

Gender: Female Height: 6'2 Weight: 165 Hair: Platinum Blonde Eyes: Blue

Origin: Jessica Lane was once a mousy, somewhat frumpy woman slowly advancing toward middle age and spinsterhood when she won a vacation to Europe. Simply put the vacation was life-changing even before came upon her mysterious abilities, but her trip became more fundamentally evolving when she decided to take a weekend rock climbing hike with a friend in the Alps. Wandering far off the beaten path, the pair of rock climbers were stranded in a sudden snowstorm when her friend injured herself. Jessica left to seek help, but soon became lost herself until she found a mysterious cave to seek refuge in. There inside she found bizarre glyphs and writings, and a glowing blue sphere made of a strange golden metal. Unable to resist the urge to touch the sphere, Jessica's life was thrown out of kilter ever since. She awoke at home, wearing an appearance that was not her own nearly a year later in her apartment, which was being shown to new renters.

Wandering the streets confused, Jessica suddenly found herself in a wash of new information and senses thanks to her powers. Even as she was nearly overwhelmed by the new sensations, a black van pulled up and goons with high-tech weaponry and strange religious symbols attacked her. Despite being more than a match for the attackers, there was much collateral damage from the attack.

Jessica was despondent and pledged to somehow make up it.


****​

Theme: Basically Spirit is an elemental controller now instead of a paragon. I ditched the magic bits entirely and went instead for a sort of techno-organic/new Blue Beetle edge to her along with a new background. I find the new version a lot more interesting, but it's really costly and I'm a bit stumped on where to trim (as well as STILL a lot lost in the whole PL limits bits). Review/comments anyone?
 

For the past few days I have unexpectedly been without internet access other than my blackberry. Sry about that. I will hopefully be able to post a lot in detail about chars later tonight.
 

hero4hire said:
If you are married to the whole Startle mechanic don't reduce it. But why have startle?when you can stick with feinting using Acrobatic Bluff to make someone flatfooted.
Same result and seems more in keeping with a Prettyboy Glam Highflyer.

Then all sorts of points free up for flavor feats.

But as I said, you can rationalize a "version" of Nitro being super-intimidating I suppose.
Making him more Wolverine then K-Fed.

I know that the current build is inefficient in that it has Acrobatic Bluff and Startle (only Distract is a valauble combat function that I can't get from Acrobatics), but I don't mind this inefficiency. Attractive means that Johnny Nitro can't get a lot of ranks in Bluff, which limits his ability to use Distract/Feint/Taunt if I drop his intimidate score. Also, from a mechanical perspective Acrobatic Bluff is probably the best way to get a good feint ability, as Dex is significantly better than Cha. If characters routinely have +16-+20 Acrobatics but everyone tops out at +12 Intimidate, then any character who is good at feinting will be solely an Acrobat, and I think that's less interesting.

I'm open to the possibility that my vision for the character is more based on Bluff than Intimidate- for example, trash talking could fall into either category. But you watch wrestling: what would you say is the difference in a wrestler who uses Bluff for Taunt/Distract/Feint and a wrestler who uses Intimidate for Startle/Distract/Demoralize (what actions would they take to use these abilities)?

What would the real Johnny Nitro typically do? Edit: my brief research indicates that Johnny Nitro is something of a villain on WWE. I don't think I'm going for that angle- more like laid back, boastful, somewhat clueless charming surfer dude. Of course, these might be villainous qualities in WWE.
 
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