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Superheroes of the Trust OOC Thread II

Hello all. I'm the new PC that DM Matt mentioned. This game looks like a ton of fun. I apologize in advance for inevitable screwups based on my lack of experience with play by post.
 

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Quote:
Originally Posted by Victim
That was fast - Thess is barely in the ground. On the other hand, I guess they already have my replacement on the team, so why would they wait long on someone else.

(huh?)

Apollo joins the team after Star has badly injured or nearly been killed on ALL previous missions. They are both agile, high speed flying blasters with blinding secondary attacks. Each one brings a sort of special energy control trick - Star has programable shots, and Apollo can make sollid light objects (guitar).

I'm not saying it's true.
 

I have an organizational problem. I can't find my updated copy of Optic, it seems to have been erased from my computer ($@#$!), and can't seem to find the one I posted to the OOC thread. I checked the Rogues Gallery, but that one hasn't been updated for over a year...

Help? :(
 


Ah, thank you very much. :D

Allright, I've updated my personal copy to account for the change in radio sense from what I originally had it as, as well as the lvl up. I have 1 point leftover, I was thinking of spending it on a feature or some skills, but maybe I'll just leave it for now until our next downtime..

Anyways, here's the 'current' version to make sure the DM's good with it before I edit the Rogue's Gallery (Which should probably be done before we get into a situation where stats matter...)

[sblock=Optic]
OPTIC, aka Jack Carson.
PL 11.4 (Attack, Save DC)

Abilities:
STR 14 (+2)
DEX 14 (+2)
CON 18 (+4)
INT 18 (+4)
WIS 18 (+4)
CHA 14 (+2)

Combat :
Attacks: (Base Attack +2)
+6 Eye Laser(+10 W/Visor); Toughness DC 25 (29 w/Visor) Range inc 100' (140' w/Visor)
+6 Martial Arts(+10 W/Gloves); Toughness DC 21 (29 w/Gloves)
Initiative: +10
Defense 18 (Base 0)
Saves: Toughness +8 (+14 in suit); Fort +9 (5+4con); Reflex +9 (7+2dex); Will +9 (5+4Wis)

Skills(84 ranks): Bluff(+10/8), Computers(+20/16), Diplomacy(+12/10), Gather Information(+18/16), Notice(+20/16), Knowledge: Business(+9/4), Sense motive(+18/14), Knowledges(+5/0)

*Situational: Diplomacy Check for favours(Connected), Gather Info in 1 minute(Contacts), Gather Info auto-check first time meeting new group/individual(Well Informed); +4 Remembering (Eidetic Memory); All skills considered Trained (Jack of All Trades)

Feats: Accurate Attack, Assessment, Attack Specialization(Martial Arts), Attack Specialization(Eye Laser), BenefitX3 (Status&Wealth - Vice President of Op-Tec, Knowledgable-+1 Knowledge checks), Connected, Defensive Roll X2, Dodge FocusX8, Eidetic Memory, Jack of All Trades, Power Attack, Uncanny Dodge(Sight), Well Informed.

POWERS:
Blast 10 (23pp) - Eye lasers, Accurate, Precise, Alternate Power: [Datalink Rank 8(Visual, Machine control); Quickness Rank 10(Computer checks and Visual Tasks); Comprehend Machines Rank 2]

Super Senses 14 (10pp) - Analytical(Sight), Radius(Sight), Extended(sight), Danger Sense(Sight), Darkvision(noticeable eye glow), Time Sense, Microscopic Vision(DNA, Distracting, noticeable eye glow), X-ray Vision(not gold, Distracting)
Feature(1pp): Record/Playback

Minor Powers Container: [12 pp]
-X- Strike 4 (6 pts) - Martial Arts, Mighty, Accurate
-X- Protection 2 (2 pts)
-X- Regeneration 3 (3pp) : Bruised 3 (1/round, no action).
-X- Speed 1 (1pp) : 10 MpH walking speed

High-Tech Supersuit with Power Gloves : Device Rank 4 (Hard to take away, 16pp) -
-X- Protection 6 (6 pts)
-X- Feats(4 pt): Quick Change(Suit stored in belt, expands and covers), Improved InitiativeX2, Evasion
-X- Enhanced Strike 8 (10 pts), AccurateX2

High-Tech Visor : Device rank 4 (Disarmable, 12pp) -
-X- Super Senses 10 (9 pts) - True Sight Limited: Can't Detect Hidden.
-X- Enhanced Blast 4 (10 pts), AccurateX2
-X- Datalink AP: Radio Sense (1pp feat)

Drawbacks: Weak Point (1), Vulnerable: Sonic damage [Moderate Intensity, Uncommon frequency](2 pts)
Trade-offs: -3 Def/+3 Tough, -2 Atk/+2 Save DC
COST: 36 Abilities + 4 Combat + 21 Skills + 23 Feats + 74 Powers + 17 Saves - 3 drawbacks = 171/172

**FREE EQUIPMENT
1 multitool (1ep), 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 (idealized) iPhone (masterwork computer, cell phone, camera 4ep), 1 flashlight (1ep), 1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack)
**

The 28 year old Jack Carson is near the peak of human perfection.. Strong, fast, healthy, smart, charming. He's a well-known, respected, and admired businessman with contacts everywhere, The vice president of Op-Tec, a company that specializes in fiber-optics and computer technology, specifically with regards to Military contracts. He has been involved in numerous athletic competitions. He's also not entirely Human... Jack Carson is, in his off-time, the mutant super-hero known as Optic.
Optic has been fighting crime in one form or another for over a decade. He's a 2nd generation mutant and super hero, son of Bendy-Girl(Deceased) and a computer technician named William Carson(Retired Businessman, founder of Op-Tec). With his current status and contacts in the company his father built, he was able to gain access to an experimental super-suit of very light-weight material, and a custom-made visor which enhances his allready impressive array of eye powers. For the past several years, he's been splitting his time between helping to run the company alongside his older sister (Claren, no known mutation) and using a combination of his skills, mutant super powers, and enhanced technology to fight terrorists, super-villains, and general all-around bad guys. Recently he has become rather depressed by the apparent abundance of badguys and lack of organization amongst the few super-heroes that are known. There has to be some way of contacting the other Heroes, but he's been unable to do so yet. There's something he isn't just seeing, and for someone who sees as much as Jack, that is the most frustrating thing of them all... This was the mood he was in when he got home from a late night, tossing his visor on the table in front of him, he lay on the couch and absently turned on the TV, willing to let the ambient noise send him off to sleep... But the TV seemed to be mirroring his thoughts, and as he sat up after changing the channel several times, trying to find a station that WASN'T giving him bad news, he received the message. He didn't bother writing down the license plate, his memory had always been good... "photographic" he always liked joking, and he pictured the van in his mind, exactly as he knew it would look. He'd recognize it. And he'd be there. This was exactly what Jack Carson.. no, what OPTIC, was born for.[/sblock]
 

Great, I better start reading up on the Container power to update Wren... Man, life has been BUSY! Looking for second job, so things might get hectic for a few more days...
 

Ok, I am now evacuated from Houston after not having electricity, water or phone line, so it's taking me some time to get things together. I kept some files on pen drive, which has my tentative updates. Once I compile a full update to Wren, along with reason's for NOT increasing some powers, while increasing other in his Array, I will post for critique. I am sure that there will be some, but for now, the simply updates would be more Concetration (Skill PL Limit Increase), Better CON (+2 increase with Toughness PL Limit Increase), and then the Device Power increased to allow Array Powers with 42pp for each power.

Strike is changing to Paralyzing Strike 11 (Linked Power, to allow a little flare on his strike)

New AP is Teleport (Since I used it enough to learn to use it effectively enough)

Full info will be included, but questions to clarify:

1 - Are linked power, like Paralyze and Strike an option to use?
2 - Did I get it right, that the PL Limits are limited to two increases, which I chose Toughness and Skills?
3 - Am I able to alter (slightly improve) powers in the array that now have more pp to allow on each power?

Thanks!
 

Wren's Changes - Tentative upon approval

Ok, Here goes the Changes to Wren:
7 pp to spend, Increase Toughness & Skill Caps to PL 12
2pp to CON
1pp to Skills +4 to Concentration
4pp to Device

Ability Scores---------(30pp)[sblock=Ability Scores CHANGES]
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 18 (+4)[/sblock]
Saves---------(25pp)[sblock=Saves CHANGES]
Toughness: +14 (+7 Con, +7 Force Field)
Fortitude: +11 (+7 Con) 4pp
Reflex: +9 (+1 Dex) 8pp
Willpower: +14 (1 Wis) 13pp[/sblock]
Combat---------(16pp)[sblock=Combat NO Changes]
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[/sblock]
Skills---------(15pp)[sblock=Skills CHANGES]
Bluff - 0 (+4)=4
Climb - 0 (+4)=4
Concentration – 16r (+1)=17
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[/sblock]
Feats---------(22pp)[sblock=Feats NO CHANGES]
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
Interpose (): Can switch places with Adjacent ally as Reaction for defending attacks
Luck (2): Gain 2 Hero Points
Uncanny Dodge (); Retain Dodge bonus while Flat-Footed, Sight Dependent
Precise Shot (): No penalty for shooting or throwing into melee[/sblock]
Innate Powers---------(21pp)[sblock=Innate Powers NO CHANGES]
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 [+7]
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (14pp)

Flight 3 (Cosmic Board)
Effect: Movement
Range: Personal
Action: Move (Active)
Duration: Sustained
Extras: None
Flaws: Platform [-1]
Power Feats: None
Drawbacks: Reduced Load [-1] (Medium Load)
Total Cost: (2pp)[/sblock]
Device Powers---------(46pp)[sblock=Device CHANGES]
Ring of Cosmic Channeling-
This is his lone item from his home-world. It is a testament to his race’s abilities to harness Cosmic Energy and channel it through a medium. Finding that rings are easier to handle, it was decided that all others of his race would have identical rings to identify themselves to each other. Each of these rings is imbued with an array of powers that are at the users disposal, although they are independent of each other. Only one power can be effectively used each time the ring is used. Guardian's ring is tuned to his own life, and will not work for anyone else, and can not be used against himself.

Device 11 (4/rank)
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: (46pp)
*Allows 55pp for Device Powers

Super Strength 1
+5 to Strength score
Type: Trait
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (2pp)

Cosmic Awareness – Sense the use of powers or effects of Cosmic Energy.
Super Senses 1
Effect: Sensory
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (1pp)

Regeneration 2
Effect: Alteration
Range: Personal
Action: Reaction
Duration: Permanent
Resurrection x2 (1 Day)
Extras: None
Flaws: None
Power Feats: Regrowth
Drawbacks: None
Total Cost: (3pp)[/sblock]

Cosmic Energy Control (2/rank)[sblock=Array Powers CHANGES]
Array 21 (42base,+7AP) 49pp

Cosmic Energy Control (Blast) 11 (3/rank)
Effect: Attack (+11)
Range: Ranged (110')
Action: Standard
Duration: Instant
Extras: Autofire [+1], Partial Penetrating [3+1=4]
Flaws: None
Power Feats: Affects Insubstantial x2
Drawbacks: None
Total Cost: (39/42pp)

Alt Power 1
Deflect Rank 10 (4/rank)
Effect: Defense (Block +10, -2 per additional)
Range: Touch/(1000’max, 100' 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: (42/42pp)

Alt Power 2
Paralyzing Strike 11 (2/rank)
Effect: Attack (+11)
Range: Touch
Action: Standard
Duration: Instant
Extras: Partial Penetrating [3+1=4] / None
Flaws: None / Sense Dependant (Sight)
Power Feats: Incurable, Affect Insubstantial x2, Accuracy, Knockback x5
Total Cost: (24pp+11pp=35/42pp )

Alt Power 3
Snare 11 (3/rank)
Effect: Attack (+11)
Range: Ranged
Action: Standard
Duration: Instant
Extras: Transparent [+1]
Flaws: None
Power Feats: Reversible, Tether, Affect Insubstantial x2
Drawbacks: None
Total Cost: (37pp/42pp)

Alt Power 4
Heal 10 (3/rank)
Effect: Alteration
Range: Touch/Ranged
Action: Standard
Duration: Instant
Extras: Action [+1]
Flaws: None
Power Feats: Persistent, Regrowth, Stabilize
Drawbacks: None
Total Cost: (33/42pp)

Alt Power 5
Create Objects 9 (4/rank)
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: (42/42pp)

Alt Power 6
Cosmic Energy Control (Blast) 11 (3/rank)
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, Knockback x3
Drawbacks: None
Total Cost: (38/42pp)

Alt Power 7
Teleport 6 (6/rank)
Type: Movement
Range: Personal
Action: Move (active)/Full Round
Duration: Instant
Extras: Accurate [+1], Affects Others [+1], Area [+1], Selective [+1]
Flaws: None
Power Feats: Change Velocity, Easy, Turnabout, Progression x3
Drawbacks: None
Total Cost: (42/42pp)[/sblock]
Drawbacks------------[sblock=drawbacks and Totals]
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: 30
Combat: 16
Saves: 25
Skills: 15
Feats: 22
Powers: 67
Drawbacks: -3
Total Cost: 172/172[/sblock]


Ok, in a nutshelld, here goes the reasons for power changes, AP by AP...


1 - Cosmic Energy Control Blast Array Power ONLY increased the Penetration by 1, to total of Partial Penetrating 4, leaving 3pp left on that power. When the Power Cap is increased on Wren, I will then disperse those last 3pp to increase the Power to Blast 12, appropriately leveling him.


2 -Deflect increased 1 Power Rank, increased range, and Block +10. Improves his defending, but not an ability he uses a lot.


3 - Biggest Change, Paralyzing Strike. Increased original Strike 11 to include a Paralyzing Linked power. Meets all requirements of linked power, with range, duration, action, power level, by adding a flaw in the linked effect requiring SIGHT from foe to work. Think of it as Cosmic Strike, with energized surge of cosmic energy that blinds the foe with paralyzing effect. I also added +1 to Partial Penetrating to result in Partial Penetrating 4. Question is, the Power Feats were originally designed for the Strike Power, but would I be able to move some over to be power feats for the Paraylzing Power instead? Such as Knockback5? My thinking was that the attack would possibly hit. Targets have 2 saves. Strike Save and Paralyzing Save. They fail the strike, they take the dmg. They fail the Paralyzing save, they are then subject to the Knockback from the power and the paralyze. Or am I totally messing things up by using Power Feats on this?


5 - Create Objects changes to rank 9, nothing big.


6 - Teleport Power added, only rank 6, and allows a few special power feats that he's going to need with the group. Area, selective, Affects Others, and Accurate coupled with Change Velocity, Turnabout, Easy, and Progressions allows easy extraction ability to not too far locations.


So, I await the critique... which I am sure I messed some things up. Hopefully not alot...
 
Last edited:

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