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Superheroes of the Trust OOC Thread II

All right, here's the draft of the Shapeshifter with Grue DNA. Thanks for the link Elric, your Martian Manhunter came in handy. By the way, the way you stat out comics characters is nice, since they actually have reasonable PLs. The character's name is Animus, a name largely chosen because it sounds somewhat heroic without any real indication to the characters powers.

A nice thing if you happen to be a shapeshifter.

[sblock]
Animus PL 11 – 172 PP

Abilities:


Strength 14
Dexterity 14
Constitution 18/32
Intelligence 10
Wisdom 10
Charisma 14

20/172 points

Skills:
Acrobatics 8
Bluff 16
Disguise 16
Escape Artist 8
Gather Information 12
Notice 8
Search 4
Sense Motive 8
Sleight of Hand 8
Stealth 8

24/172 points

Feats: All-Out Attack, Benefit: Alternate Identity, Contacts, Distract, Improved Initiative, Luck 2, Power Attack, Uncanny Dodge, Well-Informed

10/172 points

Saves:
Toughness +11
Fortitude +11
Reflex +10
Will +8

14/172 points

Attacks and Defenses:
Base Attack +2
Base Defense +3
Attack Focus: Melee +10
Dodge Focus +8

28/172 points

Powers:

Morph 5 (all humanoid shapes) - Precise
-AP: Concealment 5: All Visual, Hearing – Close –Passive

12 points

Enhanced Constitution 14
Regeneration 16 – Bruise 1 rnd, Injured 1 rnd, Staggered 1 rnd, Disabled 1 min, Ability Damage 1 hour

30 points

Grue Powers Array:
Telepathy 10 – Subtle + Comprehend 2
-AP: Mental Blast 11 – Distracting, Full Round Action
-AP: Strike 8 – Penetrating 8 - Mighty – Enhanced Feat: Improved Grapple, Improved Pin, Improved Critical 2 – Elongation 2 (Free Action)

27 points

Weak Movement Array:
Speed 1, Leaping 2
-AP: Swim 2, Immunity Drowning
-AP: Super-Movement: Wall Climbing 1, Speed 1
-AP: Flight 2 – Limited (Wings)

6 points

Super Senses: Low Light Vision

1 point

76/172 points

[/sblock]

OK, here are suggestions. They aren't required:

1. Penetrating is quite bad, especially a lot of it, and especially if you have power attack, and in this campaign I have yet to hit you guys with anything above Impervious 11. You can save 8pp by getting rid of it and moving 8 ranks of AF:Melee into the array.

2. I like that you did passive on big concealment. I wouldn't allow oncealment that can stay on during combat.

3. Your fort and ref are quite high. You might want them that way, or you might want to save points. Your Will save should not be your lowest save, considering that you are a telepath.

4. Feel free to move bruised/injured regen to no action, if you want a really strong regenerator.

5. You might want to tweak your skills. You can reduce disguise since you have so much disguise from morph. Escape artist is not very good ether. A super-spy might want disable device and computers, too. Stealth, Sense Motive, Notice, and Slight of Hand all call for opposed rolls against opponents, so you should consider that in terms of how many points of each you want.
 

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OK, here are suggestions. They aren't required:

1. Penetrating is quite bad, especially a lot of it, and especially if you have power attack, and in this campaign I have yet to hit you guys with anything above Impervious 11. You can save 8pp by getting rid of it and moving 8 ranks of AF:Melee into the array.

Yeah, Penetrating does suck; I only bought it because no other Extra really fit my powers. However, putting so much of my attack bonus into an array seemed pretty cheesy, but if you're okay with it, great! I still might grab one or two ranks b/c my character is attack shifted.


DM_Matt said:
3. Your fort and ref are quite high. You might want them that way, or you might want to save points. Your Will save should not be your lowest save, considering that you are a telepath.

4. Feel free to move bruised/injured regen to no action, if you want a really strong regenerator.

I'll pump my Will defense then; I like having high saves. With the points you've saved me on my attack bonus, I should be able to bump it up a few points without any real problems.


DM_Matt said:
5. You might want to tweak your skills. You can reduce disguise since you have so much disguise from morph. Escape artist is not very good ether. A super-spy might want disable device and computers, too. Stealth, Sense Motive, Notice, and Slight of Hand all call for opposed rolls against opponents, so you should consider that in terms of how many points of each you want.

Actually, at a cost of 1 pp per +4 bonus, compared to Morph's cost of 2pp per +5, it would be more efficient to reduce Morph's rank. The Passive Concealment only runs me six points worth of powers, so I could reduce the Morph rank down to 3. That would leave me with a total Diguise of +33, which is still pretty sweet.

The next iteration of my character is on its way.
 

Actually, at a cost of 1 pp per +4 bonus, compared to Morph's cost of 2pp per +5, it would be more efficient to reduce Morph's rank. The Passive Concealment only runs me six points worth of powers, so I could reduce the Morph rank down to 3. That would leave me with a total Diguise of +33, which is still pretty sweet.

The next iteration of my character is on its way.

Disguise ranks are not a perfect substitute for extra ranks in Morph. See: The Atomic Think Tank :: View topic - Morph Question
 


Additional ideas:

1. A variable equipment array for ample spy gear. Relatively costly, but there are places to cut if you want. It costs 6pp for 25ep of disarmable equipment, reconfigurable as a standard action. An extra pp for non-disarmable, an extra pp for move action reconfig, another extra pp for free reconfig.

2. Especially if you do that, but maybe regardless, you might want to also take an AP with a real ranged attack and ranged focus you can also use for shooting. Maybe aimed TK with precise (very useful for sneaky stuff, and gives yo uthe lifting capacity that you really don't have.
 

The variable equipment does sound kind of cool, but my character isn't really gear based, and should suffice from just the free goodies the Trust gave him, plus his own innate abilities. He's more the kind of spy who uses his cunning and interaction skills more than bugs and trackers; HUMINT, if you will.

The codename I'm now leaning towards is Errant, which should refer to the heroic underpinnings of the knight-errant of ye olden times. And of course, it doesn't refer to any kind of shapeshifting abilities (it doesn't pay to advertise your deceptive abilities, Kirinke). How does the color look, by the way?

I had meant to write up my background tonight as well, but it took me a little too long to finish my other writing. Here's the new character sheet.

[sblock]
Christopher Dodgson – Errant
PL 11 – 172 PP


Abilities:

Strength 14
Dexterity 14
Constitution 18/32
Intelligence 10
Wisdom 10
Charisma 14

20 points

Skills:
Acrobatics +10 (8 ranks)
Bluff +18 (16 ranks)
Disable Device +12 (12 ranks)
Disguise +6/+31 (4 ranks)
Gather Information +14 (12 ranks)
Notice +12 (12 ranks)
Search +4 (4 ranks)
Sense Motive +10 (10 ranks)
Sleight of Hand +14 (12 ranks)
Stealth +12 (10 ranks)

25 points

Feats: All-Out Attack, Benefit: Alternate Identity, Contacts, Distract, Improved Initiative, Luck , Power Attack, Uncanny Dodge (mental), Well-Informed

9 points


Saves:
Toughness +11
Fortitude +11
Reflex +9
Will +11

18 points

Attacks and Defenses:
Base Attack +2
Base Defense +3
Attack Focus: Melee +4
Dodge Focus +8

22 points

Powers:

Morph 5 (all humanoid shapes) - Precise
-AP: Concealment 5: All Visual, Hearing – Close –Passive

12 points

Enhanced Constitution 14
Regeneration 18 – Bruise no action, Injured no action, Staggered 1 rnd, Disabled 1 min

32 points

Grue Powers Array:
Telepathy 10 – Subtle + Comprehend 2
-AP: Mental Blast 11 – Distracting, Full Round Action
-AP: Strike 8 – Penetrating 2 - Mighty – Enhanced Feat: Attack Focus 6, Improved Grapple, Improved Pin, Improved Critical 2 – Elongation 2 (Free Action)

27 points

Movement Array:
Speed 1, Leaping 2
-AP: Swim 2, Immunity Drowning
-AP: Super-Movement: Wall Climbing 1, Speed 1
-AP: Flight 2 – Limited (Wings)

6 points

Super Senses: Low Light Vision

1 point

Devices and Equipment:
1 multitool , 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 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), 1 set of lockpicks

0 points, from the Trust

Complications

Addiction – Medical drugs

Enemy – The Foundry

172 points
[/sblock]

Everything look good? Background coming tomorrow.
 



Is that vision thing enough to start attacking Killer Bee with Indirect 3? And if not, does it at least provide rough direction?
 
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