Time of Vengeance [closed]

Heh, well I just thought it would be kind of funny to play a character who is scared to death of germs even though she is completely immune to them. Talk about your irrational fears, eh?
 

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Jemal said:
Milagroso - Just for the record, most heroes don't KILL. Does she not want to FIGHT, or not want to KILL? B/c dealing Nonlethal damage is just as effective.

NOW, as to your character..

Immunity's are NOT Feats, they're powers, and they cost different points depending on what you wnat to be immune to, so yours would be:
POWERS
Immunity 12 [Disease (1 pt), Poison (1 pt), Electricity (5 Pts), Fire (5 Pts)]

Also, Feats cost 1pp each, so the only remaining feat you have is Evasion, and it costs 1 pp. (Or 2 if you want to make it improved evasion)

For Skills, you should put how many RANKS you have in each, and then follow that up with your total modifier (Counting stat bonuses and any feat/Power bonuses). Skills cost 1pp for 4 skill points.
Also, instead of SPOT/Listen, there is a "NOTICE" skill. And Science would be a Knowledge skill.

I actually can't remember how the Magic Power works, and don't have my book with me at the moment, so somebody else will have to help with that.

Don't forget to add your +4 dex and +4 Wis to your Reflex and Fortitude Saves.

And btw, I note that you have NO Toughness Score and NO Defense.. That basically means that if anybody attacks you, you're going down... (At PL 10, an attack hits you on anything but a 1, and the Save DC would be 25. With a Nat 20, you get Bruised/injured(LIttle effect, but cumulative - 1 to future toughness saves). 16-19 you're Stunned (unable to take actions), if you roll 11-15, you're Staggered (Disabled if Lethal damage), and if you roll 10 or less you're unconscious (Or Dieing if it was lethal damage). That's vs a PL 10 attack.. Most badguys (Well, super-villains) have higher level attacks.
You mentioned Total Defense being effective for blocking, so I guess they must've changed it, cuz what it does now is give you like a +4(?Check?) to your defense at the cost of not attacking.
Alternately, there's the "block" action, which ALSO takes up your standard action, but you get to make an opposed attack roll against incoming (melee) attacks to block them.

As to your "Weaknesses" :

I don't think Naive would be a drawback but more of a roleplaying quirk. The creators of this game don't seem to like the idea of "Take a penalty to something (Which you probably don't care about anyways) to get more points"
As to Pacifist and Germaphobic, those are Complications (Which don't grant bonus points, they instead grant you a Hero Point whenever you have to deal with them in game. For example, whenever your "Pacifist" nature would make a situation more difficult for you to deal with, the GM would award you an extra Hero POint. Or if you had to go through the Sewers, your GM would give you a Hero Point for the Germaphobic complication)
*Although I must express humour that someone immune to diseases would be a germaphobe *hehe*

As for WEapons, there's 2 ways to go about it.. Purchasing Equipment (Normal weapons), or taking the DEVICE power, which gives you essentially a Magic/Techno/Somehow Powerful item. IT costs 3pp/rank (If it can be taken away by a disarm check, which weapons can), and gives you 5pp/rank to spend on powers that the item has... In this case, STRIKE (1 damage per rank, costs 1pp/rank). I would also suggest either buying some attack bonus(2pp/+1), taking the Melee Focus feat(+1/rank melee attacks), or taking Accurate on your Strike (+2atk/rank, only applies to 1 specific attack form). As for the Non-Lethal damage, as I said earlier, You can pretty much choose whether you deal Lethal or Nonlethal damage with any attack, unless it's either a Gun/Knife (usually Lethal), or you take it as a special attack/device and give it a Power Flaw (-1 cost per rank) that it can only deal lethal damage.

Wow, it looks like I really screwed up here. :P

Thanks for breaking down my mistakes for me. I'll try and get them corrected. You have all been very patient and helpful to me and that is making me look forward to this game that much more.

As for fighting, no she doesn't have any problems with that. She just doesn't want to kill people. She will if she finds no other choice, but would prefer to beat someone into submission, tie them up, and let the authorities deal with them. If they are executed she might be compassionate enough to cry at their funeral (unless they broke some of the biggest and worst of moral laws).

If dealing non-lethal damage is just as effective, then I'd like to change her spell Dazzle for Energy Blast [type forthcoming] and take Expertise, Improved Evasion, Point blank Shot, and Precise Shot as feats. I'm going to add the immunities to powers as per your suggestion, and if I have enough points add a few more. For this character I'm going for someone that hits for little, saves for a lot, and adds utility the group.

LOL I thought it was 1pp per skill point! 1:4 works a lot better for me.

I wasn't sure how to add defense. Is it 1pp per defense point?

I'm going to work on the weapon then. I'll probably take the Device power.
 

Victim said:
Milagroso, just so you know, there's an infamous super-villain soceress named Medea in Freedom City. If you really like that name, taking some kind of rival complication might be appropriate, since she's not likely to take another Medea well.

Really? Hmm I should have guessed that a name that cool would be taken. I got the idea from the Greek mythology of Jason and the Argonauts. Medea was the princess who helped Jason with magical healing salves and potions. Essentially she used a combination of arcane magic and healing. So I figured Medea would be a perfect name for her. I'll try to come up with something else, but if the GM doesn't mind I'd rather keep it like this.
 

Milagroso said:
Really? Hmm I should have guessed that a name that cool would be taken. I got the idea from the Greek mythology of Jason and the Argonauts. Medea was the princess who helped Jason with magical healing salves and potions. Essentially she used a combination of arcane magic and healing. So I figured Medea would be a perfect name for her. I'll try to come up with something else, but if the GM doesn't mind I'd rather keep it like this.

In the normal FCverse, the sorceress Medea flipped out and went evil after Jason married someone else.

Defense is 2 points per +1 (half of the bonus you buy like this is dodge). Dodge Focus is +1 per point.
 


Very tough deciding. Lotsa great concepts folks!

So we have our roster for Time of Vengeance.

Darwinofmind - Tendril
Insight - Torque
Jemal- Rumble
Mark Chance - Shaolin Beaver
Shayuri - Genesis
Thanee - Fusion

If you have posted a sheet please repost here so I dont have to hunt for it.

I will be going over builds, and may want to have some add slight modifications to better fit the game (no altering the concepts or blatantly stripping away powers).

Anyone sensitive to this please let me know now.

If you haven't given me a build. GET TO WORK SLACKER! :D
 
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TORQUE [PL 10] 150pp
Concept: High-school kid who’s just gained kinetic and friction control powers, and also a strange secondary mutation: pheromones that attract the opposite sex.
Appearance: Caucasian, 16 years old, 5’8”, 165 lbs, dyed short black hair, piercing green eyes, eyebrow ring, nose ring, tattoos side of neck, right shoulder, left forearm, back of both hands, usually wearing jeans and a black concert t-shirt of some kind or another.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 10
DEX 14
CON 13
INT 14
WIS 11
CHA 14
Subtotal: 16pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +6
BDB +5
TOUGH +3
FORT +3
REFLEX +6
WILL +5
Subtotal: 51pp.[/sblock]

[sblock=SKILLS]
SKILLS
Bluff [4] +11, Computers [4] +6, Disable Device [4] +6, Escape Artist [2] +4, Gather Information [5] +12, Knowledge (pop culture) [4] +6, Knowledge (technology) [2] +4, Perform (dance) [5] +12, Perform (singing) [5] +12, Perform (stringed) [5] +12.
40 ranks total
Subtotal: 61pp.[/sblock]

[sblock=FEATS]
FEATS
Attack Focus – Blast [1], Attractive [2], Dodge Focus [2], Favored Environment (Frictionless) [1], Move-by Action, Taunt.
Subtotal: 69pp.[/sblock]

[sblock=POWERS]
POWERS
ENHANCED CHARISMA 10. 10pp.
FORCE FIELD 10. 10pp.
FRICTION CONTROL ARRAY 15 [30pp array; Based on Trip (Ex: Area Burst; Fl: No Range; PF: Dynamic) – 2pp/rank; AP: Snare (Ex: Area Burst; Fl: No Range; PF: Dynamic) – 2pp/rank; AP: Environmental Control (Hampered Movement; Half; PF: Dynamic) – 1pp/rank; AP: Environmental Control (Heat; PF: Dynamic) – 1pp/rank; AP: Apply Penetrating to a Physical Attack (Ex: Affects Others Only (+0), Ranged (+1)) – 2pp/rank; AP: Move Object (PF: Dynamic) – 2pp/rank; AP: Nullify (Movement) – 2pp/rank; AP: Paralyze (Ex: Ranged; Fl: Slow (-1)) – 2pp/rank; AP: Blast (Heat) – 2pp/rank]. 43pp.
IMMUNITY 6 [Own Powers, Heat Effects]. 6pp.
PHEROMONES 2 [Fl: Only Opposite Sex (-1), 5ft Range (-1)]. 4pp.
SPEED 2. 2pp.
SUPER-MOVEMENT 3 [Sure-Footed, Wall-Crawling, Water-Walking]. 6pp.
Subtotal: 150pp.[/sblock]
 


Smee!

CODENAME: Genesis
Concept/Archetype: Creator/Gadgeteer
Power Level: 10
Power Points: 150
Experience Points:
Hero Points: 1

[sblock=To save space, not for secrecy]ABILITIES 15
STR 10 +0 (0 PP)
DEX 14 +2 (2 PP)
CON 16 +3 (3 PP)
INT 20 +5 (5 PP)
WIS 16 +3 (3 PP)
CHA 14 +2 (2 PP)

SAVES (8pp)
TOUG +13 (3 Con + 10 Power)
FORT +6 (3 Base + 3 Con) (3 PP)
REF +4 (2 Base + 2 Dex) (2 PP)
WILL +6 (3 Base + 3 Wis) (3 PP)

COMBAT (24pp)
INIT +2
BASE DEF +6 (12 PP)
DEF 16 (10 + 6 Base)
FLAT-FOOTED 13
BASE ATT +6 (12 PP)

ATTACK
Melee:Attack +8 (DC 25, 15' reach)
Ranged:Attack +10 (DC 25, 100', autofire)

SKILLS 28 SP (7 PP)
Drive +4 (2 ranks + 2 Dex)
Computers +6 (1 rank +5 Int)
Craft Mechanics +10 (5 ranks + 5 Int)
Craft Electronics +10 (5 ranks + 5 Int)
Craft Structural +10 (5 ranks + 5 Int)
Craft Chemical +10 (5 ranks + 5 Int)
Disable Device +7 (2 ranks + 5 Int)
Knowledge Physical +6 (1 rank + 5 Int)
Pilot +4 (2 ranks + 2 Dex)

LANGUAGES (XX Ranks)
Language

MOVEMENT
Ground: 30' (or per Vehicle)
Fly: 250mph

FEATS (5 PP)
Attractive 1
Inventor 1
Improvised Tools 1
Quick Change 2

POWERS
Fakematter Weapon Array (35pp)
Blast (autofire, PF Accurate 2) +10
- AP Blast (Explosion Area, PF Imp Range (500)) +10
- AP Snare (Burst area, PF Reversible) +10
- AP Strike (Penetrating, PF Ext. Reach, PF Accurate 2, PF Precise) +10

Armor (All powers linked) (24pp)
Protection +10 (10)
Immunity: Life Support (9pp)
Super Senses (Direction, Distance, Low Light, Radio, Time) +5 (5pp)

Variable Gadget Pool +4 (32pp)
- 20 pts

Sample Gadgets
Jet Pack
- Flight +5 (10pp)

Surveillance Gear 6pp
- ESP (Sight and Sound, Medium ("bug")) +5 (5pp)
- Super Sense: Tracking (Medium ("bug")) +2 (1pp)

Lamp
- Environment Control: Light (daylight) +3 (6p)

Motorcycle
- As the Vehicle (9pp)

Generic Object (Wall, Dome, Etc)
- Create Object (Full Round, Continuous, PF Subtle (real), PF Precise) +9 (20pp)

Satellite Uplink/SIGINT Station
- Radio Communication (Area, PF Selective, PF Subtle) +9 (20pp)

Armor Reinforcement
- Add +10 Impervious to Protection (10pp)

Detpack
- Strike (Explosive Area, Full Round, PF Triggered 2) +8 (10pp)

COST
Abilities [15]
Combat [24]
Saves [8]
Skills [7]
Feats [5]
Powers [91]
Drawbacks [0]
Total [150]
Unspent [0]

NOTES
Real Name: Alexandra Davies
Gender: Female
Age: 23
Size: Medium
Height: 5' 6"
Weight: 127lbs
Hair: Black
Eyes: Brown
Nationality: American
Ethnicity:Caucasian
Tradeoffs: Tradeoff: -4 Def +4 Toughness[/sblock]
 

hero4hire said:
If you have posted a sheet please repost here so I dont have to hunt for it.

I will be going over builds, and may want to have some add slight modifications to better fit the game (no altering the concepts or blatantly stripping away powers).

Anyone sensitive to this please let me know now.

No probably what so ever, actually,


I fixed my Super Strength problem but that leaves me with 23 points that I don't know what to do with

[SBLOCK]
CODENAME: Tendril
Concept/Archetype: Grappler
Power Level: 10
Power Points: 150
Experience Points:
Hero Points: 1

ABILITIES 24
STR 14/(39) +2 (4 PP)
DEX 18 +4 (8 PP)
CON 16 +3 (6 PP)
INT 10 +0 (0 PP)
WIS 12 +1 (2 PP)
CHA 14 +2 (4 PP)

SAVES (6pp)
TOUG +8 (3 Con +5 Protection)
FORT +5 (2 Base + 3 Con) (2 PP)
REF +7 (3 Base + 4 Dex) (3 PP)
WILL +3 (1 Base + 1 Wis) (1 PP)

COMBAT (34pp)
INIT +4
BASE DEF +8 (16 PP)
DEF 18 (10 + 8 Base)
FLAT-FOOTED 14
BASE ATT +9 (18 PP)

ATTACKS
Strike +9 (Damage +10, Melee, 50')
Trip +12
Grapple +22 (9 base + 5 Super Strength + 6 Elongation + 2 Str)
Disarm +11



SKILLS 36 SP (9 PP)
Acrobatic +8 (4 ranks + 4 Dex)
Bluff +10 (8 ranks + 2 Cha)
Climb +8 (6 ranks + 2 Str)
Diplomacy +12 (10 ranks + 2 Cha)
Knowledge (Current Events) +3 (3 ranks)
Knowledge (Pop Culture) +5 (5 rank)


LANGUAGES
English

MOVEMENT
Ground: 30'
Swinging 30'

FEATS (6 PP)
Ambidexterity
Improved Disarm
Improved Grab
Improved Pin
Improved Throw
Improved Trip
Improved Grapple (bonus)

POWERS 60 pp

Tendrils: (30pp)

--Additional Limbs (Tentacles) +4 (4pp)
--Elongation (Tentacles only) +6 (6pp)
--Super Movement +1 (Swinging) (2pp)
--Trip +8 (8PP)
--Strike +8 (Mighty) (10pp)

Photosynthisis:
--Immunity (Starvation) (1pp)

Super Strength +5 (10p)

Reactive Strike:
--Protection +5 (5pp)

Pollen:
--Emotion Control (love) +8 (10pp)
---AP Obscure (visual) +8
---AP Stun +4 (Daze, Ranged)


Comprehend +2 (Plants, speak and understand) (4pp)



COST
Abilities [12]
Combat [34]
Saves [6]
Skills [9]
Feats [6]
Powers [60]
Drawbacks [0]
Total [127]
Unspent [25]

NOTES
Real Name: Kelly Clematis
Gender: Female
Age: 18
Size: Medium
Height: 5'6"
Weight: 108lbs
Hair: Blonde sometimes Green
Eyes: Green


DESCRIPTION
A young attractive woman in her late teens, in her day to day activities Kelly looks like a normal teenager. At her will (and occasionally Tendril's) 50' vines grow from a spot on her back, Up to 10 vines at a time. If Kelly stresses her powers her hair will turn green often for several days afterwards.

HISTORY
Kelly Clematis was a average teenager spending most of her time working at getting and staying popular. One day at a party she went into the woods with a boy and thing went further than she planned. As she ran from in in the woods something stuck her in the back. She would later come to know that what struck her in the back was Tendril, the seed of a semi-sentient plant from another world. Bonding with her spinal column the two took on a symbiotic relationship. Kelly's experience along with influences from Tendril's mind encouraged her to take up crime fighting.[/SBLOCK]
 
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