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About Tipop

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    Advanced Member
  • Birthday 06/11/1968

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  1. A Peculiar Proposition (Open)

    Edward nods and smiles at each individual's introduction, shaking hands and exchanging a few pleasantries. "What is your arcane specialty? I'm primarily an evocationist, though I dabble in a variety of practices. I'm writing a paper on sucromancy... sugar magic!" "Have you met my friends, the Borough-folk? Lovely people. Very peaceful. Dreadful thing that happened to their home world, as I'm sure you've heard." "Oh yes, delightful tea. Reminds me of home. Is there some sugar?" "Anything interesting going on in the manasphere? I'm new to this world, as I'm sure you're aware. Still getting my bearings." ... then when there's a lull in conversation... "Would anyone like some candy? I brought enough to share!"
  2. A Peculiar Proposition (Open)

    I have "Well Informed", plus Gather Information (+15) and skill mastery (for a base of 25 on the check). Is there anything I should know about the people gathered?
  3. A Peculiar Proposition (Open)

    Edward Peck entered the room like a man anticipating imminent ambush. He stood at the threshold for a beat, leaning into the room and scanning the occupants. He then smiled and allowed the rest of his body to catch up. In his mind he heard Aero speak, "Honestly, sir, you'd think you'd never braced a room full of practitioners before. Were you expecting a duel arcane?" Edward replied, "One never knows, my friend. You recall the Antwird Collective?" "How could I forget? It took weeks to repair the damage their stingers inflicted on my hem." Edward removed one of his rubber gloves as he approached Stavros, and extended the hand in greeting. "Ah, hello! You must be Stavros? I've heard so much."
  4. Maybe I'll jump in later, once I have a few Earth-bound adventures under my belt. There is a multi-dimensional warlord in my backstory, so perhaps I could tie that into a Praetorian storyline at some point.
  5. What are the requirements to join Praetorian stories? My character (Professor Peculiar) is new, and not specifically designed for cosmic adventures... but he's versatile and *can* travel through space and/or dimensions (and survive the rigors of space if necessary).
  6. Professor Peculiar [PL10] Tipop

    Thanks for fixing the typos. As for taking Defensive Roll, yeah, I'm aware of the drawbacks. I think Danger Sense and Uncanny Dodge mitigate the drawbacks to an extent. But even so, I don't mind having weaknesses. Notice that I have intentionally made my attack below PL caps when my lab coat is active on its own. I didn't have to do that — I could have arranged the points differently, but I felt it made sense (since the coat is supposed to be a boost to his power). A hero with no weaknesses makes for boring stories. Besides, even if I'm taken out, my lab coat/sidekick can act on its own.
  7. Professor Peculiar [PL10] Tipop

    Aero, PL 7 Sidekick, alternate form of the Lab Coat of Aeromancy Abilities: 0 + 14 + 0 + 0 + 0 + 0 = 14PP Strength: 10 (+0) [0 pts] Dexterity: 24 (+7) [14 pts] Constitution: 10 (+0) [0 pts] Intelligence: 10 (+0) [0 pts] Wisdom: 10 (+0) [0 pts] Charisma: 10 (+0) [0 pts] Combat: 6 + 6 = 12PP Initiative: +19 / +35 Attack: +3 Melee (+7 when grappling) +3 Ranged [6 pts] Grapple: +35 Defense: +7 (+3 Base, + 4 Dodge Focus), +2 Flat-Footed [6 pts] Knockback: -3 Saving Throws: 5 + 0 + 5 = 10PP Toughness: +7 (+0 Con, +7 Protection) Fortitude: +5 (+0 Con, +5) Reflex: +7 (+7 Dex) Will: +5 (+0 Wis, +5) Skills: 44R = 11PP Acrobatics 12 (+19) Notice 5 (+5) Knowledge (Cosmology) 12 (+12) Perform (Dance) 10 (+10) Search 5 (+5) Feats: 15PP Defensive Feats: · Elusive Target · Evasion - 2 · Favored Environment (Levitating) · Uncanny Dodge · Dodge Focus 4 · Danger Sense Move-By Action Acrobatic Feint Improved Initiative 3 Powers: 8 + 5 + 30 = 43PP Protection, Rank 7 (Feat: Subtle) [8 pts] Flight, Rank 2 (Feat: Subtle) [5 pts] Super-Grappling (Container) [27 pts] +3 feats Enhanced Feats: · Attack Specialization (grapple) 2 · Chokehold (grappled target suffocates, see page 168) · Grappling Finesse (use Dex instead of STR to grapple) · Improved Grab (attempt grapple as a free action after a melee attack) · Improved Pin Enhanced Grapple (+1 to Grapple checks per rank) +21 Knock-Down Flyby (Alternate Power) [1 pt] · Flight, Rank 4 (Feat: Subtle) - 9 pts · Fast Overrun (keep going until you run out of movement) · Improved Overrun (enemies can't get out of the way, +4 to trip) · Improved Throw (choose which attribute enemy uses, Dex or Str) · Improved Trip (+4 to trip, and enemy cannot try to trip back) · Linked Stun, rank 7 - 14 pts Woosh (Alternate Power) [1 pt] · Quickness, Rank 10 - 10 pts · Flight, Rank 6 (Feat: Subtle) - 13 pts · Improved Initiative, Rank 4 Aeromantic Portal (Alternate Power) [1 pt] · Teleport, Rank 9 (Extra: Portal. Flaw: Long-Range Only) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage (Physical) Totals: Abilities (14) + Combat (12) + Saving Throws (10) + Skills (11) + Feats (15) + Powers (43) - Drawbacks (0) = 105/105 Power Points
  8. Professor Peculiar [PL10] Tipop

    Ok, I made the goggles’ VP a 6/rank effect, resolving that issue. That required the Device container to be rank 3 and easy to remove. It now costs 9 points rather than 8, so I dropped 4 ranks in skills to get back the extra point. Since the device is now rank 3, that gave me 15 points, which covers the 12 points for the VP and left 3 remaining, which I used for Extended Vision + Analytical Vision, which are always on rather than being part of the VP. As soon as I earn 3 power points I’ll be returning the goggles to Hard To Remove, which I should get as soon as I finish the in-depth questionnaire (2 points), since I already did the 20 questions (1 point.) I’ll work on the Aero sheet this weekend, if I have time.
  9. Professor Peculiar [PL10] Tipop

    Just to clarify: You're saying that True Sight does not qualify as a power in your house rules? Instead it's a collection of all of its sub-effects as individual powers?
  10. Professor Peculiar [PL10] Tipop

    The justification is that he has spent years traveling the dimensions, and has suffered from exposure to a variety of pathogens. Through the use of physical therapy, diet, and "scientific" (by his definition) mind-and-body strengthening practices, his has built up a strong resistance to these things, but the exposure has had a long-term effect on his physical abilities. Much of his musculature wasted away during a particularly vicious infection (it was the Borough-folk who nursed him back to health), leaving him permanently weakened and partially crippled (he walks with a cane.) I didn't take any of that as a complication because his ability to fly mostly negates any real impact the limp would have, and his strength already comes with a mechanical rebate. The point of doing so was to make him lower PL when he uses the Coat as a sidekick. Keep in mind that with his Principle Theorems he could, if necessary, cast a defensive spell that would bring him back up to PL defensively even without the Coat. Working as intended. If you look carefully at his Grand Theorems array, you'll notice that two of his powers could easily have remained at the PL limit for damage (reducing Penetrating more instead), but I deliberately chose to knock them down two ranks without the Coat. This was intended to balance the fact that I would have TWO characters when using the Coat. However, I should note that he's unlikely to use the Summon Minion effect in combat. It will be for out-of-combat utility and RP'ing fun. The option to use it in combat is there, but comes at a risk. I'm not sure what you mean here. Are you saying "Visual super-senses" is too broad a definition for VP? It seems like it's right in the bailiwick of "Powers of a particular type". I disagree. It's limited to one ~power~ at a time, not one ~effect~. A single super-sense, such as True Sight for example (Ultimate Power pg. 85), is a single power with several effects.
  11. Professor Peculiar [PL10] Tipop

    Example configurations for Principle Theorems finished.
  12. Professor Peculiar [PL10] Tipop

    Ok, I added some example setups for the goggles, as best as I understand.
  13. Professor Peculiar [PL10] Tipop

    I'm not sure I understand what you mean about gadgets. If I have a Ring of Shapechanging, it's still a device even though it has a Variable as its power, right? How should I build it? Let's say the ring's Shapechanging power is rank 5 and costs 7 points per rank, which means it has a cost of 35. To put that in a Device, we’d buy Device at rank 7 (4 points per rank) for 28 points, which gives us exactly 35 to spend on the device’s powers. Is that not how it’s done in your games here?
  14. Professor Peculiar [PL10] Tipop

    Well, the goggles are pretty straightforward: they give him a pool of 10 points that can only be spent on vision enhancements. Detect magic, Pierce Illusion, Read Auras, that sort of thing. The Principle Theorems are intended to be a bunch of low-power spells that he would know, such as a translation spell, a flight spell when he's not wearing the coat, healing spells to use on innocent bystanders, that sort of thing. I can add various examples to the sheet, but it's quitting time here at work so I'll do that tomorrow morning.
  15. Professor Peculiar (PL 10) - Tipop

    Yeah, I got past that part. But now I have to figure out how to "claim my account" when it appears I already registered ages ago.