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Vahnyu

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About Vahnyu

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  • Birthday 01/10/1988

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    Athens, Greece

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  1. Vahnyu's Character Pool, v2

    Devil Summoning Hacker & Demonic Possessor Devil Summoning Hacker Trade-Offs: +5 Ranged Attack / -5 Ranged Damage Abilities: 12 + 4 + 4 + 10 + (-2) + 0 = 28PP Strength: 22 (+6) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 10 (+0) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +8 Melee, +5 Ranged, +15 Assault Rifle, +10 Katana Grapple: +12 Defense: +8/+10 (+4 Base, +4/+6 Dodge Focus), +3 Flat-Footed Knockback: -2/-5 Saving Throws: 8 + 6 + 7 = 21PP Toughness: +6/+10 (+2 Con, +4 [Tactical Vest], +4 [Defensive Roll]) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+2 Dex, +6) Will: +6 (-1 Wis, +7) Skills: 40R = 10PP Computers 15 (+20)Skill Mastery Concentration 5 (+5) Disable Device 5 (+10)Skill Mastery Investigate 10 (15)Skill Mastery Knowledge (Technology) 5 (+10)Skill Mastery Feats: 60PP All-Out Attack Attack Focus 3 (Melee) Attack Specialization 5 (Assault Rifles) Attack Specialization (Katanas) Benefit (Contacts: Hacker Group) Defensive Roll 2 Dodge Focus 3 Equipment 10 Online Research Power Attack Quick Draw Sidekick 30 Skill Mastery (Computers, Disable Device, Investigate, Knowledge[Technology]) EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 10 + 7 + 20 = 50/50EP Powers: 13 + 0 = 13PP Gun Comp 4 (20PP Device; Flaws: Easy-to-Lose, Feats: Restricted[Computers 20]) [13PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Bludgeoning) Katana Touch DC25 Toughness (Staged) Damage (Slashing) Unwieldy Assault Rifle Ranged DC20 Toughness (Staged) Damage (Ballistic) Totals: Abilities (28) + Combat (18) + Saving Throws (21) + Skills (10) + Feats (60) + Powers (13) - Drawbacks (0) = 150/150 Power Points Demonic Possessor Trade-Offs: +5 Weapons Attack / -5 Weapons Damage Abilities: 2 + 4 + 4 + 4 + 14 + 6 = 34PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 24 (+7) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +5 Melee, +5 Ranged, +15 Long Rifle, +15 Naginata Grapple: +12 Defense: +8/+10 (+4 Base, +4/+6 Dodge Focus), +3 Flat-Footed Knockback: -2/-5 Saving Throws: 4 + 6 + 3 = 13PP Toughness: +6/+10 (+2 Con, +4 [Tactical Vest], +4 [Defensive Roll]) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+7 Wis, +3) Skills: 60R = 15PP Bluff 10 (+13)Skill Mastery Computers 5 (+7) Concentration 5 (+12) Drive 5 (+7) Knowledge (Technology) 5 (+7) Notice 10 (+17)Skill Mastery Search 10 (12)Skill Mastery Sense Motive 10 (+17)Skill Mastery Feats: 27PP All-Out Attack Attack Specialization 5 (Long Rifles) Attack Specialization 5 (Naginata) Benefit (Contacts: Hacker Group) Defensive Roll 2 Dodge Focus 3 Equipment 6 Evasion Power Attack Quick Draw Skill Mastery (Bluff, Notice, Search, Sense Motive) EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 11 + 6 = 30/30EP Powers: 0 + 0 = 13PP Gun Comp 0 (0PP Device; Flaws: Easy-to-Lose, Feats: ]) [0PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Bludgeoning) Katana Touch DC25 Toughness (Staged) Damage (Slashing) Assault Rifle Ranged DC20 Toughness (Staged) Damage (Ballistic) Totals: Abilities (34) + Combat (18) + Saving Throws (13) + Skills (15) + Feats (27) + Powers (0) - Drawbacks (0) = 107/150 Power Points --- About this build X Additional Notes: X
  2. Professor Peculiar (PL 10) - Tipop

    press the "connect" button, down on your right, then press the "accept invite" button that pops up
  3. Professor Peculiar (PL 10) - Tipop

    we chat by text almost exclusively. I haven't personally seen anyone use voice chat, outside of one test
  4. Professor Peculiar (PL 10) - Tipop

    I believe everything checks out Once you're done formatting the sheet, and making it look like the approved ones listed above, you'll be ready to submit for approval remember to use this layout for powers: Power Array rank X (2*XPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) Base Power: Power rank X (YPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) Alternate Power: Power rank X (YPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) Alternate Power: Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) And this layout for devices: Device rank X (5*XPP Container; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Device name) Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name) Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)
  5. Professor Peculiar (PL 10) - Tipop

    Edited the above post
  6. Professor Peculiar (PL 10) - Tipop

    So that the summon cape reaches at least PL7. given that you want it be fanatically loyal, that means you'd have to spend 28PPs on it, 29 if you include mental link. As for what to do with the base cape, try this configuration Base Power: Enhanced Feats 12 (Defensive Roll 1, Dodge Focus 2, Elusive Target, Instant Up, Favored Environment[Levitating], Evasion 2, Move-By Action, Improved Initiative, Uncanny Dodge, Danger Sense) + Enhanced Saves(Reflex 6) + Enhanced Grand Theorem 3 (To Grand Theorem 13) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [12 + 6 + 6 + 5 = 29PP] (Wearable Enchantment) I took 3 ranks of your Grand Theorems power, and folded them into the Device as Enhanced Grand Theorem instead. With this, when wearing the cape, you hit PL10 caps, offensively and defensively. When not, or when you "summon it", you become PL8, and the Cape becomes a PL7 heroic minion. EDIT: I also added Elusive Target and Instant Up there. The Cape navigates you away from danger and back on your feet, on its own volition
  7. Professor Peculiar (PL 10) - Tipop

    5 ranks of Device would give you 25PPs, not 20PPs, nor 21PPs. Remember, you can buy devices and containers in incremental ranks, as long as you pay their PPs, rounded up of course. Just make sure to annotate if the Device has the Hard-to-Lose flaw, or the Easy-to-Lose flaw. Device - rank 5.2 (Coat of Aeromancy - magical lab coat, 26 PP Container; Flaws: Hard-to-Lose) [21 pts]
  8. Professor Peculiar (PL 10) - Tipop

    Attack: +4 Melee, +4 Ranged (+10 with Eldritch lance, +6 with Eldritch Hand) [16 pts] > Base attack costs 2PPs per +1 on melee and ranged, not 4PPs. So, that means that you've got 8 extra PPs! Feel free to spend them on beefing up the cape, if you want
  9. Professor Peculiar (PL 10) - Tipop

    Ah, pity. Well, then, this will have to do, in that case!
  10. Professor Peculiar (PL 10) - Tipop

    No, it is explicitly not permitted. And, in the case that your character relies entirely on Area or Perception attacks, they must buy 1/3rd of their PL as base attack. A character with no ranged attacks whatsoever must still buy 1/3rd of their attack bonus as base attack, even if they never plan on using ranged attacks. That's the house rule.
  11. Professor Peculiar (PL 10) - Tipop

    You will find Approved Player Character sheets in the following subforum: http://www.freedomplaybypost.com/forum/21-heroes/ A few character sheets from there that you can use as examples/referrence, in terms of how to build your non-Toughness saves: http://www.freedomplaybypost.com/topic/8298-blodeuwedd-pl1213-tiffany-korta/ PL12 character, Fort 9, Refl 14, Will 10. 9+14+10 = 33. That's a bit higher than 3*(PL12 - 2), but not by much. The character belongs to tiffany korta, one of the forum's Refs/mods http://www.freedomplaybypost.com/topic/9860-feeding-frenzy-pl-10-kolohehonu-bronze-reward/ PL10 character, Fort 10, Refl 6, Will 5. 10 + 6 + 5 = 21. That's a bit lower than 3*(PL10 -2), but not by much. The character belongs to kolohehonu, one of the forum's Guides http://www.freedomplaybypost.com/topic/9801-sea-devil-and-singularity-orichalcum-pl-10/ PL10 character, Fort 7, Refl 7, Will 7, and PL10 sidekick, Fort 10, Refl 8, Will 8. 7+7+7 = 21, a bit lower than 3*(PL10-2), like above, however, the sidekick has 10+8+8 = 26, a bit higher than 3*(PL10-2). The characters belong to AvengerAssembled, one of the forum's owners/Admins I hope these help! If you've got any more questions, feel free to ask! Also, make sure to pop by the Discord chat. Plenty of players, me included, can give you pointers, helpful advice, etc, as soon as possible!
  12. Professor Peculiar (PL 10) - Tipop

    To repeat myself: Fortitude, Reflex, and Will are explicitly exempt from that. I suggest you take a look at the approved sheets. See how everyone's Fortitude, Reflex, and Will compare to their respective PLs Your PC is explicitly expected to either be average, but not great, on all their exotic saves OR great on one or two of their exotic saves, but with a glaring weakness on the rest, to compensate. By our houserules, your total attack for any given power that requires an attack roll must be bought up as at least 1/3rd base attack, rounded up. Same for your Defense. So, a character with a power that uses a +13 attack roll must have at least 5 points of that +13 (Roundup[13/3] = Roundup[4.333] = 5) bonus bought up as base defense (for example, Base Attack 5, Attack Focus Melee 2, Accurate 3) Bottom line, trust me, if you drop your save ranks a bit, you'll have plenty of points to beef up your cape
  13. Professor Peculiar (PL 10) - Tipop

    If there's a 50% chance of using the Summon power to summon a minion, and that's it, that'd make it appropriate as a drawback. If, on the other hand, there's a 50% chance of using the Summon power to summon said minion, and there's another 50% chance that you can't sustain it on subsequent rounds, that's appropriate as a flaw. However, you'd need to use another standard action to reactivate the cape, which would also have its own 50% chance of failing, so the flaw may turn out wonky during play. And honestly, there's precious little to be gained in making a minion Fanatic AND unreliable at the same time. Might as well just leave both of these out, keeping it helpful. If you want a less than cooperative cape, there's the attitude flaw you can apply to it, to make it indifferent (-1), unfriendly (-2), or hostile (-3). I don't reccomend going for anything worse than indifferent, and in fact, I'd just as easily recommend that you handle this with a complication, rather than a power flaw. I think you mean to say +3 Melee, +3 Ranged, and the cost should write 6 + 6 = 12PP Your Grapple is +1, your Knockback is -1/-4 You should list your trade-offs at the top of your sheet. +3 Dmg / -3 Atk, from what I gather. Finally, your exotic saves are way too high. Although it's technically legal to have saves at your PL+5, it is heavily frowned upon to have all three of them so high at once. I cannot recommend enough sticking close to the PL-2 average rule. You can still have one save maxed out, but the other two saves should take an appropriately massive hit to counterbalance that. For example: Fort 2 Refl 13 Will 3 or Fort 5 Refl 10 Will 3 or Fort 6 Refl 8 Will 7 or Fort 2 Refl 9 Will 9 They don't have to average at exactly PL-2, you are allowed some leeway, but it is heavily encouraged that you aim as close to that as you can.
  14. Professor Peculiar (PL 10) - Tipop

    your PC is expected to be EXACTLY at your PL caps on their given attack+damage/effect(Damage, Stun, Paralyze, Drain, etc), and defense+toughness. Tradeoffs can modify those pairs, so a +2 atk / -2 dmg tradeoff allows you to buy PL+2 attack and PL-2 damage for a given power, as an example. However, many PCs rely on Devices for a lot of their powers and meeting their caps, and while it's possible to lose your combat ability entirely upon losing said devices, it is not uncommon for them to be build so that they can function perfectly well without said devices, albeit at a lowered legal PL. Given that you still retain a lot of powers without the cloak, I wholeheartedly encourage you give this some thought. Also, when making a PC using your character slots, you are expected to use all of the slot's PPs on creation. So, for a PL10 character slot, that means you must use up all 150PPs. However, just because you are using a PL10 slot, doesn't mean you have to make a PL10 character. You can make a PL8 character, for example, like you normally would do using 120PPs, and use the rest of the 30PPs you have left to buy other stuff, additional powers, skills, feats, ability scores, etc. Just make sure to note the character's functioning PL, if you do that. Like, for example, Professor Peculiar (PL8 / PL10) This means that your character has enough PPs to be eligible for PL10, but is actually build on PL8 caps. You don't need to do that now, by the way, just something you may want to keep in mind for the future.
  15. Professor Peculiar (PL 10) - Tipop

    what you want is summon (minion), probably with the heroic extra and the fanatical extra (or not, bwahahaha >:D ) It can certainly work as an alternate power to a container, the cape probably won't be a device, unless someone else can tame it by merely wearing it, but yeah. When you WEAR the cape, it is a container that grants you stuff like flying, evasion, etc. When you DON'T WEAR it, it functions like a heroic minion (so basically a sidekick), but only as long as you sustain the power. another poster on this site, Supercape, had a PC, Pitch, who basically was fused with a demon that granted her a number of enhanced superpowers, but said demon could be summoned and act as a minion instead. That's the same deal with what you want to go for here, in spirit. So, to summarize, you're looking for something like this: Coat of Aeromancy 12.5 (25 PP Array; Feats: Alternate Power) [25 pts] Base Power: Enhanced Feats (Defensive Roll 4, Dodge Focus 10, Favored Environment[Levitating], Evasion 2, Move-By Action, Uncanny Dodge, Danger Sense) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [20 + 5 = 25PP] (Wearable Enchantment) Alternate Power: Summon 8 (Coat of Aeromancy, 120PP Minion; Extras: Heroic) [24PP] (Aero, Independant-acting coat) Keep in mind though, that this would leave you severely undercapped, when the coat is summoned, and that's very discouraged. I'd suggest that you instead try to keep within PL8 caps when your PC is not wearing the coat, so that you can still fight with relative ease. Move around stuff like saves, defenses, attacks, and whatnot, so that you lose them when you summon your Coat. Something like this: Coat of Aeromancy 12.5 (25 PP Array; Feats: Alternate Power) [29 pts] Base Power: Enhanced Feats (Defensive Roll 1, Dodge Focus 4, Favored Environment[Levitating], Evasion 2, Move-By Action, Uncanny Dodge, Danger Sense) + Enhanced Saves(Reflex 6) + Enhanced Grand Theorem 3 (To Grand Theorem 11.5) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [11 + 6 + 6 + 5 = 28PP] (Wearable Enchantment) Alternate Power: Summon 7 (Coat of Aeromancy, 120PP Minion; Extras: Heroic, Fanatical) [28PP] (Aero, Independant-acting coat) This way, when you "summon" the Coat, you gain a fully functional PL7 ally, but only lose 2 effective PLs yourself! If you need to save PPs, try lowering his Fortitude and Will. A good general rule of thumb that is encouraged in the site is that your Fortitude+Reflex+Will should equal around 3*(PL - 2). You can be a few points bellow that, or a lot points above that, but it's still a pretty good threshold to aim for. So, using that as a guideline, you may remove 5 points from your Fortitude 4 Points from your Reflex, and 5 points from your Will. When wearing the coat, you'll have Fortitude 7, Reflex 11, and Will 8, for a total of 7 + 11 + 8 = 26, which is only a bit higher than 3 times (PL10-2), while when the coat is summoned, you'll have Fortitude 7, Reflex 5, and Will 8, for a total of 7 + 5 + 8 = 20, a bit higher than 3 times (PL8-2). This saves you 14PPs, so feel free to spend them on your coat or whatever else you may want to fit in
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