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DevilsAdvocate

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  • Birthday 10/17/1970

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  1. Well... I suck. I don't think I'm going to be able to stick around. I've always at least finished my character before vanishing, but not this time. I thought I'd have more free time and be able to juggle this, but it just doesn't seem to be working out. I'm going to have to put this character on indefinite hold. I seem to pop back up here every five or six years. Maybe next time it won't have been so long and I'll actually stick around. Sorry, everybody.
  2. I originally created the base power as being limited by "Ferrous Metals Only." I took that limit off, because I thought there would be some debate as to when I could use it, so the safest route was to spend the points so there would be no debate. But now I am thinking maybe it just shifts the debate, and maybe to a worse one, so I am thinking maybe I should change it back. So, let me run through the thought process behind the current version of the base power, and how I was thinking it would work against, let's say, a fleeing bad guy. First, Thumper would sense metals on the bad guy's person: belt buckle, cell phone, shoe eyelets, gear, etc., and "grab" him by those things. I would imagine that if he did so, his power would be limited by how much force he could apply before ripping the metal away from the bad guy. He could also use metal that was lying around: rip a stop sign out and use it to pin someone, for example. My thought was he was "grabbing the bad guy," who is not made of ferrous metal, but there would be complications sometimes. Most of the time he'd be able to find a way to Move Object the bad guy indirectly if not directly. So, the build avoids the question of whether he can grab the bad guy... but now I am thinking it doesn't really. The questions are still raised in how the complication is applied. And would it make sense to award a Hero Point in that situation? Maybe not? Maybe limiting the effectiveness is better represented by a Flaw than it is the complication, so I am thinking I should rewrite it. Either way, there is GM adjudication, so I should put the adjudication where it makes sense, in the Flaw. What do you think? ... Also, I probably need to change the "Focused Magnetic Forces" because it breaks the narrative "rule" about the character that his power gets weaker with distance. I just didn't think he should have to roll "to hit." I do think it's a lot like telekinesis, so, if he focuses on one thing, he can just grab it. But, it should have some range limitation of some sort. I just don't know how to build that in.
  3. Thumper Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: Thumper controls a powerful electromagnetic field around himself, letting him fly and throw cars at people. Alternate Identity: Steve Maxwell (Secret) Birthplace: Freedom City Residence: Freedom City, Southside. Base of Operations: Maxwell's Salvage on the Southside Occupation: Salvage Yard Operator Affiliations: "On probation" with AEGIS. Family: Father George Maxwell, mother Genevieve Woods Maxwell, and two younger siblings, Lucas(13 yo) and Emily (5 yo). Description: Age: 19 (DoB: Year 2003) Gender: Male Ethnicity: Caucasian Height: 5' 9" Weight: 175 lbs Eyes: Blue-Gray Hair: Brown He has curly brown hair that he keeps a little shaggy. He is in good physical condition from working in mechanics and construction all of his teen life. He typically wears jeans and a long sleeve work shirt. His costume is made of flexible panels of silver wire mesh with a blue undersuit and riding cape. His headpiece is a gray stretch fabric that is open in the face. He wears tinted goggles and a facemask over it. The facemask includes gas filters and a voice changer / amplifier. There is a wide leather belt around his waist holding a Faraday-protected pouch for his cell phone and personal items, and holsters for his "thumper disks." History: Steve lives with his family that runs a salvage yard on the outskirts of Southside, Maxwell Salvage. He first realized he had superpowers at the age of 13. He could control magnetic forces and sense metal objects in his immediate vicinity, and could shut down some electrical devices. He wasn't very powerful, though. He could move about five pounds or so. The only practical application he found for it was opening locks. He kept his powers a secret. There seemed no sense in attracting attention to himself for such a useless ability. Shortly after Steve graduated high school, his mother fell sick. The medical bills were sending the family deeper into debt. He thought of a way his powers might help the family, but it turned his stomach to even think about it. He knew a kid from school, Tony Ricca, that was connected to a mob family. He figured he had his powers for a reason and he needed to swallow his pride and do what he had to do. He approached Tony and let him know about his powers, and his willingness to do some work for some quick cash. Steve helped Tony's family pull a heist on a pharmaceutical distributorship. He unlocked the doors and bypassed the security, shut off the cameras, and the Riccas made off with boxes of product. Steve was wracked with guilt that night and decided to back out of the arrangement he made with Tony. He called Tony and told him that would be the last job and he didn't even want to get paid for it, he just wanted out. Tony calmed Steve down and persuaded Steve to meet him on the edge of the salvage yard. Tony didn't show up alone. He and his crew beat Steve with baseball bats, dragged him to junked car and dropped the car in the compactor. They started the compacter up and, because the noise would draw attention, they left immediately. The trauma of being crushed to death awakened the full potential of Steve's powers. In desperation, he pushed with all his strength, freeing himself from the compactor, but destroying it in the process. Steve was discovered by his family, collapsed on the ground, all metal pushed away from him in a fifty-foot circle. He confessed what had happened and what he had done. They didn't want him to go to the police, but given Steve's insistence that he do something to do bring Tony and his family to justice, his parents reluctantly agreed to help him put together a costume to hide his identity. They worked at assembling the pieces of his first costume made of hammered sheet metal. His little brother Kyle insisted he had to have a cool superhero name, but he didn't have any ideas. Their little sister Emily's contribution was that the name should be 'Thumper,' because that was her favorite character in the movie Bambi. The idea was roundly rejected by both of the boys. The next day, Steve confronted Tony and his crew, making quick work of them and attracting the attention of police and media who showed up faster than Steve had anticipated. A reporter asked him who he was, and Steve froze. He hadn't thought of a name yet! He said the first thing that came to mind: 'Thumper.' He cringed at the realization he'd be stuck with that name forever and immediately flew away out of embarrassment. Still feeling wracked with guilt, the next day Steve decided there was one more person he had to face. He flew to Lee Pharmaceutical, the site of the theft, and met with the owner, Mr. Jung-Suk Lee. Steve revealed his true identity and admitted his role in the theft. Mr. Lee comforted the young man, telling him they recovered all of the stolen product, and he was not going to press charges against Steve or reveal his identity. Lee admired Steve and, being a big superhero comics fan himself, relished the opportunity to be involved with a new hero. However, he warned Steve that AEGIS was involved in the investigation of the theft because it was obvious super powers were involved. While Mr. Lee never revealed Steve to AEGIS, it didn't take long for the investigators to put together that Steve was involved in the theft and that he was the new superhero Thumper. Agent Ronald Laufenberg confronted Steve only days later, offering Steve a kind of "probation" with him. He and the agency would monitor him and make sure he gets off to a good start in the Superhero world. Agent Laufenberg insisted on Steve installing a radio communicator in his costume so he can report when he's "on the job." Steve now wears a better costume, thanks to the combined resources of Mr. Lee and AEGIS, made of a light weight and flexible metal mesh that fits into a small pack. Personality & Motivation: Steve is a modest and good-humored young man who has a strong sense of responsibility, especially towards his family. He still feels deeply guilty about the crime he committed and is trying to make up for it. The experience has taught him that people make mistakes and can still be good people. He believes he has a duty to his family, community, and city to use his powers for Good. Powers & Tactics: Thumper can control a powerful electromagnetic field around his body. He can exert force against ferrous metals, pushing or pulling against them. The farther away the metal, the less force he can use. He can sense electromagnetic fields and transmissions. He can also sense the exact location and shape of any ferrous metal object within a large radius by "touching" them with his power. He has a limited amount of power which he can distribute between a number of different effects, from boosting his flight, to strengthening his personal forcefield, or to propel metal objects at high velocity. Because his power relies on pushing and pulling metal, he carries four "Thumper" disks, which are really just 2.5 lb. dumbbell weights coated with a rubbery plastic to disguise their nature and to make them easier to use non-lethally against opponents. He can "thump" people with them or he can use them as anchor points to let him push harder with his power. His armor is actually very low tech. It's made of a light, flexible metal mesh that doesn't provide much protection by itself, but by "energizing" it with his personal field, it becomes very resilient. His costume also has flash goggles (mainly to allow him to fly at 250 mph), a gas mask, a voice changer and amplifier (because he's normally flying 50 to 100 feet away), and a radio communicator able to connect to cell networks. His main tactic is to survey the situation with his magnetic senses from a distance and use his Move Object power to pin opponents, flying as necessary to get the best angles for pushing or pulling. Power Descriptions: His powers are based on magnetism and his personal electromagnetic field. His manipulation of magnetism is completely invisible to normal senses, but can be sensed with any device that detects electromagnetic fields. Complications: Secret Identity: He tries to keep knowledge of is real identity out of the public to protect his family. Currently, it is known by his family, AEGIS agent Ronald Laufenberg, and Mr. Jung-Suk Lee. On Probation: AEGIS is keeping tabs on Steve and requiring him to report to them regularly. They may pull him in for help on a case, to question him about recent activities, or for compulsory training. Responsibility: He works hard to keep his family afloat. His dad runs the family business, Maxwell Salvage, but relies on Steve's help. Now Steve is planning to get a business degree which he hopes will help him build the family business, but it is another demand on his time. Tenderhearted: He is a very gentle person who doesn't like to hurt others or their feelings. Equal and Opposite Reaction: When Thumper pushes or pulls with his power, he is pushed and pulled in return. Unless he is using only one or two ranks of Move Object, he has to push / pull objects in the opposite direction to stay in place. He can spread the force out over several objects within range, and can use things like underground wires, lamp posts, water hydrants, and cars, so it is normally not an issue. His flight power is from pushing against metal objects, too. He can't fly more than about 1000' from metal to push or pull against. In a pinch, he can use his "Thumper" disks to anchor or push off of. Needs That Heavy Metal!: His powers require acting on ferrous metals to push and pull against. His Move Object does not have the "Ferrous Metals Only" flaw because he can usually find metal objects nearby or use the metal objects he carries with him to push or pull other things. Abilities: 2 + 2 + 6 + 4 + 4 + 6 = 24 PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 4 + 8 = 12 PP Initiative: +6 Attack: +2 Base Defense: +8 (+4 Base, +2 Dodge, +2 Shield), +4 Flat-Footed Grapple: +3, +20 with Move Object Knockback: -6, -8 with Impervious Saving Throws: 6 + 4 + 7 = 17 PP Toughness: +12 (+3 Con, +2 Protection, +7 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +5 (+1 Dex, +4) Will: +9 (+2 Wis, +7) Skills: 28 R = 7 PP Craft [Mechanical] 5 (+7) Craft [Structural] 3 (+5) Diplomacy 2 (+5) Disable Device 4 (+5) Drive 2 (+3) Knowledge [Business] 1 (+3) Knowledge [Pop Culture] 2 (+4) Knowledge [Streetwise] 3 (+5) Notice 3 (+5) Sense Motive 3 (+5) Feats: 13 PP Connected Equipment 2 Improved Initiative Improved Pin Improved Throw Improved Trip Interpose Leadership Lucky 2 Move-By Action Uncanny Dodge [Mental] Equipment: 10EP Handcuffs (2 pair) [2 EP] Gas Mask [1 EP] Voice Changer / Amplifier [1 EP] Flash Goggles [1 EP] "Thumper" Disks (Dumbbell Weights) [1 EP] Headquarters - The Hutch [4 EP] Size: Small Toughness 10 Communications Living Space Workshop Powers (Mutant): 48 + 4 + 13 + 12 = 77 PP Magnetic Control Array 20 (40 PP Array, Feats: Alternate Power 4, Variable Power 4) [48 PP] (Magnetism) Base Power (Variable): Move Object 10 (Magnetic Forces, Heavy Load: 12 Tons, Extras: Damaging, Explosion [General], Penetrating (3 Ranks), Selective, Flaws: Push / Pull Only, Range [Touch], Feats: Precise, Progression 4 [-1 rank of effect per 100'], Subtle [electromagnetic senses], Variable Descriptor [Magnetism, Physical]) [40 PP] Alternate Power (Variable): Move Object 10 (Focused Magnetic Forces, Heavy Load: 12 Tons, Extras: Damaging, Penetrating (7 Ranks), Range [Perception], Flaws: Push / Pull Only, Feats: Precise, Subtle [electromagnetic senses], Variable Descriptor [Magnetism, Physical]) [40 PP] Alternate Power (Variable): Blast 10 (Thrown Metal Objects and Electrical Arcs, Extras: Explosion [General], Penetrating (1 Rank), Selective, Flaws: Range [Touch], Feats: Progression 4 [-1 rank of effect per 100'], Indirect 3, Subtle [electromagnetic senses], Variable Descriptor [Electrical, Physical]) [40 PP] Alternate Power: Blast 10 (Rail Gun, Extras: Penetrating [10 Ranks], Range [Perception]) [40 PP] Alternate Power (Variable): Flight 4 (Stacks to Flight 5: 250 MPH) [8 PP]; Nullify 3 [All Electromagnetic Effects] (EM Field Control, Extras: Explosion [General], Selective, Duration 2 [Sustained], Flaws: Range [Touch], Feats: Progression 4 [-1 rank of effect per 100'], Subtle) [20 PP]; Benefit 5 (Adds Extra: Impervious 5 to Toughness) [5 PP]; Obscure 6 (Radio, 250' Radius, Extra: Selective, Flaw: Range [Touch], Feats: Subtle) [7 PP] Flight 1 (10 MPH, Feats: Subtle 2) [4 PP] Super-Senses 13 (Magnetic Senses) [13 PP] Detect EM Radiation / Fields (Mental, Ranged, Radius, Accurate, Acute) Detect Ferrous Metal (Mental, Ranged, Radius, Accurate, Acute, Extended [-1 / 100']) Device 3 (Metal Mesh Costume, 15 DP Container, Hard to Lose) [12 PP] Protection 2 [2 DP] Force Field 7 [7 DP] Shield 2 [2 DP] Communication 4 (Radio, 1 Mile Range) [4 DP] Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Magnetic Forces -1 / 100' DC 20 Reflex +20 Grapple Grab, Damage (Physical, Magnetism) Focused Magnetic Forces Perception +20 Grapple DC 25 Toughness (Penetrating 7) Grab, Damage (Physical, Magnetism) Thrown Metal Objects and Electrical Arcs -1 / 100' DC 20 Reflex DC 25 Toughness (Penetrating 1) Damage (Electrical, Physical) Rail Gun Perception DC 25 Toughness (Penetrating 10) Damage (Physical) EM Field Control -1 / 100' DC 13 Will Nullify (Electromagnetic) Totals: Abilities (24) + Combat (12) + Saving Throws (17) + Skills (7) + Feats (13) + Powers (77) - Drawbacks (0) = 150/150 Power Points
  4. I am working on updating my old character Warlock and seeing what I come up with. Player Name: DevilsAdvocate Character Name: Warden (Formerly Warlock) Power Level: 10 (150/150PP) Trade-Offs: Spectral Touch +4 Attack / -4 Damage Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magician who practices Barrier Magic and makes pacts with spirits. Residence: Freedom City - Parkside Alternate Identity: Kyle Reed Identity: Secret Birthplace: Atlanta, GA Occupation: Journalist Affiliations: None Family: Joe Reed (father), Martha Reed (mother), Joey Reed, Jr. (older brother) Description: Age: 24 (DoB: 1998) Gender: Male Ethnicity: Caucasian Height: 5’ 9” Weight:155 Eyes: Brown Hair: Brown Kyle is of slight build and at all athletic. He has a warm, disarming smile and easy-going manner. Kyle keeps his brown hair a bit scruffy and down to his shoulders. He tends to dress in khakis with an oxford shirt and loose tie. As Warden, he wears a long, dark-blue cloak that seems to be made of a field of starts. It billows and flaps on its own as if it were under water. He wears a blue robe trimmed in yellow under his cloak. A tiny golden dragon can sometimes be seen cured around him. Power Descriptions: Warden's spirit-pact powers draw their appearance from the kind of spirit that provides it. Most are elemental spirits, but some are celestial, appearing as a golden sparkly haze. His Barrier Magic has celestial origins and glows white and gold to light blue. History: Kyle was born with the ability to see and talk to spirits, demons, and other extra-dimensional creatures. As a child, Kyle seemed often frightened for no apparent reason and to have an overly active imagination as he spoke to beings that no one else could see. Kyle often seemed distracted, staring into space. By the time Kyle started school, many spirits had found their way to this kind-hearted boy in search of help: usually ghosts of the dead wanting to give one last message to the living or spirits of nature displaced by human activity. He was tutored by an infernal creature he had come across, an imp named Xeadach, who tricked Kyle in to a ritual to bind his soul to the foul creature. Attempts at superheroics turned awry when Kyle accidentally summoned a horde of demons into Washington DC. Once the incident was under control, Adrian Eldrich found the boy and contained his power for a time until he could decide what to do with him. Eldrich tested the boy to determine his true character. Eldrich became convinced of the boy’s good heart and strong moral compass which had endured Xeadach's many attempts at corruption. He released Kyle’s powers and enrolled him at Claremont Academy, where Kyle spent most of his junior year. It didn't go as planned, though, and Xeadach managed to dig deeper into Kyle's soul. Eldrich removed the boy from Claremont and tutored him himself until he became of age, then offered one final, desperate option: seek out a celestial being powerful enough to unseat Xeadach who would not simply destroy Kyle on sight. With Eldrich's help, Kyle traveled the celestial planes and found a being who would enter into a pact with him, destroying the pact Kyle had with the imp. Chethrostrex, the golden dragon, took up the charge and became Kyle's guardian and tutor. With Chethrostrex's guidance, Kyle abandoned the dark magics he was taught by Xeadach, and learned to master a celestial style of magic - control over barriers, how to strengthen them and weaken them. In his mundane life, Kyle pursued a degree in journalism. Recently graduated, he just started a new job for World Magazine. Personality & Motivation: Kyle is a little shy but good humored, quick to smile and laugh. He is very kind-hearted and tries to help those in need, especially spirits that seek his aid. He tends to see the best in people and, in turn, often inspires the best in people. Kyle has, as Eldrich noted, a very strong moral compass. He believes in fairness and justice, and has a belief in the fundamental goodness of people that borders on naivety. Kyle hates to lie. He will lie if he believes it is for a greater good, and has lied on occasion to try to protect his secret, but he is pretty bad at it. Powers & Tactics: Kyle is “spirit-touched,” and has a strong power over spirits. He can see spirits, and talk to them, and his strong link to the spirit world amplifies the force of his personality. On the one hand, the sincerity of his intentions is “broadcast,” making it easier for him to make friends and influence people. On the other hand, it makes it harder for him to conceal his feelings. With his power over the spirit world, he can easily call upon small spirits to do his bidding. Dozens of small spirits flit around him and, acting in concert, can help protect him from harm or do small tasks. Because of his arcane training and celestial bond, Kyle can access a type of celestial magic that can strengthen or weaken barriers between a specific area and the rest of reality. It may be as simple as a "bubble of force" that nothing may cross, or it could be a weakening of the space between two places, forming a portal. Complications: A Spirit in Need: Kyle seems to attract spirits who need help, and he can’t stand to see them suffer, so he often finds himself performing odd tasks for them. Easily Distracted: Kyle often has weird things in the spirit world getting in his way or making it hard to concentrate or keep a straight face. Because of his “No Poker Face” complication, he ends up looking a little crazy at times. No Poker Face: Kyle is pretty guileless. He is a terrible liar and can’t bluff well. He tries to keep his alternate identity a secret, and he often ends up looking pretty ridiculous doing so. New Job: Kyle just started at World Magazine and has to really "toe the line" to stay there. Celestial Warden: His bond to Chethrostrex comes with some responsibilities to assist the celestial realms when called upon. Abilities: 0 + 0 + 4 + 6 + 6 + 8 = 24PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Grapple: +3 Defense: +10 (+4 Base, +2 Dodge Focus, +4 Protecting Spirits), +4 Flat-Footed Knockback: -0 Saving Throws: 3 + 5 + 8 = 16PP Toughness: +10 (+2 Con, +10 [Cloak of Shadows]) Fortitude: +5 / +13 (+2 Con, +3, +8 Protective Spirits [v Magic]) Reflex: +5 / +13 (+0 Dex, +5, +8 Protective Spirits [v Magic]) Will: +11 / +15 (+3 Wis, +8, +4 Protective Spirits [v Magic]) Skills: 44R = 11PP Computers 2 (+5) Concentration 4 (+6) Craft (Artistic) 6 (+9) Diplomacy 6 + 8 (+18) Gather Information 8 (+12) Intimidation 2 + 8 (+14) Knowledge (Arcane Lore) 8 (+11) Notice 4 (+7) Search 4 (+7) Feats: 8PP Artificer Dodge Focus 2 Luck 3 Ritualist Startle Powers: 7 + 12 + 12 + xx = xxPP Spirit-Touched (7PP Container) [7PP] (Magic) Comprehend 1 (Spirits) [2pp] Super-Senses 2 (Counters Concealment [Visual], Flaws: Limited [Spirits]) [1PP] Enhanced Skill 16 (Diplomancy 8, Intimidation 8 ) [4pp] Device 3 (Cloak of Stars [15 PP Container]; Flaws: Hard to Lose) [12PP] (Magic) Protection 8 [8PP] Flight 1 [Feats: Subtle 2) [4 PP] Enhanced Feats 3 (Improved Initiative, Quick Change, Uncanny Dodge [Mental]) [3PP] Spirit Bonds 5 (10 PP Array; Feats: Alternate Power 2) [12PP] (Magic) BP: Enhanced Defense 2 (Protective Spirits) [4PP] + Enhanced Will 4 (Flaw: Limited [vs Magic Only]) [2PP] + Enhanced Fortitude 4 (Flaw: Limited [vs Magic Only]) [2PP] + Enhanced Reflex 4 (Flaw: Limited [vs Magic Only]) [2PP] AP: Move Object 2 (Helping Spirits; 800lb Max; Feats: Precise, Subtle) [6PP] + Quickness 2 (x5; Flaws: Limited [Physical only]) [1PP] + Flight 2 (Stacks to Flight 3, 50 MPH; Flaw: Distracting) [1PP] + Super-Senses 4 (Postcognition; Flaw: Limited [only what a spirit has seen]) [2PP] Barrier Magic 15 (30 Pt Array, Feats: (Magic, Celestial) BP: Create Object 10 (Extras: Duration [Continuous], Impervious 10, Independent [+0]; Flaws: Limited [Spheres Only], Range [Touch], Feats: Affects Insubstantial, Progression 2 [25' radius sphere], Selective, Slow Fade, Stationary, Subtle 2) [28 PP] AP: Teleport 8 ( 2000 miles and to all dimensions, Extras: Accurate, Portal (+2), Flaws: Long Range Only, Tiring, Feats: Dimensional 3, Progression 3 [50' wide]) [30 PP] Drawbacks: = 0PP DC Block Attack Range Save DC Effect Unarmed Touch 15/Toughness Damage Spectral Touch Ranged 21/Will Damage (magic, infernal, shadow) Hex Perception 18/Fort Fatigue (magic, infernal) Totals: Abilities (14) + Combat (16) + Saving Throws (18) + Skills (7) + Feats (9) + Powers (86) - Drawbacks (0) = 150/150 Power Points Edited April 4, 2016 by DevilsAdvocate
  5. That sounds like very good advice. I tend to overthink things. Even as I was drafting those questions, I was thinking that, "man, maybe you are just way overthinking things..."
  6. This character's main schtick is Move Object on metal stuff, so I have to really understand it's limits. I could use some help understanding Move Object and what it can and can't do. What is an "Object?" He can detect ferrous metal accurately. Could he use Move Object to pull metal components out of walls? Rip out nails, a length of pipe, wiring, and such? Pull the engine out of a car? Pull a wheel off a car? Are those separate objects, or are they part of a larger object? My thought is that doing these things would cause damage, so I need to buy the Damaging Extra, but then I'm wondering what happens. I try to pull the wheel off of a car, I do damage to the car with damaging effect. Do I get the wheel? Or is it just a damaged car? How much damage would it take to remove the wheel? How much individual control is there with a Selective Area? I have his Move Object with a Selective Area. Could he select two objects, push one away and pull the other towards himself? Could he grab and pin one and just damage the other? Or would he have to do the same thing to each one? If so, what would the "same thing" even be? If he is pushing two targets, one on each side of him, that is the "same thing," but they are moving in opposite directions, so is it the same? My guess is that the actions have to be reasonably similar. I think I could push one target and pull another, especially if I were trying to ram them into each other, but I don't think I could get super complex with pushing one, pulling one, pinning one, damaging two others... in other words, I should be able to describe what I'm doing to selected targets in a fairly simple sentence. The limits would be narrative sense and GM fiat. Or are the limits tighter than that? Or is it really "the sky's the limit?" With the "Ferrous Metal Only" Flaw, how much can he affect non metal things indirectly? There's a bad guy with a gun. I'm sure my character can grab the gun and disarm him. Could he grab the gun and and pin him with it? Pin him by grabbing his belt buckle? Throw him with the belt buckle? Could he use metal objects in the area to pin someone down? Maybe rip out a stop sign and push someone against a wall with it? I think maybe the belt buckle but not the stop sign or the gun because he'd really be using the power on the bad guy, who has no metal intrinsically to move. I'm thinking of buying an alternate power Move Object without the "metal only" flaw and having a complication that there needs to be some metal around to use against non-metal targets. But then, am I targeting the bad guy with Move Object and the metal pieces are just narratively pulled out and used the same round, or would I have to free up some metal pieces first? Oh, I guess, it would depend on whether I want the HP. Anyway, would it work like this?
  7. Thumper Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: Thumper controls a powerful electromagnetic field around himself, letting him fly and throw cars at people. Alternate Identity: Steve Maxwell (Secret) Birthplace: Freedom City Residence: Freedom City, Southside. Base of Operations: Maxwell's Salvage on the Southside Occupation: Salvage Yard Operator Affiliations: "On probation" with AEGIS. Family: Father George Maxwell, mother Genevieve Woods Maxwell, and two younger siblings, Lucas(13 yo) and Emily (5 yo). Description: Age: 19 (DoB: Year 2003) Gender: Male Ethnicity: Caucasian Height: 5' 9" Weight: 175 lbs Eyes: Blue-Gray Hair: Brown He has curly brown hair that he keeps a little shaggy. He is in good physical condition from working in mechanics and construction all of his teen life. He typically wears jeans and a long sleeve work shirt. His costume is made of flexible panels of silver wire mesh with a blue undersuit and riding cape. His headpiece is a gray stretch fabric that is open in the face. He wears tinted goggles and a facemask over it. The facemask includes gas filters and a voice changer / amplifier. There is a wide leather belt around his waist holding a Faraday-protected pouch for his cell phone and personal items, and holsters for his "thumper disks." History: Steve lives with his family that runs a salvage yard on the outskirts of Southside, Maxwell Salvage. He first realized he had superpowers at the age of 13. He could control magnetic forces and sense metal objects in his immediate vicinity, and could shut down some electrical devices. He wasn't very powerful, though. He could move about five pounds or so. The only practical application he found for it was opening locks. He kept his powers a secret. There seemed no sense in attracting attention to himself for such a useless ability. Shortly after Steve graduated high school, his mother fell sick. The medical bills were sending the family deeper into debt. He thought of a way his powers might help the family, but it turned his stomach to even think about it. He knew a kid from school, Tony Ricca, that was connected to a mob family. He figured he had his powers for a reason and he needed to swallow his pride and do what he had to do. He approached Tony and let him know about his powers, and his willingness to do some work for some quick cash. Steve helped Tony's family pull a heist on a pharmaceutical distributorship. He unlocked the doors and bypassed the security, shut off the cameras, and the Riccas made off with boxes of product. Steve was wracked with guilt that night and decided to back out of the arrangement he made with Tony. He called Tony and told him that would be the last job and he didn't even want to get paid for it, he just wanted out. Tony calmed Steve down and persuaded Steve to meet him on the edge of the salvage yard. Tony didn't show up alone. He and his crew beat Steve with baseball bats, dragged him to junked car and dropped the car in the compactor. They started the compacter up and, because the noise would draw attention, they left immediately. The trauma of being crushed to death awakened the full potential of Steve's powers. In desperation, he pushed with all his strength, freeing himself from the compactor, but destroying it in the process. Steve was discovered by his family, collapsed on the ground, all metal pushed away from him in a fifty-foot circle. He confessed what had happened and what he had done. They didn't want him to go to the police, but given Steve's insistence that he do something to do bring Tony and his family to justice, his parents reluctantly agreed to help him put together a costume to hide his identity. They worked at assembling the pieces of his first costume made of hammered sheet metal. His little brother Kyle insisted he had to have a cool superhero name, but he didn't have any ideas. Their little sister Emily's contribution was that the name should be 'Thumper,' because that was her favorite character in the movie Bambi. The idea was roundly rejected by both of the boys. The next day, Steve confronted Tony and his crew, making quick work of them and attracting the attention of police and media who showed up faster than Steve had anticipated. A reporter asked him who he was, and Steve froze. He hadn't thought of a name yet! He said the first thing that came to mind: 'Thumper.' He cringed at the realization he'd be stuck with that name forever and immediately flew away out of embarrassment. Still feeling wracked with guilt, the next day Steve decided there was one more person he had to face. He flew to Lee Pharmaceutical, the site of the theft, and met with the owner, Mr. Jung-Suk Lee. Steve revealed his true identity and admitted his role in the theft. Mr. Lee comforted the young man, telling him they recovered all of the stolen product, and he was not going to press charges against Steve or reveal his identity. Lee admired Steve and, being a big superhero comics fan himself, relished the opportunity to be involved with a new hero. However, he warned Steve that AEGIS was involved in the investigation of the theft because it was obvious super powers were involved. While Mr. Lee never revealed Steve to AEGIS, it didn't take long for the investigators to put together that Steve was involved in the theft and that he was the new superhero Thumper. Agent Ronald Laufenberg confronted Steve only days later, offering Steve a kind of "probation" with him. He and the agency would monitor him and make sure he gets off to a good start in the Superhero world. Agent Laufenberg insisted on Steve installing a radio communicator in his costume so he can report when he's "on the job." Steve now wears a better costume, thanks to the combined resources of Mr. Lee and AEGIS, made of a light weight and flexible metal mesh that fits into a small pack. Personality & Motivation: Steve is a modest and good-humored young man who has a strong sense of responsibility, especially towards his family. He still feels deeply guilty about the crime he committed and is trying to make up for it. The experience has taught him that people make mistakes and can still be good people. He believes he has a duty to his family, community, and city to use his powers for Good. Powers & Tactics: Thumper can control a powerful electromagnetic field around his body. He can exert force against ferrous metals, pushing or pulling against them. The farther away the metal, the less force he can use. He can sense electromagnetic fields and transmissions. He can also sense the exact location and shape of any ferrous metal object within a large radius by "touching" them with his power. He has a limited amount of power which he can distribute between a number of different effects, from boosting his flight, to strengthening his personal forcefield, or to propel metal objects at high velocity. Because his power relies on pushing and pulling metal, he carries four "Thumper" disks, which are really just 2.5 lb. dumbbell weights coated with a rubbery plastic to disguise their nature and to make them easier to use non-lethally against opponents. He can "thump" people with them or he can use them as anchor points to let him push harder with his power. His armor is actually very low tech. It's made of a light, flexible metal mesh that doesn't provide much protection by itself, but by "energizing" it with his personal field, it becomes very resilient. His costume also has flash goggles (mainly to allow him to fly at 250 mph), a gas mask, a voice changer and amplifier (because he's normally flying 50 to 100 feet away), and a radio communicator able to connect to cell networks. His main tactic is to survey the situation with his magnetic senses from a distance and use his Move Object power to pin opponents, flying as necessary to get the best angles for pushing or pulling. Power Descriptions: His powers are based on magnetism and his personal electromagnetic field. His manipulation of magnetism is completely invisible to normal senses, but can be sensed with any device that detects electromagnetic fields. Complications: Secret Identity: He tries to keep knowledge of is real identity out of the public to protect his family. Currently, it is known by his family, AEGIS agent Ronald Laufenberg, and Mr. Jung-Suk Lee. On Probation: AEGIS is keeping tabs on Steve and requiring him to report to them regularly. They may pull him in for help on a case, to question him about recent activities, or for compulsory training. Responsibility: He works hard to keep his family afloat. His dad runs the family business, Maxwell Salvage, but relies on Steve's help. Now Steve is planning to get a business degree which he hopes will help him build the family business, but it is another demand on his time. Tenderhearted: He is a very gentle person who doesn't like to hurt others or their feelings. Equal and Opposite Reaction: When Thumper pushes or pulls with his power, he is pushed and pulled in return. Unless he is using only one or two ranks of Move Object, he has to push / pull objects in the opposite direction to stay in place. He can spread the force out over several objects within range, and can use things like underground wires, lamp posts, water hydrants, and cars, so it is normally not an issue. His flight power is from pushing against metal objects, too. He can't fly more than about 1000' from metal to push or pull against. In a pinch, he can use his "Thumper" disks to anchor or push off of. Needs That Heavy Metal!: His powers require acting on ferrous metals to push and pull against. His Move Object does not have the "Ferrous Metals Only" flaw because he can usually find metal objects nearby or use the metal objects he carries with him to push or pull other things. Abilities: 2 + 2 + 6 + 4 + 4 + 6 = 24 PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 4 + 8 = 12 PP Initiative: +6 Attack: +2 Base Defense: +8 (+4 Base, +2 Dodge, +2 Shield), +4 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 6 + 4 + 7 = 17 PP Toughness: +12 (+3 Con, +2 Protection, +7 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +5 (+1 Dex, +4) Will: +9 (+2 Wis, +7) Skills: 28 R = 7 PP Craft [Mechanical] 5 (+7) Craft [Structural] 3 (+5) Diplomacy 2 (+5) Disable Device 4 (+5) Drive 2 (+3) Knowledge [Business] 1 (+3) Knowledge [Pop Culture] 2 (+4) Knowledge [Streetwise] 3 (+5) Notice 3 (+5) Sense Motive 3 (+5) Feats: 13 PP Connected Equipment 2 Improved Initiative Improved Pin Improved Throw Improved Trip Interpose Leadership Lucky 2 Move-By Action Uncanny Dodge [Mental] Equipment: 10EP Handcuffs (2 pair) [2 EP] Gas Mask [1 EP] Voice Changer / Amplifier [1 EP] Flash Goggles [1 EP] "Thumper" Disks (Dumbbell Weights) [1 EP] Headquarters - The Hutch [4 EP] Size: Small Toughness 10 Communications Living Space Workshop Powers (Mutant): 48 + 4 + 13 + 12 = 77 PP Magnetic Control Array 20 (40 PP Array, Feats: Alternate Power 4, Variable Power 4) [48 PP] (Magnetism) Base Power (Variable): Move Object 10 (Magnetic Forces, Heavy Load: 12 Tons, Extras: Damaging, Explosion [General], Penetrating (3 Ranks), Selective, Flaws: Push / Pull Only, Range [Touch], Feats: Precise, Progression 4 [-1 rank of effect per 100'], Subtle [electromagnetic senses], Variable Descriptor [Magnetism, Physical]) [40 PP] Alternate Power (Variable): Move Object 10 (Focused Magnetic Forces, Heavy Load: 12 Tons, Extras: Damaging, Penetrating (7 Ranks), Range [Perception], Flaws: Push / Pull Only, Feats: Precise, Subtle [electromagnetic senses], Variable Descriptor [Magnetism, Physical]) [40 PP] Alternate Power (Variable): Blast 10 (Thrown Metal Objects and Electrical Arcs, Extras: Explosion [General], Penetrating (1 Rank), Selective, Flaws: Range [Touch], Feats: Progression 4 [-1 rank of effect per 100'], Indirect 3, Subtle [electromagnetic senses], Variable Descriptor [Electrical, Physical]) [40 PP] Alternate Power: Blast 10 (Rail Gun, Extras: Penetrating [10 Ranks], Range [Perception]) [40 PP] Alternate Power (Variable): Flight 4 (Stacks to Flight 5: 250 MPH) [8 PP]; Nullify 3 [All Electromagnetic Effects] (EM Field Control, Extras: Explosion [General], Selective, Duration 2 [Sustained], Flaws: Range [Touch], Feats: Progression 4 [-1 rank of effect per 100'], Subtle) [20 PP]; Benefit 5 (Adds Extra: Impervious 5 to Toughness) [5 PP]; Obscure 6 (Radio, 250' Radius, Extra: Selective, Flaw: Range [Touch], Feats: Subtle) [7 PP] Flight 1 (10 MPH, Feats: Subtle 2) [4 PP] Super-Senses 13 (Magnetic Senses) [13 PP] Detect EM Radiation / Fields (Mental, Ranged, Radius, Accurate, Acute) Detect Ferrous Metal (Mental, Ranged, Radius, Accurate, Acute, Extended [-1 / 100']) Device 3 (Metal Mesh Costume, 15 DP Container, Hard to Lose) [12 PP] Protection 2 [2 DP] Force Field 7 [7 DP] Shield 2 [2 DP] Communication 4 (Radio, 1 Mile Range) [4 DP] Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Magnetic Forces -1 / 100' DC 20 Reflex +20 Grapple Grab, Damage (Physical, Magnetism) Focused Magnetic Forces Perception +20 Grapple DC 25 Toughness (Penetrating 7) Grab, Damage (Physical, Magnetism) Thrown Metal Objects and Electrical Arcs -1 / 100' DC 20 Reflex DC 25 Toughness (Penetrating 1) Damage (Electrical, Physical) Rail Gun Perception DC 25 Toughness (Penetrating 10) Damage (Physical) EM Field Control -1 / 100' DC 13 Will Nullify (Electromagnetic) Totals: Abilities (24) + Combat (12) + Saving Throws (19) + Skills (7) + Feats (13) + Powers (77) - Drawbacks (0) = 150/150 Power Points
  8. Thanks, yeah, this build was getting cheesy. I just read the thing in the house rules about skills and feats being allowed in arrays, but would be watched carefully. Meaning to me: "how about not doing that..." I'm trying hard not to get too cheesy with the new concept I'm working on, but, gotta admit, cheese is so tempting... I'm making a magnetic control guy and I'm basing the power over the one in the Mistborn series. It can only push and pull, and action/reaction is in effect, so he has to brace himself by pushing / pulling against metal things in the opposite direction. Best way I can think of to do that in the rules is just make that part a complication.
  9. Actually, I think I'll put this guy on the back-burner for now. I have a habit of coming up with overly complicated ideas. I think I have something better to start with. I'll post about it later.
  10. I'm working on a new character, and could use some (a lot of) feedback. I want to make sure he fits in with the ongoing narrative and that his powers and such work like I think they will. So, first, his signature power. He is a "psionic gadgeteer." His gadgets, though, are based on "psychic imprints" in common items rather than high technology. They seem something akin to magic items, but would have the (psionic) descriptor instead of (magic). He would have the Inventor feat, but since he would have no other gadgeteering-related skills, he's only going to be able to build these psionic devices. One way he creates gadgets is by taking an old personal item that has been imprinted by its previous owner(s) from regular use. Such an item has potential that can be manipulated and focused into powers associated with the previous owner's personality, psychology or mental state when that owner was regularly using the item. These items are usually old ones as it takes a long time to build up a powerful enough imprint. An example of such an item is his Rolex watch. It was made in 1905 and owed by Harry Houdini. It gives powers associated with escape. The second kind of "gadget" simply uses quartz crystal, which acts as a blank slate and can take and hold a mental imprint. This imprint acts as a kind of circuitry which modifies psionic power that is channeled through it. It can translate "mental" into "physical" and produce effects like telekinesis, or it can otherwise enhance psionic powers. This "psi-crystal" technology is what I imagine the Moonstone in Farside is. It's not magical; it's technological. But if you just examine it with conventional devices, it seems nothing more than a big crystal. Here is the power I designed so far: Container 4 (Mental Forge; 20 PP available, Flaw: Distracting) [16 PP] Enhanced Intelligence 8 (Flaw: Sustained) [8 PP] Enhanced Skill 12: Craft (Electronics) (Flaw: Only for Psionic Constructs, Flaw: Sustained) [2PP] Enhanced Skill 12: Knowledge (Technology) (Flaw: Only for Psionic Constructs, Flaw: Sustained) [2PP] Feature 1: Doesn't need tools for Craft (Electronics) when dealing with psionic constructs. [1 PP] Quickness 8 (x 250 Speed, Flaw: Mental Only) [4 PP] Super-Senses 3 (Detect Psychic Imprints, Acute, Analyze) [3 PP] When he uses this power, he goes into a meditative state where he can perceive and manipulate psychic imprints and psionic constructions and has an innate understanding of how they work. This meditative state is a kind of dream state, like dreams in Inception -- time passes much more slowly, which is why he has the quickness. The Quickness and Intelligence boost can be used for other purposes than psionic construction, but would require he enter his mental forge to take advantage of them, and would be less unaware of his surroundings (Distracted). He can examine an item he touches and read its psychic imprints. Those imprints could be from anyone who's handled the item frequently or in extreme emotional states. It can work like a limited form of Postcognition. If there are any imprints from regular use, he might get vague images and the sounds a person heard while holding the item, but not full-on visions. The ability might help solve crimes without giving an instant "I know what happened" that Postcognition would. It would also let him analyze devices that use a "psi-crystal" style of technology. This character could, theoretically, be a key to understanding the Moonstone a little bit better. So, my questions are: would this work the way I am thinking it would? Would this ability "fit" well in the overall story, or should it be tweaked a bit? Does it overly intrude on someone else's shtick? Did I get the math right?
  11. I'm not going to be able to keep up right now, so I'm going to go ahead and bow out. Sorry, guys.
  12. A shadow creature's deadly swipe was absorbed by the undulating shadows of Warlock's cloak. Without breaking stride, he glanced at the creature and sent a ghostly hand that ripped into its shadowy form, sending dark whisps fluttering to the ground. Kyle commanded the little imp on his shoulder: "Protect any student you see in danger of imminent harm. Use your magic." "You mean...?" "Yes. I'll owe you one," he muttered.
  13. Ok, so I am still moving towards the lighted-up area, and file another spectral touch at the shadow that attacked me. Move Action: Get closer (on foot). Standard Action: Attack a shadow with Spectral Touch: 1d20+14=23 Damage 6 (Spectral Touch [disembodied, shadowy hands chase the target]; Extras: Alternate Save [Will], Autofire, Range [Ranged]; Feats: Accuracy 5, Affects Insubstantial 2, Indirect 2, Homing) [34PP] (Shadow)
  14. Oh, I'm here! (I forgot I was DA... I didn't think anything was waiting on me.) I'll post as soon as I can.
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