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eyeonthemountain

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Posts posted by eyeonthemountain

  1. Let's see what I see. You could take a power feat on that Create Object AP using that drawback pp. Innate, Precise, and Subtle are all pretty nifty.

    I decided not to do the drawbask on the main array. No real reason.

    For your one command, we're back to the question that we had earlier - what constitutes technology, for the purposes of destroying it? For clarification's sake, I think anything that would require Craft (mechanical) or Craft (electronic) to build is considered technology. I think that covers the majority of the things that you could call it.

    I think that is a good way to do it. Simple, and in this case it is mostly with NPCs anyway, as most heroes will nto fail the DC15 will check,, though it is possible.

  2. Let's see what I see. You could take a power feat on that Create Object AP using that drawback pp. Innate, Precise, and Subtle are all pretty nifty.

    I decided not to do the drawbask on the main array. No real reason.

    For your one command, we're back to the question that we had earlier - what constitutes technology, for the purposes of destroying it? For clarification's sake, I think anything that would require Craft (mechanical) or Craft (electronic) to build is considered technology. I think that covers the majority of the things that you could call it.

    I think that is a good way to do it. Simple, and in this case it is mostly with NPCs anyway, as most heroes will nto fail the DC15 will check,, though it is possible.

  3. 1. I count your ability scores at -8 not -10.

    Ok, I will change that.

    2. This . . .

    AP Create Object [Permanant] Rank 10

    Cost 3/rank cost 1

    . . . should be Continuous (same cost). Permanent means the power is "always active and cannot be turned off." Continuous created objects last until they are nullified, destroyed, or dismissed (UP, 37).

    In the same description, it does say you can take permenant and that means you cannot dismsiss them, but I'll just buy it continuous and take a 1 point drawback that I cannot dismiss them.

    3. This . . .

    AP Blast[Will save, Perception] affect insubstantial 2 Rank 7 cost 1

    . . . is essentially Mental Blast unless there is some descriptor reason why it's not "mental." If it is mental, then it affects insubstantial by default (so you could potentially add two more power feats if you wanted).

    It is mental blast, jsut a differnt name. I'll rewrite it a bit.

    4. Two things regarding . . .

    AP Teleport [Attack, Accurate] cost 1

    -This should be Teleport "7" (at 4 PPs/rank)

    -Using the attack extra with Teleport requires an attack roll, but your attack bonus is +0. You may want to buy two ranks of the Accurate Power Feat to get you to at least +4.

    I think I will drop this whole thing. Just to be clear, if it is an attack, can I use it on myself as well? I think I can, but am not sure.

    5. The maximum trade-off allowed is +/-4, so . . .

    Protection Rank 15 cost 15

    . . . is one point over the limit.

    No problem, I'll fix it

    6. With regards to . . .

    Drawbacks: Power Loss (no powers affect extra-terrestrial tech) 2

    I don't think "extra-terrestrial tech" is common in our game. But if the other Refs disagree, I won't argue. However, you get to buy this drawback on every power affected, so at least your Hellfire array and your super-sense/detect (maybe also your darkvision), so you're back to 2 total points.

    I'll just buy this as a one point drawback on super-senses: Detect Tech power.

  4. 1. I count your ability scores at -8 not -10.

    Ok, I will change that.

    2. This . . .

    AP Create Object [Permanant] Rank 10

    Cost 3/rank cost 1

    . . . should be Continuous (same cost). Permanent means the power is "always active and cannot be turned off." Continuous created objects last until they are nullified, destroyed, or dismissed (UP, 37).

    In the same description, it does say you can take permenant and that means you cannot dismsiss them, but I'll just buy it continuous and take a 1 point drawback that I cannot dismiss them.

    3. This . . .

    AP Blast[Will save, Perception] affect insubstantial 2 Rank 7 cost 1

    . . . is essentially Mental Blast unless there is some descriptor reason why it's not "mental." If it is mental, then it affects insubstantial by default (so you could potentially add two more power feats if you wanted).

    It is mental blast, jsut a differnt name. I'll rewrite it a bit.

    4. Two things regarding . . .

    AP Teleport [Attack, Accurate] cost 1

    -This should be Teleport "7" (at 4 PPs/rank)

    -Using the attack extra with Teleport requires an attack roll, but your attack bonus is +0. You may want to buy two ranks of the Accurate Power Feat to get you to at least +4.

    I think I will drop this whole thing. Just to be clear, if it is an attack, can I use it on myself as well? I think I can, but am not sure.

    5. The maximum trade-off allowed is +/-4, so . . .

    Protection Rank 15 cost 15

    . . . is one point over the limit.

    No problem, I'll fix it

    6. With regards to . . .

    Drawbacks: Power Loss (no powers affect extra-terrestrial tech) 2

    I don't think "extra-terrestrial tech" is common in our game. But if the other Refs disagree, I won't argue. However, you get to buy this drawback on every power affected, so at least your Hellfire array and your super-sense/detect (maybe also your darkvision), so you're back to 2 total points.

    I'll just buy this as a one point drawback on super-senses: Detect Tech power.

  5. 1. I count your ability scores at -8 not -10.

    Ok, I will change that.

    2. This . . .

    AP Create Object [Permanant] Rank 10

    Cost 3/rank cost 1

    . . . should be Continuous (same cost). Permanent means the power is "always active and cannot be turned off." Continuous created objects last until they are nullified, destroyed, or dismissed (UP, 37).

    In the same description, it does say you can take permenant and that means you cannot dismsiss them, but I'll just buy it continuous and take a 1 point drawback that I cannot dismiss them.

    3. This . . .

    AP Blast[Will save, Perception] affect insubstantial 2 Rank 7 cost 1

    . . . is essentially Mental Blast unless there is some descriptor reason why it's not "mental." If it is mental, then it affects insubstantial by default (so you could potentially add two more power feats if you wanted).

    It is mental blast, jsut a differnt name. I'll rewrite it a bit.

    4. Two things regarding . . .

    AP Teleport [Attack, Accurate] cost 1

    -This should be Teleport "7" (at 4 PPs/rank)

    -Using the attack extra with Teleport requires an attack roll, but your attack bonus is +0. You may want to buy two ranks of the Accurate Power Feat to get you to at least +4.

    I think I will drop this whole thing. Just to be clear, if it is an attack, can I use it on myself as well? I think I can, but am not sure.

    5. The maximum trade-off allowed is +/-4, so . . .

    Protection Rank 15 cost 15

    . . . is one point over the limit.

    No problem, I'll fix it

    6. With regards to . . .

    Drawbacks: Power Loss (no powers affect extra-terrestrial tech) 2

    I don't think "extra-terrestrial tech" is common in our game. But if the other Refs disagree, I won't argue. However, you get to buy this drawback on every power affected, so at least your Hellfire array and your super-sense/detect (maybe also your darkvision), so you're back to 2 total points.

    I'll just buy this as a one point drawback on super-senses: Detect Tech power.

  6. Clyst looks around, his form quivering and rearranging itself as he follows the human over to the whatever it is he sits down on. He really cannot figure sitting down out at all, for him it would tkae a terriffic amount o work to stay in one of those things, and he knows humans can lay onteh ground, they do it enough. Lyging onthe ground is one of Clyst's best things also.

    He says, I don't know containment, but if you think I am in danger......

    Assuming a positive answer, Clyst heads for a floor duct and disappears inside, and then start s moving upthe ducts and such as well as he can, hadingforthe top. He is not sure what is going on, but the tone of the human was clear.

  7. Clyst looks around, his form quivering and rearranging itself as he follows the human over to the whatever it is he sits down on. He really cannot figure sitting down out at all, for him it would tkae a terriffic amount o work to stay in one of those things, and he knows humans can lay onteh ground, they do it enough. Lyging onthe ground is one of Clyst's best things also.

    He says, I don't know containment, but if you think I am in danger......

    Assuming a positive answer, Clyst heads for a floor duct and disappears inside, and then start s moving upthe ducts and such as well as he can, hadingforthe top. He is not sure what is going on, but the tone of the human was clear.

  8. Clyst looks around, his form quivering and rearranging itself as he follows the human over to the whatever it is he sits down on. He really cannot figure sitting down out at all, for him it would tkae a terriffic amount o work to stay in one of those things, and he knows humans can lay onteh ground, they do it enough. Lyging onthe ground is one of Clyst's best things also.

    He says, I don't know containment, but if you think I am in danger......

    Assuming a positive answer, Clyst heads for a floor duct and disappears inside, and then start s moving upthe ducts and such as well as he can, hadingforthe top. He is not sure what is going on, but the tone of the human was clear.

  9. Clyst moves slowly down the street peeking out of every manhole cover or street grate he comes across, and sees he building get ever closer. Finally he is there, and sees the human waiting right in front of the doors where he can be seen by everyone. A place Clyst is not all that encouraged to go.

    So he decides to head inside the building nad goes back underground and treis to find a way inside. So he looks around and is trying to find a way in (1d20+8=11) but has no luck right now.

    So he is left with a conundrum, and decides to sneak back outside, hoping the human is still waiting nad then slithers tothe huamn as fast as he can from the nearest sewer grate, looking like a blob, and only a few inches thick, coveringa lot of surface area as he treis to remain unseen (1d20+10=17)

    He does get near the human though and says, "I'm here"

  10. Clyst moves slowly down the street peeking out of every manhole cover or street grate he comes across, and sees he building get ever closer. Finally he is there, and sees the human waiting right in front of the doors where he can be seen by everyone. A place Clyst is not all that encouraged to go.

    So he decides to head inside the building nad goes back underground and treis to find a way inside. So he looks around and is trying to find a way in (1d20+8=11) but has no luck right now.

    So he is left with a conundrum, and decides to sneak back outside, hoping the human is still waiting nad then slithers tothe huamn as fast as he can from the nearest sewer grate, looking like a blob, and only a few inches thick, coveringa lot of surface area as he treis to remain unseen (1d20+10=17)

    He does get near the human though and says, "I'm here"

  11. Clyst moves slowly down the street peeking out of every manhole cover or street grate he comes across, and sees he building get ever closer. Finally he is there, and sees the human waiting right in front of the doors where he can be seen by everyone. A place Clyst is not all that encouraged to go.

    So he decides to head inside the building nad goes back underground and treis to find a way inside. So he looks around and is trying to find a way in (1d20+8=11) but has no luck right now.

    So he is left with a conundrum, and decides to sneak back outside, hoping the human is still waiting nad then slithers tothe huamn as fast as he can from the nearest sewer grate, looking like a blob, and only a few inches thick, coveringa lot of surface area as he treis to remain unseen (1d20+10=17)

    He does get near the human though and says, "I'm here"

  12. Players Name: Eyeonthemountain

    Power Level: 10 (150/156 pp)

    Trade-off: +2 Toughness/ -2 Defense

    Unspent PP: 6

    Characters Name: Sanctis

    Alternate Identity: none

    Height: 5'10"

    Weight: 200 (apparently)

    Hair: Brown

    Eyes: Brown

    Description: Sanctis is a well-built man of some six feet and 200 lbs who has a very Mediterranean look about him. He looks to be about forty years old and is dresses simply in trousers, a black t-shirt and a sport-style jacket. But looks are deceiving...

    History: Tides rise and tides fall. What was once will come again when what is now has descended into obscurity again. Or so the old gods believe, the gods of superstition and fear, bloody rituals and things that lurk around the edge of the campfire at night. Once they were supreme, and all mortals feared them, feared them with all their souls.

    But that time is past. As men became more enlightened and knowledgeable, they were able to push the darkness back, and then push it aside, and then finally to try to forget it totally. And those things that lived in the darkness did not and still don't appreciate it at all. Watching form their nearly forgotten corners of the earth, they looked for man's strengths and weakness, and found what they believed was man's Archilles heel, Technology. For they saw how dependent man was on it, and knew how far man could possibly fall (for they were there back then) if the crutch was taken away, and society kicked into free fall.

    So Sanctis was created out of shadowstuff and slipped through a crack in reality, a crack which these dark entities had been saving for a good opportunity. And here it was, and Sanctis arose, fully formed, a spirit with a mission.

    Stats: Cost -10

    Str: - (+0)

    Dex: 10 (+0)

    Con: - (+0)

    Int: 12 (+1)

    Wis: 14 (+2)

    Cha: 14 (+2)

    Combat: Cost 20

    Attack:+7 (melee), +5 (Ranged)

    Grapple: +3 (Insubstantial(gas))

    Defense:+8 (+3 flat-footed)

    Knockback: -5

    Initiative: +0

    Saves: Cost 13

    Toughness: +10,

    Fort -- (Immune Fort)

    Reflex: +5 (+0 Dex, +5)

    Will: +10 (+2 Wis, +8)

    Skills: Cost 17

    Bluff 12 (+14)

    Concentration 10 (+10)

    Intimidate 8 (+10)

    Know- Behavioral Sciences 5 (+6)

    Know- Technology 10 (+11)

    Notice 4 (+6)

    Sense Motive 15 (+17)

    Stealth 4(+4)

    Feats: Cost 7

    * Dodge Focus 3

    * Fearless

    * Melee Focus 2

    * Skill Mastery (Bluff, Intimidate, Sense Motive, Stealth)

    Powers: Cost 103

    Comprehend 3 [understand all, read all, speak one at a time] [6pp]

    Electrical Control 9 [blast range:Touch, Secondary Effect) [18pp]

    AP Nullify 6 [Tech] [Extra] [1pp]

    AP Drain Toughness 9

    [Limitation] [1pp]

    Flight 2 [4pp]

    Immunity 32 (Fortitude, Criticals) [32pp]

    Insubstantial 2(gas) [Extra] [12pp]

    Mind Control 10 [Extra]

    [Alternate Save (area attack) Reflex-->Will) [5pp]

    Protection 10 [10pp]

    Regeneration 5[Recovery +3[Total bonus -2], Resurrection [Extra]] [5pp]

    Supersenses 5 Detect Tech: [ranged, acute, accurate, analytical, extended] [5pp]

    Darkvision 2 [2pp]

    Drawbacks:

    DC Block:

    ATTACKS --- SAVE DC --- DAMAGE TYPE

    Blast --- Fort DC 25 --- Electrical Blast

    Mind Control---Will DC 20--- Mind control "Destroy Tech"

    Nullify --- Fort DC 20 --- Nullify Tech (non-alien)

    Costs: Abilities (-10) + Combat (20) + Saves (13) + Skills (17) + Feats (7) + Powers (103) - Drawbacks (0) = Total Cost 150 / 156

  13. Players Name: Eyeonthemountain

    Power Level: 10 (150/156 pp)

    Trade-off: +2 Toughness/ -2 Defense

    Unspent PP: 6

    Characters Name: Sanctis

    Alternate Identity: none

    Height: 5'10"

    Weight: 200 (apparently)

    Hair: Brown

    Eyes: Brown

    Description: Sanctis is a well-built man of some six feet and 200 lbs who has a very Mediterranean look about him. He looks to be about forty years old and is dresses simply in trousers, a black t-shirt and a sport-style jacket. But looks are deceiving...

    History: Tides rise and tides fall. What was once will come again when what is now has descended into obscurity again. Or so the old gods believe, the gods of superstition and fear, bloody rituals and things that lurk around the edge of the campfire at night. Once they were supreme, and all mortals feared them, feared them with all their souls.

    But that time is past. As men became more enlightened and knowledgeable, they were able to push the darkness back, and then push it aside, and then finally to try to forget it totally. And those things that lived in the darkness did not and still don't appreciate it at all. Watching form their nearly forgotten corners of the earth, they looked for man's strengths and weakness, and found what they believed was man's Archilles heel, Technology. For they saw how dependent man was on it, and knew how far man could possibly fall (for they were there back then) if the crutch was taken away, and society kicked into free fall.

    So Sanctis was created out of shadowstuff and slipped through a crack in reality, a crack which these dark entities had been saving for a good opportunity. And here it was, and Sanctis arose, fully formed, a spirit with a mission.

    Stats: Cost -10

    Str: - (+0)

    Dex: 10 (+0)

    Con: - (+0)

    Int: 12 (+1)

    Wis: 14 (+2)

    Cha: 14 (+2)

    Combat: Cost 20

    Attack:+7 (melee), +5 (Ranged)

    Grapple: +3 (Insubstantial(gas))

    Defense:+8 (+3 flat-footed)

    Knockback: -5

    Initiative: +0

    Saves: Cost 13

    Toughness: +10,

    Fort -- (Immune Fort)

    Reflex: +5 (+0 Dex, +5)

    Will: +10 (+2 Wis, +8)

    Skills: Cost 17

    Bluff 12 (+14)

    Concentration 10 (+10)

    Intimidate 8 (+10)

    Know- Behavioral Sciences 5 (+6)

    Know- Technology 10 (+11)

    Notice 4 (+6)

    Sense Motive 15 (+17)

    Stealth 4(+4)

    Feats: Cost 7

    * Dodge Focus 3

    * Fearless

    * Melee Focus 2

    * Skill Mastery (Bluff, Intimidate, Sense Motive, Stealth)

    Powers: Cost 103

    Comprehend 3 [understand all, read all, speak one at a time] [6pp]

    Electrical Control 9 [blast range:Touch, Secondary Effect) [18pp]

    AP Nullify 6 [Tech] [Extra] [1pp]

    AP Drain Toughness 9

    [Limitation] [1pp]

    Flight 2 [4pp]

    Immunity 32 (Fortitude, Criticals) [32pp]

    Insubstantial 2(gas) [Extra] [12pp]

    Mind Control 10 [Extra]

    [Alternate Save (area attack) Reflex-->Will) [5pp]

    Protection 10 [10pp]

    Regeneration 5[Recovery +3[Total bonus -2], Resurrection [Extra]] [5pp]

    Supersenses 5 Detect Tech: [ranged, acute, accurate, analytical, extended] [5pp]

    Darkvision 2 [2pp]

    Drawbacks:

    DC Block:

    ATTACKS --- SAVE DC --- DAMAGE TYPE

    Blast --- Fort DC 25 --- Electrical Blast

    Mind Control---Will DC 20--- Mind control "Destroy Tech"

    Nullify --- Fort DC 20 --- Nullify Tech (non-alien)

    Costs: Abilities (-10) + Combat (20) + Saves (13) + Skills (17) + Feats (7) + Powers (103) - Drawbacks (0) = Total Cost 150 / 156

  14. Players Name: Eyeonthemountain

    Power Level: 10 (150/156 pp)

    Trade-off: +2 Toughness/ -2 Defense

    Unspent PP: 6

    Characters Name: Sanctis

    Alternate Identity: none

    Height: 5'10"

    Weight: 200 (apparently)

    Hair: Brown

    Eyes: Brown

    Description: Sanctis is a well-built man of some six feet and 200 lbs who has a very Mediterranean look about him. He looks to be about forty years old and is dresses simply in trousers, a black t-shirt and a sport-style jacket. But looks are deceiving...

    History: Tides rise and tides fall. What was once will come again when what is now has descended into obscurity again. Or so the old gods believe, the gods of superstition and fear, bloody rituals and things that lurk around the edge of the campfire at night. Once they were supreme, and all mortals feared them, feared them with all their souls.

    But that time is past. As men became more enlightened and knowledgeable, they were able to push the darkness back, and then push it aside, and then finally to try to forget it totally. And those things that lived in the darkness did not and still don't appreciate it at all. Watching form their nearly forgotten corners of the earth, they looked for man's strengths and weakness, and found what they believed was man's Archilles heel, Technology. For they saw how dependent man was on it, and knew how far man could possibly fall (for they were there back then) if the crutch was taken away, and society kicked into free fall.

    So Sanctis was created out of shadowstuff and slipped through a crack in reality, a crack which these dark entities had been saving for a good opportunity. And here it was, and Sanctis arose, fully formed, a spirit with a mission.

    Stats: Cost -10

    Str: - (+0)

    Dex: 10 (+0)

    Con: - (+0)

    Int: 12 (+1)

    Wis: 14 (+2)

    Cha: 14 (+2)

    Combat: Cost 20

    Attack:+7 (melee), +5 (Ranged)

    Grapple: +3 (Insubstantial(gas))

    Defense:+8 (+3 flat-footed)

    Knockback: -5

    Initiative: +0

    Saves: Cost 13

    Toughness: +10,

    Fort -- (Immune Fort)

    Reflex: +5 (+0 Dex, +5)

    Will: +10 (+2 Wis, +8)

    Skills: Cost 17

    Bluff 12 (+14)

    Concentration 10 (+10)

    Intimidate 8 (+10)

    Know- Behavioral Sciences 5 (+6)

    Know- Technology 10 (+11)

    Notice 4 (+6)

    Sense Motive 15 (+17)

    Stealth 4(+4)

    Feats: Cost 7

    * Dodge Focus 3

    * Fearless

    * Melee Focus 2

    * Skill Mastery (Bluff, Intimidate, Sense Motive, Stealth)

    Powers: Cost 103

    Comprehend 3 [understand all, read all, speak one at a time] [6pp]

    Electrical Control 9 [blast range:Touch, Secondary Effect) [18pp]

    AP Nullify 6 [Tech] [Extra] [1pp]

    AP Drain Toughness 9

    [Limitation] [1pp]

    Flight 2 [4pp]

    Immunity 32 (Fortitude, Criticals) [32pp]

    Insubstantial 2(gas) [Extra] [12pp]

    Mind Control 10 [Extra]

    [Alternate Save (area attack) Reflex-->Will) [5pp]

    Protection 10 [10pp]

    Regeneration 5[Recovery +3[Total bonus -2], Resurrection [Extra]] [5pp]

    Supersenses 5 Detect Tech: [ranged, acute, accurate, analytical, extended] [5pp]

    Darkvision 2 [2pp]

    Drawbacks:

    DC Block:

    ATTACKS --- SAVE DC --- DAMAGE TYPE

    Blast --- Fort DC 25 --- Electrical Blast

    Mind Control---Will DC 20--- Mind control "Destroy Tech"

    Nullify --- Fort DC 20 --- Nullify Tech (non-alien)

    Costs: Abilities (-10) + Combat (20) + Saves (13) + Skills (17) + Feats (7) + Powers (103) - Drawbacks (0) = Total Cost 150 / 156

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