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N/A

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  1. I revised the character slightly. :arrow: I dumped the remaining power point into the main array. :arrow: I lowered the Base Attack Bonus by 1 and purchased 1 rank of Attack Focus, freeing 1 power point. :arrow: I used that 1 power point to purchase Stun as an alternate power of the main array. I decided I wanted a means of incapacitating a person without causing them actual bodily harm. :arrow: I reconfigured some of the powers in the main array. I lowered most of the mental attack powers to rank 9, and I lowered the range of Communication and ESP to 6 (20 miles). Since Freedom City has an average diameter of 20 miles (it's actually something like 15x25), I'm hoping this will be sufficient for the scope of most adventures on this board. This character isn't quite ready to operate on a "global" scale yet, but she's close. ESP also has 1 less rank of Rapid, so now an extended search of the entire city will take her 15 minutes, rather than 90 seconds. The horse's mouth. Freedom City 2E, page 110: "The command deck has a teleportal, able to instantly transport passengers to any other portal on Earth. The League has teleportals in the world capitols and major cities. The Freedom City teleportal is located in Freedom Hall, which is used as the League's local 'embassy' and outpost in the city." The book doesn't specify how many teleportals each city has. Are there several teleportals in strategic locations spread throughout the city, or just the one in Freedom Hall? It can be inferred that the Centurion's Sanctum has one because the build (Freedom City 2E, page 91) has Teleport, built exactly the same way as on The Lighthouse. Freedom City Atlas #2 states on page 2 "...a Freedom League teleportal system put in place by Daedalus (which also linked Centurion's Sanctum to Freedom Hall)." So I can assume that anyone trying to access The Lair via teleportal has to beat the Security System? Cool. The teleportals on JLU seemed to be Star Trek-style. They could transport people from the Watchtower to anywhere on Earth, and from anywhere on Earth to the Watchtower. I had the impression that, given the "Limited: Other Teleportal Locations" flaw on The Lighthouse, that the Freedom League teleporters worked more like a series of interconnected "gates." I'm aware that it doesn't make the searches faster (that's why I purchased Rapid - well, that and I had some points left over). I went ahead and changed the configuration of ESP for this character (I bought it up to Sustained, so this won't be an issue), but I'm still confused about this. Like all powers, ESP is (presumably) supposed to work "out-of-the-box." It requires a standard action to maintain. Extended searches with ESP are mentioned in both the description for the Search skill and the ESP power, so it's heavily implied that ESP is meant to be used for (among other things) extended searches. But those searches require a full action. Which an out-of-the-box ESP user can't take, since he already needs to take a standard action each round just to keep his senses displaced. So how exactly is this supposed to work? Or, in other words, "the Rapid power feat" is just another way of saying "Linked Quickness (Limited 2: One Task)." I intended it to apply to the ESP, so I have no problem with that in this specific case. However, in a more general vein, I was under the impression that unlike Extras and Flaws, which must be applied to each individual effect, Feats and Drawbacks only needed a single application to affect an entire power structure. So in the case of a linked Communication+ESP power, wouldn't it apply to both effects? As I said above, in this particular case, I don't want it to apply to both effects, so this discussion is purely theoretical.
  2. This game is brimming with tech-oriented characters, on both sides of the fence. If you include Gadgeteers, Battlesuits, Cyborgs, Robots, and the odd Costumed Adventurer with a highly-advanced arsenal, they make up something like 20% of the population. Among the active characters alone, I counted Dr. Archeville, Quark, Malice, Icarus, Sentry, Mashin-Kun, Gecko, and Electroclash. I'm half-tempted to make a tech-oriented villain, like a homicidal robot, just to give Sanctis and Ludd some justification for their technophobia...
  3. Oops! Didn't see you there, Nal. Since you got here first and your character's already approved, I'll bow out if you want to be the resident psychic. Don't wanna step on your niche.
  4. I've got a reincarnation of The Scarab who will be perfect for this once she's approved. Divination specialists FTW! 8-)
  5. Wow. I thought I was much further down the waiting list than this. Thanks for the relatively quick reply. I thought I already had fixed the format. I guess I'll go take another look at the template. As far as I know, there is one teleportal in every nation capitol and major city on Earth, as well as one in Freedom Hall, one in The Lighthouse, and one in the Centurion's Sanctum. Am I missing any? Also, is it possible for her to reconfigure the controls on the teleporter in her lair to limit access to it from those other teleportals? I assume people in one of those city teleportals can't just hop through it and jump up to the Lighthouse whenever they feel like it. I was under the impression that the Action of ESP included making the extended search. Is that not the case? If it isn't, then I'm confused by the default structure of ESP. It defaults to a Move action to initiate and a Standard action to maintain. Searches are usually a Full action. So if the extended search isn't covered by the power's action/duration, the power itself is broken, and I'll need to shuffle around some points. Rapid is a general power feat. It's Quickness, flawed to one task, for a final cost of 1PP per 3 Ranks. Quickness can be used to reduce the time of Search checks, since it's an action you can take 20 on. Is there a particular reason this power feat can't be applied to ESP? If you're specifically deciding to disallow it, I'll change it. I didn't realize we couldn't bank starting power points. I'll figure out where to spend that point as soon as these other build issues are resolved.
  6. Once Ned Ludd is approved (he's halfway there...WHOA-OH! LIVIN' ON A PRAYER!), I think he'd be a perfect ally for Sanctis. I could easily imagine a scenario where, "hammered to the point of desperation, he turns to an entity he didn't fully understand" and foolishly unleashes a monster he can't possibly control.
  7. It's also worth remembering that Continuous and Permanent Create Object are exceptions to the Array rules. The created objects do not disappear if you switch to an Alternate Power (they're effectively Lasting). Some of GL's creations can be modeled with Create Object. Others are better depicted with Summon, or with effects that mimic the functions of Summoned creatures (Obscure, Environment Control, etc.).
  8. Barring any RefTeam rulings to the contrary, if you want to create "real" stuff, you'll want an either Continuous or Permanent duration, with the Innate and Subtle feats. That way, your Created objects are indistinguishable from "the real thing," and can't be Nullified out of existence. Also note that, with a Permanent duration, you can't just will them out of existence. Once they're Created, they have to be destroyed The Old Fashioned Way. They can still be Nullified away without Innate, though. You also can't use the power on them again to repair them the way you can with Sustained or Continuous objects. I haven't been able to find an "official" ruling on whether or not Permanent Created objects are just fire-and-forget or if they count against your limit. It would really, really suck if they did, as that would basically apply the Fades flaw to the power for no point break (since they cost the same as Sustained objects).
  9. [floatr][/floatr]Player Name: ShaenTheBrain Character Name: The Scarab Power Level: 15 (225/228PP) Tradeoffs: None Unspent Power Points: 3 Progress To Gold Status: 78/90 Bronze Reward: 2nd PC at PL10/150PP Silver Reward: 7PP of Equipment for The Scarab, 8PP of Equipment for Thrude Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation) Identity: Secret Birthplace: Santa Lucia, California, USA Occupation: Freelance Legal Consultant, Philanthropist Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Libraries (Donor), Freedom City University (Alumnus), Law Office of Nelson & Bannerly (Independent Consultant), Rhodes Foundation (Shareholder) Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased) Description: Age: 31 (DoB: 1979) Ethnicity: Latina Height: 5'8" Weight: 130 lbs. Hair: Black Eyes: Brown Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under her shoulder guards never ceases flowing and billowing dramatically behind her, subtly guided by her telekinesis and her flair for the dramatic. Careful observers will quickly realize that, even when she chooses to walk rather than hover, her feet never quite touch the ground, only adding to the alternately unsettling and awe-inspiring mystique she cultivates. [floatl][/floatl]Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals employed in the fields of law or big business. She tends toward tailored skirtsuits, sweaterdresses, sundresses, and other outfits which could be described as "feminine and elegant, but unremarkably so." She tends to wear a lot of red and gold combinations, so as to be color-coded for the convenience of the imaginary readers of the FCPBP comic books. When it comes to clothing, she believes in paying for quality, but almost never to the point of extravagance (on the rare occasion where she does indulge, it is not for her own benefit). She isn't a very athletic person, focused far more on the cerebral than the physical, and her body suffers for it. She's fortunate enough to have been born with genes which make weight difficult to keep on rather than off, but what flesh she does carry lacks any real muscle tone. Her physique is petite, but doughy. Her facial features aren't actively unpleasant to gaze upon, but neither are they anything exceptional. History: Heru-Ra In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics or economics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and sheer talent, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining great power to exert his will upon the world around him. Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men fought together often, defending Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, and trapped them within the eggs for all eternity. Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade died striking each other a death blow. When the two men stood before the gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor. Simultaneously impressed with his courage and insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all - they gave him exactly what he asked for. Heru-Ra and Tan-Aktor were both doomed to unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and rid himself of his eternal foe. [floatr][/floatr]Alexander Rhodes Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark in 1961. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra. The recovery of all the memories he'd accumulated in previous lifetimes reawakened his ka, empowering him once again. He decided to use his powers to fight Evil, putting on a mask and cape to help usher in the resurgence of costumed superheroes as The Scarab. The Scarab was the second-in-command of the original Freedom League, and aside from The Centurion, the longest-running member. His psychic powers and diplomatic nature helped him fulfill the role of "peacemaker" on the team, settling conflicts and encouraging and facilitating teamwork. He was a mentor, comrade, and friend to most of his teammates during his nearly 20 years of service. Although Rhodes never met the Nazi sorcerer Wilhelm Kantor personally, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless hours and resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab foiled his attempts at world conquest. In 1979, seeking to rid himself of his eternal foe, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleashing the Scions of Sobek upon the world. He manipulated the crocodile-headed sorcerers into hunting down Heru-Ra. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both of them their lives. As far as the public knew, Alexander Rhodes suffered a fatal brain aneurysm (which was technically true). At his request, his comrades on the Freedom League interred his corpse in a secret chamber inside The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. In accordance with his departed friend's wishes and contingency plans, Daedalus created cloned bodies which were interred at Rhodes' public grave and a fake burial chamber in The Lair, as decoys. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will & testament, controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for taking care of The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. As Maria aged, she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place at the head of the Rhodes Foundation. As he'd promised, Adrian Eldritch cast a spell immediately after The Scarab's death, obscuring any attempt by Kantor to locate his next incarnation. Unfortunately, this spell made it impossible for any of The Scarab's fellow heroes to locate her either, so she was left to her own devices. Although she was conceived at the moment of Rhodes' death, it would be nearly 30 years before the next incarnation of Heru-Ra became fully aware of her own destiny. [floatl][/floatl]Elena Guerrero Elena Guerrero's parents were illegal Mexican immigrants, who made it over the border just in time for her to be born in Southern California, becoming an American citizen by default. Eventually, her family made their home in Santa Lucia, a small town with a large (and poor) Latino population. Her upbringing couldn't help but be "multicultural." Some children are born with a silver spoon in their mouths. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. As childhood gave way to adolescence, childish games stood aside to make room for Noble Causes. Elena was never without a cause to champion, though the exact nature of that cause seemed to change with amusing regularity. Still, it was courage, conviction, and an unhealthy sense of adventure that had driven her parents across the border in the first place, and they had no intention of squashing these same qualities in their own daughter. So they indulged her as much as they were able. An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her Juris Doctorate. As a lawyer, she planned to fight injustice and oppression, to fight for those who couldn't fight for themselves. During her tenure at FCU, Elena was amazed how Freedom City felt more like "home" to her than any place she had ever visited. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline. Unfortunately, her graduation from FCU Law School was a bittersweet occasion, as both her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people were dying premature, cancer-ridden deaths in Santa Lucia, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a wholly-owned subsidiary of Grant Conglomerates. But it was the poor Latino residents who were dying, while the White upper-class (a minority in population but a majority in power and resources) looked the other way. [floatr][/floatr]The townspeople finally organized and put together a class-action suit against Locusta, but they couldn't find a lawyer to try the case who they could afford. That is, until Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic. To them, she was "one of us," a local-kid-done-good. Besides, they had accumulated a mountain of evidence and a list of witnesses a mile long. It was an open-&-shut case. Which is why everyone was so surprised when they lost. They underestimated Locusta's influence as much as they overestimated Locusta's ethics. Witnesses either disappeared or recanted their testimony. Evidence was lost or destroyed. New evidence "appeared" or was manufactured. The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta. The *crack* of the judge's gavel coming down echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. Her mind started randomly reaching out into the thoughts of others. She saw past events as if they were happening in the present. She saw the bribes, the threats, the lies. She staggered out of the courtroom, overwhelmed and demoralized. It was her first and last case. Her defeat utterly disillusioned Elena regarding the entire legal system. She decided that, if the system was being so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few years learning to control and expand her powers, and learning how to profit from them. Precognition helped her make a substantial profit on the stock market (and one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." She helped select juries, verify witness testimony, and stay one step ahead of the opposing legal teams. None of her clients knew about her superhuman abilities; they thought she was "just that good." Most law firms paid top dollar for her services, though she was known to aid certain sincere "underdog" causes for free. The money started piling up, almost faster than she could spend it. She began donating it to charity, starting with several anonymous donations to both the private citizens and public institutions of Santa Lucia. But in all those years, no matter how many cases she helped win or how much money she gave away, her sleep was plagued with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough. That she had to do more. Three years to the day of her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to Downtown, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance to The Lair. She realized that she wasn't merely daydreaming about flying across the skyline. She was actually reaching out with her mind, extending her senses beyond her physical body. Once inside The Lair, once inside her Lair, everything finally made sense. She remembered everything. Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb for what it was, and identified the true resting place of Alexander Rhodes. She was able to tell Sofia things, things about herself, about her mother, about Rhodes, that no one else would know, that no one else could know. Eventually, Sofia was convinced, and pledged her renewed support. Soon, all the pieces were in place. At long last, almost thirty years since his death, The Scarab was reborn, and ready to make up for lost time. Personality & Motivation: In and out of costume, Elena carries herself with an air of nobility. She radiates the calm confidence of someone who really has "seen it all;" very little surprises her anymore. Some people mistake her demeanor for repression at first, but in her interacts it quickly becomes clear that she isn't pent up, merely serene. She is incredibly empathic, always looking for the best in people even when they can't see it themselves, always looking for ways to settle conflicts peacefully and turn yesterday's enemies into today's allies. The fact that she hasn't already tried to just take over the world and turn everyone into her puppets, after dealing with Humanity for 5,000 years, is a testament to an almost saintly capacity for restraint and understanding. However, that "air of nobility" cuts both ways. She expects her words to carry weight, for others to defer to her experience, and so she has very little patience for being questioned or second-guessed, especially on the battlefield. And although her patience is legendary, once a foe (or even a comrade) has reached its limits, she swings completely to the other end of the spectrum with alarming alacrity. There is no gradual progression between "understanding counselor" and "ruthless warrior" with The Scarab, but a switch (albiet a weighty one, difficult to flip). Between remembering 5,000 years worth of accumulated life experience and being the most powerful telepath in the history of the world, The Scarab tends to be uncomfortably (and unconsciously) blunt in social interaction. She usually stops short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects and gives voice to matters others leave unspoken. She knows too much about how the human mind works to avoid some measure of manipulation in her interactions, but she rarely has the patience for employing or indulging outright deception. When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. After accumulating so much experience on both sides of the gender barrier, watching the fickle standards of beauty change from one culture and generation to the next, while peering into the very minds and souls of so many people, she no longer places much importance upon the particular body those souls come wrapped in. In short, she's bisexual, and at one point or another, she's probably tried everything, in all possible combinations, from all possible points of view. When Elena puts on the mask of The Scarab, she changes her persona noticeably to match. Her speech pattern and word choice leans far toward the formal and the dramatic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright hammy speeches. She does not "speak." She proclaims. Ultimately, the soul of Heru-Ra is a hero in any incarnation. An unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault. Powers & Abilities: The Scarab is the archetypal "Psionic" superhero. She is a master of the art of exerting her will upon the world around her, both physical objects and the thoughts and minds of others. This allows her to move objects (including herself) as if she had the strength of thousands, without touching them, at amazing speeds (potentially turning any object into a "bullet"). She can project her thoughts into the minds of others (overwhelming them to the point of pain or even injury if she chooses), and read their thoughts as well. She can even seize direct control of other minds entirely, directing their actions like a puppeteer, or erasing and rewriting their memories as she chooses. Her senses are not bound by her physical body, or even time or space. She can push her sight out past her eyes, scanning her surroundings with incredible speed and experiencing faraway events as if she were present, or she can dredge up the psychic echoes left in places and objects, viewing past events which occurred around them. With effort, she can even extend her perceptions into the future. Such prophetic visions often come to her without any active effort on her part, especially in her dreams. Complications: :!: Dating Catwoman: The Scarab's previous incarnation had a "complicated" relationship with the supervillain Bombshell. Thanks to The Scarab's reincarnation and Bombshell's immortality, they have rekindled that relationship. :!: Enemy: Tan-Aktor is, to say the least, not pleased to learn that his nemesis has returned. :!: Justice: In 5,000 years and 100 lifetimes, there are still some lessons Heru-Ra hasn't learned. Elena's innate sense of justice and nobility are like conveniently-placed handles bolted to her back for easy steering. :!: Keep Your Enemies Closer: The offices of Johnathan Grant (Grant Conglomerates) and Hieronymus King (Majestic Industries) are a stone's throw away from both Elena's apartment in Pyramid Plaza, and her secret headquarters beneath it. Constantine Urallos rents office space for Delphic Industries and one of the penthouse apartments. Which he sometimes uses to host meetings with the inner circle of The Labyrinth. Elena is, of course, totally ignorant of all this. :!: Legacy: Heru-Ra has walked the Earth many times, making friends and enemies, accumulating and collecting debts, and generally building a past full of elements which could come back to bite her in the ass at any moment. :!: Peeps: If Sofia Cruz, Maria Hernandez, or their families or friends are ever in danger, Elena will feel personally responsible for rescuing them. If any villains ever discover the link between them and The Scarab, exploiting that information will be the worst mistake they ever make. :!: Powers: [*:19q8vrbw]ESP: GMs can Fiat to allow villains being observed remotely to reroll or automatically pass the Notice check to pick up on it, and to allow them to ignore the "No Conduit" extra and target The Scarab with Perception-range powers. [*:19q8vrbw]Mind Reading: If a subject The Scarab has established mental contact with is injured, The Scarab must make a save against the same Damage, using her Mind Reading power rank in the place of her Toughness bonus, as with the "Feedback" flaw. The GM can also force a save against an attack effect of his choice if The Scarab's mental probing unconvers a particularly intense or traumatic memory. [*:19q8vrbw]Teleport Beacon: The beacon uses a Radio medium to transmit the signal to The Scarab's Lair to open up a portal at its location. Any effects which interfere with Radio Communication or Radio senses will also block the signal. [*:19q8vrbw]Other: The GM should feel free to force a save against an attack effect of his choosing, with either her power rank or her actual saving throw, when one of her mental powers is resisted or otherwise fails. :arrow: Pretender To The Throne: Some people doubt the legitimacy of Elena's claim to the legacy of The Scarab. :!: Prejudice: Elena is female, Hispanic, openly bisexual, and "New Money" (or "Nouveau Riche," as they are called only by the super-pretentious). There's a whole salad bar of differences for bigots to disapprove of here. :!: Reputation: The Scarab's romantic relationship with the supervillain Bombshell (or at least, accusations thereof) is now a matter of public record. Opinions differ, to say the least. :!: Secret: Identity. If any of The Scarab's enemies ever learn who she is, the residents of Pyramid Plaza will quickly see their insurance premiums skyrocket. Abilities: (-2) + 0 + 4 + 10 + 10 + 8 = 30PP Strength: 08 (-1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 Telekinesis Grapple: +3, +24 Telekinesis Defense: +12/+4 (+4 Base, +8/+0 Shield), +2 Flat-Footed Knockback: -6/-2, -1 Flat-Footed Saving Throws: 6 + 2 + 15 = 25PP Toughness: +12/+4 (+2 Con, +2 Defensive Roll, +8/+0 Force Field), +2 Flat-Footed Fortitude: +4 (+2 Con, +4) Reflex: +6 (+0 Dex, +6) Will: +20 (+5 Wis, +15) Skills: 108R = 27PP Concentrate 10 (+15)Second Chance Diplomacy 11 (+15)Skill Mastery Investigate 15 (+20)Skill Mastery Knowledge (History) 0 (+5)Skill Mastery Language 1 (English [Native], Spanish) Medicine 0 (+5)Skill Mastery Notice 20 (+25)Skill Mastery Perform (Oratory) 16 (+20)Skill Mastery Search 15 (+20)Skill Mastery Sense Motive 20 (+25)Skill Mastery Feats: 21PP Attack Specialization (Telekinesis) 4 Beginners Luck Benefit 3 (Status [Legacy], Wealth 2 [Rich]) Connected Defensive Roll Equipment 0 (+7 [35EP] Veteran Reward) Improvised Tools Jack of All Trades Luck 4 Second Chance (Concentrate) Skill Mastery 2 (Diplomacy, Investigate, Knowledge [History], Medicine, Notice, Perform [Oratory], Search, Sense Motive) Speed of Thought Trance Powers: 6 + 2 + 2 + 7 + 15 + 46 + 13 + 15 = 106PP Descriptors: Enlightenment, Ka, Mental, Past-Life Memory, Psionic, Psychic, Reincarnation, Telekinetic, Telepathic Comprehend 3 (Languages 3 [Read/Write Any, Speak Any, Understand Any]) (Past-Life Memory) [6PP] Comprehend 1 (Spirits) (Telepathy) [2PP] Features 2 (Quick Change [Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]) [2PP] Flight 3 (50mph / 500ft per Move Action, Feats: Subtle) (Telekinesis) [7PP] Force Field 8 (Extras: Linked [shield], Flaws: Limited [Dodge Bonus]) [4PP] + Shield 8 (Extras: Linked [Force Field], Feats: Selective, Subtle, Variable Descriptor) [11PP] (Deflection, Dodge, Force Fields, Parry, Precognition, Telekinesis, Telepathy) [15PP] Psionics 20 (40PP Array, Feats: Alternate Power 6) [46PP] Base Power: Stun 12 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Flaws: Action [Full], Feats: Sedation, Subtle) (Psychosomatic Pain) [38PP] Alternate Power: Concealment 10 (All Non-Mental Senses, Extras: Affects Others, Flaws: Phantasm, Feats: Progression [save DC] 5 [DC25], Progression [subjects] 1 [2 Subjects], Selective) (Psychic Invisibility) [27PP] Alternate Power: Damage 12 (Extras: Range 2 [Perception], Flaws: Action [Full], Feats: Knockback 12, Precise, Subtle) (Telekinesis) [38PP] Alternate Power: ESP 5 (Visual + Auditory Senses, 5 miles, Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous, Feats: Fast Task [search] 4 [Full Action to search 1-mile area], Subtle [DC25 Notice]) (Clairvoyance) [40PP] Alternate Power: Mind Control 12 (Extras: Conscious, Instant Command, Flaws: Action [Full], Feats: Mental Link, Subtle) [38PP] Alternate Power: Move Object 12 (Lifting Strength 60 [Heavy Load: 50 tons], Extras: Range [Perception], Feats: Precise, Subtle) (Telekinesis) [38PP] Alternate Power: Transform 12 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Feats: Precise, Subtle) [38PP] Super-Senses 15 (Acute Radius Ranged Mental Sense, Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [13PP] Telepathy 6 (12PP Array, Feats: Alternate Power 3) [15PP] Base Power: Communication 7 (Mental, 200 miles, Extras: Linked [Comprehend, Mind Reading], Feats: Subtle) [8PP] + Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading]) [2PP] + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Linked [Communication, Comprehend], Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) [2PP] (Telepathy) [12PP] Alternate Power: ESP 1 (All Senses, 10ft, Extras: Action [Free], Duration [sustained], Simultaneous, Feats: Subtle [DC21 Notice]) [8PP] Alternate Power: Mind Reading 15 (Extras: Linked [super-Senses], Mental, Flaws: Duration [instant/Lasting], Feats: Subtle) [9PP] + Super-Senses 1 (Normal Mental Sense, Extras: Analytical) [1PP] (Telepathy) [10PP] Alternate Power: Move Object 2 (Lifting Strength 10 [Heavy Load: 100 lbs.], Extras: Damaging, Range [Perception], Feats: Precise, Subtle) (Telekinesis) [10PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Memory Alteration Perception DC22 Will Transform Mind Control Perception Contested +12 vs Will Controlled Pain Perception DC22 Will Dazed/Stunned/Unconscious Telekinesis Perception Grapple check (Staged) Pinned/Bound TK Blast Perception DC27 Toughness (Staged) Damage (Energy) TK (Thrown Object) Ranged DC27 Toughness (Staged) Damage (Physical) Telepathy Perception Contested +15 vs Will Mind Reading Totals: Abilities (30) + Combat (16) + Saving Throws (25) + Skills (27) + Feats (21) + Powers (106) - Drawbacks (0) = 225/228 Power Points
  10. Two more questions: 1) Can you pick up and "throw" yourself with TK? 2) If a foe has you in a physical Grapple, can you use TK instead of your melee Grapple score to break out of it? I know you can use TK to break other people out of physical Grapples at a distance.
  11. What exactly are the limits? I know you can't use the Ranged Strength of TK to "punch" or "crush" things, and you can't choose the "Damage" option during Grapples. But can you, say, yank a lamp post out of the asphalt, or pull a door off its hinges? When using TK to "pick up" an object, can you pull that object free if it's anchored in some way?
  12. If you're speaking in terms of purely intellectual curiosity, I don't know for sure, but I suspect the 1stEd stats for Alexander Rhodes might be in M&M Annual #1. I seem to remember it containing the stats for several other members of the Silver Age Freedom League. There are currently no official 2ndEd stats for Alexander Rhodes. I know for sure that the stats for Marvin Perez, a hypothetical new Scarab incarnation a generation in the future, are contained in Worlds of Freedom, in the "Near Future" chapter. No other reincarnations of Heru-Ra have even been named in FC canon, let alone statted out.
  13. Yes, I am aware that upgrading Mind Reading from a Standard/Full action to a Free/Move action is two steps, necessitating a +2 extra. I was going light on the details so as to not assault you with a wall of text like my opening post. I would understand (and share) concern with a real attack power like Damage or Stun being upgraded to a Move action. But is being able to ask two questions per round about a subject's mind instead of one really that big of a deal? Oh, and since you're curious... From Freedom City, page 233, "Legacies": "The question of The Scarab's reincarnation is left as a mystery for you to decide in your own Freedom City game. The latent ka of the eternal hero is a ready-made origin for a new superhero with psychic powers. You can use the following template as a guideline for the new Scarab's traits. Feel free to modify it as desired to match the campaign's power level and guidelines." The Scarab (Template) Feats: Beginners Luck, Jack of All Trades Powers: Flight 3, Super-Senses 1 (Mental Awareness), Telekinesis 10, Telepathy 10 Cost: 49PP And from Freedom City Atlas #2: The Scarab's Lair, page 7: "The basic powers given for the template are those The Scarab "reawakens" with, but both the Telekinesis and Telepathy powers have considerable potential for developing power stunts and permanent Alternate Power feats as The Scarab learns (or re-learns, in many cases) the full extent of his potential."
  14. Good to know. Thanks for the prompt reply.
  15. Oh, and before I forget: Doc Ach, thanks for the prompt reply.
  16. I do nothing halfway. Anything worth doing is worth doing to excess. Combining all my questions around a single topic into a single post made more sense to me than starting 10 different threads and clogging up the forum. I should amend that to say that I want to minimize the unpleasant surprises. I want to avoid situations where mine and the GM's concepts of "what I can do" differ significantly. I'm not sure what prompted this comment. The template for The Scarab, in Freedom City as well as The Scarab's Lair, is a small one. There is plenty of room for tweaks and expansion. And both sources state very clearly that the presented template is a guideline meant to inspire, and that the player should feel free to customize it as they see fit. Not that I was planning on deviating significantly from said template anyway (with the possible exception of combining Telepathy and Telekinesis into one array rather than two separate ones). So the action taken to read the subject's mind includes maintaining the effect. Which makes Mind Reading an oddball. That explains my confusion. Say I purchase a Mind Reading effect and buy the Action up from Standard/Full to Free/Move. Now I can read the subject's surface thoughts with a Free action instead of a Standard action. Does that Free action also include "maintaining" the power, so the effect doesn't end and start giving the subject new saves every round? That would require me to burn a Hero Point every single time I wanted to receive visions of past and/or future events, basically making it a Power Stunt. That isn't what I had in mind.
  17. According to this and this, Bruises/Injuries from Damage effects do indeed cause a penalty to all further Damage saves, regardless of which type of save they provoke.
  18. If I want my character to be a member of the world's premiere superhero team, would I just mention it in my background, or should I take a rank of the Benefit feat to reflect the affiliation? If the feat is required, exactly what "benefit" would it bring? Or is FL membership something that can only be gained "in-character," during play? Assuming a PC is an FL member, exactly how many power points would s/he have to pay to gain access to the vehicles and headquarters listed in Freedom City? When a group of PCs share things like vehicles and headquarters, they divide up the cost between them, but I have no idea how it would work with equipment shared by PCs and NPCs alike. Assuming an FL-affiliated PC has access to the aforementioned Equipment, can the duplicates be taken as Alternate Powers? For example, could the Sky-Bikes be taken as AP feats of the Pegasus Space-Planes, and/or Freedom Hall taken as an AP of The Lighthouse, since the PC can't use more than one vehicle or HQ at a time?
  19. I'm considering building a psionic hero for use in your game (possibly even the next reincarnation of The Scarab, if that wouldn't disrupt any existing plans or stories). I began considering this option before I took a closer look at the descriptions of the key "Mental" powers in Mutants & Masterminds and realized what a mess they are. :shock: I was hoping you could help me understand/clarify the mechanics. I want to make sure I know what I'm doing before I submit this character, so there are no unpleasant surprises (for me or the GM) during play. And before anyone asks, NO, I am not planning to build a "Bathroom Mentalist." I will probably include either ESP or Telelocation in the build, but the only power that I'm even considering being able to use remotely is Mind Reading (and even that is unlikely for any purpose beyond telepathic communication). Even if (despite my best efforts) I wind up with a character technically capable of Bathroom Mentalism, I have no intention of using their powers in such a disruptive and anticlimactic manner. 1) Lasting Durations. Concentration and Sustained Lasting effects appear to work differently between the core rulebook and Ultimate Power (the descriptions of Instant and Continuous effects remain constant). Are my interpretations correct? Which versions is this game using? 2) Mind Reading. This one confuses me most of all. The default configuration for this power doesn't appear to be able to function at all. It takes a Standard or Full action to read a subject's mind (depending on whether you're scanning surface thoughts or conducting a deeper probe). But the duration is "Concentration (Lasting)." Since you are already using up your Standard action to read the subject's mind, you can't Concentrate on maintaining the effect. Under UP, this means that the subject gains a new saving throw every round (with a cumulative +1 bonus) to kick you out of his mind. Assuming the subject hasn't made his save yet, could you keep taking the Standard/Full action to read his mind each round, even though you are "no longer maintaining the effect?" Under the core rules, this means that the effect ends on your Initiative count the following round (since you choose not to take a Standard action to maintain it). So you would have to make a new Mind Reading check to re-start the effect every round. The text seems to imply that the Standard or Full action to read the subject's mind includes maintenance of the effect, but it is far from clear on the matter. How exactly is this power supposed to work? 3) Telepathy. The power presented in both core rules and UP as the standard for...well, "Telepathy," is Communication linked with Mind Reading. But Communication requires a Free action to initiate and maintain, while Mind Reading requires a Standard action to initiate and maintain. Is two-way mental communication really intended to be so taxing on a psionic character's resources, or is GM hand-waving running rampant? I'm not sure I understand the power design philosophy here. 4) Communication. I've heard that at one point Steve Kenson suggested a +1 extra for Mental Communication called "Two-Way" (or something to that effect) as an alternative to linked (Communication + Mind Reading) or (Communication + ESP) for telepaths. It sounds similar to the Affects Others extra, only uniquely suited for an Extended-Range effect, and would allow recipients without the same type of Communication power to respond to you. Is the "Two-Way Communication" extra allowed in this game? If the "Two-Way" and "Area" extras are applied to a Communication effect, does this mean that A) the original user can relay information to everyone within range simultaneously, and they can all respond to the original user individually, but not to each other, or the original user, as well as everyone within range, can communicate freely with each other? Exactly what kind of network can this effect build? 5) Telelocation (UP). It isn't clear in the text. Is this power considered an "Accurate" sense (or an extension of one), allowing the user to target remote subjects with Perception-range effects? 6) MInd Control. If I'm reading this right, since it has a Lasting duration, you can maintain Mind Control over a subject (including issuing them new commands) even if you switch to an Alternate Power. But what happens if you stop maintaining the effect? At its default configuration, under the core rules, they are freed immediately (Concentration duration). Under UP, they would start gaining new saves to break out every round. Could you then still issue new commands? If not, would they continue to carry out previous commands until they broke free? Assuming an upgrade to Sustained duration, if you stop taking the Free action to maintain your Control, under core rules the same questions apply as above. Under UP, since there is no action to maintain the hold, do you just get to keep giving orders until they finally make a save, with no effort expended on your part (aside from the Move action to give commands)? Even if you switch to an Alternate Power? 7) Mental Transform. The base cost listed ranges from 2-4pp/Rank. Am I correct in assuming that the Mental Transform powers share the same default configuration as the physical Transform effects (Type: Alteration, Action: Standard, Range: Ranged, Duration: Sustained [Lasting], Saving Throw: Fortitude)? The text isn't clear on whether that is the case or if Mental Transform is a Sensory (Mental)-Type Perception-Range Will-Save "Mental" effect by default, or only when certain Extras are applied (Range to Perception, Alternate Save to Will, and "Mental [+0]"). 8) Mental Transform 2: Electric Boogaloo. According to the Game Rules, Continuous (Lasting) effects are generally not allowed, as to avoid "save-or-die" situations. Could an exception be made for the lowest level of Mental Transform, which alters memories? Being able to alter a subject's memory isn't very useful if they'll just get their old memories back in a few minutes/hours/days when he makes his save). 9) Uncontrolled Powers. I am aware that this game generally avoids the "Uncontrolled" flaw, since GMs are not always present to use/enforce it. Could an exception be made for Uncontrolled Postcognition and Precognition? I planned on taking these powers both for thematic reasons and as plot-moving tools. I don't imagine they would see use in a GM-free thread, and in a GM-run thread, I would rather they be in the GM's hands, to be used (and abused) as s/he sees fit, rather than being left to my own devices and risk a situation where I cause the GM unnecessary headaches. 10) Variable Powers. I am also aware that the mods here are (justifiably) wary of player-constructed Variable effects. I have an idea for an alternative mechanic to simulate "past-life memory" like that of The Scarab: I would be open to the possibility of applying either the Uncontrolled or Unreliable flaws to this power. It would be fitting that access the correct (or any) knowledge would not be guaranteed. My general philosophy on Variable Powers is that they should not be used to overshadow other PCs, but rather, to fill niches other PCs have left empty. If I had a power like the one outlined above, I would only use it as a last resort, either to gain skills no other PCs had access to, or as a back-up in case the "primary" skill-monkey failed his/her roll. Would something like this be allowed, or should I scrap it and just use the "Beginners Luck" and "Jack of All Trades" feats?
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