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Rei

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Posts posted by Rei

  1. Actually I never intended for him to wallow in self-pity. His a character arc would’ve focused around creating and using the Avatar persona to achieve a sense of importance that doesn’t exist in his real live then developing a truly heroics self. Or if pushed in the ‘right’ direction, he’d realize the suffering inn super heroism and embrace self-indulgence-a villain ending sort of speak.

  2. I’d say Jacen has the emotional center and appeal to hold a solo series, but a strong supporting cast can elevate enough the most powerful characters. Just imagine how the Dark Knight franchise would’ve turned out without Alfred or Jim Gordon to play off Batman. That’s precisely why I want to find his antithesis or best friend. This way, I can use other devices, particularly outside my control, to further his development.

    Perhaps we’re looking it from different backgrounds and perspectives, but I learned role-playing by using external focuses, such as other characters, to develop one character. But if it’s a serious issue, I’ll forget about it.

  3. It’s not a sidekick parse, but a close friend. Consider the relationship between Iron Fist and Luke “Power Man†Cage of the Heroes for Hire fame as the two are incredibly close and will drop everything to help each other, but have their own lives, personal issues, and unique villains.

  4. I’m looking for a heterosexual life partner, someone to control my in process Avatar. Jacen’s problems are twofold: He has an incredibly fragile ego and is prone to make stupid decisions and/or overextend himself for approval. I’m looking for either a veteran hero who’s expressed with children or a more responsible young hero that’ll act as Jacen’s foil. Anyone up for the task?

  5. Would the summoned water have natural, environmental effects?

    I’d say no if it grants you variable power stunts without paying a hero point. A for nullifying fire you achieve the same effect with a water blast anyway, just use that.

  6. Something that popped into my head was Time Control. When things are at their most "out of control" our Adrenaline Junkie sees everything in slow motion.

    Unfortunately, Time Control is much more mundane. Time Control is a just a fancy term for Super Speed (Extras: Ranged, Affects Others) and if you took away the extra you’re left with a typical speedster. Your ideas’ closer to the “bullet time†concept from Max Payne and the Matrix franchise, which is a temporary container with enhanced feasts, enhanced reflex saves and possibly mental quickness.

  7. I haven’t made much experience with a reaction-based boost, save Absorption, but I’m sure you could achieve the same effect with Triggered (Adrenaline Rush). If you’re going for the classic Adrenaline Junkie I’d also recommend: Immunity 2 (Sleep, Starvation and Thirst, Flaws: Limited: Half Effect), Diehard, Endurance x2 (optional), Fearless anod possibly Adrenal Surge 12 (Feats: Slow Fade x2).

  8. Inpsired by Serris, I've decided to post my Shadow Academy character for so much needed peer editing. Anything you can suggest is welcome.

    Player Name: Rei

    Character Name: Querl, Theodore “Ted†Dorian (Earth Name)

    Character Alias: Azerex, Dark Star, Fallen Knight

    GM's Name:

    Age: Teenager under Lor Age cycle

    Height: 5'6

    Weight: 120lbs

    Hair: White

    Eyes: Deep Blue

    Power Level: 10 (149/150)

    Unspent PPs: 1

    Ability Scores 14PP

    Strength: 10 /20 (+5)

    Dexterity: 10/20 (+0/5)

    Constitution: 10/20 (+5)

    Intelligence: 14 (+2)

    Wisdom: 20 (+5)

    Charisma: 10 (+0)

    Saves 9PP

    Toughness: 5/12 (+5 con, 7 force field) [impervious 7]

    Fortitude: 8 (+5 Con, 3)

    Reflex: 8 (+5 Dex, 3)

    Willpower: 8 (+5 Wis, +3)

    Combat 16PP

    Attack Bonus: +8

    Grapple: +13

    Defence Bonus: 18 (10 flat footed)

    Knockback: -2/-9 ( with Protection)

    Initiative: +5

    Skills 6 Ranks=26 PP

    Bluff 8, Intimidate 10 [Forceful Intimidation], Knowledge: Pop Culture 3 (+5), Notice 3 (+8)

    Feats 21PP

    All Out Attack, Challenge (Forceful Intimidation), Fearless, Doge Focus (8), Jack of All Trades, Motor Pool 6 (10EP limited to Vehicles), Power Attack, Precise Shot, Uncanny Doge (Mental),

    Equipment

    Dark Star Experimental Ship [60EP/6PP with Motor Pool]

    • Gargantuan Size

    • Strength: 30 (+10)

    • Defence -2, Toughness 12

    Features: Alarm 2 (30 Disable Device check), Navigation System 2 (+10 to all navigation related checks), Remote Control

    Overdrive (Array) (all powers have Cosmic descriptors; PFs: 3 Alternate Powers) [33PP]

    Base Power: Blast 10 (Extras: Autofire) [30PP]

    •AP: Beam Up Me... (Scotty) (Teleport 8) (Extras: Range 2 (Perception), PF: Progression 3 (1,000 lbs. Mass) –linked- Super-Senses 3 (accurate communication link)

    •AP: Jump to Lightspeed (Teleport 20) (Flaws: Long-Range, Uncontrollable

    •AP: Clocking Device (Invisibility 4)

    Flight 8 [16PP]

    •AP: Space Travel 12 [1PP]

    Powers 89PP:

    Lor Shock Trooper Physiology (Container) (32 PP)

    Enhanced Strength 10

    •AP: Sonic Scream (Sonic control 10) (PFs: Accurate (+2), Flaws: Mute on failed side effect roll, DB: Power lose when unable to speak)

    Enhanced Constitution 10

    Enhanced Dexterity 10

    •AP: Triple Jointed (Insubstantial [Fluid] –linked- Snare 5 (Extras: Engulf, Flaws: Distracting)

    Shadow Band (Device 14; hard to lose; [70PP]) (57PP)

    AP: Bag Pack (Gadget 6; hard to lose; [30PP] (1PP)

    Darkness (Control Array) (all powers have Cosmic and Darkness descriptors; PFs: 4 Alternate Powers) [28PP]

    Base Power: Darkness control 12 [24PP]

    •AP: Black Star (Blast 12) [1PP]

    •AP: Reaper (Blast 12) (extras: Vampric, flaws: Unreliable [5/day]) [1PP]

    •AP Chilling Touch (Blast 5) (Extras: Secondary attract, Fort save, Poison, Drawback: Noticeable (black)) [1PP]

    •AP: Heart of Darkness (Enhanced Strength 10) [1PP]

    One-way Translator (Comprehend Languages 1) (Languages- Understand All) [2 PP]

    Flight 8 [16 PP]

    AP: Space Travel 16 [1PP]

    Immunity 9 (Life Support) [9PP]

    Protection 7 (Extras: Impervious 7) [14PP]

    Drawback:

    Normal ID (-4)

    Minor (very common): You get the job done, but barely. You’re at –2 whenever you Take 10 or 20, meaning you Take 8 or Take 18, respectively. (-2)

    Total Cost:

    Abilities 14 + Skills 6 (24 ranks) + Feats 21 + Powers 89 + Combat 16 + 9 Saves – Drawbacks 6 = 159 / 150

    DC Block:

  9. With maximized interaction skill, “Attractive to all†is a case of description /hyperbole than anything with statistical backing. However, you could make it a feature/benefit to throw players a bone during interaction. Really, you never explained why she’s so persuasive, so outstanding beauty could help.

  10. If you’re supplying the animals, the concept becomes a Beast Master analogy with several minions. Animals control only becomes necessary to keep the beasts from becoming feral and attacking you, but fanatical is just as effective. Otherwise, it’s feasible to ‘borrow’ animals off the street, but unless you’re going to purchase them as minions your hold wouldn’t exceed the encounter.

  11. Ultimate Power describes Telekinesis (Move object) as the mental analogy to Super-strength. As with the conventional powerhouse the mentalist is limited by his strength of will or in this case points. With enough points you pull a door off its hinges, chuck a bathtub or juggle tanks.

  12. A few more feats lifted from Hero High, I was wondering I could use them for my in-progress Caster (one of Saku/Naxy summons)?

    Cool Skill, Ranked

    You have a certain style and calm method to your actions that works on anyone under 20 years old. This gives you a +5 bonus on one Charisma-related skill when rolling checks (Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, or Perform) involving teens. Adults don’t “get it,†and are thus immune to your hip charm. Each rank in this feat adds an additional Charisma-related skill, and the bonus given can never give you an effective total skill bonus higher than the campaign’s power level limits.

    Disarming Fortune, Ranked

    It started with Mom and Dad, the way you could wrap them around your little finger with a doleful puppy dog stare. You’re cute and innocent looking, and when you want to, you can make villains really nervous about hitting you. Oh they’ll blast you if they have toâ€â€they are evil after allâ€â€but they’re likely to pull their punch because attacking you is like blasting away at Thumper or a Tribble.

    By spending a hero point, you can direct this innocent charm at one villain, forcing the miscreant to make a Will save (DC 10 + rank). If the villain fails, he still attacks, but he “pulls†his punch, reducing his attack’s rank by the amount by which the save failed. The effect lasts until you attack and hurt the villain. If the save succeeds or you attack and hurt the villain, he cannot be affected by the Disarming feat for the rest of that encounter.

    Holding Back

    This mirrors Untapped Potential, but it’s pretty much the downside of that feat. Holding Back means you possess a lot more power than you’re letting on, but you won’t use it out of a legitimate fear. Can you shatter buildings with a thoughtless word? Can you tap into an endless pit of darkness to fuel yourself? Can you surrender to an indiscriminate battle-fury that turns you into a lethal tornado of death? You can tap into and wield abilities above and beyond the campaign’s power levels. In fact, the current power levels are holding you back from going full-bore. This is a dangerous ploy, however, and a slip could prove worse than the threat facing you now.

    With Holding Back, two conditions must be met before you can access this untapped reserve. Over half the team must be unconscious or dying for you to consider making this sacrifice, or many innocent lives should be at stake (possibly including your own), and you must make a frequency check for the drawback to overcome your own years of self-de¬privation training. If both conditions are met, you have access to greater powers for that encounter (during teen hero creation, make two char¬acter sheets for the normal hero and the tricked-out, really dangerous hero; this prevents you from slowing the flow of combat).

    • Minor (DC 5): +2 power levels or +30 power points to distribute to various traits.

    • Moderate (DC 10): +4 power levels or +60 power points to dis¬tribute to various traits.

    • Major (DC 15): +6 power levels or +90 power points to distribute to various traits.

    The bad in all this is that once you unleash your full potential, there’s a price to pay. You suffer a complication chosen by the GM for unleashing your full power. See the following section for some possibilities.

    Sample Complications

    Note that in any of these instances, you can spend a hero point to pre¬vent your powers or actions from killing anyone.

    • Berserk: You lose self-control and enter a feral state. Intelligence drops to 1 and until subdued, you’re enraged, like a use of the Rage feat (M&M p63), but with none of the benefits. This may even hap¬pen at the beginning of combat, with your principle target being the threat that started the combat.

    • Host: Your powers exist because you’re host to some terrible, evil entity. It might be extraterrestrial, extra-dimensional, or magical, but unleashing its power means it temporarily surfaces and assumes control of your body. It may be hell-bent on destruction, or perhaps it quietly goes about some secret agenda while your conscious is unconscious. You wake up, not knowing what it’s done or who it’s killed, but dreading the impending truth nonetheless. Regardless, regaining control of your body may happen automatically after a few hours, it may happen at dawn or dusk, or it may happen once your body needs rest and falls asleep. It’s up to you and the Gamemaster to decide.

    • Hunted: Somebody out there is looking for you, whether it’s the cor¬poration that gave you powers, the mad scientist who built you, or your demon daddy looking to open a gateway through you. Either way, it’s bad news. By unleashing your powers at full bore, you may have given your hunters a way to locate you. They’ll find you and attack you to get you back. If you’re lucky, you have a couple of hours to prepare. If you’re unlucky, they’re already on your back. Gamemasters should cre¬ate this nemesis in advance and keep them ready for use.

    • Inert: You reach great heights in your power, only to crash even harder. With this drawback, you shut down, lose cohesion, become a statue, or fall into a coma. Essentially, you are out of commission. You recover as per the Recovery Table (M&M, page 165) from a dis¬abled state, and you cannot use your offensive powers until you are no longer Injured.

    • Monstrosity: Your power turns you into a monster for several hours. And no, it isn’t some cute and fuzzy G-Rated critter, but some¬thing exceedingly gross or horrifying, something that would raise an eyebrow on H.P. Lovecraft. It’s so bad, cops will shoot at you, and the armed forces will be called in to deal with you as a threat. Even the people who know and love you won’t be the same. For a week after you revert back, you suffer a –2, –4, or –6 penalty (depending on the power levels you normally gain) on all Charisma-related rolls when dealing with anyone who’s seen you as the beast.

    • Power Unleashed: Your power is explosive, and unleashing it is like a meltdown. If you fail to contain it, your most offensive power lashes out randomly at full force until you’re rendered unconscious.

  13. The problem I’m having is abilities in the Green Ronin book were incredibly a general; they gave clear reference with enough flexibility to create anything. The Third Party expansions focused on the worlds within a world creating abilities for specific concepts and situations. Devil’s Workshop in particularly emphasized co-operative combat in their strategy feat that used Leadership and Inspire to tweak a situation into the team’s favor. Back up*, for example, gave a character the advantage when joining a battle already in progress. While Regroup**, allow a team to recognize.

    I was planning to create tactical field leader, filling the same niche as Oracle, (Ultimate) Nick Fury, Norman Osborn, and Brainiac 5. The strategy feats are better suited for this concept than the general abilities listed in the core manual.

    *Backup

    Characters with this strategy feat receive a +1 to attack and Defense bonuses on the first round entering a battle already in progress.

    **Regroup

    This is a common strategy learned by many groups. When participants spend one round not attacking their foes in order to regroup at a rally point determined by a character with Leader¬ship, they automatically take the initiative on the first round after reaching this rally point. These characters will be able to act before their opponents, no matter who has the highest initiative.

  14. I was hoping to create a character whose well-versed in support skills, something that the second edition is lacking. Is there any way there skills could be changed to fit the current game? If the name's a problem I could easily change it to something else.

  15. I love the ancillary feat idea as it brings a more character specific element to the game. I’ll see if other skills deserve the same making over. Nevertheless, would a character with an ancillary feat need Connected to influence contacts that are more ‘powerful’? I mean, it’s hard to believe your cookie-cuter leg-break could intimidate let alone contact a state senator or a street thug black mailing a mafia don.

  16. May I use these feats for my in-process Grue?

    Untapped Potential (Fortune): Folks expect you to grow into your powers eventually, but you’re special; you haven’t even begun to tap into the full extent of your abilities. With Untapped Potential, you can push your powers beyond their current limits and touch upon that greatness for a short time. When you use extra effort (M&M, page 120), you can increase a power by 3 ranks rather than 2. (Hero High Year book)

    Bitch Slap

    You are able to make a humiliating attack that demoralizes an enemy’s teammates.

    Prerequisite: Leadership, Inspire.

    Benefit: You make a normal attack against an opponent with Leadership. Attack and damage results are determined as even if the attack is successful, however, it does no damage. If the Damage saving throw roll would normally result in the target taking a hit of damage, the target instead loses all advantages from the Leadership and Inspire feats for a number of rounds equal to your Charisma bonus. For this period, your own companions gain an additional +1 bonus to all attack and defense rolls against the target’s allies. More than one application of this feat may not be in place at one time against one set of foes. (Power Corrupts 3)

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