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Vahnyu

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  1.  

    Devil Summoning Hacker & Demonic Possessor

    http://68.media.tumblr.com/687ba68a373908c5f60f8d6cccf141a2/tumblr_na0gls3oV81r2smkpo1_1280.jpg

     

     

    Devil Summoning Hacker

    https://static.giantbomb.com/uploads/scale_small/11/115901/2189870-protagonistsh.jpg

     

     

    Quote

    Computers rely on the one and the zero to represent all things. This distinction between something and nothing—this pivotal separation between being and nonbeing—is quite fundamental and underlies many Creation myths.

     

     

    Trade-Offs: +5 Ranged Attack / -5 Ranged Damage, -2 Defense / +2 Toughness


    Abilities: 12 + 4 + 8 + 10 + (-2) + 0 = 32PP
    Strength: 22 (+6)
    Dexterity: 14 (+2)
    Constitution: 18 (+4)
    Intelligence: 20 (+5)
    Wisdom: 8 (-1)
    Charisma: 10 (+0)


    Combat: 10 + 6 = 16PP
    Initiative: +3
    Attack: +8 Melee, +5 Ranged, +15 Assault Rifle, +10 Katana
    Grapple: +14
    Defense: +6/+8 (+3 Base, +3/+5 Dodge Focus), +2 Flat-Footed
    Knockback: -2/-5


    Saving Throws: 6 + 6 + 7 = 19PP
    Toughness: +8/+12 (+4 Con, +4 [Tactical Vest], +4 [Defensive Roll])
    Fortitude: +10 (+4 Con, +6)
    Reflex: +8 (+2 Dex, +6)
    Will: +6 (-1 Wis, +7)


    Skills: 40R = 10PP

    Computers 15 (+20)Skill Mastery

    Concentration 5 (+5)

    Disable Device 5 (+10)Skill Mastery

    Investigate 10 (15)Skill Mastery

    Knowledge (Technology) 5 (+10)Skill Mastery


    Feats: 60PP

    All-Out Attack

    Attack Focus 3 (Melee)

    Attack Specialization 5 (Assault Rifles)

    Attack Specialization (Katanas)

    Benefit (Hacker Group)

    Defensive Roll 2

    Dodge Focus 3

    Equipment 10

    Online Research

    Power Attack

    Quick Draw

    Sidekick 30

    Skill Mastery (Computers, Disable Device, Investigate, Knowledge[Technology])

     

    EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 10 + 7 + 20 = 50/50EP

    Quote

     

    Tactical Vest: Protection 4 [4EP]

    Medium Shield: Dodge Focus 2 + Impervious on Toughness 2 [4EP]

    GPS Reciever [1EP]

    Night Vision Goggles [1EP]

    Laptop [1EP]

    Commlink [1EP]

    Cellphone [1EP]

    Unwieldy Assault Rifle: Blast 5 (Extras: Range[Ranged], Autofire 5, Flaws: Action[Full Round], Feats: Stun Bullets) [11EP]

    Masterwork Katana: Damage 4 (Feats: Improved Critical, Mighty) [6EP]

     

    Semi [20EP]

    Navigation System 4 [+20 on navigation skills]

    Hidden Compartments 3 [DC30 vs Search]

    Alarm 5 [DC40 vs Disable Device]

    Communications

    Computer

    Infirmary

    Laboratory

    Library

    Living Space

    Power System

    Workshop

     



    Powers: 13 + 0 = 13PP

     

    Gun Comp 4 (20PP Device; Flaws: Easy-to-Lose, Feats: Restricted[Computers 20]) [13PP]
     

    Quote

     

    Datalink 2 (100ft; Feats: Cyberspace) [2PP] (Net Interfacer)

    Summon 7 (Extras: Type 2[Demons], Flaws: Action[Full-Round], Distracting, Feats: Progression 3 [10 Minions]) [17PP] (Demon Summon App)

     


     

    Drawbacks: (-0) + (-0) = -0PP


    DC Block

    ATTACK                     RANGE      SAVE                        EFFECT
    Unarmed                    Touch      DC22 Toughness (Staged)     Damage (Bludgeoning)
    Katana                     Touch      DC25 Toughness (Staged)     Damage (Slashing)
    Unwieldy Assault Rifle     Ranged     DC20 Toughness (Staged)     Damage (Ballistic)
    
    


    Totals: Abilities (32) + Combat (16) + Saving Throws (19) + Skills (10) + Feats (60) + Powers (13) - Drawbacks (0) = 150/150 Power Points

     

     


     

    Demonic Possessor

    https://static.giantbomb.com/uploads/original/9/97089/2246512-c2.jpg

     

    Quote

    I haven't been out in such a long time. I'm aching for a fight. Don't worry, your body is ready!

     

     

    Trade-Offs: +5 Weapons Attack / -5 Weapons Damage, +2 Defense / -2 Toughness


    Abilities: 2 + 0 + (-4) + 4 + 10 + 6 = 18PP
    Strength: 12 (+1)
    Dexterity: 10/20 (+0/+5)
    Constitution: 6 (-2)
    Intelligence: 14 (+2)
    Wisdom: 20/30 (+5/+10)
    Charisma: 16 (+3)


    Combat: 4 + 4 = 8PP
    Initiative: +3
    Attack: +2/+5 Melee, +2/+5 Ranged, +9/+15 Long Rifle, +9/+15 Naginata
    Grapple: +7
    Defense: +4/+10/+12 (+2/+4 Base, +2/+6/+8 Dodge Focus), +2 Flat-Footed
    Knockback: -2/-4


    Saving Throws: 2 + 0 + 0 = 2PP
    Toughness: +4/+8 (-2 Con, +4 [Tactical Vest], +6 [Defensive Roll])
    Fortitude: +0/+6 (-2 Con, +2/+8)
    Reflex: +0/+8 (+0/+5 Dex, +0/+3)
    Will: +5/+10 (+5/+10 Wis, +0)


    Skills: 40R = 10PP

    Bluff 0/10 (+3/+13)Skill Mastery

    Computers 5 (+7)

    Concentration 5 (+10/+15)

    Drive 5 (+5/+10)

    Knowledge (Arcane) 0/10 (+2/+12)Skill Mastery
    Knowledge (Divine & Theology) 0/10 (2/+12)Skill Mastery

    Knowledge (Technology) 5 (+7)

    Notice 0/10 (+5/+20) Skill Mastery

    Search 10 (+12)

    Sense Motive 10 (+15/+20)



    Feats: 16PP

    Attack Specialization 2 (Long Rifles)
    Attack Specialization 2 (Naginata)

    Benefit (Contacts: Hacker Group)

    Defensive Roll 1

    Dodge Focus 2

    Equipment 6

    Quick Draw

    Skill Mastery (Bluff, Knowledge(Arcane), Knowledge(Divine), Search)

     

    EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 11 + 6 = 30/30EP

    Quote

     

    Tactical Vest: Protection 4 [4EP]

    Medium Shield: Dodge Focus 2 + Impervious 2 [4EP]

    Commlink [1EP]

    GPS Reciever [1EP]

    Night Vision Goggles [1EP]

    Laptop [1EP]

    Cellphone [1EP]

    Long Rifle: Blast 5 (50-500ft; Extras: Range[Ranged], Feats: Stun Ammo) [11EP]

    Naginata: Damage 4 (5ft; Feats: Extended Reach, Mighty) [6EP]

     



    Powers: 20 + 10 + 11 + 10 + 17 + 0 = 68PP

     

    Enhanced Abilities 20 (Dexterity 10, Wisdom 10)  [20PP]

     

    Enhanced Combat 5 (Attack 3, Defense 2)  [10PP]

     

    Enhanced Saves 11 (Fortitude 8, Reflex 3) [11PP]

     

    Enhanced Skills 10 (40r; Knowledge[Arcana] 10, Knowledge[Divine & Theology] 10, Bluff 10, Notice 10) [10PP]

     

    Enhanced Feats 17 (All-Out Attack, Defensive Roll 2, Attack Specialization [Long Rifles] 3, Attack Specialization [Naginata] 3, Dodge Focus 4, Evasion, Power Attack, ) [17PP]

     

     

     

     

    Damage 10 (Extras: Autofire, Linked[Drain Toughness], Flaws: Action[Full-Round]) + Drain Toughness 10 (Extras: Affects Objects, Flaws: Distracting) [20PP]  (Overlord)

     

    Healing 4 (Extras: Area[Burst], Selective, Restoration, Resurrection, Total, Flaws: Action[Full-Round], Distracting) [20PP] ()

     

    Aspect of the Bright Flame Fudo Myouou

    Damage 10 (Extras: Autofire, Area[Burst, Targetted], Selective, Flaws: Action[Full-Round], Distracting) [20PP] (Aspect of the Bright Flame: Black Dragon Dance of the Burning Sword Kurikara / Hiken Kurikara Kokuryu no Mai)

    Trip 10 (Extras: Area[Burst], Knockback, Selective, Flaws: Action[Full-Round], Range[Touch]) [20PP] (Aspect of the Bright Flame: Mass Expel)

     

     

    Aspect of Dark Ice Ahriman

    Create Object 10 (Ice; ) [20PP] (Aspect of the Dark Ice: Wall of Ice)

    Nauseate 10 (Extras: Area[Burst], Linked[Fatigue], Selective Flaws: Action[Full-Round], Distracting) [20 + 10 = 30PP] (Aspect of the Dark Ice: Curse of the 240'000'000 Evils)

     

    Aspect of Conquering Thunder Hecate

    Damage 10 (Area[Shapeable], Linked[Stun], Flaws: Action[Full-Round]) + Stun 10 (Area[Shapeable], Linked[Damage], Flaws: Distracting, Daze) [10 + 10 = 20PP] (Aspect of the Conquering Thunder: Chain Lightning)

    Drain 10 (Toughness; Area[Burst], Affects Objects[+1], Selective, Flaws: Action[Full-Round], Distracting, Limited[Only under Full-Moon, 5 ranks]) [15PP] (Aspect of the Conquering Thunder: Full-Moon Queen's Destruction)

     


     


     

    Drawbacks: (-3) + (-4) + (-2) = -9PP

     

    Normal Identity (Intensity: Major, Frequency: Uncommon) [3PP]

     

    Involuntary Transformation (Intensity: Major, Frequency: Common) [4PP]

     

    Vulnerability (Blessed/Holy/Celestial; Intensity: Moderate[x1.5], Frequency: Uncommon) [2PP]



    DC Block

    ATTACK            RANGE      SAVE                        EFFECT
    Unarmed           Touch      DC22 Toughness (Staged)     Damage (Bludgeoning)
    Katana            Touch      DC25 Toughness (Staged)     Damage (Slashing)
    Assault Rifle     Ranged     DC20 Toughness (Staged)     Damage (Ballistic)
    
    


    Totals: Abilities (18) + Combat (8) + Saving Throws (2) + Skills (10) + Feats (16) + Powers (68) - Drawbacks (-9) = 113/150 Power Points

     

    ---

     

    About this build

    X

     

    Additional Notes:

    X

  2. I believe everything checks out

     

    Once you're done formatting the sheet, and making it look like the approved ones listed above, you'll be ready to submit for approval :)

     

    remember to use this layout for powers:

     

    Power Array rank X (2*XPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

    Base Power: Power rank X (YPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

    Alternate Power: Power rank X (YPP Array; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

    Alternate Power: Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

     

     

     

    And this layout for devices:

     

    Device rank X (5*XPP Container; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Device name)

    Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

    Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

    Power rank X (power notes; Extras: Extra1, Extra2, Flaws: Flaw1, Flaw2, Feats: Feat1, Feat2, Drawbacks: Drawback1, Drawback2, ) [PP cost] (Descriptors and/or Power name)

     

  3. So that the summon cape reaches at least PL7.

     

    given that you want it be fanatically loyal, that means you'd have to spend 28PPs on it, 29 if you include mental link.

     

    As for what to do with the base cape, try this configuration

     

    Base Power: Enhanced Feats 12 (Defensive Roll 1, Dodge Focus 2, Elusive Target, Instant Up, Favored Environment[Levitating], Evasion 2, Move-By Action, Improved Initiative, Uncanny Dodge, Danger Sense) + Enhanced Saves(Reflex 6) + Enhanced Grand Theorem 3 (To Grand Theorem 13) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [12 + 6 + 6 + 5 = 29PP] (Wearable Enchantment)

     

    I took 3 ranks of your Grand Theorems power, and folded them into the Device as Enhanced Grand Theorem instead. With this, when wearing the cape, you hit PL10 caps, offensively and defensively. When not, or when you "summon it", you become PL8, and the Cape becomes a PL7 heroic minion.

     

    EDIT: I also added Elusive Target and Instant Up there. The Cape navigates you away from danger and back on your feet, on its own volition ;)

     

  4. Quote

     

    Device - rank 5 (Coat of Aeromancy - magical lab coat, 20 PP Container) [21 pts]


     

     

    5 ranks of Device would give you 25PPs, not 20PPs, nor 21PPs. Remember, you can buy devices and containers in incremental ranks, as long as you pay their PPs, rounded up of course. Just make sure to annotate if the Device has the Hard-to-Lose flaw, or the Easy-to-Lose flaw.

     

    Device - rank 5.2 (Coat of Aeromancy - magical lab coat, 26 PP Container; Flaws: Hard-to-Lose) [21 pts]

  5. Attack: +4 Melee, +4 Ranged (+10 with Eldritch lance, +6 with Eldritch Hand) [16 pts]  > Base attack costs 2PPs per +1 on melee and ranged, not 4PPs.

     

    So, that means that you've got 8 extra PPs!  Feel free to spend them on beefing up the cape, if you want :)

  6. 1 minute ago, Tipop said:

    I don't have any melee attacks, which is why I didn't boost that. That's permitted, right?

     

    No, it is explicitly not permitted. And, in the case that your character relies entirely on Area or Perception attacks, they must buy 1/3rd of their PL as base attack.

     

    A character with no ranged attacks whatsoever must still buy 1/3rd of their attack bonus as base attack, even if they never plan on using ranged attacks. That's the house rule.

  7. You will find Approved Player Character sheets in the following subforum:
     

    http://www.freedomplaybypost.com/forum/21-heroes/

     

    A few character sheets from there that you can use as examples/referrence, in terms of how to build your non-Toughness saves:

     

    http://www.freedomplaybypost.com/topic/8298-blodeuwedd-pl1213-tiffany-korta/

    PL12 character, Fort 9, Refl 14, Will 10.

    9+14+10 = 33. That's a bit higher than 3*(PL12 - 2), but not by much. The character belongs to tiffany korta, one of the forum's Refs/mods

     

    http://www.freedomplaybypost.com/topic/9860-feeding-frenzy-pl-10-kolohehonu-bronze-reward/

    PL10 character, Fort 10, Refl 6, Will 5.

    10 + 6 + 5 = 21. That's a bit lower than 3*(PL10 -2), but not by much. The character belongs to kolohehonu, one of the forum's Guides

     

    http://www.freedomplaybypost.com/topic/9801-sea-devil-and-singularity-orichalcum-pl-10/

    PL10 character, Fort 7, Refl 7, Will 7, and PL10 sidekick, Fort 10, Refl 8, Will 8.

    7+7+7 = 21, a bit lower than 3*(PL10-2), like above, however, the sidekick has 10+8+8 = 26, a bit higher than 3*(PL10-2). The characters belong to AvengerAssembled, one of the forum's owners/Admins

     

     

    I hope these help! If you've got any more questions, feel free to ask! Also, make sure to pop by the Discord chat. :) Plenty of players, me included, can give you pointers, helpful advice, etc, as soon as possible!

  8. To repeat myself:

     

    Quote

    your PC is expected to be EXACTLY at your PL caps on their given attack+damage/effect(Damage, Stun, Paralyze, Drain, etc), and defense+Toughness. Tradeoffs can modify those pairs, so a +2 atk / -2 dmg tradeoff allows you to buy PL+2 attack and PL-2 damage for a given power, as an example.

     

    Fortitude, Reflex, and Will are explicitly exempt from that. I suggest you take a look at the approved sheets. See how everyone's Fortitude, Reflex, and Will compare to their respective PLs

     

    Your PC is explicitly expected to either be average, but not great, on all their exotic saves

     

    OR

     

    great on one or two of their exotic saves, but with a glaring weakness on the rest, to compensate.

     

     

    By our houserules, your total attack for any given power that requires an attack roll must be bought up as at least 1/3rd base attack, rounded up. Same for your Defense. So, a character with a power that uses a +13 attack roll must have at least 5 points of that +13 (Roundup[13/3] = Roundup[4.333] = 5) bonus bought up as base defense (for example, Base Attack 5, Attack Focus Melee 2, Accurate 3)

     

     

     

    Bottom line, trust me, if you drop your save ranks a bit, you'll have plenty of points to beef up your cape :)

  9. If there's a 50% chance of using the Summon power to summon a minion, and that's it, that'd make it appropriate as a drawback.

     

    If, on the other hand, there's a 50% chance of using the Summon power to summon said minion, and there's another 50% chance that you can't sustain it on subsequent rounds, that's appropriate as a flaw. However, you'd need to use another standard action to reactivate the cape, which would also have its own 50% chance of failing, so the flaw may turn out wonky during play. And honestly, there's precious little to be gained in making a minion Fanatic AND unreliable at the same time. Might as well just leave both of these out, keeping it helpful.

     

    If you want a less than cooperative cape, there's the attitude flaw you can apply to it, to make it indifferent (-1), unfriendly (-2), or hostile (-3). I don't reccomend going for anything worse than indifferent, and in fact, I'd just as easily recommend that you handle this with a complication, rather than a power flaw.

     

    Quote

    Combat: 5 + 5 = 12PP
    Initiative: +4
    Attack: +0 Melee, +4 Ranged (+5 with Eldritch lance) [8 pts]
    Grapple: +0
    Defense: +8 (+3 Base, + 5 Dodge Focus), +2 Flat-Footed [6 pts]
    Knockback: -0

     

    I think you mean to say +3 Melee, +3 Ranged, and the cost should write 6 + 6 = 12PP

     

    Your Grapple is +1, your Knockback is -1/-4

     

    You should list your trade-offs at the top of your sheet. +3 Dmg / -3 Atk, from what I gather.

     

    Finally, your exotic saves are way too high. Although it's technically legal to have saves at your PL+5, it is heavily frowned upon to have all three of them so high at once. I cannot recommend enough sticking close to the PL-2 average rule. You can still have one save maxed out, but the other two saves should take an appropriately massive hit to counterbalance that.

     

    For example:

    Fort 2

    Refl 13

    Will 3

     

    or

    Fort 5

    Refl 10

    Will 3

     

    or

     

    Fort 6

    Refl 8

    Will 7

     

    or

     

    Fort 2

    Refl 9

    Will 9

     

    They don't have to average at exactly PL-2, you are allowed some leeway, but it is heavily encouraged that you aim as close to that as you can.

  10. your PC is expected to be EXACTLY at your PL caps on their given attack+damage/effect(Damage, Stun, Paralyze, Drain, etc), and defense+toughness. Tradeoffs can modify those pairs, so a +2 atk / -2 dmg tradeoff allows you to buy PL+2 attack and PL-2 damage for a given power, as an example.

     

    However, many PCs rely on Devices for a lot of their powers and meeting their caps, and while it's possible to lose your combat ability entirely upon losing said devices, it is not uncommon for them to be build so that they can function perfectly well without said devices, albeit at a lowered legal PL.

     

    Given that you still retain a lot of powers without the cloak, I wholeheartedly encourage you give this some thought.

     

    Also, when making a PC using your character slots, you are expected to use all of the slot's PPs on creation. So, for a PL10 character slot, that means you must use up all 150PPs. However, just because you are using a PL10 slot, doesn't mean you have to make a PL10 character. You can make a PL8 character, for example, like you normally would do using 120PPs, and use the rest of the 30PPs you have left to buy other stuff, additional powers, skills, feats, ability scores, etc. Just make sure to note the character's functioning PL, if you do that. Like, for example,

     

    Professor Peculiar (PL8 / PL10)

     

    This means that your character has enough PPs to be eligible for PL10, but is actually build on PL8 caps. You don't need to do that now, by the way, just something you may want to keep in mind for the future.

     

  11. what you want is summon (minion), probably with the heroic extra and the fanatical extra (or not, bwahahaha >:D )

     

    It can certainly work as an alternate power to a container, the cape probably won't be a device, unless someone else can tame it by merely wearing it, but yeah. When you WEAR the cape, it is a container that grants you stuff like flying, evasion, etc. When you DON'T WEAR it, it functions like a heroic minion (so basically a sidekick), but only as long as you sustain the power.

     

    another poster on this site, Supercape, had a PC, Pitch, who basically was fused with a demon that granted her a number of enhanced superpowers, but said demon could be summoned and act as a minion instead. That's the same deal with what you want to go for here, in spirit.

     

    So, to summarize, you're looking for something like this:

    Coat of Aeromancy 12.5 (25 PP Array; Feats: Alternate Power) [25 pts]

    • Base Power: Enhanced Feats (Defensive Roll 4, Dodge Focus 10, Favored Environment[Levitating], Evasion 2, Move-By Action, Uncanny Dodge, Danger Sense) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [20 + 5 = 25PP] (Wearable Enchantment)
    • Alternate Power: Summon 8 (Coat of Aeromancy, 120PP Minion; Extras: Heroic) [24PP] (Aero, Independant-acting coat)

     

    Keep in mind though, that this would leave you severely undercapped, when the coat is summoned, and that's very discouraged. I'd suggest that you instead try to keep within PL8 caps when your PC is not wearing the coat, so that you can still fight with relative ease. Move around stuff like saves, defenses, attacks, and whatnot, so that you lose them when you summon your Coat. Something like this:

     

    Coat of Aeromancy 12.5 (25 PP Array; Feats: Alternate Power) [29 pts]

    Base Power: Enhanced Feats (Defensive Roll 1, Dodge Focus 4, Favored Environment[Levitating], Evasion 2, Move-By Action, Uncanny Dodge, Danger Sense) + Enhanced Saves(Reflex 6) + Enhanced Grand Theorem 3 (To Grand Theorem 11.5) + Flight 2 (25mph/250ft per Move Action; Feats: Subtle) [11 + 6 + 6 + 5 = 28PP] (Wearable Enchantment)



    Array - "Grand Theorems" [26 pts total]

    First created by the Grand Masters of Quantum Invocation, these are forces that only the most erudite are permitted to study.

    ·         Eldritch Blast, Rank 7 - Damage, Ranged, Burst Area, Variable Descriptor (any elemental energy), Triggered [23 pts]

    ·         Eldritch Lance, Rank 10 - Damage, Ranged, Variable Descriptor (any elemental energy), Accurate-3, Reversible, Precise  [1 pt]

    ·         Uncanny Eldritch Missile, Rank 8 - Damage, Perception Range, Variable Descriptor (any elemental energy)  [1 pt]

    ·         Shape Eldritch Energy, Create Object, Rank 8, Movable, Tether, Precise  [1 pt]

    Alternate Power: Summon 7 (Coat of Aeromancy, 120PP Minion; Extras: Heroic, Fanatical) [28PP] (Aero, Independant-acting coat)

     

    This way, when you "summon" the Coat, you gain a fully functional PL7 ally, but only lose 2 effective PLs yourself!

     

    If you need to save PPs, try lowering his Fortitude and Will. A good general rule of thumb that is encouraged in the site is that your Fortitude+Reflex+Will should equal around 3*(PL - 2). You can be a few points bellow that, or a lot points above that, but it's still a pretty good threshold to aim for. So, using that as a guideline, you may remove 5 points from your Fortitude 4 Points from your Reflex, and 5 points from your Will. When wearing the coat, you'll have Fortitude 7, Reflex 11, and Will 8, for a total of 7 + 11 + 8 = 26, which is only a bit higher than 3 times (PL10-2), while when the coat is summoned, you'll have Fortitude 7, Reflex 5, and Will 8, for a total of 7 + 5 + 8 = 20, a bit higher than 3 times (PL8-2). This saves you 14PPs, so feel free to spend them on your coat or whatever else you may want to fit in :)

  12. "Uh-oh. The Saturday night special? That doesn't sound so goo-" Meatheral quipped before finding himself get mercilessly slugged in the kidney by one of the bikers, while another one was keeping him in place. The punch got him good before he had time to react to the current situation, causing him to lift from the ground a few inches, bulge his eyes out, and grasp for air. "Ghakh!" He screamed, as the other two men highfived.

     

    Somewhere, in a dimension kept hidden from prying eyes, rested a single book. The book had Tetramegeton written on its cover, and the runes sealing it flashed as they became undone. The book, as if on its own volition, sprung wide open, its pages turning rapidly, until it finally rested on a particular page, a page that contained a complex spell.

     

    "Koff-koff-koff, okay, okay, koff, ti-koff-koff, time out, time out, I think, koff, that we got on the wrong foot here!" He said in a reasoning tone, as he tried to regain his breath. "Why don't we all grab a drink, and start again? Here, let me bring some." Meatheral suggested, pushing the biker that held him in place away. However, he had stopped seeming like he was in the mood for negotiations, and instead his determined eyes betrayed his intent to fight it out. Not giving them a chance to react, he chanted:

     

    AQUAE CIRCUM ME TUMULTUATUR!

     

    The letters of the spell written in the book that was in the hidden dimension flashed wildly, detaching themselves from it one by one, floating wildly in the air. Suddenly, water sprung from within the book, filling the entire dimension with the aquatic element. Everything was water, except for the book in the middle of this infinite space.

     

    Meatheral's body had now completed its transformation. Gone was the flesh, bones, and the costume; in its place was a body composed entirely out of water, malleable and fluid. "Hope you can hold your water well, fellas. Cause if not, this here will knock your heads off!"

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