Jump to content

thomasdm3

Members
  • Posts

    48
  • Joined

  • Last visited

Everything posted by thomasdm3

  1. The way I imagen My sences is that I can fell the shape of the air and water and so can also Discern the negatives that they create( like feeling the inside of a cup and imaging how the mold would look. Acute and accurate implies that i can do this with the same accuracy as a person with the seances of sight or touch wile analytic implies that it has greater accuracy than a feeling of sight or touch. Because i have penetrates concealment this implies that i dont need a direct line of sight so i can precise a 3d image of the shape of water and air with anything that dose not fall into those categories creating a sort of negative in the shape. I cant see into stone or rock or stone because there is no water or air inside of it to make a mold. wile I cant see colors I can tell temperature and basic atomic information(Analytic) like the make up of the atmosphere or the electrical charge in the air. if there is some sort of pollutant in the water i could tell that there is a smaller than normal percent of water in the bodies of water but not what it as it is not water itself. In terms of people this would mean I can see shape as well as someone who is feeling or looking at them but only if they are sounded by air or water. I could also detect the water and air in their bodies but not color. Recognizing people by gender height body shape and facial structure should be possible. Color is not possible and facial structure is probably the same as trying to recognize people by feeling face so it would probably would be hard for me to go from picture with sight to person with detect or vise-versa. at them same time if I can see someone with my eyes and see them with detect at the same time it's not hard to equate the two.wile it may have been innately hard for me to differentiate people by shape alone with practice i feel as though it would be possible.(think of blind people reading braille) As it is tactile anything that is phased is invisible to my detect. The way i think of it is that I can feel as if air and water is a part of my body.
  2. Notice check take 20 (rapid *1000) .06 sec = 28 (Detect water and air only) Look for people and get and idea of the general layout. also anything that would normally be eye chatting or usual(what make it different from most other buildings.)
  3. "Uh, Delivery papers?" he asked. The delivery man had always dealt with the paperwork. "Im sorry, The guy that normally delivers my sculptures is sick today" Fulmen fished around in his pockets and retrieved his wallet pulling from it a business card and his licenses. "See" he said as he handed the cards over to the disgruntled guard. He looked in the back of the van. "At least it want melt with the weather we are having." He turned back to the guard letting his face relax into a pleasant expression. As the guard examined the cards Fulmen looked around the surrounding area with his six senses. He wasn't expecting trouble but his six senses was so useful that he used it more than he did his eyes. This unfortunately lead him to sometimes forgeting to look at people when talking, instead staring blankly at whatever random point his eyes had stop at. A swift gust blew from outside and into the car. The guard shivered a little bit zipping up his coat. Fulmen yawned and scratched his head completely unfazed by the bone chilling wind.
  4. That's fine. it not a big deal. I'm more just looking for a game that will get me aquanted with the mechanics and story
  5. I just made a character and I'm now looking for a game. my character would like to join the Freedom league so a story that incorporates that or his first mission with the hero league would be great. I'm really up for anything though so if you have already have an idea of what you want to do for the next story that's fine.
  6. I changed my range back to ranged as it allows me to spend only 23 points for a lvl 10 attack will 12 left over for 6 flying. other wise i would have to spend 30 for a full attack and only 4 for flying 2. also I would not need an attack roll and indirect would be useless as indirect attacks directly on the person. It also means that I could attack any thing I can see which could city be half way across the city which seems very OP. This way allows me more flexibility scenes feats don't have to be incorporated into powers like extras and puts a sanity check on my character offensive abilities. also how do you translate mph hour to feet/ move action? Is it 1 M/H (5000 ft/ 1 M)* ( 1 H/ 3600 sec) *( 3 sec / 1 move action) = 4.2 ? or am I doing something wrong ?
  7. I was thinking about the create move object extras. I think what makes the most seances to me is that move object feat allows for things like green lantern where only the wielder can manipulate the object. I can't see an object made by the ring being controlled by some one with telekinesis. I would argue that he move object extra should be used when there is a personal connection between the user and the object. on the other hand if the user can create an object and then use a move object to control power it would open up that object to other people moving it with the same power. this is where the weakness occurs. if a person bought a green lanturen like create object with the move feat I doubt many gm's would allow a person with move object to control the created object. It also makes scenes in how his powers work. the same way he moves water in general would be the same way he moves ice objects. it would not be an inherit characteristic of the ice structure. Also control object seems to imply that there is a bond between the object and the user, but if the object is independent of the person that seams to imply that that power should not have any effect on the creation anymore. Yes I can move the objects but not because of an inherit property of the object that separates it from other forms of water but instead the fact that I have the power to control water. In terms of the descriptor problem is irreverent as the only descriptors on the create object is water. So the only mention of ice is in the name i gave it so it is more of aesthetic option and should have no impact on the game besides this. Also as control water is pretty much Control object( perception, only effects water) which means that when it comes to water I should have all the abilities of move object including throw. I don't feel this would give me any significant abilities that I don't already have as it would take me one turn to create the object and then another turn to throw it. If I wanted to attack it would just be simpler to use blast. the reason I would like this ability is because I want the way that I visualize my characters powers to be reflected not only in what he can do but also in the internal mechanisms of his powers. for instance one of the reasons the dynamic array appealed to me was that it seem to represent the concept that all my characters active powers powers were just different use of the one power. if he was putting more effort into flying it would be harder for him to control water because part of the "muscle " that is gives strength to his power is already being used. I feel as though it give a seances of elegance that his powers are base off a single idea an then built to represent the complexities that occur because of this idea.
  8. Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Fulmen Fairison Identity: Secret Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes however when crossed with other inherited forces the two traits can react forming a unique hybrid, the traits suddenly revealing them selves in the individual like two stable substances reacting with one another when mix. The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need he intends on becoming a member of the freedom league. While his main focus is the help people he also hopes to use the resources to help understand the origin of his abilities. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity: Fulman keeps his true identity a secrete when Tempest he always takes care to make sure he is unrecognizable as Tempest. When changing he always makes sure he is not being watched or recorded. He fears that if found out his family would be in danger and he could be black mailed or threatened. Flaw: Panics under stress: Wile normally calm and collective. When threatened or when quick thinking is required he will sometimes panic and act irrational. Flaw: Indecisive :Fulmen sometimes has trouble with make up his mind. This can sometimes lead him to trying to do two things at once and failing at both. Power: Momentum of the elements: Fulmen can’t just disperse his creations a will. Sometimes the storms might become out of hand forcing him to take action in order to stop them prematurely. Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4/+10 Control Air and Water Array Grapple: +4 Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed Knockback: -1, -11 [with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2 Con, +10 ([impervious] w/Ice Skin) Fortitude: +3 (+2 Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Computers 3 (+5) Skill Mastery Knowledge (Arcane Lore) 3 (+5) Skill Mastery Knowledge (Life Science) 3 (+5) Knowledge (Physical Science) 3 (+5) Skill Mastery Notice 6 (+9) Skill Mastery Search 6 (+8) Feats: 8PP Dodge Focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 20 + 10+ 16 = 94PP Control Air and Water 17.5 (35 PP, Divine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP] Dynamic Base Power: Air Control 1-16 (Aerokinesis, Air; Effective STR: 80, Heavy Load: 800 tons; Feats: Subtle, Precise) {34/35} Dynamic Alternate Power: Water Control 1-15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate 3) {35/35} Dynamic Alternate Power: Blast 1-10 (Weather strike, weather; Extra: Range [Perception], Feats: Indirect 3, Precise, Variable Descriptor 1 [any weather] {35/35} Dynamic Alternate Power: Environmental Control 1-8 (Atmokinesis, Weather; Extras: Mix and match 4 (cold, heat, distracting, hamper movement, visibility), Independent: Precise, subtle 1) {34/35} (5-1000 ft radius) Dynamic Alternate Power: Create Object 1-10 (Ice Structures, water; Extra: Independent, Slow Fade 1; Feats: precise, stationary, progression 2 [1-10 25 ft square blocks], reversible) {35/35} (toughness 10)(10 25ft blocks) Dynamic Alternate Power: Obscure 1-11 (Obscuring mist; water, air, weather, Visual; Extras: Independent, Slow Fade; Feats: subtle 1 ) {34/35} (5-10000 ft radius) Dynamic Alternate Power: Flight 1-10 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -10,000 mph) Sample Allocation Blast 10 (Lightning, Extra: Range: Perception) [30/35] Flight 2 (25 MPH/250 FPM) (PF: Subtle) [5/35] Force field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP] Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP] Super Senses (Tactile; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Accurate, Acute, Analytic 1, radius, penetrates concealment 4, extended X3, rapid x3, Uncanny doge) [16 PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/150 Power Points I Added Slow fade as an extra instead of a feat(Ultimate Power 104 top) because I have a feeling it would be too cheap as a just a feat. Right know I do not have Independent costing anything but if you want to increase its cost to +1 that’s fine. Can I also update my history making it more in depth later after I get a feel for the game?
  9. Would I need to role a d20 in that case in order to nullify my own effect?
  10. I think it would make seance if i had to use my powers again to end the prematurely. So for instance instead of being able to reverse it at will I would have to recreate my change weather power and have it do the opposite effect. I think most dm would allow this even though some effects like visibility don't have opposites. so for instance I make it rain - 2 visibility. in order to make it stop prematurely id need to use control weather rank 2 to counter it. if i made it cold use heat to make it normal. same with mist but Id probably use control winds. I like this mechanic better as it gives a scenes of gravity that I might not be able to stop something just at will I imagian that the weather and mist would have a sort of momentum to it. I can use and action to increase the momentum and natural forces will eventually stop it but if i want to prematurely stop it I would like it if i had to take an action. Do you think the gm would allow me to use my powers to counter the effects that I created? Could I take the reversible feat and then make this a complication?
  11. the reason I made them continuous . It just seemed simpler then making them fade and having to deal with it. Though interdependent makes more seance because If i make it rain or make a could of mist it and then am immediately knocked out the effect should last for a little wile longer( one second rain then next second sunny skies would be kinda odd. same for mist) but not remain there for the rest of eternity as I am no longer contributing to the effect. also is there a cosmology page so I can set my hero's background with something that makes scenes with the world?
  12. . I can see why the duration would be abusive to the power structure. At the same time with just the default duration it severely limits the utility. Is there a possible compromise. Could I take the Independent modifier on a +1 cost penalty because of the array? this would make the mist and weather fade over time which seams more realistic. Is there some way to delay the effects of weather for a full rounds so its slow to start up and slow to disperse. as for subtle is for environment and mist is so I can discreetly cause the effects with out revealing my self. I will reduce the range on my blast but at the same time a person with a decent movement could go go from being out of range to melee attacking range in less than a round . With flight speed 8 a person could move faster in one move action then my max range and at 7 they they could move 4400 feet in just a round. compared to the max range of 5000 feet and the 500 foot incriminates (4400 feet is a -16 attack roll) it is really not that far of a range all things considered. I'm only going off what I know of other table top rpgs whre the ratio is acutely kinda kinda small. A bow in pathfinder for example has a range of 100 feet but the normal one move action speed is 30. 4400 feet per move action * (100 ft range /30 ft move action) = 1466.6.. ft range and that is before any attack penalties. I could be wrong in my comparison of two vary different games but there not many games like M&M so its the only thing I have to base it on. I have a test tomarro so I can't really work on this much today.
  13. This is my first attempt attempt at making a character so I though it would be good to post it her first to make sure I didn't make to many mistakes before posting. Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Fulmen Fairison Identity: Secret Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes when crossed however the traits can spontaneously reemerge. The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity Flaw: Panics under stress Flaw: Indecisive Flaw: Inexperienced Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4 (+4) (+10 Array/Power) Grapple: +4 (+10 Array/Power) Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed Knockback: -1, -11 [with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2 Con, +10 (Ice skin [impervious])) Fortitude: +3 (+2 Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Knowledge (Arcana Lore) 3 (+5) Skill Mastery Knowledge (Life science) 3 (+5) Knowledge (Physical Science) 3 (+5) Skill Mastery Computers 3 (+5) Skill Mastery Notice 6 (+9) Skill Mastery Search 6 (+8) Feats: 8PP Dodge focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 20 + 10+ 16 = 94PP Control Air and Water (Control Water and Air; Array 35, Devine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP] Dynamic Base Power: Control Air 15 (Aerokinesis, Air; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate *3) {35/35} Dynamic Alternate Power: Control Water 15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise Accurate *3) {35/35} Dynamic Alternate Power: Blast 10 (Weather strike, weather; Feats: Variable descriptor (1(air, water, electricity), 2 ( heat, cold) 1, subtle 1, indirect 3, precise 1, split 2, Improve range 2, progression (range) 2, Accurate *3) {35/35} Dynamic Alternate Power: Control Environment 8 (Atmokinesis, Weather; Extras: Mix and match 3 (cold, heat, distracting, hamper movement, visibility), Duration: Continuous; Feats: Precise, subtle 2) {33/35} (1000 ft radius) Dynamic Alternate Power: Create object 10 (Ice Structures, water; Extra: duration: continuous; Feats: precise, stationary, progressive 2, selective) {35/35} (toughness 10)(10 25ft blocks) Dynamic Alternate Power: Obscure 11 (Obscuring mist; water, air, weather, Visual; Extras: Duration: Continuous; Feats: precise, subtle 1) {35/35} ( 5000 ft radius) Dynamic Alternate Power: Flight 10 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -10,000 mph) Force field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP] Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP] Super Senses (Tactile; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Accurate, Acute, Analytic 1, radius, penetrates concealment 4, extended X3, rapid x3, Uncanny doge) [16 PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/150 Power Points How are the Complications, should I add more and give a larger description for each? If it's ok I would like to keep the feats. If it's A balancing problem that's fine. In terms of organization I can always just write out the Array each turn I change it. I did not add a lot to the history because I want't the character to start out as a blank slate. sorry it took me a wile. Wednesday is my longest day.
  14. Super Senses (Detect air , tactile, Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, extended X3, rapid x3, ) [10PP] Super Senses (Detect water , tactile; Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, penetrates concealment, extended X3, rapid x3, ) [10PP] Super senses(Penetrates, uncanny dodge) 5 pp 25 total, I know that Analytic extended and rapid can all be bought for the sense group but as the cost is *2 and I have 2 sense it dose not matter
  15. Would acute and analytically not allow me to tell the temp of what i'm sensing? If not how would some one achieve a sense that alows them to tell the temptures of only air or water? I don't want to be able to see the temperature of metal or earth. Would a hero with detecmagic with analytically be able to see the "color" and "engery" of the magic? Beyond even acute, you can perceive specific details about anything you can detect with an analyti- cal sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense. Normal senses are not analytical. Cost is 1 rank for one sense, 2 for an entire sense type. Could i also use the custom vary common descriptor "wet classical elements" as both water and air would fall into this category I only say this because Would you not consider elemental (clasical)(elemental magic is given as an example of uncommon descriptor in M&M 3rd) as single very common descriptor? is this any more common then electromagnetic wave / energy descriptor witch would only cost me 1 more point? Just because a descriptor is uncommon dose not make it any more powerful, just unique. If not this could I use a variable descriptor to switch between water and air? Also would the method you mentioned above not allow me to scene temperature with out any detect because Touch can feel temperature as well as shape. If i can fell something across the room would I not get both? Also the pricing of immunizes seams to implies that any one vary common descriptor is worth at least 2 common descriptors. If neither one of these options work i promise to stop pestering you about the sense I will remove some flight capping it at around 10x the speed of sound about 4* faster than the fastest jet. I don't wont to add any extras as that would make it more expensive to use as they caluse permanently changes the power. I would like to keep the range on the scenes as it helps with searching. Could i instead impose some sort of limitation on using move object skillfully at long ranges? even at X100 it would still be able to see for a long way. Its also helpful for seeing where you are going. I promise not to use my powers in any way that involves being a bathroom psickic and if the Dm ever tells me that I can't do something i will change the post with out complaint.
  16. So first up is Thvishi I will add more history to my character If it is band to kill then I will not I will remove the line from the motivation I did not know what A bathroom psychic was . I will be happy to reduce the range feat and not use my character in a bathroom psychiclike way. Control air has a perception range any way so that's could be even more problematic If i started using it . I don't want to use My powers in any way that is baned, but Id like to keep my super sense as it is useful for seeing through concealment,around things and searching. accurate on air and water is for throwing. Im guessing that water would function like air under water and allow for moving things other than water. I will switch out sneak attack for something else For the dynamic slots being encumbered by feats. Am i forced to pay for the all the feats when I use the power or just the ones I want to add onto the power. I know that you need to add feats when using non dynamic alternate powers but I did not think that it applied to dynamic as the power points can be mixed and matched and feats can be turn on and off like ranks can be reduced. If not I should change a few things. The Variable descriptor in the blast assumes that the above is true. If it is that means sometimes i don't have to use the feat or I can put just one point into the feat. by default its weather. with one point it opens me up to water air and electricity and with two I am able to use cold and heat as well. For indirect on create object I was using it so if i was inside an object i could create another out side of the object.same with obscure For The scene. The Idea behind it is that it is a single sense that allows him to fell air and water as if it were a part of him. with out if it is hard for him to move air and water the same way it would be hard for you to coordinate you body if you hand no sense of touch. The single scenes of sight has the ability to see water and many other things so it's not a stretch that a single seances could only react to water and air( if you want I can add extra point to the descriptor cost) Its tactile because it relies on displacement so if something is phased I cannot see it but invisible dose not matter. the idea behind the seances is that anything that moves, is made of or displaces water or air can be seen by me. this why i started with detect water and air (weather is a result of these two) Accurate would allow me to track people and things well enough with to hit them Like sight (which could be seen as detect light) can. Acute would allow me to tell temperature( like touch) and analytic would give more information like atomic make up and electric charge( i can't see electricity in metal). penetrates concealment allows me to feel around corners I doesn't think I need to buy two ranks as it acts like one scenes not two(I could name it nitrogen hydrogen and oxygen senses) and i'm not increasing what i can feel with my skin. Touch is one scene but it can feel both water and air.( In a way the base scenes is more limited than most seances. Imagine if i applied this to the base tactile sense) I agree flight 17 is kinda nuts but at the same time I was just looking at the left over points an thinking why not use them. So the immunity aging is that im thinking that my character is a dimi "god" of some sort descended form Thor or zuse whose hearatge triggered some sort of powers. Like a latent mutation but not genetic. The magic is that he study some when he was searching for the origins of his powers to try and find a possible connection after he found it was not biological. For the complication I can add more but Id like to keep them open to allow for more freedom later on . I do have a few more character flaws like panics under pressure. sorry I didn't see this earlier, I was looking at the the page in character bank my main argument with the scenes is that it is a single scenes. Could I use two common descriptors (water and air) in place of a single very common descriptor, I feel as tough this would make scene. Water is even made from air.
  17. 1. If one views a role playing game as mix of role-playing (story telling focus) and game (tactical challenge focus), what kind of mix do you like? I would say I like a good mix of both. probably slightly more on the tactical side but I enjoy both aspects. 2. Our site operates a policy that no PC should die without player permission. Failure, however, is another matter. A villain could get away, an innocent (or beloved) could die, calamity could happen, your PC could get the snot beaten out of him and humiliated (publicly or privately). How do you feel about the prospect of failure? What chance of failure would you like, and what type of failure would you tolerate, expect, or indeed wish? I'm fine with failure as long as it make since. Sometimes in life even when everything is done right failure still occurs. That's life. I like games and stories where an actions consequences are not always simple to determine and can be unexpected as long as there is a logical cause and effect chain to give an explanation of what happened . 3. Superheroes have great power, the power to impose their will upon the world. This can mean the chance to escape the moral complexities of the world, or it can mean even greater moral complexities. What do you want? Do you like your antagonists as well defined, clear-cut evil, or your antagonists (and protagonists) to be more ambiguous, greyscale and three dimensional? (we should note that this site does not condone vigilantes or the like) I like gray characters though I like for my heroes to have some heroic qualities and the villains to have some evil qualities . I also like when villains and heroes are not always on the same side. For instance Tyrion Lannister from A song and ice and fire is both a hero but also a member of the "evil side". I abhor wholly good or bad characters. I fine them boring and unrealistic. Most characters should be driven by motivations and believe what they are doing is justified. In other words I like my characters to think and act like real people. I don't mind the occasional psychopath when done wright. I prefer moral complexity somewhere in-between harry potter and game of thrones with game of thrones being a little to ambiguous. 4. This site is unambiguously about superheroes. However, within those parameters, there is a fairly wide canvas. Three main categories that formed are the combat focus, The investigative focus, and the Social focus (which does not necessarily mean just chatting and making friends, but social conflict too). There are other themes and sub-themes, too many to mention here. Do you have any thoughts or preferences about themes? How much combat would you like in a thread, for instance? How would you feel if combat could be avoided by a subtle approach? I think that avoiding combat is fine and even should be encouraged when engaging the enemy will not help complete the objective. I also think that information and preparation should be far more important then the actual battle. For example if you know what superpowers/ flaws a villain has that give you a big advantage. Conversely if you are able to hide certain aspects about you own powers that also give you a huge advantage. 5. Finally, do you have any other comments on what your priorities or preferences are in playing a RPG, and more specifically, a superhero RPG? I'm not a big Super hero comic book person though I do like the flexibility that the M&M system offers.
  18. Sorry for the dobble post though i was editing and must have remade it.
  19. Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/151PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 1 Progress To Bronze Status: 1/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Fulmen Fairison Identity: Secret Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes however when crossed with other inherited forces the two traits can react forming a unique hybrid, the traits suddenly revealing them selves in the individual like two stable substances reacting with one another when mix. The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need he intends on becoming a member of the freedom league. While his main focus is the help people he also hopes to use the resources to help understand the origin of his abilities. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity: Fulman keeps his true identity a secrete when Tempest he always takes care to make sure he is unrecognizable as Tempest. When changing he always makes sure he is not being watched or recorded. He fears that if found out his family would be in danger and he could be black mailed or threatened. Flaw: Panics under stress: Wile normally calm and collective. When threatened or when quick thinking is required he will sometimes panic and act irrational. Flaw: Indecisive :Fulmen sometimes has trouble with make up his mind. This can sometimes lead him to trying to do two things at once and failing at both. Power: Momentum of the elements: Fulmen can’t just disperse his creations a will. Sometimes the storms might become out of hand forcing him to take action in order to stop them prematurely. Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4/+10 Control Air and Water Array Grapple: +4 Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed Knockback: -1, -11 [with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2 Con, +10 ([impervious] w/Ice Skin) Fortitude: +3 (+2 Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Computers 3 (+5) Skill Mastery Knowledge (Arcane Lore) 3 (+5) Skill Mastery Knowledge (Life Science) 3 (+5) Knowledge (Physical Science) 3 (+5) Skill Mastery Notice 6 (+9) Skill Mastery Search 6 (+8) Feats: 8PP Dodge Focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 20 + 10+ 16 = 94PP Control Air and Water 17.5 (35 PP, Divine; Feats: Dynamic Alternate Powers 6, Dynamic base power) [48 PP] Dynamic Base Power: Air Control 1-16 (Aerokinesis, Air; Effective STR: 80, Heavy Load: 800 tons; Feats: Subtle, Precise) {34/35} Dynamic Alternate Power: Water Control 1-15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate 3) {35/35} Dynamic Alternate Power: Blast 1-10 (Weather strike, weather; Feats: Indirect 3, Precise, Variable Descriptor 1 [any weather], Accurate 3, Progression (range) 2, Increase range 2, subtle 1) {33/35} Dynamic Alternate Power: Environmental Control 1-8 (Atmokinesis, Weather; Extras: Mix and match 4 (cold, heat, distracting, hamper movement, visibility), Independent; Feats: Precise, Subtle 1) {34/35} (5-1000 ft radius) Dynamic Alternate Power: Create Object 1-10 (Ice Structures, water; Extras: Independent, Slow Fade 1; Feats: Precise, Stationary, Progression 2 [1-10 25 ft square blocks], Selective) {35/35} (toughness 10)(10 25ft blocks) Dynamic Alternate Power: Obscure 1-11 (Obscuring mist; water, air, weather, Visual; Extras: Independent, Slow Fade; Feats: subtle 1 ) {34/35} (5-10000 ft radius) Dynamic Alternate Power: Flight 1-10 (Fight and swim; air or water; Feats: Subtle,) {21/35} (10 -10,000 mph) Sample Allocation Blast 10 (weather, accurate 3, indirect 3) [26/35] Flight 4 (100 MPH/ 833 ft/round ) (PF: Subtle) [9/35] Force Field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP] Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP] Super Senses (Tactile [Accurate, Acute, Radius]; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Analytic 1, Penetrates Concealment 4, Extended X3, Rapid x3, Uncanny Dodge) [16 PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/151 Power Points
  20. This is my first attempt attempt at making a character so I though it would be good to post it her first to make sure I didn't make to many mistakes before posting. Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Identity: Fulmen Fairison (Secret) Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but stably with his control. During school he devoted himself to practicing with his powers when he had time off. He with the help of his sixth sense managed to keep his powers a secret. Know he finally feels that he is ready to use his powers for good and the benefit of others. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. He will however never risk the lives of, sacrifice, or Harm an innocent person innless it is necessary to save others, the person gives consent AND no alternatives are available. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. He has even been known to stand out of sight in an ally or behind a building wile dealing justice to criminals nearby. It’s amusing to watch a group of criminals be defeated by what appears to be a sentient block of Ice, particularly when they attack it instead of him. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4 (+4) (+10 Array/Power) Grapple: +4 (+10 Array/Power) Defense: +8 (+3 Base+ 5 Dodge)+2 Flat-Footed Knockback: -1, -11[with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2Con, +10(Ice skin[impervious])) Fortitude: +3 (+2Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Knowledge (Arcana Lore)3(+5)Skill Mastery Knowledge (Life science) 3(+5)Skill Mastery Knowledge (Physical Science) 3(+5)Skill Mastery Computers 3(+5) Skill Mastery Notice 6(+9) Search 6(+8) Feats: 8PP Dodge focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 15 + 10+20 = 93PP Control Air and Water (Control Water and Air; Array 35, Devine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP]((16, 33, 50, 100, 250 lbs)-( 2K, 4K, 6.4K, 125K 32K tons)) Dynamic Base Power: Control Air 15(Aerokinesis, Air; Feats: Subtle, Precise, Accurate *3) {35/35} Dynamic Alternate Power: Control Water 15 (Hydrokinesis; water; Feats: Subtle, Precise Accurate *3) {35/35} Dynamic Alternate Power: Blast10 (Weather strike, weather; Feats: Variable descriptor (1(air, water, electricity),2( heat, cold) 1, subtle 1, indirect 3, precise 1, split 2, Improve range 2, progression (range) 2, Accurate *3) {35/35} Dynamic Alternate Power: Control Environment 8 (Atmokinesis, Weather; Extras: Mix and match 3 (cold, heat, distracting, hamper movement, visibility), Duration: Continuous; Feats: Precise, subtle 2) {33/35} (1000 ft radius) Dynamic Alternate Power: Create object 10 (Ice Structures, water; Extra: duration: continuous; Feats: precise, stationary, indirect 2, selective) {35/35} (toughness 10)(10 5ft blocks) Dynamic Alternate Power: Obscure 10 (Obscuring mist; water, air, weather, Visual; Extras: Duration: Continuous; Feats indirect 2, subtle 1) {35/35} ( 5000 ft radius) Dynamic Alternate Power: Flight 17 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -2,500,000 mph) Force field 10 (Ice Skin, Water; Extra (Impervious 10) [20 PP] Immunity(Life Support, Aging) 10(Internal climate control, air, water, heat, cold, weather) [10] Super Senses (Detect, tactile, water, air, weather; Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, penetrates concealment, extended X3, rapid x3, Uncanny doge) [15PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (93) - Drawbacks (0) = 149/150 Power Points
×
×
  • Create New...