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Character Edits, v4


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Pompadour (what the heck, already?!) Edits...

:arrow: Under skills, my Knowledge skills should all be 2 (+3). Somehow I was giving myself a +2 bonus.

:arrow: Please drop the Super Strength AP in his Hair array from 3 to 2, add the PFs Bracing and Ground Strike. The weight limits will need to be halved (1/2/3/6/15 tons). Add (-10 Bracing) to the Knockback entry.

:arrow: I think that the Wealth rules have now been hashed out to the point where I can safely ditch the Equipment feat. Under complications, but above Stats, could the following be added:

Possessions

Pompadour typically carries a fancy, PDA-style Cell phone, a multi-tool and a flashlight with him.

His pride and joy is a custom-painted, Masterwork Stand-up Bass

using the link to the picture for the bass from his original equipment list, please http://i39.tinypic.com/1zee6v7.jpg

:arrow: Using the pp freed up from Eq, raise his Attractive to 3, which will improve his Diplomacy and Bluff. I had intended him to be Superhumanly attractive, the 3rd level gets him there, without having to ret-con him later.

Done by Sandman XI

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Hi!

:oops:

So... for my Emotion control AP of Pheremones... can I add the Shapeable Area Extra, and one level of Ranged as a Flaw? It makes sense that he could effect everyone near him that could smell him at once.

Edit: wait... there is already a "Perception" area effect which seems to imply that a Sense Dependent power (which my Emotion Control is) is already an Area Effect. Meaning, they'd get a Reflex Save (to cover their noses, except... it's not a noticeable effect, so why would they?) but it effects anyone that can smell Pompadour.

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Ok mercy edit time!

Dropping three of her now extra equipment points into her throwing discs(2 points into the level of the power and 1 point into the thrown) and it would be helpful to me personally if you could mark her wealth equipment as such. So something like:

Equipment: 20 ep worth

Costume: H.U.D.:

-Binoculars (Wealth)

-Commlink (Wealth)

-GPS receiver (Wealth)

-Super-Senses [ultravision, Radio] 2 ep

-Video Camera (Subtle) 3 ep

-Voice Scrambler [Features 1 (Mimicry)] 1ep

Utility Belt: Handcuffs 1 ep, Mini-Tracer 1 ep, Multi-tool (Wealth), Rebreather 1 ep, Throwing Discs [strike 4, Mighty, Thrownx3] 9 ep

I'm aware I have a free ep floating around, I'll just save it for later I guess, unless.. can I get snare as an AP to her throwing discs? It'd be snare 4. Basically just bolas.

The changes to her throwing discs would make the Save DC 23(which is funny since her unarmed is only 21) the reasoning behind this would be she has more control of her strength when she's going hand to hand, but is a little less sure of herself with her throwing discs(and deciding to err on the side of caution she just throws hard).

Updated by Doc.

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So, okay, I've been wanting to do stuff with the whole kirlian gestalt of energies thing as far as expressions in the Emissary's build but haven't had many opportunities for it.

I've been thinking to buy my next increases in con and str as enhanced con and str with the -1 limit on them "only while confident" to do something ala Gladiator's whole "because I believe I am". Basically that after some meditation and self exploration, Emissary unlocks further power that comes right out from his forged soul, and so are extensions of/manifestations of his sense of self, and would thus be dinged whenever it is dinged (when he fails a will save, startle is used on him successfully, or whenever otherwise his sense of self shoots to hell through some means or other).

So something like.. I guess shifting tradeoffs to max allowed, and..

enhanced str 4 (flaw: limit -1; only while confident), enhanced con 4 (flaw: limit -1; only while confident)

Which would be 4 points total, and then.. hrm..

Well Informed and Contacts, to rep Emissary's increasing social oomph and that I can never buy combat useful powers without diving right back into more intangible things

Which is 6 points total, leaving 3..

Raise Extended Sight by 1 rank, and extended hearing by 1 rank, and then the last point into will save.

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Hi!

:oops:

So... for my Emotion control AP of Pheremones... can I add the Shapeable Area Extra, and one level of Ranged as a Flaw? It makes sense that he could effect everyone near him that could smell him at once.

Edit: wait... there is already a "Perception" area effect which seems to imply that a Sense Dependent power (which my Emotion Control is) is already an Area Effect. Meaning, they'd get a Reflex Save (to cover their noses, except... it's not a noticeable effect, so why would they?) but it effects anyone that can smell Pompadour.

Not quite: Perception Area effects don't allow a Reflex save to reduce the effect.

Also, why is his ability to inflict any emotion more powerful than his ability to inflict love? Shouldn't it be the other way around?

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So, okay, I've been wanting to do stuff with the whole kirlian gestalt of energies thing...

While working on these, it seems I made an error when calculating his totlas: he doesn't have 9pp free, he only had 5. I've edited in everything except the Enhanced Con & Str.

(Also you need to determine what sense his Uncanny Dodge works off of.)

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re: Pheremones vs. Emotion Control...

Well, mechanically, Pheremones is way more expensive than EC, so that's why EC is the higher level.

As to the fluff of why that might be, which also explains why Pheremones is the base power, and EC is an AP...

Pheremones is a continuous and unconscious effect. Creating a EC effect requires Pompadour to concentrate on the power, but actually thinking about the power intensifies the effect.

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Since Erin has only been active for one in-game day, I'm focusing more on adding things that made sense for her to have originally, but that would not fit into the build. I would like to add the following feats and features for my 5 points:

Accurate Hearing (normal only) 1

Luck 1

Tracking 1

Immunity (half)(suffocation) 1

Benefit: Temporal Inertia 1

Because Erin's not from this universe, changes that are made to its timeline shouldn't affect her the way they would someone who was native to this universe.

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(finally remembered to do this)

Dark Star Updates:

(think this should all work). Most reflect changes and growth worked on in IC posts.

I have 8 unspent.

First I'd like to remove the Connected perk (since it isn't exactly what I thought and it doesn't fit the concept all that well as it is). +1

Brings unspent to 9.

Add the following Perks:

Improved Initiative +1 (-1)

Lucky (feat) +1 (-1) (Please note, this would give him Lucky x2.)

Add the following skills: (-1)

Notice +1

Knowledge (History) +2

Knowledge (Occult) +1

Power Increases: (-6)

Gravity Control 11 (-4)

Splitting an AP into two APs: (-1)

AP: Communication 20 (Radio; PF: Dynamic; 20 miles) [21]; Super-Senses (adds to Gravitic Field Sense (Acute [1], Analytical [1], Counters Concealment [2], Counters Obscure [5], Distance Sense [2], ], +1 Extended (1000’)[1], Penetrates Concealment [4), Tracking [2]; PF: Dynamic) [18] + Enhanced Skill (Notice +16) [4] 1 left

AP: Concealment 10 (all visual, auditory, olfactory, and radio; Extra: Area; PFs: Close Range, Dynamic, Selective) [43] 1 left

New AP:

AP: Teleport 18 (anywhere in galaxy [wormhole]; Extras: Accurate, Portal; Flaws: Action/Full round, Long Range only, Unreliable (limited to 5 uses until recharge/rest due to energy expended; PFs: Progression 2 [25'x25' portal], Dynamic). 5 left (Cost is 2/rank.)

For a total cost of 9 pp.

So Gravity Control now looks like:

Gravity Control 11 (Extras: Affects Corporeal, Selective Attack; Power Feats: Dynamic + 7 Alternate Powers) [52pp]

• AP: Blast 13 (Extra: Penetrating; PFs: Accurate x1, Dynamic, Improved Range x2 (Rank x50)) 1 left

• AP: Communication 20 (Radio, anywhere in the universe; PF: Dynamic) [16] plus Enhanced Super-Senses 18 (adds to Gravitic Field Sense Acute [1], Analytical [1], Counters Concealment [2], Counters Obscure [5], Distance Sense [2], ], +1 Extended (1000’)[1], Penetrates Concealment [4), Tracking [2]; PF: Dynamic) [18] plus Enhanced Skill 4 (Notice +16) [4] 1 lef

•AP: Concealment 10 (all; Extra: Area; PFs: Close Range, Dynamic, Selective) [43] 1 left

•AP: Flight 19 (10,000,000 mph; PF: Dynamic); 5 left

•AP: Healing 14 (Extra: Total; PF: Persistent , Regrowth) 0 left

•AP: Radiation Control 13 (Extra: Area; PF: Accurate x1, Dynamic, Incurable, Reversible, Selective) 0 left

•AP: Space Travel 19 (1,000,000 c; PF: Dynamic) [20] plus Protective Gravity Bubble (Force Field 1 [Extra: Burst Area] plus Linked Immunity 7 [cold, heat, high pressure, radiation, suffocation, vacuum; Sustained; Extras: Affects Others Only, 35-ft. Burst Area; PF: Dynamic) = [16] 8 left

•AP: Telekinesis 13 (ST 65 = heavy load of 100 tons)(Extra: Affect Corporeal; PFs: Dynamic, Accurate x1, Affect Insubstantial x2, Precise) 0 left

•AP: Teleport 18 (anywhere in galaxy [wormhole]; Extras: Accurate, Portal; Flaws: Action/Full round, Long Range only, Unreliable (limited to 5 uses until recharge/rest due to energy expended; PFs: Progression 2 [25'x25' portal], Dynamic). 5 left (Cost is 2/rank.)

The -2/+2 tradeoff remains the same I believe.

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Since Erin has only been active for one in-game day, I'm focusing more on adding things that made sense for her to have originally, but that would not fit into the build. I would like to add the following feats and features for my 5 points:

Accurate Hearing (normal only) 1

Luck 1

Tracking 1

Immunity (half)(suffocation) 1

Benefit: Temporal Inertia 1

Because Erin's not from this universe, changes that are made to its timeline shouldn't affect her the way they would someone who was native to this universe.

That costs more than 5, unfortunately. Accurate is 2 pp for one normal sense, 4 pp for all under that sense type. Track, I assume is the feat? And Immunity should be formatted: Immunity 2 (suffocation, Flaw: Limited to half effect)

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That costs more than 5, unfortunately. Accurate is 2 pp for one normal sense, 4 pp for all under that sense type. Track, I assume is the feat? And Immunity should be formatted: Immunity 2 (suffocation, Flaw: Limited to half effect)

Okay, how about I solve both my problems in one fell swoop and lose the immunity altogether, thereby solving my point problem? =)

So for this month:

Accurate Hearing (normal only) 2

Luck 1

Tracking (the feat) 1

Benefit: Temporal Inertia 1

Ecalsneerg'd

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Geckomaaaaaaaaaaaaaaaaaaaaaaan!

Ok, his epic talking skillz need another boost. 1 pp of skills, distributed as follows:

Bluff +1, Diplomacy +2, Gather Information +1. I'll ignore Intimidate, because he frankly ain't scary. This'll give...

Bluff 12 (+16)

Diplomacy 2 (+6)

Gather Information 1 (+5)

I'd also like to stick a point into Charisma again, bringing it up to 19! I'd also like to ditch his Attack Specialisation in favour of another point of Attack Focus (ranged), along with spending a pp on a third rank of it. He's improving, but not by much. So...

Attack: +4, +5 ranged, +7 'zappers'

becomes

Attack: +4, +7 ranged

I'll also sort out my Wealth re-shuffle here (so can someone please mark it off in red in that thread too?), along with putting my final free pp into Equipment. Along with the changes to Equipment below, that'll be:

1 pp of skills

1 pp Charisma

2 pp in Attack focus, but -1pp in Attack Specialisation

1 pp in Equipment, for a total of 70 ep!

Ecalsneerg

Arrowhawk: Does not need to spend EPs on binoculars, cell phone, or motorcycle.

Geckoman: does not need to spend EPS on cell phone, concealable microphone, digital audio recorder, flash-light, or multi-tool.

So, that frees up 5 ep and adds in another 5! Also, his commlink is incorporated in his mask, so I think it slipped by the audit on equipment?

I'll stick in a power knuckle AP to his utility belt, and finally get around to making his smokebombs Independent. [1 ep spent], I'll up his Pitchoos weaponry rank by 2 to 7 [6 ep spent]. Also, following a conversation with Doc, I'd also like to add Living Space to it, representative of him having a hammock, kettle, some food, etc, in it. He's also fitted up a Nite-Owl style smokescreen. [2 ep spent] I also just realised how its Str is, so I'll put it up by 10 to 40. [2 ep]

Equipment: 70/70 ep worth

Geckoman Costume: Protection 3, Subtle (4 ep)

Geckoman Mask: Commlink, flash goggles (1 ep)

Grappling hook: (Super-Movement 1 [swinging]) (2ep)

Utility Belt: Smokebombs [Obscure Visual 2, Independent]

AP: Cutting torch [blast 1, Drain Toughness 1]

AP: Power Knuckles [strike 3, Mighty] (6 ep)

Utilities: Cell phone, concealable microphone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool (2 ep)

The Pitchoo [or Ptychozoon] (52 ep)

Size: Huge, Strength: 40, Speed: Flight 6 [500 MPH], Defence: 8, Toughness: 10

Features: Auto-pilot, Computer, Living Space, Navigation System, Remote Control, Smokescreen

Powers: Blast 7 (electrical blasts, Extras: Autofire), Concealment 2 (radar), Super-Senses 4 (radar; Accurate Radio sense)

Lightflier Station incorporated into Pitchoo (3 ep)

Powers: Flight 3 (50 MPH, Extras: Affects Others Only, Flaws: Platform)

Updated...

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Unarmed.......... DC 15......... Bludgeoning (non-lethal)

Knuckles........... DC 18 ........ Bludgeoning and electrical (non-lethal)

Zappers............DC 20......... Electrical (lethal or non-lethal)

Pitchoo Cannons..DC 22, Autofire.. Electrical (lethal or non-lethal)

DONE BY AVENGERASSEMBLED

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this one is easy

1pp for reaver

improved inititive +1

still waiting on a recount for Captain. I'll post his edits when I actually get all the points.

Reaver stuff still stands. Captain Knievel got updated to earning 3pp this month. I will use those now.

Str +2 [2pp]

Dodge Focus +1 [1pp]

DONE!

Updated by Doc

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And Arrowhawk... again, I'd like to incorporate his Wealth tune-up just to make this quicker and more inclusive.

Ecalsneerg

Arrowhawk: Does not need to spend EPs on binoculars, cell phone, or motorcycle.

Geckoman: does not need to spend EPS on cell phone, concealable microphone, digital audio recorder, flash-light, or multi-tool.

I'd like to add another Equipment rank, for 6. Also, I believe commlinks are free and he'd have one to communicate with the Knights. I previously had a club, which I dropped due to lack of use and points. I'd like to re-add it. The other ep, I'll leave free for now.

Equipment (28/30 ep worth)

Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle [collapses]) (5 ep)

Undercover vest: Protection 3 (PF: Subtle) (4 ep)

Motorcycle – Features: Alarm, Hidden Compartment (11 ep)

Grappling Gun (Super-Movement 1 [swinging]) (2ep)

Binoculars, cell phone, commlink, handcuffs x2, flash goggles, lock release gun, mini-tracer, rebreather (6 ep)

Right, three more pp. I'd like to put 2 into Saves; with one going into Reflex and one going into Will.

Reflex +10 (+5 Dex, +5)

Will +6 (+3 Wis, +3)

I'll leave my other pp free for now.

Done by Sandman XI

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Reaver stuff still stands. Captain Knievel got updated to earning 3pp this month. I will use those now.

Str +2 [2pp]

Dodge Focus +1 [1pp]

DONE!

That'd put him up to Strength 26, which is just superhuman. Why would he go from being an extremely strong human being to a low-level metahuman?

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