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Character Edits


Barnum

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Sorry, I know I just created the character, but can I swap Assessment for Jack of All Trades on NeuroLogic? I think it would work better with the character, giving her more criminal and inventive skills to draw on.

Normally, we wouldn't allow this, but since you haven't started any adventures with her yet, I think it'll be fine.

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I'm not going to approve Artificer now. You need to have a Craft skill to use it, and right now, you can't. If you spend some pp on learning a Craft, I'll reconsider it.

I'd probably put weaponsmithing under Craft (mechanical). That's the closest of the major Crafts, so if you want it to be able to remake your sword, that's what I'd suggest.

OK, so to do this correctly I need to know something. In order to make the change we talked about in the chat and impliment the device I have in the character building forum, do I need only Craft or Craft and Artificer. The way we talked my character wasn't doing anything innately magical to the sword/gauntlets, only reforging the metal into them. The divine energy just transferred on it's own from the sword to the newly reforged gauntlets.

So assuming that I only need Craft for this to work, I would like to spend 1 point on Craft (mechanical) as you suggested, under the assumption that he lived in the age of the Vikings and probably did some metal work for his father, 4 ranks should be enough to represent he was good enough at it at one point but is rusty now as he hasn't had a need to do it in a very long time. That will leave me with 1 point that will be added to the device, making it what it is in the character building forum once it is looked at and approved.

If I do in fact need Craft and Artificer, I will be putting 1 point into the Craft (mechanical) and the other into Artificer. Artificer would/could be explained off as he is now a somewhat supernatural being, with an understanding of how, at least, his Artifacts work, allowing him to somewhat reforge the metal as well as the energy powering it into the gauntlets.

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Personally, I'd say that, if he's the one actually re-forging his weapon, he needs both Craft and Artificer. He may not be doing anything 'magical' to the item, but it's still a magical item, and he'd need to know the basics of magic item creation in order to make sure none of the energy 'leaks out' during the reforging process. And the reforging itself may require special materials, like special fuel for the fires, or it has to be done at a certain time or in a certain place.

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  • 4 weeks later...

Ahh, delicious pps! ;)

For Dr. Archeville, I'd like his 1 pp to be spent on 2 more ranks each in Knowledge (life sciences) and Medicine. His work on trying to 'cure' Dryad is, I feel, adequate justification for this. This would bring his skill to Knowledge (life sciences) +18 (8r, +10 Int) and Medicine +8 (3r, +5 Wis).

For Belphegor, I'd like his 2pp to be spent on another rank in his "Demonic Attacks" array. This would cause it to look like this:

• Demonic Powers 7 (PFs: 2 APs) [16pp]

••• BE: Hellfire Control 7 (Hellfire Bolt)

••• AP: Emotion Control 7 (Dark Passions)

••• AP: Impervious Toughness 6 (note: Sustained duration) and Penetrating Strength 5 (PF: Incurable) (Internal Infernal Combustion)

(That last slot didn't change, but it really can't at this time)

Updated by V_M

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I'll spend one of Malice's PP on another rank in Equipment, bringing the rank up to 2, to upgrade the headquarters. I'll hold onto the other for now.

The new HQ is as such:

Headquarters (Hidden Bunker)

Size: Medium [+1]

Toughness: 15 [2]

Features: Combat Simulator, Computer, Concealed, Fire Prevention System, Power System, Security System, Workshop (dedicated to working on power armor)

Malice has finally finished a second floor in his bunker. The second floor houses the combat simulator. The elevator dumps you off in the control room over looking the fairly large space where the actual combat takes place. Stairs to the right of the main console take you down to the fight space.

Updated by V_M

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Well, since I'm getting back into it I might as well spend Exile's latest pp while having him dug out of the Archive.

1pp to raise Equipment to 2 for the following:

Equipment:

Headquarters:The Gentle Mansion (10ep)

Size: Large (2)

Toughness: 20 (3)

Features: Library, Living Space, Security System [DC], Self-Repairing (5)

He's essentially spent a lot of time securing his home against forced intrusion, whether by brute force or more subtle measures. The Self-Repairing feature is from Book of Magic, at one rank it allows the HQ to recover from damage in a manner similar to a character at a rate of 1/hour for Injured and 1/day for Disabled.

And I wonder if one could have Sorcerous replace Spatial in Spatial Mastery [Array] 14; better signifying the fact that his powers are magical in origin, though their effects remain unchanged.

Updated (and unarchived) by Doc.

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I noticed there is an error on Velocity’s character sheet. Her unspent points should only be 2, not 3 (I don’t believe that was updated when the 3 rank of Attractive was added).

Also, for the totals at the bottom, it should be Feats 20, for a total of 179 (as if you count up the ranks of her feats, it is 20).

As for her 2 new pp’s, she will spend that on her Enhanced Con, making it

6) Enhanced Con 10 [10 pp]

This makes her Con 14/25 (+2/+7), making her saves: Toughness +7 (+9), Fort 3 (+10)

Updated by V_M. Also, thanks for pointing that out, Thevshi! :)

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Well, I've got a fair backlog of points, so..

I'd like to spend 4 on raising Emissary's strength to 38, 2 on raising his con to 26 (which would up his toughness save to +14, and his fortitude save to +13), and 1 on buying the ultimate toughness feat.

Updated by V_M

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If one of the mods could replace my first post of Contour in the Heroes section, it would be appreciated. It got moved there before I could edit the first post. Thanks

Final version below.

Players Name: Eyeonthemountain

Power Level: 10

Characters Name: Contour

Alternate Identity: none

Height: 5'10"

Weight: 150

Hair: Brown

Eyes: Brown

Description: Contour is a young man, of about twenty years. He looks ordinary and acts that way, affecting more or less normal clothes, but with a flash of an odd style.

History:

Contour is(or was) a Native American boy, and since his birth 24 years have passed. He grew up in the badlands of the American southwest and lived there pretty normally until he was 16 years old and was sent on his spirit quest to become more than a boy, to become a man. He went deep into the badlands, and found a crack in the rocks, and following it, came to a cavern filled with a powerful resonating fields of magnetism, coming off strange rocks in the walls and floor. He did not know then, or later, but it was where the superhero Magnetize had given up his power and life a few years ago, when the stresses of superheroing were too much for him.

The power rushed into its new receptacle, but the boy could not control it, and nearly died, screaming in agony as the power tore his body apart atom by atom. But, when the power was stabilized, he was much more than a normal boy, for he had become a being of magnetism, his old body separated into atoms so fine that nothing could be seen of the boy he once was. But then the atoms were put back into a new form, not the same as it was, but similar,

He returned home, for he had nowhere else to go, and rejected by most, an old Shaman took him in and started to train him to control himself and the power within him. The shaman knew nothing of superpowers of course, but he know of being an adult, of working hard, and self-control, which is what Contour needed right then.

After a couple of years learning from the shaman, he went out into the wider world, as he had no place with his people, and as he was to find out, not a strong one elsewhere. But he could do many things, and he soon made a name for himself, mostly in San Antonio, but also across the southwest. This continued for a few years, but Contour was still mostly a child, though one with impressive powers. Thus us was one to push his limits. His first time out of earth's atmosphere, encased in a field of magnetic force to protect himself was a blast, and his fist trip to the moon, some months later, was even better. Pushing himself more and more, his ability to ride the magnetic flow of the sun itself massively increased his speed, so that now he can cross the entire solar system in minutes.

So he started seeing what was out there, and he really loved the silence, and the freedom he alone had out among the asteroids and other celestial debris. He is just starting to look at the stars before him.

Stats: Cost 8--> Cost 8/150

Str: 10 (+0)

Dex: 14 (+2)

Con: 12 (+1)

Int: 10 (+0)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: Cost 12--> 20/150

Attack: +2

Defense: Defense +8 (+4 flat-footed)

Initiative: +2

Grapple: +2

Saves: Cost 18--> 38/150

Toughness: Up to 12 (impervious)

Fort +7 (+1 Con, +6)

Reflex: +8 (+2 Dex, +6)

Will: +7 (+1 Con, +6)

Skills: Cost 13--> 51/150

Craft-Artistic 12 (+12)

Concentration 8 (+9)

Know-Art 8 (+8)

Know-Physical sciences 8 (+8) (limited to astronomy) cost 1

Know-Current events 4 (+4)

Language (Base: Navaho + English and Spanish)

Notice 4 (+5)

Profession (artist) 8 (+9)

Stealth 2 (+4)

Feats: Cost 8--> 59/150

Dodge Focus 4

Move By attack

Equipment 3 (Base) (At end of Post)

Powers: Cost 91--> 150/150

Flight 12 ranks PF Dynamic [Cost 29]

DAP Force Field

DAP Impervious to Force Field (This should make it totally adjustable)

Space Flight 7 ranks [Cost 7]

Immunity: Life Support [Cost 9]

Super Sense 1 (Direction sense) [Cost 1]

Magnetic Control 20 Ranks PF Indirect 2 [Cost 45]

AP Blast(magnetic force) [Perception, Secondary Effect] 10 ranks

AP Snare[Perception, Regenerating] 10 ranks

AP Shape Matter [metal only, touch, continuous] PF Precise 13 ranks

Drawbacks:

none

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed Toughness DC15 Physical

Blast Toughness DC25 Magnetic force (secondary effect DC25)

Snare Reflex DC25 Entangle

Trade-off +2 Toughness/ -2 Defense

Base

Size: Small +0

Toughness 20 +3

Features:

Communications +1

Computer +1

Concealed (DC +20) +3

Defense System +1

Living Space +1

Power System(Magnetic induction generators/batteries) +1

Security System (DC30) +3

Workshop (Artistic) +1

Contour's base is a small house sized construct make completely out of metal, metal he has altered with his =powers to make far tougher than normal. With highly advanced defences and concealment (he had to pay of some major favors for that) it is nearly impossible to find, and Contour's tendency for putting his home in out of the way places helps a lot also. It is his real home, and there he feels most comfortable and does his work, his art.

Costs: Abilities (08) + Combat (12) + Saves (18) + Skills (13) + Feats (8) + Powers (91) - Drawbacks (00) = Total Cost

Updated by Doc.

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Erm, Doc, you took off the Suffocate, but not the Split Attack nor did you add the extra rank of effectiveness. I was looking for it to be something like this...

* Base Effect: Nauseate 15 (Extra: Range/Ranged, Power Feats: Accurate 2, Precise 2)

* AP: Confuse 15 (Extra: Alternate Save/Fortitude, Flaw: Range/Ranged, Power Feats: Accurate 2, Precise 2)

* AP: Emotion Control 15 (Extra: Alternate Save/Fortitude, Flaw: Range/Ranged, Power Feats: Accurate 2, Precise 2)

* AP: Fatigue 15 (Extra: Range/Ranged; Power Feats: Accurate 2, Precise 2)

* AP: Paralyze 15 (Extra: Alternate Save/Fortitude, Range/Ranged; Power Feats: Accurate 2, Precise 2)

* AP: Stun 15 (Extra: Range/Ranged; Power Feats: Accurate 2, Precise 2)

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Magnetic Control 20 (Str 100, Hvy Load 12.5 kilotons; PFs: Indirect 2, 3 APs) [Cost 45]

AP: Blast 10 (magnetic force; Extras: Range/Perception, Secondary Effect)

AP: Snare 10 (Extras: Range/Perception, Regenerating)

AP: Shape Matter 13 (Extra: Duration/Continuous; Flaws: Limited to metals only, Range/Touch; PF: Precise)

I would like to edit the previous to the following

Magnetic Control 20 (Str 100, Hvy Load 12.5 kilotons; PFs: Indirect 2, 4 APs) [Cost 46]

AP: Magnetic Control 13 (Extra: Telekinetic] Indirect 2 Subtle 1

AP: Blast 10 (magnetic force; Extras: Range/Perception, Secondary Effect)

AP: Snare 10 (Extras: Range/Perception, Regenerating)

AP: Shape Matter 13 (Extra: Duration/Continuous; Flaws: Limited to metals only, Range/Touch; PF: Precise)

Thanks

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