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Rogers

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  1. Most of the game will be in Empire City (Sentinel-Earth name for New York City). Was trying to type something about it, but there is technically a lot of stuff.
  2. The attributes will basically do what they say, but usually there is always enough GM discretion to deal with the rest, add on top of it that attributes have different sources (like one using magic, while another uses psychic powers etc...). Interdimensional bug guy sounds fun. Embracing the superhero zaniness also works well (like someone who makes their powers detectable, can increase the effective level of their attributes while basically doing their superhero thing).  
  3. True, I forgot that, so technically yeah it doesn't work. Well then, unless you really want to do a swarm, I would suggest the weapon attribute since it can represent any kind of attacks, give it range if you want to be a ranged attack of course and can use it with teleport. Depends on the swarm really, a swarm of bugs would be able to go throught the crack of a window, but swam of crows might have a harder time unless they break the window.  
  4. Simple is good, and I wouldn't worry too much about grabbing a bunch of attributes with the fear of missing out or something. Sure go for it.
  5. It could be a swarm, but would say you might want to consider getting higher level for more insects. The dimensional enhancement is +2 but with the limiter: Narrow category: insects -1 come in handy as you are bringing insects variant from any dimensions/planes/magical realms etc...so maybe in some dimension insects are as big as bears for example and other weirdness.    
  6. Essentially, the way I see it: -DP: Weather would usually be the bread and butter for most situations, like by controlling the weather magic like using wind currents to simulate flight attribute or stuff like control environment to change the weather patterns around you. Make fog to cloak yourself and your team etc...for attack spells, plenty of inspiration from lightning bolts etc...the trick would be mostly to choose which attributes you want to use each turn (but will help with that to keep within the theme of weather magic). Emotions limiter will be there for some interesting roleplay situations mostly. -Calling animals for quick help or tasks, in Empire City you can mostly expect squirrels, bats, turtles, racoons, red tailed hawks, coyotes, beavers, rodents etc...if you fight near any of the Zoos, the kind of animals expand a lot more and some are more dangerous like leopards, bears etc...or near the docks for some bigger mammals like whales. -Plant control honestly would be mostly utility, as I imagine you would just use it out of convenience, like reach places or helping civilians.      
  7. If you go Xian, yes you will need to rework it. xian will cover regeneration and the likes already. Dynamic suite, It could be, guess here I would do: I would keep Telekinesis and force shield on its own (target whatever how much you want to lift, maybe put force field dependent limiter on Telekinesis) Use Dynamic Powers Level 1 (2) (Major: Mind Powers -1, with detectable: Psychic, Hearing, Sight +2), this will make effectively a level 2 effect, which means every turn you can use up to 4 levels of attribute (all limited to a max of level 2 each) which cover stuff like mind shield/telepathy and any other simple mind tricks. When you need to and can do it, you will be able to push the power for more powerful effects. You might want to acquire some Attack and Defence Combat Value mastery in attributes.
  8. Gear is pretty much any items that can be easily bought or created in the modern day (this doesn't include Hyper Tech, magic artifacts etc...), so conventional guns, batons etc... are fair game. You probably should list the gear that you will often use and can leave some slots open for various reasons or futureproof, then add/replace as we keep playing.
  9.   The Swarm can already attack, so this part would not even worry about it too much. Now what I would do: Take the teleport attribute, give it the dependent limiter, making it dependent on Swarm (so this power need to be active) it would simply mean you can teleport while the swarm is active. I would recommend picking at least one extra action attribute level so you can do both in the same turn easily. It shouldn't cost too much. For the second one, Regeneration with conditional limiter (requires raw materials nearby, the substance can be common but need to be something relatively specific) which essentially would have different levels of intensity which you should be able to find average magnitude fairly often (3 health points healed each round) and finding stronger or lower magnitude would be uncommon.  
  10. I guess it doesn't matter, but I put - for enhancements because it decreases the effective level of the attribute and + for limiters because it increases the effective level of the attribute. When you put detectable, have also to decide how it is detectable: like you could put sight (clearly visible) or use your power source like detectable: Magic and many other ways the attribute can be detected. Defence combat value is 6. You can choose to activate the force field for the Armor Rating, but with detectable, I suspect you probably won't be using it all the time.
  11. Tempest Size 0: Medium Rank | 100 Character Points Stats: Body 6 Mind 6 Soul 10   Health Points/Energy Points 80/80   Combat Values:   Attack Combat Value 7 / 13 with Ranged Attack (Spells) Defence Combat Value 9   Attributes: Level 4 (5) Dynamic Powers (Major: Weather-1, Emotional +1, Detectable: Magic+1) Level 2 Features (Animal Empathy, Weather Sense) Level 2 Summon Creatures (30 animals) Level 3 Ranged Attack (Weather Spells) Level 2 Defence Mastery Level 4 Plant Control (100m Radius, Growthx100, Duration: 1 Hour -2, Emotional+1, Detectable: Magic+1) Level 2 Skill Group (Academics) Defects: -1 Significant Other (Father) -1 Social Fault (Anxious) -1 Phobia (Worried about her looks as a superhero)   Points note: Stats 44 +40 Dynamic + 2 Feature + 4 Summon Creatures + 3 Ranged Attack + 4 Defence Mastery + 4 Plant Control + 2 Skill group-3 Defects = 100 Summary: For Stats, 6 represents Significantly above adult average which seems to be what you were describing, Soul is willpower, luck, spirit, empathy and the likes, put it as 10 which represents best in the country or large region, as she is getting in sync with her emotions and want to be compassionate to others. Tempest has magic to control the weather as effective level 5, every turn, she can use 10 levels of attributes (no attribute can be above Level 5) but beside the theme of using weather, like lightning bolts from the sky, wind, etc...basically anything you want to do with weather. She has animal empathy and weather sense, can "control" by summoning 30 animals of any kind that are available for any kind of tasks for one minute or one dramatic scene (including attack/defend/distract) in 1km radius. Ranged attack gives you a bonus when attacking with the weather magic spells. With plant control, it is a 100m radius and you make them grow 100 times their size, so grass for examples can become 10m tall (30 feet roughly) or a medium size tree can become 2500 feet tall (762 meters). Skill group academics at level 2 is considered trained so less than expert but Vivian knows enough about many academics subject/books etc...
  12. If you use a normal melee weapon or thrown weapon or weapon attack attribute with muscle enhancement.  
  13. At first glance, it looks good, but I don't see the massive damage attribute, so the damage multiplier should be 5.
  14. It's fine, got an idea on how to make it, just give me some time to put it together.  
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