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Conaldar

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Posts posted by Conaldar

  1. 4 hours ago, wtaylorjr2001 said:

    This has probably been asked before but is it ok to use only 58 points of the unpowered version?

     

     

    3 hours ago, SageBahamut said:

    I hope so; I only had use for 65 of mine, and that includes paying for his armor on both versions (because it felt weird not to). 

     

    3 hours ago, Oceane said:

    Thirding that question.

    You can use as few points as you like but you will run into violent inmates at Gaddis so I'll allow you to adjust your non-powered characters as we go. Prisons are very rough environments.

  2. I'll be honest going with "Compelled" means victims can still attack but only as they run away. After I looked that power over I just dropped Progressive to make it fit. It seems like a "convenience" power that gets Minion-level NPCs out the way. Crowd-Control like you wrote. Getting the 3rd Condition (Controlled) won't be easy against real superheroes so why bother when they're running/flying away from you as they attack?

    I think the scene itself would be hilarious. Can you fit this:

    • Zone of Terror: Affliction 10, area-burst 3, vs. Will, Entranced + Impaired / Compelled + Disabled, Limited Degree, Extra Condition, selective, subtle, sense-dependent (visual) [40pp]? You could add Distracting to drop it to 30pp.
  3. Immunity - Aging, Fortitude effects (31)

    Notes: I count Aging as a Fortitude effect so the total cost with Aging is 30.

    What happened to his PArticle Beam weapon?

  4.  Hammer of Ea (Damage 5, Easily Removable; 3 PP)

    Notes: if this isn't Strength-based it won't do much.

    His Motivation and Complications are epic! No problems here.

    Impervious Toughness 5 is ...... what it is.

    With the points spent on Presence I'm thinking the God-King will be very adept at shifting scenes to his favor.

    Very simple but interesting villain with more to offer than he seems to.

  5. Did I miss her Abilities when powered? Wow if she hates collateral damage she might lose her mind here 🙃

    Honor: Captain Comet? If I have to read your entire Origin to assess a Complication, it probably isn't what I'm looking for. "Honor" should affect how the character deals with a large group of people. We're close here I just need more detail.

     Addiction, Disability, Honor, Phobia, Power Loss, Temper, Weakness (character has to have at least one of these)

  6. If his base Defenses are all 8 you'd only pay 4 per Defense (excluding Toughness) to reach 12 in his powered form. Toughness has to be bought with either the Defensive Roll advantage or the Protection effect. 

    "Poltergeist": dropping the linked Sense works for me. That reduces the cost to 36, I think?

    "Lucky" looks useless as you can simply buy the Luck advantage. Let's shift it;

    • Lucky: Feature 1; the character can have a number of Luck points equivalent to the series Power Level (12 total) rather than being limited to half the PL (6). As a Feature it'll only cost you 1pp because it's only 1 rank. How's that look?

    "Perfect Timing" looks good but you can't edit scenes. You can post OOC or PM me if you want a friend to show up when you need them. It's a Feature and only costs 1pp because it's only 1 rank. Of course this power would only work for public scenes where NPCs would have access and the prison would qualify! 

    "Catastrophe" is difficult because it's very scene-dependent: there has to be things around that could harm the target. In a busy city sure it can work but somewhere more isolated would be problematic. Keeping this is an option but it needs revision (maybe just Limited to populated public areas?)

    "Visions of Fortune" is impossible as we have no idea how the dice will roll for other characters. Drop.

    "Breakfall" is a great power. 

    You might also consider:

    "Glitch": Affliction 1; (mechanical, electronic) Free action (or Reaction but it can't be an alternate effect), vs. Fortitude, Controlled, area-burst, selective, affects object only, sustained, subtle 2 [9/10pp]

    • Machinery and electronics always work in your favor: guns fired at you malfunction, elevators are always at you level, traffic lights are always green, broken equipment begins working, stalled vehicles start up, ect. Plus you always seem to correctly guess passcodes for security software no matter how ridiculous the guess! You can use this power whenever dealing with Devices and certain Equipment and as a Reaction the power works for you subconsciously!

    Let me know what you think.

  7.  "Group Mind Control" (Cumulative Burst Area Affliction 9)

    1st Degree: Dazed, 2nd Degree: Compelled, 3rd Degree: Controlled, Resisted by Will, Burst Area 30 feet radius sphere, Cumulative, Increased Range 2 (Perception), Subtle 2: Undetectable.

    Notes: without the Selective modifier (+1r) this power would affect allies within range.

     

    "Psychic Scream" (Burst Area Damage 12)

    Reduced Range 2 (0 range), Burst Area 1 (60 feet radius Sphere), Alternate Resistance (Willpower), DC 22 (evasion), DC 27 (damage), Selective.

    Notes: the default range for Damage is Close and cannot be reduced when combined with the Area modifier. 

     

    Addiction, Disability, Honor, Phobia, Power Loss, Temper, Weakness (character has to have at least one of these)

    Notes: She doesn't have one of the above. 

     

    Prisoner is to be kept semi-sedated at ALL TIMES. Prisoner cocktail-collar has been custom designed and synthesized and is to be checked manually or electronically every thirty minutes to ensure function. 

    Do not engage Prisoner in any conversation outside of official duties. Do not make eye contact with prisoner outside of physical inspection.

    Notes: at Gaddis she won't need to be sedated as she has no powers.

     

    Siren is solid overall especially with the Complications and how they link. Superb work!

  8. On 6/19/2022 at 10:04 PM, SageBahamut said:

     Zone of Terror (48 = 1) (Dodge and Will DC 22)

    Affliction 12 (Vulnerable / Compelled / Controlled); Increased Range: Perception, Area 2: 60' Burst, Progressive, Subtle 1; Limited (-2/rank): No Commands Only Flee the Area

    Affliction = 1r, Perception = +2r, Area 2 = +2r, Progressive = +2r = rx7. My problem is Limited: it doesn't impact the power enough. If Zone of Terror simply makes people run away, you could make the conditions "Entranced (petrified) / Compelled (runs away)" which allows you to take Limited Degree which then allows you to drop Limited and Progressive (once they've run away there's no need for the additional cost to get a 2nd degree condition). 

    Also his Motivation: he really isn't a Do-gooder. The M&M 3e Gamemaster's Guide provides additional Motivations for villains. I think "Misguided" fits better:

    "A misguided villain is one who does the right thing in the wrong way, or the wrong thing for the right reasons, who could almost be a hero under different circumstances. More than any other type of villain, the misguided bad guy feels and appears justified, and may place the heroes in a quandary about dealing with such a sympathetic foe. Sometimes, a misguided villain sees the light and reforms, perhaps even becoming a true hero, while others stubbornly cling to their own views and never change. Misguided villains might even start out appearing to be heroes, until the main characters discover their true motivations or witness them about to step over the line. Handling a misguided superhuman poorly can also lead to them becoming true villains, embittered by their defeats and those who could not understand what they were trying to do. They may easily change their motive to revenge ... against the heroes!"

    The character is great. My notes here are more minor adjustments imo. Let me know.
     

  9. 9 hours ago, Senco san said:

    That’s some Invicinble themed stuff right there XD

     

    where btw do yo find the lore for the freedomverse, I haven’t found any good sources

    Nagirondart actually typed out most of the material from The Atlas of Earth-Prime! There's tons of info there on Freedom Earth and more. 

    9 hours ago, DecoyGirl said:

    Nah like... One... twelfth otter...
    She's all woman....

    Well.. She has Hyena DNA to so..umm..

    Yeah but, what's in your pants? : r/halo

    LOL!

    16 hours ago, Gan Anail said:

    Alrighty, finished most of the fluff of my character and got her depowered form stats. Anything in red is going to only count for when she has powers. Currently that's only a couple of advantages but it will of course grow as I figure out how exactly she's going to be built. I have a NPC that my character associates with known as Damien Winters. I didn't include his villain name, but he's a mage who researches dark magics. 

     

    If you have any questions, concerns, comments, about the character, I'd be happy to answer.

    I'll be reviewing sheets topic by topic later today and thanks for the fast work!

    16 hours ago, Rudolf said:

    Ok, what happens to a robot who is depowered? Am I just...off? I understand that I should have fewer powers, but since I don't exist without powers, I'm not sure what to do.

     

    I -did- take a crack at it, and posted a low-power version of myself, but you haven't commented on it. I'm not sure what else I can do to help until I get some feedback.

    I'll need to look it over and see if a low-powered version is feasible. 

    15 hours ago, wtaylorjr2001 said:

    We don't have to use our abilities at full strength right?

    Some effects mainly the Attacks can be used at a lower level. Accurate Attack (both a combat maneuver and an Advantage) lowers effect rank while granting an equivalent attack bonus. 

    10 hours ago, wtaylorjr2001 said:

    What is the skill level cap?

    For PL12 it would be 22 and it's 16 for PL6.

    10 hours ago, Rudolf said:

    As for Toughness, yes, Toughness-shifting is helpful, but then people -know- that, and build in different types of attacks, which forces different types of defenses, and round and round we go. 
     

    It’s one of the reasons that partners are SO useful for superheroes, and it’s useful NOT to fight your mirror image on the enemy team. 

    Great point!

  10. 18 minutes ago, Oceane said:

    Oh I'm really into flaws, no problem there! I feel like Powers are really the more flexible part of the system, actually. A lot of my powers will only work in shadows/darkness, for instance. Although if you have examples, go ahead!

    A World of Shadow: Concealment 2; visual, rank-ranged, extended range 6 (1 mile), Limited (to character sadness) [it's more story-based]

    Feature: Blood loss appears as drops of darkness 

    16 minutes ago, Senco san said:

    Ah , i forgot i could use flaws for skills and advantages, never heard that be an option  before. i think i made it work, But i'll fiddle with some stuff, maybe slap tiring onto Thermal cascade

    Might have just gotten to focused on the moving of points and got a little tunnel vissioned, thoughto clarify i wasn't angry, just griping a little XD

    Yes those. 

    13 minutes ago, Oceane said:

    Oh I do have a question, I assume a Flaw can't lower an Effect's cost to 0, but does it do something to slap a -1 Flaw on 1 cost Effect? Like 1PP gives 2 ranks or something?

    Depends on the Flaw. They have their own reductions. -1 rank is -1 rank. 

    11 minutes ago, Senco san said:

    To my knowledge, every -1 to the cost per rank from 1 cuts it in half. 1 becomes .5PP per rank, then to 1/4pp per rank. idk if it keeps going, or if its capped at 1/4th though

     

    For an effect that's 1 pp, -1 rank is 2 ranks per 1pp. -2 rank is 3 ranks per 1pp. 

    7 minutes ago, Oceane said:

    Oh, that's very interesting!

     

    @Conaldar I'd be curious to see examples of how modifiers work with Skills and Advantages.

    Skills: Vehicles (Limited to Automobiles), Investigation (Limited to Gather Information), Technology (Limited to Invention). Adding Limited drops the Skill cost to 3 ranks per 1pp. I can make Skills cost almost nothing.

  11. 9 minutes ago, Senco san said:

    Making adjustments now. Finding it difficult to make cuts due to realizing i needed so many more points in defense (roughly dedicating 28 points). I'll make it work, just a bummer i have to hsave in areas i enjoyed more

     

    6 minutes ago, Oceane said:

    Yeah, I haven't gone over the maths yet, but that's my thought too.

    You need to use Flaws to drop the cost of your powers. Trust me Flaws like Distracting or Unreliable or Tiring aren't as limiting as you think. You use Flaws to get the added points you need for Defenses and Skills and Advantages. I'll look over your sheets. Superman kicks !#@$ because he has ridiculous limits and heavy Complications. Kryptonite, Magic and Honor limitations. 

    The key to making a truly interesting character is in their Motivations, Complications and power limits. I love Jean Grey. She had unlimited power but she couldn't control it. That was the beauty of Phoenix. I'm not saying you need to have uncontrollable power. What I'm saying is if you add certain Flaws it personalizes what you can do and at the same time saves you points. Embracing Flaws can give you a level of power you didn't at first imagine.

    Ask me how.

  12. 7 minutes ago, DecoyGirl said:

    ... ... ...
    Well since we where asked to move the discussion from character creation questions to OOC, here is my question again.

     

    Yep also I have a (Maybe) Dumb question....
    It's not really a mechanical question It's a umm. Thematic question...

    So we can't get inapt on any power. (Which makes sense because that means that the prison can't turn out powers off)
    But the question is thematically. Does the Prison like... turn off our powers or are they just gone?

    My question is basically one of physical appearance.
    If a character has claws, do they just... not work while depowered. Or are they actually physically gone?
    I don't need a canon answer as to how either answer would works really...

    Example: Well two.
    Beast from X-men. (Does he turn into a normal ass human, or a blue dude who's had his power level lowered to PL:6)
    Nightcrawler from X-men. (Is he a blue guy who can't stick to walls and teleport and is a PL6, or is he a normal human in the Prison)

    I just need to know the answer for fluff reasons, Either is fine and I can work just as well with either....

    Good questions.

    Wolverine and his brother (can't remember his name) wouldn't be able to summon their claws in Gaddis.

    Nightcrawler looks the same but can't climb walls or teleport. Beast looks like his old (more) human self and lacks all of his superhuman abilities. 

    Gaddis Super-Max Penitentiary SHUTS DOWN your powers and any associated Advantages. You're probably still better than most people but because you lack your powers and devices you are NO MATCH for the Gaddis Guardbots. 

    But your villains don't know this and might challenge the bots. Go ahead it's great RP and informs your teammates. The one great thing I learned about RP is sometimes you KNOW you're going to get you butt kicked and you fought anyway. In Gaddis that counts more than you think with fellow inmates. Some of you have been in jail before and know how to influence the community there. Some of you will need to learn what it is to be an inmate. Don't be afraid to learn that lesson because it can inform your Motivation: you hate the Establishment for what the world is and in "greater confinement" you learn just how angry the rest of the world is.

     

  13. My suggestions (which I shouldn't do):

    1. An Attack power (Damage, Affliction, Weaken and Nullify)
    2. A Travel power (Flight, Teleport, Leaping or some Movement effect)
    3. A defense power (Protection, Deflect, Create or Enhanced Defense)
    4. A knowledge power (Enhanced Investigation, Senses or Remote Sensing)
    5. A Social skill (Persuasion, Intimidation or Deception)

    You need to cover the various areas your characters will encounter and have SOMETHING to offer with each scene. If you want a Murder-Hobo that beats everything up you become useless in social scenes. If you decide to make a Diplomancer that dominates social conversation you become useless in combat situations. If you ignore Benefits like Wealth and Security Clearance or Cipher you end up stuck in certain situations and end up blaming me for running you into a corner. 

     

    Be smarter than that. Consider what you can contribute to scenes that aren't necessarily what your character does best. 

     

    BE DIVERSE 🙃

  14. NO. Typical PL12 Defenses are Dodge 12, Parry 12, Toughness 12, Will 12, Fortitude 12. You can Trade-off the ranks +/-3 so if your villain is more of a Powerhouse or Paragon, you can go Dodge 9, Parry 9, Toughness 15, Fortitude 15 for example. Or if they're a Psychic or Mage, Will 15, Fortitude 9. Those are the high-end Trade-offs allowed here. Maybe they're a Batman villain-type with Dodge 15, Parry 15, Toughness 9. You decide. I just provided the Trade-off to maintain a semblance of comic book parity. 

  15. 2 hours ago, Senco san said:

    Inventor I could reasonably grab, makes sense for my character.

     

    as for the defenses, he has immunity to most anything that would commonly effect fortitude so I didn’t see the need to maximize it:

     

    and with protection, his toughness is 15, which with his 5 parry brings the trade off total up to 20, just 4 below the PL maximum for a PL 12 game.

     

    i could probably see upping my will really, but other than that I thought it looked fine. Though, it may just be my habit of never maximizing Defenses and damage, focusing on variety and characterization, with my irl DM whenever we play. If y’all think I should push for maximized defenses, I’ll shift the numbers.

     

    i just know that doing so forces the DM up to do the same with their enemies is all.

    Your Toughness + Parry Trade-off jumps past the limit I set earlier today. At PL12, Parry would be no lower than 9 but the Toughness is fine at 15. +/-3 is the maximum please.

    2 hours ago, wtaylorjr2001 said:

    @ConaldarI am wondering about enhanced luck and reality control. 

    Of course you chose Reality Control because it's perhaps the most powerful. It gives you access to ALL the Luck powers 😏

    You couldn't use the Luck effect because it's a Reaction and Reality Control (as written) is a Free action. Write it up so I can see how many ranks you use.

    I had a Probablity-Controller:

    1. Allies show up out of the blue when needed (Summon; broad, limited to public places, Unreliable - 5 uses daily, subtle 2)
    2. Pursuers fall down (Move Object; close, area-burst, selective, limited to Tripping, subtle 2)
    3. People like You (Enhanced Trait; Enhanced Persuasion, Skill Mastery, subtle 2)
    4. Not a Scratch (Immunity; Toughness effects, increased [standard] action, unreliable - 5 uses daily, subtle 2, uncontrollable)
    5. Lucky Guess (Enhanced Trait; Enhanced Investigation, Limited to Gather Information, Skill Mastery, Well-Informed, subtle 2)
    6. Charmed (Enhanced Trait; Enhanced Expertise: Gambling, Skill Mastery, subtle 2)

    But you can do it however you like and I'll help if needed.

    2 hours ago, Rudolf said:

    I have questions about my character when you have time.

    Fire away.

    1 hour ago, wtaylorjr2001 said:

    Dice, Henry Cole's public information. He is a baseline human who seems to always wind up on top. He has more money than he knows what to do with and treats it like it's water. People who know him have seen him make 100 million in one hour and give it to an employee. All anyone knows about his powers is that he has none. He is just lucky and in the right place at the right time. Even now he patiently waits for his luck to get him out, or offer an opportunity, he believes he will be out soon.

     

    He is outraged by the injustice in the world. He has spoken about a new world where everyone can be happy, safe, and treated fairly. He will make it happen by taking over the world.

     

    He looks 17 years old or so, tall and thin with dark black skin, almost black.

     

    Anyone dealing with him knows he is honest. If he doesn't want you to know something he will tell you its confidential, he has never been known to lie. He says what he will do and does what he says.

     How did this lucky fellow get captured? Maybe he DIDN'T. Maybe he surrendered when he saw his teammates were caught and decided to stand by them. Maybe a teammate owes him a lot of money from gambling and he wanted to keep an eye on them. Maybe he wanted to see the inside of a prison since he'd never been captured before. You decide but him going to jail is IMPROBABLE 😉

    1 hour ago, SageBahamut said:

    So I put up some stuff for Vesanius. 

     

    I had an idea for a power but for once I'm actually stumped on how to build it. (I'd rather not use Affliction for this since I'm already using that in my Illusionist Array.) The idea is: hide someone's powers from them. Not so that they can't use them, but so that they think they aren't working but really they are. So somebody goes to, for instance, breathe fire. From their own perspective they get nothing, but in reality they did just breathe fire. Like... aggressive Subtleness? 

    Hah! Great power and it could have some fairly disastrous results for your victim 😁

     

    Hm. I'm feeling nasty:

    • WTF?!?: Affliction X; perception or area-burst, vs. Will, ENTRANCED (at powers not working), limited degree 2 (one), (maybe) progressive, subtle (DC20 Power Awareness), insidious (DC20 Perception of power affecting something)

    The nasty side of this is a superhero with some sort of blast thinking it didn't work and continuing to blast random targets trying to "make it work". Makes for terrible media with all those news helicopters buzzing around. Not to mention the cops diving for cover. The Entranced state could be overcome by an ally making them aware of the real situation. Hopefully your character is long gone before that occurs. Thoughts?

     

    51 minutes ago, Oceane said:

    I see that we are going for similar themes for powers! 

     

    I like what you put up so far ^^

    Crossover is expected. Many superteams have a few Powerhouses or Paragons. The Legion of Doom has Bizarro and Black Adam. The Brotherhood of Evil Mutants had Magneto and Polaris. The key is difference in personality and how they use their powers. Don't let another player having a similar power stop you. Just make it personal 😉

  16. 10 minutes ago, Oceane said:

    I just read what you wrote and I dig it. Very intruiging!

    The shared background should help by having ready-made companionship. You players would decide how close your characters are or what stories from the past you want to invent. 

    6 minutes ago, wtaylorjr2001 said:

    @ConaldarDo you have the power profile books? I bought the Luck Power one and it makes my power set easy. I would like to use some of the powers there.

    I do have it and I like most of the powers there so use it but I might need certain powers edited a bit. It depends on which ones you choose. 

  17. 13 hours ago, wtaylorjr2001 said:

    All kidding aside, getting a background together after I get the mechanics done. What is important is what we do in the "yard". Being powered down means no. protection. We can get to know each other without our powers and builld friendships. I propose we come up with a tag of connection for at least two players. I think it would be a good idea for those of us who are reliant on our powers to create "normal" characters less than 90 points to put most of our points into powers when we get out. What do you all think of those two ideas.

    I touched on it on the Game Planning thread: your team of villains have worked together for about two years. Within that span maybe your individual crook has done a few solo jobs or worked with other villains but this group is your main crew. You know each others Quirks (look them over) and capabilities. You respect each other for the most part because you've had success in the past. There might be conflict but that happens with any group especially villains.

     

    But that last caper went sideways and the Freedom League working with AEGIS caught you! You were indicted, tried, found guilty and sentenced to TEN YEARS! Then during transport you were incapacitated (somehow) and woke up in Gaddis Super-Max! I put a few details on the Gaddis thread that you can read and if you want more details about the prison I'll provide it if the story allows. This first part is about relationships with the other inmates and using your heads to escape (because you don't have your powers). Stangely, none of the characters have any kind of visible power-nullification device on them. The more information you can get from other inmates the greater your chances of escape but Gaddis has no visible doors to the outside world so your goal won't be easy (but isn't as hard as you think).

    13 hours ago, Bananaphone said:

    I think the GM hinted in the recruitment or the original discussion/proposal thread, that we know each other at least, and have likely worked with each other at some point in the past. 

     

    It oils the diplomatic wheels and overcomes the "I don't know you" phase of villains interacting.

    True! See above.

    12 hours ago, wtaylorjr2001 said:

    @ConaldarIs it possible to break out of the prison on our own or do you plan to just release us at the beginning. It is possible that could make a difference as to how we create the characters.

    Escape is possible yes and unless your crew wants to spend a decade in Gaddis you have to.

    11 hours ago, SageBahamut said:

    I'm going to withdraw at this point, for a few reasons:

     

    1: I'm physically unable to join the game. I've clicked on the invite over and over, and I always get "this page is not available to your account." The main Baldr page says I'm not subscribed to any games, and the invite is still there. It has been this way for three days and I've gotten no response from staff.

     

    2: I just plain don't want to deal with the mechanics rules any further. This breaks down to:
    Volume scaling for Illusions is garbage
    And being limited to 90 points in which to handle an entire upgrade from PL 6 to PL 12 is literally impossible when I have to put 84 of those points into one power just to make it maybe useful. No defenses, no stats, no skills, no nothing, just desperately trying to make my "world class threat" illusions handle more volume than a small apartment. At PL 12. (Keep in mind, it costs 30 points just to keep your defenses capped. So you only have 60 in which to do everything else.) I can't resolve this and don't want to put forth the effort to make it work.

     

    So my character idea isn't viable and Baldr is hot garbage. I don't feel like fighting with either one anymore; it's just not fun. 

    If you're typing in this forum you're IN. Colin opened the game to players. Joining is different than with the old site.

     

    Sage illusions cover a volume of area and that can be increased with the Area modifier. I can help if you need it.

    10 hours ago, Senco san said:

    Currently I’m having it so my character de powered state is overall just physically impressive, with whatever power I end up making being maybe an array focused on their manipulation of radiation inside them.

     

    as for their current restraints, I imagine some kind of jacket that helps inhibit the generation of fusion within them, making them unable to use any of their powers.

    Again Gaddis inmates do not have any visible restraints or equipment. Just a prison outfit for most human-like villains.

    6 hours ago, Gan Anail said:

    1. My character is a hero hunter, and has no direct goals on conquering the world or any hatred towards the general populace. Though she does despise the current governments for making a hero society like this one exist. So if you were looking for someone to watch your back for a reasonable sum, she'd have worked with your character.

     

    2. She was former military with medical training. But that was over 30 years ago. She has since de-aged and gained powers. Both of which makes it hard to place her. But it puts her in the same realm as well trained mercenary when she's without powers

     

    3. Her origin was by dealing in honest work with a supervillain who she, her husband, and her son, didn't know was a supervillain. He explained himself as a man interested in antiques and ancient tales. And her husband was able to translate the languages of the texts he wanted to understand. In return, the villain assisted them with funds and connections at getting access to things they wanted to study. Heroes burst in when they learned he was gaining access to an ancient spell. But when they 'burst in' the rubble killed her husband and son. The supervillain went to prison and made no excuses, only apologies and offered any assistance he could provide (including paying for the funerals as well as regaining her husbands research for her). The heroes, however, got off without even a slap on the wrist. So anyone who dealt with magic users and those who gained their powers through ancient origins may have a connection with her.

     

    4. She doesn't hold or harm non-combatants. Combatants, however, once they were willing to cross her path with violence, they gave up their right to be able to use their limbs properly.

    Very nice concept. She has a strong sense of Honor which many villains would respect.

    1 hour ago, Oceane said:

    Hi there! Lots of talking already...

    I'm going for a shadow/nightmares powers type of character, who wants to spread magic around in the name of magic itself.

    Depowered, she's a curious librarian with a taste for the occult.

    The 90/90 split is a bit awkward to work with but it's doable!

    Looks like a good concept. Run with it and if you need help with the rules just ask.

    15 minutes ago, wtaylorjr2001 said:

    Senco San I am new to this game, but at Power Level 12 I think you want Defenses around 12. Are you able to take inventor? It lets you invent stuff. Would that be ok with your character?

     

     

    Defenses should be around 12. Read the Trade-off rules because I allow a +/-3 trade-off (so you could have Fortitude 9 and Will 15 for example).

  18. 17 minutes ago, Oceane said:

    To start things off, maybe a dumb question:

     

    If our PL6 version has no power whatsoever, can we not use the full 90PP and keep some for the PL12 version? Or are we otherwise limited to only have those additional 90PP on Powers?

    PL6, 90pp is your DEPOWERED form. The additional 90pp from PL12 is POWERED. 

  19. 8 minutes ago, Oceane said:

    To start things off, maybe a dumb question:

     

    If our PL6 version has no power whatsoever, can we not use the full 90PP and keep some for the PL12 version? Or are we otherwise limited to only have those additional 90PP on Powers?

    PL6, 90pp is your DEPOWERED form. The additional 90pp from PL12 is POWERED. 

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