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angrydurf

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  1. angrydurf

    Doom Race!

    Well Ace has a Sweet Ride. So he might work if there is vehicular hi-jinks to be had. And well, Phalanx is fast though that is not so much a defining characteristic.
  2. I'm pretty sure its cathy's fault anyway.
  3. Stats: good Combat: Good Saves: good Skills: I get 105 Ranks for 26 PP You only have 4 languages and paid for 5. Native language is free. Feats: good Powers: Magic book: I get 47 PP spent in this not 45 Comprehend: This should be Comprehend 1(Languages: Understand Written) [1PP] Enchanted Scarf: I get 23 of 25 spent here. Maybe move the suffocation immunity from the book to the scarf? Cantrips: I feel like a small VP of low power cantrips and having an array of abilities in the book with some HP for stunting might be a more manageable build for you. That said math errors bellow. Nullify: Moving from a standard to a reaction is a +3 extra (Standard>Move>Free>Reaction) so 4PP per rank 5 ranks and 2 feats would be 22PP I like the concept alot. However I'm not sure as I mentioned about a VP with as broad a descriptor as magic (even with the complication) on the any one power at a time price tier. It's not against the rules, but I feel like getting more options for less points than an Array is maybe not what we want to see for a characters primary combat powers. As I suggested making the big VP an array and stunting off it might get you the kind of effect you want without the balance issues coming in and the cantrips could be replaced by a small magic VP to represent the more mild tricks he can pull off on his own. *Edit* taking into account that the Variable will be taking a standard action not a free action to adjust. I'm less concerned with the balance issue. However it might be more usable for you for your big attack power not to take a standard to set up every time you want to use it so the Array may be better all around both from a usefulness perspective and a balance perspective.
  4. "By the nightmare realms." Ouroboros cursed mildly as the thief snatched yet another trinket from the trophy cases and turned Nevermores hold to her own advantage. Her wounded compatriot would have to wait however as the Magus wasn't about to let her manage an escape with their intended spoils. Letting the wall of frozen flame fade he incanted once more in resonant tones rolling from his lips "Manu Procul Ad Aethera", and at his words an iridescent hand of pure aetheric force sprung into being reaching out with mystic might to grasp and wrench the orb from the would be thief's grasp and carry it back to Ouroboros own hand. "Enough with the dance lessons maybe?" he suggested to Nevermore and glanced to the scroll bearer, "Just give it up." he pled in exasperation.
  5. Ok Well switch to move object to grab the thing out of her hand then. Free Action: Switch Array to Mage hand Standard action: Disarm; Attack Roll: 14 Greeeeaaaaat thanks Orokos I don't hate you at all. So she's pinned, so that's no Dodge bonus and a -4 So I think that still hits unless she's at a +16 base defense, my attack has precise so it doesn't have the firing into melee/grapple penalties. So opposed power vs. Strength check, 17 Yeeeaaaa you know what would be great, Occasional rolls over 10.
  6. So is the object still in her hand? Or did she tuck it away before Nevermore grabbed her.
  7. Ouroboros "Ah Riley talks like that but ..." Huang paused, "Well he's had alot of ther.." Frowning Huang nodded and turned toward his classmates, "You might be right beautiful." he admitted and took a half step toward the pair when Riley seemed to get it together and he glanced back with a weak shrug and strode toward the felled foe. "Oh for sure imprisoning demonically empowered zealots is my jam." he noted perhaps sounding more sarcastic than intended with his temporally displaced slang. With a whispered incantation the teen summoned up his mage sight to see what if any power remained with the recent threat. He glanced from the villain to Set then back and bit his lip, "You know he's pretty much tapped out," he noted sidelong, "I'm sure he's not getting up before the big guns arrive." he looked down muttering under his breath, "Hopefully not my mom." If they were lucky Seven alerted first and would come to scold him before his mother had a chance to ground him again. He glanced to Set and Sekhmet, "If you are tired yet oh She Before Whom Evil Trembles, I can promise safe return of your charge." he offered though it seemed doubtful even if the lioness took him up on his offer it would go as he'd have otherwise hoped.
  8. "Ah then they should be..." Ouroboros grimaced slightly as he finished after the startling cloud of Ravens with Nevermore at its center swung through his wall, "contained." Of course locking the would be thieves with their gadgets and gizmos and possible powers in a room full of potential treasures might not have been the best of plans either. As was proven when they went for an apparent secondary target the small ball flying to the female's hand in a manner all too similar to Nevermores own earlier trick. "Dammit." the teen magus spat as he considered his next move looking between the two interlopers now trapped with Nevermore. Continuing to bar their escape he called once more upon his vampiric heritage to enhance the effects of Nevermores frightful charge, Turning a red gleaming gaze upon the frightened thief he pushed forward the darkness of his parentage to the surface recalling to her mind the primordial fear of what lurked in darkness, "There's no way out." he hissed full of menace.
  9. Kimo slid down the back of a wave dropping to dangle his legs on each side as the swell passed. "You doin good." he cheered daphne on, "It take some time get da hang of it." he assured her as he paddled back toward the channel and back past the swells, "Don't focus on da standing just get up out the water and feel how da board moves." he advised as usual the slow and steady approach. "then you find the balance and it be da kine yea?" he ambiguously explained as he waited for Leilani to finish her set and looked to his aunt, "Me aunty probably say just keep fallin till you stop though so you do what work eh?" he suggested with a smile and when it was his turn took another slow and simple ride in to shore stepping up and down the board with surprising grace for a man his size.
  10. hit up AA and giz in chat and the consensus was generally the running away should take precedence but if them escaping with the mcguffin is what the story calls for go for it. So up to you how to roll with it and HP are always a good way around touchy calls to keep the story going as needed.
  11. Might want to check in with a Ref not in the thread but I think fail by 5 means run and not take other actions not directly related to fleeing. (Like you can open a door to get away or activate a flight suit or something but not like take a hostage or grab something) Just in case we'll back Nevermores play. Free: Maintain create object Move: Bluff to make eye contact: 1d20+10=24 Standard: Emotion Control Fear DC 20
  12. GM Head lolling to the side as the dazed avatar of Darkness struggled to focus on his captor. As the shadow powers sustaining him slowly drained away a sallow man of middle years was revealed as he latched onto the apparition of the avenging lion holding him aloft fear grew in his eyes followed by disbelief and anger, "NO! You were to all fall, She would suffer as Roman has and see all the Raven has built turn to ash." he babbled incoherently, "You must be punished for your sins." he lamented voice strained and mind broken as he gasped straining to breath, "He comes." the fallen avatar declared feebly, "It doesn't matter now, we're all sinners and the end comes." he whispered as he slipped from consciousness and the last of the shadows faded from the sky. Nighthawk could swear as his breath rattled in his lungs she could pick out a thread of malodorous sulfur with her divinely enhanced senses hiding beneath the reak of woodsman's scent obscuring cloud.
  13. Phalanx frowned at the news of Triakosias mind being so thoroughly invaded. It did not bode well for any of them that psychic energies of such finesse and potency could be brought to bear by their foes. Looking to Triakosia he nodded in silent support. "I have no difficulties in enclosed spaces, thank you." he replied to Monsoon in honest appreciation for her perceived concern. Turning his gaze then to the mountain itself he spent a long moment examining it before frowning slightly, "The tunnels are man made, and lined with material designed to prevent even myself or Triakosia from piercing it's secrets." he informed them, "Construction is unusual, half rounded chambers with strange interconnects, all at the wrong angles for how most buildings are built." he offered with a shrug glancing to the far better traveled Wander and Midnight, "Don't know if any of that is more familiar to you?" he suggested as perhaps it might give some clue what they faced despite his less than precise description.
  14. "Oh please." Ouroboros scoffed with a shake of his head, "Firstly if I was the sort to go in for so final a solution I'd not be convinced by finding out you think it's some way out." the Dhampir corrected and with a burst of vampiric speed blinked across the room to Nevermores side, "And secondly the whole 'Free me from this eternal burden!' schtick is a bit too edgelord even for me." he finished and called forth the incantation of frozen flame. Between the teen heroes and the ner-do-wells sprung a wall of eerie blue flame unmoving as if frozen in time. Though it gave off no heat it was solid as heavy steel as impassible in this world as those adjacent. Sparing a glance for the Ravens Protege he inquired, "I assume you have some method in all that," he gestured to the suit, "To alert the headmistress or your patron as to the situation?"
  15. So the dude gets his first recovery save at the top of my round too. so DC 20 save again, though the -2 from shaken is still in effect for him trying to shake it off. With where they are can I trap them behind a create object wall if I move to nevermore? Or is there two entrances to this room.
  16. Initiative: 10 (So Fast!) So speed boost huh... welp lets do the VP to Boost Fly 7(Do A Barrel Roll; Flaws: Limited Vehicles only) {7pp} Enhanced Skills 3(Ace Pilot; Pilot +12) {3pp} If that works for you.
  17. "uhhg, never get in a drinking contest with an asgardian." Ace murmured to himself as he rose and rubbed his eyes before trying to take in his surroundings with greater focus. He quickly checked for signal on his phone or coms though had little illusion that whatever force had apprehended him would be so kind as to leave him a line to call in backup. Staring out at the myriad reflections of himself in all directions he sighed and began picking his way through the maze of mirrors keeping one hand to the left hand wall as he went, if this was a normal mirror maze it just might get him out. Then again if experience was proof this was unlikely to be a normal maze. Focusing his mind he let of of reliance on sight and let himself feel the air around him and opened himself to a wider world relying on ancient techniques of the Shambala monks to pick his way along seeking exit or allies.
  18. Fort Save: 32 Toughness Save: 28 Makes it if barely.
  19. 25 in a stat is peak human potential. Beyond that is superhuman. 14-18 is the smart guy range in general 19-25 is basically into the genius range. Of course with super-scientists etc the cap on genius a little wibbly. Basically though 20-24 is like stephen hawking, or Einstein, nobel laureates of our world kinda intellect. Super human is like comic super scientists and minds like your reed richards types. DC's (Difficulty Class) are the number one has to roll over (with modifiers) for a given roll or 'Check' to succeed. When you try to shoot or punch a person you roll against their defense DC (normally 10+ defense) if you're total roll plus attack bonus for a given attack is higher you'll hit them. Then they roll a save against the DC dictated by the attack. What that DC is will be specific to the attack used. A punch or gun or fire blast generally will provoke a toughness save to prevent the damage. Damage save DC's are calculated as the rank of the damage effect (the rank of the power or Strength for an unarmed attack) + 15 so a rank 10 power provokes a DC 25 save, A strength 18 character has a +4 strength bonus so provokes a DC 19 save. This is almost always opposed by a Toughness save (Roll of 1d20 + Toughness save vs. the DC), No damage for succeeding if one fails there is a damage effect based on by how much. Some attacks might provoke a non damage based save, like a mental stun Vs. a will save or a power drain or nausea effect Vs. fortitude. We call those 'Exotic' Saves and the specific power dictates how failing affects the target. Those save DC's are normally 10 + the power rank so a rank 10 stun would be DC 20, a rank 7 snare would provoke a DC 17 reflex save. On the sheet we ask for the DC's of your powers as those will be the common effects you toss out. So a Blast would be 15+(Blast ranks) for instance. It's a quick way for everyone to look and see what they need to Save against for a given power when it gets used.
  20. Ok so there is a sheet template Here, if you didn't find it already that has the preferred layout for building powers. This isn't just for us to more easily read them but it helps to guide people into building powers in the M&M style. I'll go into that a bit more further down. I know you just picked up the book so I'm not sure how much of this you've picked up on already but here's a few of the basics. Rolling: So this is based loosely off D&D, every roll is a D20(Twenty sided die) roll with a bonus based on relevant skills, saves, or what not. The total result needs to be higher than the result (ties go to the defender). Usually whoever is running a thread can tell you the DC but some are easy to derive oneself. Attacks for instance to do regular damage ar a DC of 15+Rank where rank is the rank of power used (like blast) or strength for unarmed attacks. Power Level and Caps: Every character and NPC has a Power Level (PL) that is an approximation of their potency, mostly in a fight though also some other contests. PL 7 is your daredevil or punish type level, brutal against low level gang mambers but against a superhuman foe will be in for a tough fight, PL 10-12 is the average full fledged hero (Your x-men, avengers, etc) getting up to Pl 15+ you're looking at the top end heroes/villains the supermen/darkseid's. This is primarily represented by what caps you can achieve. So for fighting the average of any given attack bonus and save DC bonus should be your PL. Tradeoffs allow you to have a higher attack and lower Save DC(damage) for like an accurate eyebeam, or higher damage at the cost of accuracy (Iron Mans chest beam) Caps also affect defenses in the same way Defense and save bonus average to PL but cna be traded off for a nimble but fragile hero or a sturdy but easy to hit hero. the max a trade off can go is +/-5 and the average still has to be your PL. So at PL 7 you could get an accurate attack at up to +12 but need to drop the save DC to +2 or the reverse or something inbetween. Skills and Stats also have caps (PL+5) but not tradeoffs. Power Creation: So Powers are effect based. You ask yourself first, "What do I want this power to do, hurt someone, put them to sleep, let me fly, make me tougher, etc." then you find the power that does that thing (damage, stun, flight, protection) and build it out to do that effect how you want it too. You do that through introducing extras, flaws, feats, and drawbacks to the base power. For example if you want to shoot an icebeam you need a damage effect, then you need it to be ranged (sometimes called blast which is damage with a ranged extra) and maybe you want the ice beam to be able to write your name on the side of a building so you buy the precise feat then since it's ice you add descriptors to it. Descriptors are free but you generally get only one from a catagory like origin or type or whatever. So a mutant with ice powers would have descriptors of (Mutation, Ice) an Ice mage woudl have (Magic, Ice) and alien would have (Alien Physiology, Ice), and a high tech ice gun might have (Tech, Ice) there is a variable power Feat that lets a given power use different or broader descriptors so like an magic elementalist might have a blast with variable descriptor for (Magic, Any elemental) and you pick usually once a round what kind of effect your doing but its all the same mechanical power. You don't need to buy an Ice blast, fireball, lightning bolt each individually.
  21. DREAM'D ON BY HGM Big Update for Sandman to get up to PL 12 Skills: 1PP Buy 2 ranks of Knowledge Arcane Lore and Knowledge Cosmology. 1PP Powers: 20 PP Buy 4 ranks of protection (10 ranks total, Toughness Save +14, Knockback -7) for 4PP Buy 8 ranks of the Sands of Dream Array and update as below for 16PP Array Rank 28 (Sands of Dream; 56AP; Extras: none, Flaws: None, Feats: Alternate Power 8, Drawbacks: None) [64PP] (Dream, Mental, Magic) Base Power: Create Object 15 (Walls of Sand; Extras: Duration(Continuous +1); Flaws: none; Feats: Affects Insubstantial 2, Selective, Stationary, Tether, Precise, Progression 5 [250' cubes]; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Damage 12 (Nightmares to Life; Extras: Penetrating 2 +1, Range (Perception, +2), Alt Save (Will, +1), Mental (+0); Flaws: none; Feats: Dimensional(Dream), Indirect 3, Reversible, Subtle; Drawbacks: None) {56/56} (Dream, Mental, Magic) Alternate Power: Emotion Control 12 (Sands of Calm; Extras: Area (General, Shapeable, +1), Selective (+1); Flaws: Limited (Calm Only, -1); Feats: Reversible, Progression 19 (Rank x1000 5' Cubes);) {56/56} (Dream, Mental, Magic) Alternate Power: Fatigue 12 (Sands of Exhaustion; Extras: Range (Perception, +2); Flaws: none; Feats: Affects Insubstantial 2, Sedation, Reversible, Incurable, Slow Fade 2, Subtle; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Illusion 12 (Sands of Illusion; All Senses, 2,500' Area; Extras: Selective Attack (+1); Flaws: Phantasms (-1); Feats: Progression 8; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Illusion 12 (Sweet Dreams (Dream Control); Extras: Duration (Sustained, +1); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Triggered, Progression 15 (50 mile radius); Drawbacks: none) (Dream, Mental, Magic) Mind Reading 12 (Dream Travel; Extras: Affects Others (+1), Duration (Continuous, +2); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Insidious, Sedation, Subtle 2; Drawbacks: None) {40 + 16 = 56/56} (Dream, Mental, Magic) Alternate Power: Move Object 14 (Shifting Sands; Extras: Damaging (12 ranks, +1), Range(Perception) (+1); Flaws: none; Feats: Affects insubstantial 2; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Stun 12 (Sands of Sleep; Extras: Range (Perception, +2), Alt Save (Will, +0), Sleep (+0); Flaws: none; Feats: Affects Insubstantial 2, Reversible, Sedation, Slow Fade 3, Subtle; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Teleport 10 (Dream Step; Extras: Accurate (+1), Portal (+2); Flaws: none; Feats: Change Direction, Change Velocity, Easy, Progression 2 (50' by 50'); Drawbacks: none) {56/56} (Dream, Magic)
  22. Approved!
  23. Abilities: Good Combat: Minor format issues, 16 + 20 = 36PP is an easier to read format for +8 Base attack +10 Base Defense Defense Should Read: Defense: +10 (+10 base), + 5 Flat-Footed Knockback should be -10 Saves: Good but See Powers Skills: Good Feats: Good Powers: Powers do not add up: Should be 12+8+15+2+20= 57 More readable if Device powers and arrays are indented under the broader heading and Powers are Bolded. Force field 12 is overcaps for PL 10 with 10 defense. You recorded an appropriately capped 10 toughness in the Saves section so you and calculated your PP like you spent 16 on it so I think the intention is to buy rank 10 impervious force field for 20DP in a rank 4 Device with 20DP for 16PP. So clean those up and you should be good. Concept looks pretty solid as well, Nice to see a gadgeteer that is not a bajillionaire.
  24. Phalanx has a base recovery of 20 so that's 33 on a 1 so succeed by 20+ will clear all his wounds.
  25. Ouroboros As the last of the shadows fell and Choshech crumpled under the empowers teens attacks Ouroboros released the spell he had held and fell to the ground on hands and knees as he willed the power he had perhaps foolishly grappled back into the surrounding lands. Pushing himself upright though still down on one knee he looked around his breathing labored as he tried to survey the damage wrought by the attack on the school and it's students. Already the windows were filled with Staff and Student alike looking down at the group who had faced down the shadowy terror in stark silence as Nighthawk shook him like a ragdoll. With a whispered spell he engaged the third eye to examine the person behind the attack now dangling fragile and oh so human from his classmates grasp. "That power was not his, and he's lost it in defeat." he gasped out as he struggled to his feet. "Something powerful." he mused aloud, "Sent him, or perhaps chose him." he shook his head trying to clear the fog of exhaustion. Coming to Sets side he looked to the godling questioningly, "Are you ok?"
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