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Freedom City PBP: A How-To Guide
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Everything posted by Supercape
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PL 8/10 would be a generally used form! i.e. functions as PL 8, legally allowed to build up to PL 10!
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Great posts, Roo! Lets do something different, give me a DC 10 INT roll to shake him with clever facts and stuff!
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Thanks for looking at this Tsura. Your explanations are very handy. Triggered effects are like you say, traps. I don't think they need indirect - as when you place them you are there. Of course this is up to you. Dazzle as lots of little fireworks makes a lot of sense. Move Object is the one power in the array I find problematic, to be honest. I get where you are coming from, its a comic book staple, but I think its the wrong tool for the job, it feels clunky to me. If Tsura goes to a brand new location she can lift up cars and coffins with this power, even if she has never been there before to prepare. This is only a personal opinion of course - this looks like one of those powers where there will be differences of opinion. Honestly, I'm not even sure she needs this power - sleight of hand skill and preparation (and maybe hero points) would work wonders. As for your escape artist link - funnily enough that was exactly the clip I had in mind before you even linked it! I still think this is better modelled as escape artist skill - for that clip you can either say that the bulk of the work was done whilst bluffing in order to work unnoticed, or you could give a custom feat [instant escape, escape from binds as move action], or it was done with a hero point. The reason I am slightly disinclined to this array is that effectively you have bought a skill array - with escape artist and sense motive latched on to some other powers. No doubt, this is an effective use of power points, but I suppose that is the point, its getting very effective skills for 1 PP per alt power. And, at the end of the day, its using powers to mimic what can be done with skills, which is another thing I have a personal "thing" about. This is just one opinion though - but heads up that this will be something scrutinised on approval; as the house rules say, putting skills in arrays is something that is looked at very carefully. To put this in perspective, 5 PP could get you an array of perfect escape artist and mind reading (plus the ability to array further powers), whereas buying 12 ranks of Escape Artist and Sense Motive would cost 6 PP (and is actually less effective). A final point about multiple devices. Keeping this array as hard to lose is totally fine. The Multiple Devices house rule however is cheaper (nice!), and means that each separate power has to be disarmed individually. Even if somebody snatched away the hypnotic watch, it just means the mind control power is disarmed, not the rest of the array. With three or four devices in hand, it would be rather difficult to snatch away every one of them in your average fight! However, the choice is completely up to you. I wouldn't really worry about the tactical aspects of this, to be honest. As for Mind Control, sustained, I personally have some problems with that as its a "one shot kill" effect - any failed save and target is out for a minute at least (and combat rarely goes on to a minute). However, as its sense dependent (visual), giving an additional save and I way to avoid the effect, that looks pretty good to me. Again, a heads up, I bring up powers that will be scutinised more carefully and opinions may differ. That should not deter you at all, just be aware that some powers are more debatable than others! Ill reiterate my overall opinion that this character looks like a great addition to FCPbM! we have nobody even remotely like her.
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ic Earth Victoriana: The Face of Politics
Supercape replied to Supercape's topic in The Realms Beyond
GM Dr DeRombert stopped dead in his railtracks to fury. He frowned deeply, full of irritation with himself that the purity of his vision had been derailed. He garnered some defence of his position, although it was plain that he was not fighting from high ground - either tactically or morally. "Madam, are you some kind of doctor? it is quite plain and true to all learned fellows that the fairer sex, whilst undeniably with charms and talent of the feminine variety, simply do not have the brains to reach the more venerable layers of academia. Whilst I cannot deny that the female brain can, to an extent, be educated, even the most cursory reading on phrenology will soon reveal the superior intellect and perception of the male cranium!" he said, as if the tautological arguments were perfect. "As for this.." he continued almost offering her the putty. "The science behind this is, I am sure, beyond you. This marvel not only mimics any flesh, it is a most excellent tonic for the body! it infuses most advantageously to the cardium and nerves! And not only that, not only that...." he paused melodramatically. "But it is symbiotic with mental and cognitive process, madam!" "Why do you think it is called DeRomberts putty? because it is putty? No! Because its use makes men putty in my hand! putty to the superior brain of DeRombert!"- 100 replies
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of course! never miffed!
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"Yeah, well, you don't belong here, buster. I'm kick your ass out the saloon..." She spat it out in a furious blurt, without thinking clearly. As her words trailed off, she saw Nick wrestling to no avail with the uncaged beast, and doubt crept into her mind. If the worlds mightiest necromancer couldn't down a simple demon, then simple it was not. And how had it broken free from the Cantos Cane? And what were those ill parted words? what did they mean? a contract? easy enough to make a contract with a demon, but hard as hell to win from it. Her father had been one of the best, but still, it was not good enough. Distraction swept over her, as she rained down tumbling shards of smoking metal on the beast, drawn from the never ending fire, smoke, and steel of the infernal forge, a dimension beyond this world. The metal tumbled true enough, but without her mind full of fury, but lost in thought, it was a feeble steel.
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I really like this character concept. How to build it is, I think, I tricky one, however. My personal feeling is I would be inclined to build her powers as a hard to loose device as you have done, representing a series of gadgets and tricks she has up her sleeve (and probably restricted 1, to stage magicians?) In essence, if she is disarmed or caught "empty handed" she would have to be relying on skills and deception alone. I would be inclined to use some points to really whizz up her bluff, sleight of hand, and perhaps other skills (like perform [dance/sing/act], craft [mechanics, structual, chemical], and knowledge [behavioural science, technology], perhaps with one or two feats (second chance [sleight of hand and bluff skills], inventor) to represent just how extremely talented she is at deception, and perhaps so she can organise clever stage shows and make custom gadgets or stuff. The master plan feat might be an idea - with the descriptor that she creates deceptions, flashes, distractions, etc. As for the array, some of these work for me, some are more complicated. Again, I would be inclined to loose some PP from the array to bump her skills but thats just me. Illusion works fine, in terms of speakers, smoke, and even holograms. Mind Control - perhaps with the descriptor of a swirling circle, stopwatch, etc? Conscious is an excellent extra. I would think perhaps you could make this sense dependent (light or sound) as hypnosis is suggested? Razor Cards are great (although you may want to drop this and buy ranks in throwing mastery perhaps, so she can throw even regular playing cards or pencils she gets her hands on!) Move Objects I think is the most difficult one conceptually. I totally get where you are coming from, but on the other hand she could only do this with careful preparation. I don't honestly think it is the right tool for the job. Partially skills like bluff, sleight of hand, stealth, craft could all be used to build traps, hidden wires, etc, all cheaply and without the need for trying to represent this as move object. On the other hand, you could do something like a trip attack which is triggered (and perhaps with knockback), to represent hidden wires or spring boards? Snare works perfect. Again, you might want to consider triggered. Constricting might be something to drop to shave some PP - it is also a rather nasty effect! (in terms of ickyness, not tactics!) Dazzle works perfect too. Again, perhaps triggered. I am not entirely sure how this might be selective - that works for laser beams but flashes of light are not too discriminative. Other things you might consider in the array - Sense dependent confusion (sounds or light, or even funny smells?) and perhaps obscure (smoke bombs) Onto the prestigation array. Again personally, this doesnt work too well for me. The first power just looks like a very high escape artist power, the second looks like a very high bluff and sense motive skill combined. The third looks like a very high stealth, bluff and/or hide in plain sight feat. The fourth sounds very cool...and the last sounds like a very high investigate / search / knowledge skills. I guess what I am saying is it looks like a lot of stuff which sound like skills being jammed into a small array. I think all your descriptions of what you want to do with a character are acheivable with a high (+10 or more) skill and skill mastery (or if you want to go full on master of the impossible, second chance feat). With your fluff, myself personally, I would give her a +5 situational bonus for things like using sense motive feat to read facial expressions in cards (but in reality, would she need it? the deck is stacked anyway...) Bear in mind that for regular joe street magic, you dont really have to roll these things. You just say she is awesome, and use sleigh of hand as a performance skill (like the core rule book). With those stats and that background, any reasonable GM is just going to say "She is awesome at stage magic, period". Its part of her backstory that even other world class magicians just throw their hands up and scratch their heads at how awesome she is. Final suggestion, with that lovely sleight of hand skill, a PP more in equipment to get things like mini tracer and concealable microphone (or even smoke bombs, throwing knives, and flash goggles) might be good. Ill reiterate this is a very unique and interesting character. I think the build is pretty good, but a lot of things which should be skills look like they end up tumbled into powers. As an example, I think most people would say with a reasonable INT (and 20 is world class) and some skills in craft (structural, mechanical or electronic depending on your narrative), perhaps combined with sleight of hand to hide things, a character could easily build some stage pyrotechnics, traps, and devices, which would mimic a lot of these powers. Buying skills and INT have to count for something! . The power arrays, I think, should be for stuff she has ready at all times to throw out without preparation. Personally I think this would be a more interesting way to play it - she holds up ok in regular fights, but give her a chance to prepare, to do some ground work studying psychology, deception, and so on, and she becomes awesome! EDIT: Had a thought about the teleport power. In essence this looks like a bad fit - it could be used to escape grapples, jump pits, or even through somebody etc. I would be more inclined to have a linked, or unlinked speed 1 power (fleet of foot) and a Free Action Obscure 1-2 power (with independent feat and slow fade 1, limitation (only when taking a move action, position is from where she moved).
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Just a heads up - we have an active player, HG Morrison, who is playing Foreshadow II, the heir to Foreshadow (not biologically, but in terms of legacy). That said its not impossible to have your own take on a cape with the power of precognition and a groovy cowl. Just try to avoid too close a clone! As for the rest, well, your character your choice say I! Bandy some ideas around - don't take it too badly if there is some shooting, we all do this to make sure that good ideas take off and bad ideas stay on the ground! Welcome to the site!
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Move action intimidate on the demon that broke free (1) 1d20+9=16 with -5 from move and +2 from favoured. Then a straight metal blast unshifted 1d20+10=23 probably hits, if it does a DC 25 Toughness save.
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In discussion with Ari about that case Rob, In chat I gave the example "Stagger in through the back door of family home in superhero costume, hear Parents light come on, and see the sidekick of Supervillain straggling up to the house having followed her..." This gives an example of a kicker. It is something immediate, tangible and awful. The advantage (and there are disadvantages too) of a kicker is your chance to (at least initially) write something like this that would not otherwise come up in play (as no GM would dare inflict such random horror). You can write yourself a hero point straight off. The important things are that you control a kicker, its an oppurtunity to go somewhere different than normal peril -> react, and it is immediate, tangible, and problematic. In short, it kicks your character up the backside, and kicks you straight into action (by which I do not mean necessarily physical action, but choices and dilemnas too).
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Ill let HG and you post one or two remeeting if thats ok, and then go from there - in particular which direction you guys would like to go.
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Thats interesting Rob, care to expand on that? Swapping time frames is interesting (and I have done it before with flashbacks). However I think it needs a little flesh into what actual problems / kick Cho has. The ones I have done on this thread have had very simple but effective "summaries" like waking up permanantly locked in superhero form or somebody finding the secret ID of the hero out.
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You may wish to consider using morph and the metamorph feat - essentially you have two appearances here.
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"Kings of Hell?" replied Carmen, her irritation at the Bartender mitigated somewhat. She had heard of them, of course. Well, she had heard of pretty much every rock group in the States. But she hadn't got around to see them. Perhaps she should. Although - preferably not with this guy? "What are you, a backstage pass whizz kid? Do you know the band? Or just friendly with the stage crew?" she asked, plying him for information whilst she drank. Too much, too fast, she knew, but her leg was gripping her with electric shock, burning pains. Every now and again she tensed up as the pain flowed up and down her leg. "I can get myself into any Rock gig there is, handsome. I just wanna know how you do it?" she said, an enigmatic smile on her face.
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"Confound you!" said Rene, his shoulder still smarting. For all his sorcery, the bandit was faster. "Cant see the wood from the trees?" he asked the bandit again, a wiggle of his eyebrows and a thin smile mocking the man. This time, he roped his hands together and spread them, making the wood start to bend, grow, and twist. But not the same as before. The time, the wood splintered, fired off like a crossbow bolt, huge gnarled roots, limbs, and shards that swept towards the bandit leader like massive cudgels, tumbling and spinning. This time, there would be no escape... "I'll not be beaten by the likes of you, cur!" explained Rene, determined to take victory rather than bullets and swords.
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A straight feint at -5 1d20+1=16 Followed by a shifted attack -2, +2 DC: 1d20+6=26 A crit! A DC 26 Toughness Save
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"Well zat was an unfortunate turn of events. Although I rather take ze fancy to ze Witch, I am now quite disarmed" he said, unnerved. Without his ring his flesh was old and vulnerable. "We, well, that is, I, must take the greatest of care. For today, I am literally a helpless old man. I would not like to meet my death quite yet" he smiled at Marceau. "A good thing I have you as my bodyguard, heh?" he said more cheerily, slapping Marceau on the back on putting his spectacles on top of his nose. "So, now we must find ze French Tart and see what she has to say, oui?" he said, scratching his white beard. "I am sure your eyes are better than mine, even with my glasses. Let us solider on!" he finished, marching through the crowds.
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At this juncture a little difficult to safely use AE effects on the remaining 10 crew. Ill guess you are preparing an attack reaction? Glamazon is up!
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GM "That your brother?" asked K when Edward trundled off to the starting line. It seemed that Russia was press on and try and portray its efficiency despite the startling events. K was a scared animal, but astute enough to smell something was up, eyeing Dee suspiciously. "My friend, you know him? Tall, blond guy, like in movie Hollywood, yes?" he asked. "Something crazy happened to Russian. How the Americans say...Malfunctioning Wardrobe?" "Your brother in danger. We help, yes? Russian team not happy, not happy at all...all life is being in the danger!" he said, seriously, tugging on Dee's clothes to drag him to Foreshadow. "We needing plan to bring exposure to Blonsky and team. Then you take me to America and granting political Asylum, the yes? I not want to have..." he put his fingers to his temple and gave a mimed shot, imaginary brains being blown out of the other side of his head.
- 174 replies
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- foreshadow ii
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A silly idea, but Thevshi liked it. An open thread for afternoon Tea at Lord Steams Manor, complete with super-powered Cricket match. Top Hats can be removed during play (unless you wish to be particularly spiffy). Any interest?
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That sounds interesting Rob - do you have some flesh to put to that? I will note (as per my essay on complications) that character traits like "immaturity" or "temper" are exceptionally difficult to work as complications, although they can make good role playing fun. They sound great on paper, but in practice they never hit the mark. Working parents as vulnerable significant others is easier. A kicker is something you write yourself - it goes counter to tactical RPG thinking, as you are deliberately getting your character into proper trouble. Not an enemy or a such like, but a position of anxiety. For instance, Parents turning up on your doorstep saying they have found a cure for Terminus powers, and would like (demand) Cho takes it. And they have arranged for involuntary administration of that cure... I say that as an example. Not to use. It demonstrates what a kicker is - something that kicks a character into action - and usually that means put them into an uncomfortable situation.
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OOC for This thread. Triasoka meets Mr. Lane, and a bit of high jinx investigative reporting (complete with mad science monsters)
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GM Friday 2nd May, late afternoon... The offices of the Ledger... "Hey beautiful, can I buy you dinner?" Marcus Lane was his name. He was a young man with chiselled looks, a mop of slightly unruly blonde hair and bright blue eyes the female staff often swam in. He wasn't the best dressed, the tallest or the broadest guy in the building, but he had a natural charm and cheekbones you could chop vegetables in. At the end of the week, the staff were winding down after five gruelling days of writing and reporting. Marcus was high on coffee, as always, and never stopped smiling or running low on gas. He thrust a takeaway cup of Dancia's favourite beverage into her hand. How did he know what to buy? A bit of observation, a bit of interest... "I know this great Thai place, just 10 minutes walk. I'll buy!" he added, confident and bristling with energy.
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GM "Me crew serve me well" retorted Captain Blood before the waters of temperance sloshed and foamed, cracking bones and skulls, sweeping over the Captains undead sailors. Some were too close to the still living crew, and were saved by the human shields they guarded. Still, once the furious force of the water swept past, well over half of the undead had been crushed or broken. It was an impressive sight, even to Captain Blood, who was obviously no stranger to the power of wave and storm. "Me crew served me well" came the correction. It was difficult to judge if Captain Blood felt any loyalty or remorse for his lost shipmembers. He looked irritated if anything else. "But today I'm recruiting, today I get the new model!" he laughed, still confident in whatever fiendish and unnatural schemes he had planned for the ship and its guests.
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Overall 90 Miss Americana 82 Gabriel 64 Synapse 64 Lord Steam 62 Scholar 60 Maxima 60 Doktor Archeville 60 Rene 56 Revenant 54 Set 54 Midnight II 52 Sunset (with mimic) 52 Riff 52 Graft 50 Protecton 48 Equinox 48 Silver Magus 48 Hologram 48 Silver Spider 48 Fleur 48 Tsunami 48 Velocity 48 Dragonfly 48 Comrade Frost 48 Foreshadow II 46 The Hound 46 Nick Cimitiere 46 Catalyst 46 Edge 46 Arrowhawk 46 Jack of All Blades 44 Cavalier 44 Sekhmet 44 Pitch 44 Asad 44 Red Moon 44 Willow 44 Giain Knight 44 La Renarde Bleue 44 Geckoman 42 Wisp 42 King of Suits 42 Sunset (normal) 42 Cannonade 42 Life Knight 42 Blodeuwedd 42 Net Fly 42 Wraith 42 Temperance 42 Hronos 40 Crow 40 Ghost Girl 40 Tiamat 40 El Heraldo 40 Young Britannia 40 Cobalt Templar 40 Crimson Tiger 40 Errant 40 Miss Grue 38 Silhouette 38 Stormbreaker 38 Harrier 38 Sekhmet 38 Wail 38 Tazel 38 Crusader 36 Dead Head 36 Arcturus 36 Solar Sentinel 36 Wander 36 Siphon 34 Blue Jay 32 Bloody Mess 28 Wave Eye