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Supercape

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  1. Your supersense can see the totem is magical (no surprise), given its analytical: specifically, some kind of ward or hex in it should it be destroyed, although on the flip side, destroying it (along with the other two) will make the pact null and void.
  2. Here's my stab at something that comes in at budget: Abilities: 40pp Str 24 / 6 (+7 /-2) Dex 30 (+10) Con 14 (+2) Int 22 (+6) Wis 16 (+3) Cha 12 (+1) Combat: 8 + 20 = 28pp Initiative: +22 (+10 Dex, +12 Improved Initiative 3) Attack: +4 (+10 Melee) Grapple: +0 Defense: +14 (+10 Base, +4 Dodge Focus), +5 Flat-Footed Knockback: -2 Saving Throws: 4 + 0 + 9 = 15pp Toughness: +6 (+2 Con, +4 Defensive Roll) +2 Flat Footed Fortitude: +6 (+2 Con, +4) Reflex: +10 (+10 Dex) Will: +8 (+3 Wis, +5) Skills: 49 Ranks = 13 PP Stealth 5 (+15) Notice 7 (+10) Craft: Electronics 4 (+10) Disable Device 4 (+10) Investigate 4 (+10) Knowledge: Current Events 4 (+10) Knowledge: Business 4 (+10) Knowledge: Technology 4 (+10) Knowledge: Theology and Philosophy 4 (+10) Language 2 (English [native], Spanish, French) Profession: Writer 7 (+10) Feats: 19PP Dodge Focus 4 Defensive Roll 2 Attack Focus (Melee) 6 Jack of All Trades Master Plan -- seemed natural for an obsessive perfectionist Evasion 1 Benefit: Wealth 2 Uncanny Dodge (Hearing) Equipment 1 Equipment wrote: Binoculars Gas Mask Mini Tracers Multi-Tool Flash Goggles SUV: Converted to serve as Jube's mobile home. No 'exotic' features as yet Powers: 5 + 2 + 4 + 2 + 1 +27 = 41pp Super-Senses: Low-light Vision, Scent, Tracking (Olfactory), Ultra-hearing, Danger Sense (Tactile? -- motion-sensing via detection of subtle changes in air pressure) [5pp] Speed 2 (Hunting Sprint) [2pp] Fangs and Claws (Strike 3 [Power Feat: Mighty]) [4pp] Immunity 2 (aging, diseases) [2pp] Feature 1: Mimicry (+10 on rolls to mimic sounds) [1pp] Timeshift Linked Powers Enhanced Trait 18 (Strength +18) Enhanced Trait 3 (Improved Initiative 3) Quickness 3 (x10 speed) Speed 3 (stacks with above for Speed 5: 250mph) This is only a stab, I emphasise, there is other stuff to jig around. I couldnt fit in all the "Moves like a cat" powers - you would have to think about shaving off more DEX, CHA, or WIS, or saving throws for that, I think. You may be able to squeeze one or two points from things like Enhanced Trait Strength only if taking a move action that round (as a power loss drawback) but these are ref calls. Formatting isnt perfect either, but this is just a stab-draft!
  3. Wow thats a LOT of points to shave off! Firstly, I would take a step back and recalibrate your levels so to speak. DEX 30 for intance is superhuman. A solid superhuman. Dont think you need to push it higher just to make him "really really superhuman". DEX 30 means you are way way more agile than the most agile person that ever existed in human history. For stats, I would think about shaving DEX down to 30 (at least), and INT down from 22 - is he really equal to the most intelligent man in the world today? 20 would be the most intelligent man in the country, and 18 is still well in the "genius" bracket. Again, its recalibrating slightly. With all the superheroes flying around you can get a tendency to think of a statistic of 18 as mediocre. Its not - it makes you one of the strongest / smartest / charismatic people around, truly exceptional. Now, bad news: With toughness +2 and defence +10 you are way below defence caps. Thats not an aboslute problem but will make Jube likely to get swatted. Think about buyiong up more defence or dodge, but it cant go higher than +15 (there is a maximum of +5 defence / -5 toughness trade off). So you may want to think about some more toughness - the feat: defensive roll may fit (1 PP gives 1 rank in the feat which gives +2 on toughness if you are able to take a free action / not flat footed). So buying defensive roll 2 would give you toughness +6 (+2 if unable to use flat footed) and buying dodge focus 4 would give you defence +14 (+10 base, +4 dodge focus, meaning +5 defence if flat footed). This costs 6 PP and brings you up to defensive caps. Saving Throws: You could shave some off these, probably taking Reflex down to +10, maybe a point or two of fort or will if needed. Skills: Again, be realistic you need to shave off points. I would take all the knowledge skills down to +10. Profession skills arent really needed - maybe keep writer as it represents a craft. Perform (Imitate sounds) is best kept as a feature power (+10 to rolls to mimic) for 1 PP, perhaps shoving 1 PP into 4 ranks of bluff. Think about generally shaving off some points in skills if you can. Feats: As you have to shave off points, I would loose ENvironmental adaptation for now. Well Informed is useless without Gather Information skill - so drop it or change Investigate to Gather Information. You may get away with Evasion 1 if you have a reasonably high Reflex save. Is he a millionaire or just wealthy? reduce Wealth to 1? You need to specify which modality Uncanny Dodge is in (Smell or hearing I guess?) Equipment: You will need to cost up these for EPs. Many of these are effectively free. Flash Goggles, Binoculars, Multi Tool are 1 EP. The weapons will cost a lot more. I would think about loosing the weapons for now, to save PP. Powers: You need to specify which sense tracking is in (scent I guess?). The X Ray vision and Infra red vision is something I would think about dropping to save PP. Sure Footed 4 is expensive and not that handy, maybe drop a few ranks in that for now. Regeneration is something I would think about dropping, its not that handy until at high ranks. Timeshift Power: Superspeed does indeed Stack with Speed, so can be reduced to 4 ranks [saving 10 much needed PP]. You may want either a) but more powerfeats to make superspeed useful or just call it linked quickness 5, speed 5, improved initiative 5, dropping its cost to 15pp (I would choose the latter). Although you may not need even all of these ranks (Initiative bonus is +13 from DEX alone!) You may wish to link enhanced traits (defence, dodge focus, attack) to this timeshift power, representing increased accuracy and evasion when he is time shifted. Deflect I would just drop for now. Super Strength I would drop. Note as it is his toughest attack at present is Fangs and Claws, which is pretty weak (+3 DC). You could do a few things, like make this mighty and linked enhanced strength to time shift, plump up the strike rank of fangs and claws, and pump up attack bonus to +15 and strike to rank 5, and add power attack feat - I would do the latter. Sorry for another long post, and I know its rather brutal. In essence, you are going to have to make some hard chops on the character in order to get him down to 150pp I think! 81pp is a LOT to shave off!
  4. Ok I have edited and made all changes, any comments?
  5. Victory's dipslay was better than Felix could have hoped for, and the crowd was enjoying the spectacle immensely. Felix jumped off the elephant - perhaps a little to sprightly for a man of his age, but nobody was paying particular attention, and sidled up to Sleaze McRock "Sleaze, you devil, I see you have met Cindy and Mindy!" he noted, as the two young ladies waved at him and gave him saucy smiles. "I Just so happen to have a few amps and a guitar. Oh, and a rock band, in the mansion. Care to give us an improptu performance by the pool?" "You bet!" was the sleazy reply, as the rocker raised his glass of Tequila and roared his approval in time with another volley of fireworks and roar of cybernetic jets.
  6. Quentin was still, at heart, stuffed full of chivalry. "" he smiled, his shoulders and biceps aching as he tottered off behind the display as fast as he could. When he reached the blessed safe point, he carefully put the totem down and stretched his aching limbs "there we go, easy as pie". "What are to do with this anyway? I thought we needed to blast the thing? do we inspect it first?"
  7. Slick had some dust in his eye. It had been one of his father's favourite opera's, and he remembered why. The music had that Germanic oppressiveness, etched with doom and fate, yet filling one with vigour and passion nonetheless. Somehow, for all his beauty, he identified with the dwarf the most. Had he renounced love. Perhaps he had, for all the floozies that he cavorted with. His father hadn't really commented, but he suspected he didn't approve. The opera was speaking to him with powerful memories and inevitably his repressed, unconscious psyche was singing along. Music for thought he realised, riveted by the performance.
  8. Slick took a seat in the box right, and promptly put his feet up on the other seat. Nobody had caught his eye - perhaps he wasn't in the mood, he reflected. It was German Opera, after all, and it was likely to bring home some memories. Not entirely good ones, but important ones. No, he would want this evening to himself, if he was honest with himself. He took a look at the champagne on ice. A fine vintage. But again, he hardly wanted his senses dulled. He wanted an epic, emotional evening.
  9. Actually, the end of this ties with the very beginning...
  10. Indeed - I can't add much to what Carrie saw however - the chill is centred around the russian contingent - so much so that people are actually wafting away from them. The old man in the wheelchair looks at deaths door, deathly pale. The others, including the aristocratic young man, look quite well - immune to the cold. EDIT I just saw your post. I hadn't even considered Rasputin - but that is an absolutely awesome idea!!! EV has somewhat flexible "Steam-time" so that wouldn't be a huge problem - and it would fit with the story. Anyone have any thoughts?
  11. Slick shook her comrades hands. "Pleasure working with you both. I think we stopped something awful. I hate to ask, but if anything like this happens again, I will be calling on you. " She paused and gave a slightly saucy smile "and given how handsome you are, I may just call anyway!" It wasn't exactly clear who she was talking to with the last comment, but that was the point.
  12. "Oh my aching muscles" groaned Quentin, as he picked up the totem. He felt its mass with his mind, about 50 pounds, he reckoned. Still, with both hands grasped around it, he could manage, even if he was a bit ungainly. He looked around - with more than his eyes - the Church. He spotted a display case in one corner which had a series of posters set up showing old black and white pictures of the Church. "That corner looks an attractive proposition" he said, nodding in its direction. "Unless somebody has a fantastic pair of eyes, we can just appear round the corner and nobody will be any the wiser".
  13. Slick adjusted the sleeves of his perfectly fitting Dinner Jacket as the Taxi pulled up outside the performance. Well, it would fit perfectly. Or rather, he had made sure he fitted the clothes. He effected a slight German accent - not difficult, he had a transatlantic well spoken accent normally, and was German by birth. Only slight however, he didn't want to push it. He had taken the name Auric von Ardenne, a German playboy and businessman of "this and that" enterprise. He stepped out of the taxi, giving the driver a generous tip and a "Danke" before striding into the opera house and having a good look around. He had booked a seat in the box, of course. Well, two, in fact. One would be for the champagne, or his feet. But of course if he happened to see any charming lady or appropriately inclined and handsome gent, then perhaps a little romance and seduction would be in order after an invite to join him.
  14. Supercape

    The Lab

    Apologies Doc, I interpreted your previous post on the subject in a different light. I'm not entirely sure how it could be abused, but its not something we need, so we can drop it without any fuss.
  15. Just chilled then!
  16. Supercape

    The Lab

    Sounds good, Shock! I presume you have checked out the wikilink explaining the lab, which is basically this thread distilled. At present, it is pretty much operational as a base and we only ask 1 PP/member, no need to chip in two. Once you chip in December consider yourself a member - at which point we probably need a thread to welcome you in and for Lab modifications. Feel free to start threading or posting leading up to this, and of course (if you wish) visiting the Lab as a guest etc. 1 PP would give us 5 more HQ points to play with. We would of course welcome any fitting suggestions. We had a couple of ideas previously about what to use: Dock (a secret tunnel to the River for our submarines and boats!) Power: Concealment 3 (Hearing, Ultra Hearing X Ray) (for more privacy!) Power: Communication 9 (Radio, Omni DIrectional PF: Selective, Subtle) Power: Supermovement (Dimensions or Temporal) None of the above are set in stone and are far from "required" as you can see, the Lab works pretty well as is. Any bonus PP from this point are just for extra special groovy stuff as above. Any thoughts or particular things you would want, feel free to chip in.
  17. Supercape smiled. "I think you have earned your grade A today, madam. And my thanks. And of course you are welcome in the Lab any time. We do have some heavy crates that need shifting". He signed a piece of paper with a flourish. "There you go. Grade A. And much deserved!" He pressed a button on the elevator shaft "going down!"
  18. For What its worth, I'll throw in how I would break down these: Stealth: You may want to buy 2 pp (or more) of stealth skill to be competent. However, it does depend on your final DEX score (Which provides a bonus to stealth). I would aim for a total bonus of +10 at least, +20 or more if you really want to be a stealth character who is not going to be seen. This probably means at least 2pp worth of Stealth (8 ranks in stealth plus your DEX bonus which as it stands is +13). Shadowing is subsumed under stealth. Climbing is not really required if you have Wall crawling. 5 Ranks of Climb allows you to keep your dodge bonus when you have Wall Crawling 1. Alternatively, Wall Crawling 2 allows you to keep your dodge bonus. Also, Wall Crawling can be nullified as a power (unless you buy the power feat: Innate). The choice here is up to you. I would probably go for Wall Crawling 2 with innate. Mimicry is best handled as the feature power (which costs 1pp). It is actually specifically mentioned as a possible feature power in Ultimate Power, Giving a +10 bonus to bluff or perform checks to convince others your sounds are real (which means you may want some skills in bluff or some kind of perform like singing, acting, etc). Profession skills aren't often used in FCPBM. You may want the wealth 1 feat if you see him as comfortably rich (short of a millionaire) but otherwise he is Joe average wealth. The Inventor feat is only really useful if you are cramming a lot of Knowledge (Technology) and Craft (usually electronic or mechanical) skills. "Deduction" is available to every hero once a game by expending an HP. Knowledge: Technology is probably the closest skill for making sense of, and using, unfamiliar technology. Knowledge: Business will probably subsume Trading and Bureaucratics You can't buy +4 to all skill levels (outside some complicated and expensive and borderline cheesy powers), Jack of All Trades allows you to use all skills untrained which is the nearest thing. The other option is getting Beginners Luck and a few ranks of the Luck feat - allowing you to burn an HP and get 5 skill ranks in any skill with less than 5 ranks. This will eat up valuable HP but allows you higher levels of expertise. Putting together your skills, I would suggest they run at: Computers Craft: Electronics Disable Device Driving Investigate Knowledge: Current Events Knowledge: Business Knowledge: Technology Knowledge: Theology and Philosophy Language (2 Ranks: Spanish and French) Profession: Writer If you have Jack of All Trades you may wish to drop driving - a high Dex would give you a large bonus to this skill anyway, and Jack of All Trades allows you to make "training required" checks even if you have no skill ranks in the skill. You may wish to consider skills in: Gather Information: Asking around for word on the street, etc. This differs from Investigate which is analysing clues (you may wish to replace Investigate with Gather Information). Acrobatics: Probably worth getting, if you are a DEX based character. Diplomacy and/or Bluff (or even Intimidate) one social skill is probably handy, and appropriate for the character. Notice: All round useful "perception" skill. Sense Motive: Aside from being handy and possibly conceptually appropriate to spot liars, this is a very useful skill for defence shifted characters as it protects you against feints - if someone successfully feints against you, you will loose your dodge bonus which will be nasty. Remember 1 PP buys you 4 ranks in a skill. Very broadly speaking 1-4 Ranks is "some expertise", 5-8 is "Enough to make a living in it", 9-12 is "Renowned Expert", 13+ is "World Expert". For many skills there is some advantage in getting a total bonus in increments of 5: Particularly Knowledge skills - so if your INT is 22, and you have a +6 bonus, then 4 ranks (1 PP) in the knowledge skills would give and impressive and tidy +10 bonus. Finally you may wish to add these feats: which cost 1PP each: Acrobatic Bluff: Particularly it you get Acrobatics Skill - allows you to trick and fool opponents and leave them flat footed. Connected: Make a diplomacy check to call in some favour. Contacts: Make Gather Information checks extremely quickly (just pick up your mobile phone..) Elusive Target: Strictly optional, but adds another -4 penalty for ranged attacks on you when you are in mellee. May fit with your dodge-focussed character. Evasion 1 (or 2): You are probably going to end up with a very high reflex save, and this feat is a handy one if you do. Hide in Plain Sight: If you are going heavily down the stealth route, this may be worth taking. Skill Mastery: You can choose four skills and "Take 10" on the roll even if under stress, which is handy when you really want to make sure you avoid some bum luck. E.g. Acrobatics, Disable Device, Craft (Electronic), Drive [for instance] Well Informed: When you meet a new organisation or person, you can make a Gather Information roll to get some insight into them. Uncanny Dodge: I would strongly recommend getting this feat for very defence orientated characters. It stops you loosing your dodge bonus when you are flat footed (hopefully you wont be) from surprise or lack of Initiative. When you buy it, you specify a sense type (maybe hearing or smell in your case). You can even by another, or several ranks in it to add additional sense types (if your attacker is invisible to that sense type, or you are dazzled for instance, the uncanny dodge won't work). There are other feats you may wish to get of course, depending on the rest of your build. Apologies this was very long winded etc! Final Note: Attack/Defence bonuses are decoupled from statistics in M&M - I know this sounds very odd but it actually allows for a much more flexible design of characters - Think about a highly agile character who may be cursed to attract all attacks as pennance - or a clumsy oaf who, nevertheless, can see 5 seconds into the future and may thus be extremely effective at shifting his bulk "just so" to avoid an attack. I appreciate that was all very long winded, sorry!
  19. "Well said" answered Quentin, and reached out for Etain. As the startled monks began to collect their senses from the assault, he reached out and started his small nudges through dimensions and energies that could only be described in complex mathematical terms. The entanglement causes a slight wobble in local time-space, and they collapsed into a singularity, instantly reappearing in the Church. It was all a bit disorientating, and Quentin managed to drop the Statuette - loudly. "Damn that things heavier that it looks!"
  20. Heh. That wasn't a bad cover to be honest, Slick was tempted. But it was best to keep her aliases rather vague and mercurial. She laughed "well, I'm not a model, Liz, no. Couldn't stand all the bitching, even if I was pretty enough. " She took a sip of her Sloe Gin well made she noted. "I deal with yachting and boats, selling, trading, organising trips, that sort of thing. I'm pretty at home on the water, or around it. " It wasn't complete rubbish of course. The best aliases were both vague but also something she could actually do - or at least pretend to do. She was smart, and had decades of experience under her belt, so the last parameter was reasonably wide.
  21. 1d20+3=9 he dazzled!
  22. "Sounds like he is a jammy bast..." "Ahem" "An extremely fortunate young gentleman" replied Supercape politely. "And I am positive he is most appreciative of his peculiar talents. I presume, given his splendid taste in costumes, that he is equally splendid in his heroics!" He tapped the terminal on the north elevator shaft "where too, madam?"
  23. Noticed an error in picking up an error in Slick: Skills are actualy 32 ranks, not 44 ranks I guess the 44 ranks came from counting Escape Artist +12. This is not part of skills, but represents the Enhanced Trait: Escape Artist +12 Power. Don't particularly want to pay for this twice! This may have been my fault for format, although in my defence, got two approvals! Accordingly, could the Regen 3 be reinstated (Bruised 1 / round no rest)? Done by AA
  24. The monk fell heavily, and clumsily, from Etain's shove. The statuette was heavy, unwieldy, and held in one hand - and as the robed man fell hard on his rear end, it inevitably rolled out of his grasp. Quentin stopped to pick it up - damn, heavier than it looks he noted, taking it with both hands, and as he groaned with the weight, he flicked a pulse of sickly green radiation around the fallen man. He may have been clumsy, but he was robust - screwing his face up with the nausea but not succumbing to the green glow.
  25. Yep. I assume thats suitable attire for a night at the opera?
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