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Cubic (PL10) - Heritage (Platinum)


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[floatr]K_Bellcropmini.jpg[/floatr]Player Name: Heritage

Character Name: Cubic

Power Level: 10 (150/157PP)

Trade-Offs: None

  • Miniscule: +5 Attack / -5 Damage, +5 Defense / -5 Toughness
    Fine: +1 Attack / -1 Damage, +1 Defense / -1 Toughness
    Diminutive: None
    Tiny: None
    Small: None
    Large: -1 Defense / +1 Toughness
    Huge: -3 Defense / +3 Toughness
    Gargantuan: -5 Attack / +5 Damage, -1 Defense / +1 Toughness

Unspent PP: 7

Progress To Impervium Status: 7/150 (Platinum Status earned with Grimalkin)

In Brief: Size-shifting alien teenager who, along with her twin brother, escaped from a war-ravaged world.

Alternate Identity: Jeena Vandermol

Identity: Secret

Birthplace: Planet Tektan

Occupation: Student

Affiliations: Claremont Academy

Family: Zachary Vandermol (Brother)

Age: 16 (Earth Year 1995)

Apparent Age: 16

Gender: Female

Ethnicity: Caucasian (Tektani)

Height: 5'1", 32ft at Growth 12, 1" (or less) at Shrinking 20

Weight: 122 lbs., 16 tons at Growth 12, 0.5 oz (or less) at Shrinking 20

Eyes: Blue

Hair: Silver-White

Description: Jeena is a pretty young thing, though exceedingly pale by human standards, with light blue eyes and wispy silver-white hair. In public, she wears dark clothing, typically black boots and jeans, sweaters, hoodies or long-sleeved T-shirts in either black, dark blue, purple or burgundy, and is never without a pair of special sunglasses to protect her sensitive eyes. Her clothes are more nondescript than fashionable, and rarely sport any sort of catchphrase or logo. She tends to keep to herself at the edge of the crowd, relentlessly scanning the faces of people as they pass, reluctant to engage but secretly fascinated. She rarely laughs but occasionally smiles, shyly like she might get caught.

Power Descriptions: Like her twin brother, Jeena is able to change properties of her body due to an induced mutation, adjusting not her density but her volume; she can shrink herself down to atomic size, or shoot up to over thirty feet tall. When small, she is able to ride air currents to cover greater distances than she could on foot, and when huge her strength and resilience are greatly enhanced.

She also possess several powers due to her Tektani heritage, native abilities that allowed her people to live and communicate deep underground for long periods of time; in addition, she shares a unique mental link with her twin brother, so in a very real sense she's never alone, a source of both comfort and occasional annoyance.

History: Zach and Jeena come from a world where the native humanoid population, the Tektani, live underground; either their sun became increasingly radiative or there was some sort of environmental catastrophe, the histories of that time are unclear. Either way, they've been down there for centuries, doing fine. One day, the cave-dwelling scientists, masters of the seismic energy their planet produces, came to the realization that the planet was unstable and they only have a few years to figure out a way to save themselves, but they couldn't come to any sort of agreement. Civil war broke out.

The Cavern Wars, as they became known, were fought entirely underground. There was no distinction between places of residence and battlefields; the entire world of the Tektani were swept up in the struggle. Scientists from different schools of thought lead the charges; some used wondrous technologies once meant for the mining and construction of their cave world as weapons of war, while others employed genetic modifications on children with certain genetic markers that made them more receptive to such experiments, creating an army of super soldiers to fight for their cause. Both sides employ seismic bombs to lay waste to large sections of the elaborate cave systems. Years passed, and there was no end to the bloody Cavern Wars in sight.

Suddenly a visitor arrived on their world; he announced himself as the Star-Khan, and he was a powerful galactic being unknown to the Tektani. He offered assistance, and as an outsider helped negotiate the peace and made life better for everyone, allowing them access to amazing new technologies to stabilize the planet and heal their world. The cave-dwellers rejoiced and called him both hero and friend.

But soon the Tektani discovered the truth behind the devil's bargain they've struck; their world was now enslaved to the Star-Khan, and their lives become worse than ever as they were forced to churn out weapons for the Star-Khan's galactic war machine. Years passed, and yet another bitter truth came to light: the Star-Khan's triumphant visit to their planet was not his first. He'd secretly arrived years before, detonating a small nuclear device near the planet's core, setting in motion a seismic chain reaction that had begun their planet's journey toward destruction, and sparking the Cavern Wars in the first place. This horrid revelation further dampened the spirits of the downtrodden Tektani.

And yet, there was still hope; a small group of scientists, the very same ones who masterminded the most horrible weapons of the wars, started a resistance movement. The secrets of the genetic modification technology still remained, hidden in databanks long thought lost. Children were once again examined for favorable genetic markers while still within their mother's womb. Carefully selected newborns were whisked away at birth and inducted into a secret school to master their powers. Desperate fathers and mothers gladly turned over their beloved children, but the separation from their parents was complete; bred for war, they would never know their real families.

The Resistance was mildly successful for a time; the victories of these exceptional young warriors begin to compound, and the movement gained momentum. That is, until the Star-Khan realized the trouble he was dealing with; seeking to nip the threat to his captive world in the bud, he personally lead the charge to snuff out the Resistance, from its scientific leaders down to every last child in the school. Luckily, the Tektani had one more trick up their sleeve.

In their last doomed hours, a handful of scientists gathered a group of children, the best and brightest the school had to offer. The scientists fired up a secret invention just as the Star-Khan smashed down the doors to their laboratory; by the blessings of fate, he was unable to stop the wondrous machine. It folded the dimensions of space and time upon themselves, and two locations once light years apart were now separated by a gap of less than five feet. Four pairs of children were able to leap across the gaps in different directions, while the rest of their people remain trapped in the caverns of Tektan, facing the wrath of the Star-Khan...alone.

Zach and Jeena were two of the lucky ones who escaped; their path led them to Earth, a world in many ways similar to their own, but in other ways terribly alien. The bright and cruel yellow star that burns in the sky forced them to take refuge in the sewers underground, where they have lived for many months. Short forays above ground at night or on sunless cloudy days allowed them to gather food and needed information about this strange new world.

Finally, the Tektanian brother and sister are ready to emerge from their hiding place and join the Earthlings under the guise of an orphaned twin brother and sister, age sixteen; taking the human name 'Vandermol', they speak of a distant homeland far across the sea. Still unsure of the fate of their world, Zach and Jeena vow to one day find a way to return, and set things right. That is, if their poor stricken planet is even still intact...

Personality & Motivation: Jeena didn't have much of a childhood; her and her brother were raised from infancy to be soldier-scientists, the best and the brightest, and the keys to their people's salvation; there wasn't a lot of time for idle fancies and all their toys served a practical educational purpose. Needless to say, she grew up fast with a rather serious and driven attitude; she actually does possess a sense of humor (rather dry and sarcastic) and even a sense of fun, though she tends to be super-competitive and rather hard on herself if she doesn't excel.

Always fascinated by biology and the workings of the sentient mind, Jeena uses her knowledge to understand her foes, to find out what makes them tick and then use the knowledge to trap them; she especially enjoys defeating older or more experienced enemies who are prone to underestimate her due to her size or youth.

She loves her brother very much, though his more carefree attitude often makes her nervous. Since coming to Earth, Jeena has occasionally found herself overwhelmed by the vastness of the outdoors, the delightful variety of food (much better than rations!) and the beauty of fine art, especially painting and sculpture; however, she tries to hide this childlike sense of wonder behind a stern facade.

More than anything else, Jeena wants to find a way back home, to know that her people are alright and see the faces of her friends again, one of whom she had some feelings for, though she told no one. She's deeply conflicted about her new life on Earth, alternately seeing it as a 'distraction' from her true purpose and as a marvelous place offering opportunities she never had at home. Until she and her brother can find a way back home, she will learn as much as she can about this new world, and help and nurture sentient life as she was taught to do back at the academy on Tektan.

Powers & Tactics: Jeena essentially operates in one of two ways, depending on the situation; she uses her shrinking and limited flight ability to infiltrate and spy on her enemies, and her growth and enhanced strength to defeat them in battle or aid others in time of need. At either size, her mental communication allows her to relay information to her teammates, as long as they are within range.


Complications:

Big Brother: Even though he's only a few minutes older than she is, Zach is very much Jeena's big brother (it also helps that he's taller...sometimes). He can be overprotective and scrutinizes any boy she so much as asks for directions; luckily her shrinking powers let her slip away now and then...

Closet Romantic: Despite her hard-edged persona, Jeena still yearns for companionship like any other teenager and is quite taken by beautiful things, but just as quickly chastises herself for being 'weak'. Perhaps someday she will feel comfortable acting on these feelings.

Don't Look Into The Light!: Jeena's eyes are light sensitive due to the reduced sunlight on her home world, and from living underground on Earth for many months. Abrupt exposure to natural light may temporarily blind her without proper eye protection.

Mistress of Puppets: During the war, Jeena was tasked with discovering the weaknesses of the enemy and exploiting them for tactical advantages; despite her best efforts, she sometimes finds herself thinking in these terms in peacetime, and must fight the urge to manipulate others for her ends.

No Selfless Acts: They were duped into thinking that their home world could be saved by the very person that was behind all of their problems in the first place. The twins are wary of anyone that offers to do them any favors, they've been trained to suspect ulterior motives.

Thicker Than Water: Zach and Jeena have difficulty trusting people besides their sibling. After being put through so much deceit and betrayal, they've learned the hard way that they can only trust each other.

Abilities: 0 + 6 + 8 + 14 + 2 + 4 = 34PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 24 (+7)

Wisdom: 12 (+1)

Charisma: 14 (+2)

  • Miniscule (Shrinking 20)

Strength: 1 (-5), Heavy Load: 10 oz


Constitution: 18 (+4)


Fine (Shrinking 16)

Strength: 1 (-5), Heavy Load: 1 lbs. 4 oz


Constitution: 18 (+4)


Diminutive (Shrinking 12)

Strength: 1 (-5), Heavy Load: 2 lbs. 8 oz


Constitution: 18 (+4)


Tiny (Shrinking 8)

Strength: 2 (-4), Heavy Load: 10 lbs.


Constitution: 18 (+4)


Small (Shrinking 4)

Strength: 6 (-2), Heavy Load: 45 lbs.


Constitution: 18 (+4)


Large (Growth 4)

Strength: 24 (+7), 39 Lifting (Heavy Load: 2 tons 1,600 lbs.)


Constitution: 22 (+6)


Huge (Growth 8)

Strength: 32 (+11), 52 Lifting (Heavy Load: 16 tons 1,280 lbs.)


Constitution: 26 (+8)


Gargantuan (Growth 12)

Strength: 40 (+15), 65 Lifting (Heavy Load: 100 tons)


Constitution: 30 (+10)

Combat: 6 + 4 = 10PP

Initiative: +3

Attack: +3

Grapple: +3

Defense: +3 (+2 Base, +1 Dodge Focus), +1 Flat-Footed

Knockback: -2

  • Miniscule (Shrinking 20)

Attack: +15


Grapple: -22
Defense: +15 (+2 Base, +1 Dodge Focus, +12 Size), +7 Flat-Footed
Knockback: +2


Fine (Shrinking 16)

Attack: +11


Grapple: -18
Defense: +11 (+2 Base, +1 Dodge Focus, +8 Size), +5 Flat-Footed
Knockback: +2


Diminutive (Shrinking 12)

Attack: +7


Grapple: -14
Defense: +7 (+2 Base, +1 Dodge Focus, +4 Size), +3 Flat-Footed
Knockback: +1


Tiny (Shrinking 8)

Attack: +5


Grapple: -9
Defense: +5 (+2 Base, +1 Dodge Focus, +2 Size), +2 Flat-Footed
Knockback: -0


Small (Shrinking 4)

Attack: +4


Grapple: -3
Defense: +4 (+2 Base, +1 Dodge Focus, +1 Size), +1 Flat-Footed
Knockback: -1


Large (Growth 4)

Attack: +2 Ranged, +8 Melee


Grapple: +22
Defense: +8 (+4 Base, +5 Dodge Focus, -1 Size), +2 Flat-Footed
Knockback: -9


Huge (Growth 8)

Attack: +1 Ranged, +7 Melee


Grapple: +30
Defense: +7 (+4 Base, +5 Dodge Focus, -2 Size), +2 Flat-Footed
Knockback: -14


Gargantuan (Growth 12)

Attack: -1 Ranged, +5 Melee


Grapple: +38
Defense: +5 (+4 Base, +5 Dodge Focus, -4 Size), +2 Flat-Footed
Knockback: -19

Saving Throws: 0 + 5 + 5 = 10PP

Toughness: +5/+4 (+4 Con, +1 Protection)

Fortitude: +4 (+4 Con, +0)

Reflex: +8 (+3 Dex, +5)

Will: +6 (+1 Wis, +5)

  • Large (Growth 4)

Toughness: +11 (+6 Con, +5 Protection)


Fortitude: +6 (+6 Con, +0)


Huge (Growth 8)

Toughness: +13 (+8 Con, +5 Protection)


Fortitude: +8 (+8 Con, +0)


Gargantuan (Growth 12)

Toughness: +15 (+10 Con, +5 Protection)


Fortitude: +10 (+10 Con, +0)

Skills: 48R = 12PP

Acrobatics 8 (+11)

Bluff 4 (+6, +10 Attractive)

Concentration 8 (+9)

Diplomacy 0 (+2, +6 Attractive)

Intimidation 0 (+2, +8 at Growth 12, -8 at Shrinking 20)

Knowledge (Behavioral Sciences) 5 (+12)

Knowledge (Life Sciences) 5 (+12)

Languages 2 (Dutch, English, Tektani [Native])

Notice 8 (+9)

Sense Motive 8 (+9)

Stealth 0 (+3, -9 at Growth 12, +23 at Shrinking 20)

Feats: 11PP

Acrobatic Bluff 2 (Move Action)

Attractive

Dodge Focus

Luck

Quick Change

Second Chance (Reflex vs Stomping)

Set-Up

Teamwork 3

Powers: 2 + 1 + 1 + 65 + 4 = 73PP

Communication 2 (Mental, 100ft) [2PP]

Immunity 1 (Hot Environments) [1PP]

Protection 1 [1PP]

Size Control 32 (64PP Array, Feats: Alternate Power) [65PP]

  • Base Power: Small Form 12.8 (64PP Container [Active, Free Action, Sustained Duration]) [64PP]

Flight 2 (25mph / 250ft per Move Action, Feats: Subtle, Drawbacks: Power Loss [Larger than Miniscule size]) [4PP]

Shrinking 20 (Miniscule: 3-inch Space / 0ft Reach, 1/16 Carry Capacity [Heavy Load: 10 oz], -20 Strength, +12 Attack, +12 Defense, -20 Grapple, +5 Knockback, -10 Intimidate, +20 Stealth; Feats: Atomic Size, Normal Movement, Normal Toughness) [23PP]

Strike 10 (Feats: Mighty) [11PP]

[4 + 23 + 11 = 38PP]

Alternate Power: Giant Form 12.8 (64PP Container [Active, Free Action, Sustained Duration]) [64PP]

Enhanced Defense 2 (Feats: Dodge Focus 4) [8PP]

Enhanced Feats 6 (Attack Focus [Melee] 6) [6PP]

Enhanced Strength 6 + Super-Strength 2 (Extras: Linked) [10PP]

Growth 12 (Gargantuan: 20ft Space / 15ft Reach, +15ft Speed [45ft per Move Action], +12 Constitution, +24 Strength [+39 Carry Capacity], -4 Attack, -4 Defense, +12 Grapple, -12 Knockback, +6 Intimidate, -12 Stealth) [36PP]

Protection 4 [4PP]

[8 + 6 + 10 + 36 +4 = 64PP]

Super-Senses 4 (Communication Link [Mental, Zach], Darkvision, Direction Sense) [4PP]

DC Block:

ATTACK          RANGE    SAVE                  EFFECT

Unarmed         Touch    Toughness (Staged)    Damage (Physical)

  Miniscule              DC10*

  Fine                   DC10*

  Diminutive             DC10*

  Tiny                   DC11

  Small                  DC13

  Medium                 DC15

  Large                  DC22

  Huge                   DC26

  Gargantuan             DC30

Strike          Touch    Toughness (Staged)    Damage (Physical)

  Miniscule              DC20*

  Fine                   DC20*

  Diminutive             DC20*

  Tiny                   DC21

  Small                  DC23


*Shrinking cannot reduce STR below 1 (-5), and thus, cannot reduce unarmed attacks below DC10, or Mighty Strike attacks below DC(rank -5).

Abilities (34) + Combat (10) + Saving Throws (10) + Skills (12) + Feats (11) + Powers (73) - Drawbacks (0) = 150/157 Power Points

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I edited the sheet to make sense of it all.

Size penalties do not let you circumvent our house rules about Base Attack and Base Defense. A minimum of 1/3 of your total Attack and Defense must be purchased as Base ATK/DEF. Your original build had Base Defense +2 and something like Dodge Focus 9, and Base Attack 3 and Attack Focus 7. I reduced the Attack Focus and Dodge Focus ranks coming from the Growth AP accordingly.

She was also breaking defensive PL caps with the Shrinking AP, winding up with something like +15 Defense paired with +7 Toughness. I lowered the Protection ranks outside the array to compensate.

Currently, the character is not breaking any PL caps, in big or small form. She's hitting offensive PL caps in big form with melee attacks, but falling far short of defensive caps. In small form, she's hitting defensive caps, but falling far short of offensive caps. I don't know how much of this, if any, is deliberate.

She's got 5PP left to spend right now, which means the build isn't finished. Let us know when you decide how to spend them, and we'll take another look.

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I was thinking of adding something conditional to Growth to bump her Defense; Quote suggested:

Enhanced Defense 2 {4pp} + Enhanced Feats 1: Dodge Focus 1 {1pp}

Which sounds good to me, I'm just not sure the best place to stick it in the Growth AP.

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I was thinking of adding something conditional to Growth to bump her Defense; Quote suggested:

Which sounds good to me, I'm just not sure the best place to stick it in the Growth AP.

I stuck it in. While I was at it, I also corrected a couple of typos I made yesterday.

Upon reflection, those APs should really be Containers instead of piles of Linked powers. I edited and reformatted accordingly.

I'm tentatively ready to approve the character now, since she's technically legal. However, she's something of a "glass cannon" at the moment. With max Growth ranks, she's hitting offensive PL caps, but her Defense and Toughness average out to around PL8, making her surprisingly easy to knock around for a giant. The most simple fix I can think of for that is to drop combat feats and/or Super-Strength ranks from her Growth AP to make room for 4 ranks of Protection. That way, she'd have +5 Defense and +15 Toughness when Growth is maxed out, hitting her PL10 combat caps.

Her Shrinking form, on the other hand, hits defensive PL caps just fine, but it's quite lacking on offense. And that AP has a lot of points to work with, since our house rules declare Normal Movement and Normal Toughness to be feats for Shrinking rather than extras. The most simple solution I can think of for that is to include a Mighty Strike 10 for 11PP. That would combine with her STR 1 (-5) for a total damage bonus of +5, hitting PL10 caps with her +15 Attack bonus. It could represent her wreaking havoc with a target on the atomic level, knocking their very particles around or even sundering particle bonds.

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Those are good suggestions; while chatting with Ecal, it also struck me it might be best to set her Shrinking as Full Power Only to clean up the lower end of her powers.

I don't think that's necessary. For the sake of simplicity, I'm only worrying about listing (and balancing) her max ranks of both Growth and Shrinking, but she's going to face plenty of situations where she either can only get so big or so small or only needs to get so big or so small, and being able to fine-tune her size will come in handy. I wouldn't recommend hamstringing yourself with Full Power on this one.

You're not giving her Shrinking power the Atomic Size feat? I think you're missing out on a lot of fun and utility if you don't.

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I don't think that's necessary. For the sake of simplicity, I'm only worrying about listing (and balancing) her max ranks of both Growth and Shrinking, but she's going to face plenty of situations where she either can only get so big or so small or only needs to get so big or so small, and being able to fine-tune her size will come in handy. I wouldn't recommend hamstringing yourself with Full Power on this one.

Fair enough; I was just concerned because Ecal said I would probably need to do combat stats for all nine sizes, and I figured I could lop off several sets of stats by doing so.

You're not giving her Shrinking power the Atomic Size feat? I think you're missing out on a lot of fun and utility if you don't.

For 1pp, it's probably a good idea; I think I will take all your suggestions at this point.

Shaen did indeed make some great suggestions there. to make room for Protection 4, I'd drop All-Out Attack, Improved Grab, Improved Pin, and Interpose from the Growth build. Hitting defensive caps is more important than flexibility in combat. And feats (costing one point) would be just as easy to grab later on, same as protection.

As for his suggestion for the attack power for shrinking, all I can say is, why didn't I think of that?! :P

I think I'm gonna use Quote's suggestions above.

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Honestly, H, at some point soon, if Geez doesn't beat me to it, I'm probably going to take it upon myself to do the metric f**kton of math and just work up a list or spreadsheet of what her combat stats look like at each size level. It's exactly the sort of task which speaks to both my m@d sk1llz and my OCD. So don't worry too much about that.

For now, everything works out at max Growth and max Shrinking, which is good enough.

There is one other point I want to make clear before these PCs go live, for both you and Quote: Complications like the ones you two have listed for this duo can be interpreted one of two ways. The right way is "Attempts to use skills or powers to compel or manipulate them by exploiting these flaws in their character get a bonus." The wrong way is "These are excuses for them to act like jerks to other PCs."

:approved:

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Honestly, H, at some point soon, if Geez doesn't beat me to it, I'm probably going to take it upon myself to do the metric f**kton of math and just work up a list or spreadsheet of what her combat stats look like at each size level. It's exactly the sort of task which speaks to both my m@d sk1llz and my OCD. So don't worry too much about that.

Heh; well I know it's pointless to try and stop you, so have fun!

There is one other point I want to make clear before these PCs go live, for both you and Quote: Complications like the ones you two have listed for this duo can be interpreted one of two ways. The right way is "Attempts to use skills or powers to compel or manipulate them by exploiting these flaws in their character get a bonus." The wrong way is "These are excuses for them to act like jerks to other PCs."

Believe me, I'm concerned about that as well; to be honest, I was having a hard time figuring out a take on her personality, until I took inspiration from two things: Veronica Mars (for obvious reasons) and the INTJ personality type. I don't intend to have either source be a shackle to my creativity, just springboards; the main idea is a good person who genuinely wants to help people, but has some boundary and trust issues and is fascinated by what makes people do bad things. I feel Jeena will be a challenge for me as a role-player, but I think I can pull it off; only time will tell, of course.

(crosses fingers)

Thanks for all your help and the approval, Shaen!

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Looks solid, just a few quick questions

1) Is she to be put in the Archive with Covalent, or should I go ahead and put her in with the other Heroes?

2) How/Why does she (and her bro) know Dutch? (Did they learn it from this fine gentleman?)

3) I get the Darkvision, but why Extended Vision? I would think that for a subterranean race, echolcation (Accurate Ultrasonic Hearing) would be a better choice.

Also, I've put a link to Covalent's sheet on your page (and one to Cubic's on his), and a note on her Progress to Platinum.

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Shaen already answered your first question, so I'll take on the other two.

2) How/Why does she (and her bro) know Dutch? (Did they learn it from this fine gentleman?)

Zach and Jeena's cover story is that their orphans from the Netherlands, to help explain their pale coloration and unfamiliarity with American customs. As part of their cover, they taught themselves Dutch as well as English in case they get quizzed. The idea was mine, based on a scene in the Coneheads movie when an INS agent tested Beldar's French and he spoke it fluently, albeit with a flat Remulakian accent. Yes it was a silly scene, but it made sense to me. In time, I'm sure the twins will reveal the truth to others once they're more comfortable on their new world.

BTW, Vandermol is Dutch for 'of the mole', a bit of a joke on their part.

3) I get the Darkvision, but why Extended Vision? I would think that for a subterranean race, echolcation (Accurate Ultrasonic Hearing) would be a better choice.

To be honest, I don't remember why she has the Extended Vision, but Zach has it too. I'll have to ask Quote where that idea came from.

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Hope it's alright if I post here, I thought it'd be faster than throwing PM's back and forth. I promise I'll make it quick.

I had two reasons for giving the pair the extended vision. 1] it's mechanically one of my go-to-items for slapping an extra point on builds. Extended vision is quite useful and it only costs a point. 2] I thought that if their eyes are keen enough to see in the dark, they might see further as well.

You can ignore the first reason for all intents and purposes if you're talking 'appropriate' powers. If you don't think #2 is enough of a reason, then feel free to change it to the

echolcation (Accurate Ultrasonic Hearing) would be a better choice.
you talked about. Though that means that Zach would need the appropriate edit as well, as they are twins and I feel that they should share powers such as this.

Any executive decision you make is fine with me on this issue. I'd like H's opinion on that, though.

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They're your characters, you can do whichever. I'd just like an explanation, a "why." My main concern is that, unless there are a lot of very big caverns under their homeworld, extended vision simply isn't going to be of much use, and thus wouldn't be something their scientists would engineer into the species.

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They're your characters, you can do whichever. I'd just like an explanation, a "why." My main concern is that, unless there are a lot of very big caverns under their homeworld, extended vision simply isn't going to be of much use, and thus wouldn't be something their scientists would engineer into the species.

My understanding is that the Tektani have a few racial powers (heat resistance, limited telepathy, darkvision) and the other stuff that Zach and Jeena have is what was triggered in the by heroic scientist/freedom fighters. The echolocation does make sense, but seems slightly redundant with the darkvision, though obviously if they got blindfolded it would of course be helpful.

As a sort of compromise, how about Direction Sense? It only costs 1 pp and would be a very good thing to have underground; perhaps the Tektani are sensitive to a planet's polarity?

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