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Energokles (PL10) - Vahnyu


Vahnyu

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Player Name: Vahnyu
Character Name: Energokles
Power Level: 10 (150/150PP)
Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: When Aggelos Evanakis was hit by a combination of magic and an experimental particle accelerator during a school trip, he dematerialised and rematerialised in space, having gained energy manipulation powers. Now, he uses those powers to help people in whatever way he can.

Alternate Identity: Aggelos Evanakis
Identity: Secret
Birthplace: Athens, Greece.
Occupation: Student.
Affiliations: None
Family: Father: Gerasimos Evanakis. Mother: Vasiliki Evanaki. Brother: Kimonas Evanakis.

Description:
Age: 16 (DoB: January the 10th, 1995)
Apparent Age: 25(When in Lightform)
Gender: Male
Ethnicity: Caucasian
Height: 6'9" (5'11")
Weight: 286.6 pounds (220.46 pounds)
Eyes: Light-Blue, no pupils (Brown)
Hair: Light-Blue (Dark Brown)

[floatl]Aggelos_Evanakis.jpg[/floatl]
Aggelos Evanakis is a teenager, with short-to-medium-short dark-brown hair and brown eyes. He isn't well-built at all, in fact he is a bit chubby, which shows in his belly and his cheeks. Not very tall, just over 1.80 meters, yet weighting 100 kilos, he wears a blue and light-blue t-shirt, along with blue short-jeans, held by a brown belt. His usual attire completes a pair of blue athletic shoes with red tips, and a pair of blue fingerless gloves.

[floatr]Energokles.jpg[/floatr]
When transformed into his Lightform, his body receives a complete overhaul. He grows to over 2 meters tall and becomes 120 kilos heavy. His body gains muscles, becoming much more well-built. His skin changes composition, as reflected by it's color, which becomes blue, and by the fact that it seems to emit energies. Finally, his clothes change as well, into a tight suit composed of a blue t-shirt and blue shorts, blue gloves with white stripes and fingers, blue boots with one white stripe, a lightning shaped white belt, and a light-blue cape, while he wears a dark-blue open mask, which conceals his cheeks and forehead, with lightning shaped ornamental earpieces.

Power Descriptions:
Energokles is imbued with cosmic powers which enable him to absorb and manipulate Energy. He has the ability to shift and channel his energies as he sees fit. There are several different ways his power can manifest. For a few examples, he can convert his Potential Energy to Thermal Energy and channel it through his mouth in order to produce a Fire Blast, he can convert his Kinetic Energy to Electric Potential Energy in order to produce a Static Field, or he can convert his Chemical and Thermic Energies into Mechanic Energy in order to withstand attacks, lift his opponents or other objects with his Super Strength, or even imbue his fists with destructive Plasma Energy. He is able to run and fly at extreme speeds, or he can convert into electrical signals and travel through cables. When in outerspace, he can tranverse distances at a rate of 50 times the speed of light. He can use his powers to alter his body on a cellular and molecular level, thus creating his Lightform, under which he operates as a Superhero, enhance his metabolism so that he can survive in extreme conditions, or he can use them to change his vibrational phase, so that he becomes invisible to the naked eye.
In fact, a lot of his abilities change his body on a profound level. As such, while the range of his abilities is near-limitless, Energokles finds that his mind won't allow him to break some thresholds. His mind may dictate what his body is and can do, but his body can change his mind just as much. This also means that, as Energokles has no innate mental defenses, he is prone to Mental attacks, from post-hypnotic suggestions to outright mental control. Even Psi-Blasts can hurt him, since they don't manifest physically, rather, they attack the mind into thinking it's body was attacked, making it's body experience the effects of the attack. His mind can resist a very limited amount of mental attacks, such that would force him to lose his powers completely, especially in an environment were doing so would be fatal, or making him lose his Light Form. As a general rule of thumb, any non-physical or physically based attack bypasses his defences.
Furthermore, due in fact to magic being partly responsible for his existence, and due in fact that he technically is a personification of natural laws, he is very weak to magic attacks(since magic is basically forcing one's will upon the laws of nature), magic can completely bypass his defenses and greatly harm him. This isn't a vulnerability. Rather, it's an outright weakness.

History:
Aggelos Evanakis was an ordinary, if a bit introverted, boy. He grew up in Athens, Greece, before moving out to Freedom City, in America, where he attended highschool. He wasn't particularly studious; in fact he avoided doing anything more than homework, focusing his attention instead on his videogames. But he had a great aptitude with natural and normal sciences, mainly physics, mathematic, and chemistry.
Still, he was picked up as one of a handful of students, to attend to a Panamerican physics convention, on the subject of “sub-atomic particles and the creation of the universeâ€. One of the exhibits included an experimental higgs-boson particle generator, which was unfortunate, because it attracted the attention of an unkown superhuman terrorist group.
Most civilians managed to evacuate the university, which had transformed to a battlefield between the supervillains and a local group of superheroes, but Aggelos was stuck in the room with the particle generator, having hidden himself behind the machine. Maybe he was too paralyzed from fear to move, maybe he just didn't realized the magnitude of danger he was in. Or maybe destiny had guided his steps, up to that moment, that fateful moment when a misfired weapon hit the generator followed by a magic blast thrown by a Supervillain. The generator went critical, and threw a particle beam, which caught Aggelos straight on the chest, disintegrating him on a sub-atomic level. The effect was instantaneous, as Aggelos didn't even get the chance(or the lungs necessary) to scream, so not even the heroes were really aware of what (or to whom) happened, instead focusing on repelling the villains and containing the damage.
It should go without saying, however, that Aggelos wasn't dead. Far to the contrary, he found himself rematerialized in space, on a galaxy by the name of Nova Arcadia, about 6 Light Years from the Solar System. Furthermore, he realized that he now was made of pure energy, no longer requiring to breath or eat(mostly), and being capable of surviving in hostile environments. He could change his appearance back to human and forth at will. He was given great strength and agility, and he could absorb and generate attacks capable of leveling entire cities. In short, he had the ability to manipulate energy.
The road home wasn't very easy, or even pleasant, though, as he got caught in the middle of a transgalactic war between the corrupted Overgalactic Central Echelon Alliance Navy(O.C.E.A.N.), and the theocratic state of the powerhungry, warmongering god-tyrant Black Holder. Aggelos gained the enmity of both sides, due to his interference in the system of Valhalla, which was to be the latest battlefield of the war. He repelled both forces, because the ensuing battles, should even one of the armies take a foothold on any of the system's planets, would result in the death of billions of civilians. Due to his actions, Aggelos set back their plans by 10 years, and so it came that Black Holder and OCEAN ordered his head on a plate(Black Holder, in particular, ordered his everything on a plate each; never let it be said that the god-tyrant was wasteful, minimalist, or unimaginative).
Having gained their gratitude, the citizens of Valhalla presented Aggelos with a star map, which he quickly memorized(due to his brain being literally speaking light). He entered FTL flight, and in a couple of days he finally arrived at Earth. Reuniting with his family, who told him that he had been missing for a whole month, he told them about his newfound powers, explained to them his adventures, and informed them of his decision, to lend his abilities to help mankind. After some initial hesitation from Vasiliki, his mother(mainly about her concerns that being a superhero would detract from his time studying and affect negatively his grades, a fear that Aggelos was quick to disprove stating that he didn't really spent much time to tend to his studies before the recent events either way, and that he had acquired an eidetic memory as a result of them), Aggelos assumed the superheroic identity of Energokles, the Active Glory.


Personality & Motivation:
Energokles is a very cheerful person, opting to have fun when he can afford to. While he prefers to follow orders when given, he occasionally prefers to take initiative. He isn't very confrontational, mostly because he doesn't care about many things, and because he prefers to listen than to talk, so he usually doesn't raise any objections to his teammates' opinions, but that doesn't mean he doesn't have an opinion of his own. In fact, when he is positively sure about something he will go to great, even annoying levels, to ensure that everyone realizes that he is right. Energokles fights for justice, but he isn't zealously law-abiding. He knows that for all the good they do, laws are manmade, and therefore inherently flawed.

Powers & Tactics:
At combat, Energokles usually provides air support, weakening and exhausting his foes from afar while his teammates take them on, until they themselves start becoming fatigued, in which case Energokles will join the fray. Due to his versatility, he can act as both infantry, air and artillery support, backup coordinator, and even gather Intelligence, should the need arise. For all his powers, Energokles can really shine only when he works as part of a team.




Complications:
Enemy: Black Holder.
Secret: Identity.
On the Job Learning: Is learning as he goes.
Responsibility: School.


Abilities: 0 + (-2) + 0 + 4 + 6 + 0 = 10PP
Strength: 10/26 (+0/+8)
Dexterity: 8/18 (-1/+4)
Constitution: 10/26 (+0/+8)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 10 + 6 = 16PP
Initiative: +
Attack: +5 Melee, +5 Ranged, +7 Energy Manipulation
Grapple: +12, +15 with powers, up to +28 with full Super-Strength
Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -


Saving Throws: 0 + 1 + 2 = 3PP
Toughness: +4/+9 (+0/+5 Con, +4 [Defensive Roll]), )
Fortitude: +0/+5 (+0/+5 Con, +0)
Reflex: +1/+5 (+0/+4 Dex, +1)
Will: +5 (+3 Wis, +2)


Skills: 60R = 15PP
Concentration 10 (+13)
Knowledge (Life Sciences) 10 (+5)Skill Mastery
Knowledge (Physical Sciences) 10 (+10)Skill Mastery
Language 3 (Greek[Native], English, Lor, Galstandard)
Notice 7 (+7/+10)Skill Mastery
Stealth 10 (+10/+14)

Sense Motive 10 (+13)Skill Mastery


Feats: 8PP
Assessment

Defensive Roll 2
Dodge Focus 2
Evasion 2
Skill Mastery (Knowledge (Life Sciences), Knowledge (Physical Sciences), Notice, Sense Motive)


Powers: 1 = 106PP

 

 

Boost (Extras: Autofire, Feats: Penetrating 13, Split Attack 2, Mighty) [26PP] (Plasmacuffs[Plasma Attack])

 

Energy Manipulation 12.4 (62PP Container) [



Enhanced Constitution 10 [10PP] (Dynamic Shift)
Enhanced Strength 6 [6PP] (Mechanic Shift)
Enhanced Dexterity 2 [2PP] (Kinetic Shift)

Energy Manipulation 13 (26PP Array; Alternate Power 3, Dynamic Alternate Power 3) [35PP]
Base Power: Damage 5 (Extras: Autofire, Feats: Penetrating 13, Split Attack 2, Mighty) [26PP] (Plasmacuffs[Plasma Attack])
Alternate Power: Damage 5 (50-500 feet, Extras: Area (Shapeable) 2 [2 10ft cubes], Feats: Variable Descriptor 2[Any Energy], Range (Ranged), Mighty 8) [26] (Energokinetic Dynamo[Any Energy])
Alternate Power: Magnetic Control 12 ([120-1200 feet], [50 tons], Feats: Split Attack 2) [26PP] (Magnetokinesis)
Alternate Power: Concealment 8 (Total Visual, Total Olfactory, Total Auditory, Extras: Selective, Drawbacks: Action (Move Action)) [8PP] (Phase Shift)
Alternate Power (Dynamic): Immovable 6 (Extras: Unstoppable) [12PP] (Momentum Shift)
Alternate Power (Dynamic): Quickness 13 (x25'000) [13PP] (Coordination Shift)
Alternate Power (Dynamic): Super Strength 13 (Heavy load 3'840 tons, Flaws: Duration(Sustained), Feats: Countering Punch, Groundstrike 50/80 feet) [15PP] (Super Shift)Flight (10mph / 100ft per Move Action) [2PP]
Space Travel (1c) [1PP]

Lightform Speed 6 (12PP Array; Alternate Power 3) [15PP]
Base Power: Flight 5 (250mph / 2500ft per Move Action, Feats: Subtle 2) [12PP] (Ion Flight)
Alternate Power: Space Travel 6 (50c) [6PP] (Quantum Speed Travel)
Alternate Power: Speed 6(500mph / 5000ft per Move Action)[12PP] (Ground Dash)
Alternate Power: Teleport 5 (500 feet, Extras: Accurate, Flaws: Medium(Electric currents) Feats: Easy) [11PP] (Conductor Flash-Step)Impervious Extra on Toughness 5 (Hardened Cells) [5PP]
Immunity 9 (Life Support) [9PP] (Chemical Shift)
Regeneration 2 (Resurrection +1, Recovery Bonus +1 [1 week]. Extras: True Ressurection, Feats: Persistent, Regrowth) [4PP] (Photon-Synthesis)


Drawbacks: (-4) + (-5) = -9PP

Vulnerable (Psionic, Frequency: Common, Intensity: Major[x2]) [-4PP]
Vulnerable (Magic, Frequency: Very Common, Intensity: Major[x2]) [-5PP]



DC Block

ATTACK                   RANGE             SAVE                             EFFECT
Unarmed                  Touch             DC20/DC23 Toughness (Staged)     Damage (Physical)
Plasmacuffs              Touch             DC25/DC28 Toughness (Staged)     Damage (Plasma)
Energokinetic Dynamo     Ranged (50ft)     DC25/DC28 Toughness (Staged)     Damage (Any Energy)

Totals: Abilities (10) + Combat (16) + Saving Throws (3) + Skills (15) + Feats (8) + Powers (0) - Drawbacks (9) = 43/150 Power Points

Edited by Vahnyu
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Welcome to FCPbP! Now... where to start on the math...

According to this, your character has a Base Attack of +4 with no Attack Focus or Attack Specialization, but it says you paid 14 points for it, which would usually net +7. Likewise, Defense is listed as +4 with a base of +7, when it should be the other way around given what you paid for it - and in which case, with Dodge Focus applied, he'd have +9 Defense.

Then we get into the saves. Your character is listed as having +12 Toughness... with +5 from CON, +3 from Protection, and +4 for Defensive Roll. This should be reflected in the parentheses. And in any case, that means your Toughness-shifted PL10 character has +7 Defense and +12 Toughness, effectively putting him at PL9.5. And your character seems to have bought Impervious for only 3 ranks, which will shrug off handgun fire, but not much else. If you're going for limited invulnerability, it might be best to strip the Impervious out of Protection and buy it separately at Impervious Toughness 8, thereby applying it to both CON and Protection.

After that comes Attacks and Damage. Your character seems Damage-shifted, given the +7 Base Attack w/ no Focus or Specialization, but all your major attacks top out at a +5 Damage bonus. Given that your character has a +4 STR bonus, perhaps you meant to apply Mighty to all of them? As it is, he's effectively at PL6 offensively, and any character with a degree of Impervious is going to shrug off everything he throws at them.

Buying Diehard on Regeneration is not necessary. All characters on FCPbP automatically get the benefits of Diehard.

You seem to have bought low ranks in Flight and Space Travel independent of your Lightform Speed Array. I would recommend against this, as those are 3 PP that could be better applied elsewhere.

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Thanks for the input, trollthumpter.

I used the tradeoffs on Attack, Defence, Toughness and Damage.

Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

so a base 7 Attack would become 3. The Defence thing is a Base 7 plus 2 from Defence Focus, minus 5 from the tradeoff.

Should I list them without the tradeoffs, or should I apply them, but also indicate the penalties?

Likewise, Toughness has a +5 to Toughness bonus from tradeoffs.

The flight thing was because, according to the house rules, I can have Flight and Space Travel on the same array, provided that I have bought them seperately. If I missinterprated them, please correct.

I will make corrections, but I'll also need your further input.

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Thanks for the input, trollthumpter.

I used the tradeoffs on Attack, Defence, Toughness and Damage.

so a base 7 Attack would become 3. The Defence thing is a Base 7 plus 2 from Defence Focus, minus 5 from the tradeoff.

Should I list them without the tradeoffs, or should I apply them, but also indicate the penalties?

Likewise, Toughness has a +5 to Toughness bonus from tradeoffs.

No. As a matter of fact, that's not what you're doing.

Your character's Power Level is 10. That means, with the trade-offs you listed, you would be capped at +7 Attack, a Damage save of DC28, +5 Defense, and +15 Toughness. You have the +7 Attack, all right, but the most powerful damaging effect in your array has a save of DC20. The trade-offs for Defense and Toughness don't make sense, either - barring the fact that they don't match up with the stated "-5 Defense/+5 Toughness," you've effectively traded off one point of Defense for two points of Toughness. You've effectively hit PL10.5, which means you're breaking caps.

As for the Flight/Space Travel bit... well, that makes more sense. Can't believe I missed that bit of the House Rules.

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Made a major overhaul. As you may notice, this build follows much more closely 2 archetypes, the Energy Manipulator and the Paragon.

Made many cuts, especially in skills and Feats, introduced a new array, which should have been there from the beginning, squized a few powers in it both for concept and cost efficiency, and added 2 more vulnerabilities.

As always, I'm expecting corrections/suggestions/improvements. Every input is helpful.

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trollthumper, I'm going to step in for a sec here and point out a few rather big problems.

Skills: 40R = 10PP

Computers 1 (+2)

Concentration 4 (+5)

Diplomacy 4 (+4)

Intimidate 2 (+2)

Knowledge (Art) 2 (+3)

Knowledge (Behavioral Sciences) 2 (+3)

Knowledge (Civics) 1 (+2)

Knowledge (Earth Sciences) 1 (+2)

Knowledge (Life Sciences) 4 (+5)

Knowledge (Physical Sciences) 4 (+5)

Knowledge (Tactics) 1 (+2)

Knowledge (Philosophy and Theology) 1 (+2)

Language 1 (Greek[Native], English)

Notice 2 (+3)

Perform (Acting) 1 (+1)

Perform (Comedy) 1 (+1)

Perform (Oratory) 1 (+1)

Search 1 (+2)

Sense Motive 4 (+5)

Stealth 1 (+4)

Swim 1 (+4)

All those 1 rank skills aren't doing much good. And since the DC for Knowledge skills checks comes in increments of 5 (10, 15, 20, etc.), you really are better off having your skill modifier for any Knowledge skills you take to be a multiple of 5.

I'd strongly suggest focusing on a few skills -- neither Energy Projectors nor Paragons are typically very skill-heavy -- take the Jack of all Trades feat (so you can use any Skill even if you have 0 ranks in it), and take Skill Mastery for the skills you're really focused on.

Absorption (Boost Energy Transmutation 3, Extras: Both types, Energy Storage, Flaws: Limited(non-magical), Limited(non-mental), Limited(non-divine), Limited(non-demonic), Feats: Energy Conversion, Slow Fade ) [8PP] (Power Absorption)

It looks like you want 3 ranks of the Absorption power, which would be written as Absorption 3 (Boost Energy Transmutation.....).

All those Limiteds is not going to work; you can take one Limited Flaw (worth -2) to have it be useable against one type of energy (like electricity or fire).

Honestly, Absorption is a really weird power, due to the way it interacts with Toughness, and because keeping track of Boost points can be troublesome. I'd strongly suggest dropping it.

Energy Transmutation 9(18PP Arrayl Alternate Power 4) [22PP]

    Base Power: Enhanced Constitution 6 (Feats: Dynamic) [7PP] (Dynamic Shift)

    Alternate Power: Enhanced Strength 6 (Feats: Dynamic) [7PP] (Mechanic Shift)

    Alternate Power: Enhanced Dexterity 6 (Feats: Dynamic) [7PP] (Kinetic Shift)

    Alternate Power: Immunity 9 (Life Support, Feats: Dynamic) [10PP] (Chemical Shift)

    Alternate Power:Concealment 3 (Visual, Olfactory, Auditory, Flaws: Action (Move Action)) [3PP] (Phase Shift)

Immunity is not allowed in Arrays, since Immunity is Permanent, and Arrays can only hold non-Permanent things. You'd need to make it Sustained.

Enhanced Constitution is not something I would advise putting in an Array: since it directly alters your Toughness score, dropping it means dropping your Toughness score. So if you've got it set to Enhance Str (to help lift something), you're weaker and eeasier to injure.

Energy Manipulation 12(24PP Array; Alternate Power 5) [29PP]

    Base Power: Cosmic Energy Control 10 (Extras: Area (Line), Flaws: Range (Touch), Feats:Penetrating 3, Mighty) [24PP] (Positron Beam)

    Alternate Power: Electrical Control 7 (Extras: Area (Cloud), Feats: Split Attack, Mighty) [23PP] (Static Field)

    Alternate Power: Fire Control 7 (Extras: Area (Cone) 2, Flaws: Range (Touch), Extras: Mighty) [22PP] (Flame Breath)

    Alternate Power: Magnetic Control 11 (Feats: Split Attack 2) [24PP] (Magnetokinesis)

    Alternate Power: Plasma Control 10 (Extras: Autofire, Flaws: Range (Touch), Feats: Mighty) [21PP] (Plasmacuffs)

    Alternate Power: Vibration Control 7 (Extras: Area (Explosion) 2, Flaws: Range (Touch), Feats: Improved Range 2, Mighty) [24PP] (Vibro Explosion)

The base effect for Cosmic Energy Contorl, Electricity Control, and Plasma Control is Blast, a Ranged Damage effect. If you want to add Mighty, you'd need to add 1 rank per point of Str bonus to add your full Str bonus.

Fire Control's base effect is Move Object (Extra: Range [Perception]; Flaw: Limited [Fire only]), not Blast, so Mighty is inapplicable, Range [Touch] is inapplicable, and Area is iffy.

We don't keep very close track of the position of characters during combat, so we recommend people take the Area [burst] Extra instead of the Explosion extra.

Flight [2PP]

Space Travel [1PP]

Please be sure to list your actual ranks and speeds.

Morph (Extras: Duration (Continuous)) [2PP] ( Lightform)

I'm not sure what this is. A rank 1 Morph effect, to switch to Lightspeed form? Is this supposed to represent how he looks different when in his superpowered Lightspeed form? If so, you don't need this; simply having powers and a costume is enough.

Immovable 3 (Extras: Unstoppable, Flaws: Action (Move Action)) [3PP] (Resisting Force)

Action is a valid flaw for Immovable, but not for Unstoppable. Unstoppable lets you use Immovable while moving at an accelerated rate of all-out, but you cannot move at an accelerate rate or all-out if it's a Move Action to use the Immovable/Unstoppable.

Regeneration 2 (Resurrection, Recovery Bonus. Extras: True Ressurection, Feats: Diehard, Persistent, Regrowth) [4PP] (Photon-Synthesis)

You do not need to buy Dieheard, all PCs and named NPCs have it for free in FC PbP.

You need to specify which ranks is going to which effect, and the times needed (ex.: Recovery Bonus +1, Resurrection 1 [1 week]).

Super Senses (Infravision)(Drawbacks:Action(Move Action)) [0PP] (Infravision)

Super Senses (Ultravision)(Drawbacks:Action(Move Action) [0PP] (Ultravision)

Flaws & Drawbacks cannot reduce the cost of a power below 1pp.

Drawbacks: (-4) + (-6) + (-4) + (-4) + (-4) + (-7) = -29PP

Vulnerable (Mental, Frequency: Common, Intensity: Moderate) [-4PP]

Vulnerable (Divine, Frequency: Very Common, Intensity: Major) [-6PP]

Vulnerable (Demonic, Frequency: Uncommon, Intensity: Major) [-4PP]

Vulnerable (Chi, Frequency: Uncommon, Intensity: Major) [-4PP]

Vulnerable (Emotion, Frequency: Uncommon, Intensity: Major) [-4PP]

Weakness (Magic, Frequency: Very Common, Intensity: Major) [-7PP]

You may not have more Drawbacks than your PL. PL 10 = no more than 10pp worth of Drawbacks. Having one for Magic and one for Mental should probably be adequate.

I'm also moving this thread to the Character Building forum, as it needs a lot more work.

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Enhanced Constitution is not something I would advise putting in an Array: since it directly alters your Toughness score, dropping it means dropping your Toughness score. So if you've got it set to Enhance Str (to help lift something), you're weaker and eeasier to injure.

I know, but that's part of the character concept. He is adaptable. If he needs, he'll focus on his defences, but if he doesn't he can divert those powers to offensive use. It's not optimal from a combat perspective, but it fits naratively. For example, when he is in outer space, he is focusing all his powers on sustaining his metabolism, so he is left more vulnerable to attacks, and less capable of focusing his attention on counterattacking, etc. I'm making the suggested alterations on Life support.

You may not have more Drawbacks than your PL. PL 10 = no more than 10pp worth of Drawbacks. Having one for Magic and one for Mental should probably be adequate.

My bad. Missinterpretation of the rules... Can I have an 11PP or higher total worth of drawbacks, with only 10 of them counting towards my total PPs? As in, they exist from the get go, I just don't benefit from all of them in terms of PP, until I reach the appropriate power level(i.e. if I have 15PPs worth of drawbacks, and I'm at 10PL, I only benefit from 10PPs, but when I'm 13PL, I get 3 additional PPs.).

I'm not sure what this is. A rank 1 Morph effect, to switch to Lightspeed form? Is this supposed to represent how he looks different when in his superpowered Lightspeed form? If so, you don't need this; simply having powers and a costume is enough.

Well, shortoff. It's his Lightform, and it's always active. It indicates that Energokles has transformed into his superheroic identity. It's purely cosmetic, but it's not technically a simple costume change. If he still doesn't need to buy it, could I simply list it as a 0 PP power?

Fire Control's base effect is Move Object (Extra: Range [Perception]; Flaw: Limited [Fire only]), not Blast, so Mighty is inapplicable, Range [Touch] is inapplicable, and Area is iffy.

We don't keep very close track of the position of characters during combat, so we recommend people take the Area [burst] Extra instead of the Explosion extra.

But I don't want a Pyrokinetic power, I want a fire breath. If that's the case, should I buy it as a Blast Power, and designate Fire Blast or Fire Breath as it's description?

The base effect for Cosmic Energy Contorl, Electricity Control, and Plasma Control is Blast, a Ranged Damage effect. If you want to add Mighty, you'd need to add 1 rank per point of Str bonus to add your full Str bonus.

Plasma Control is basically a touch range power. I was aiming for plasma fists. Should I buy it as a Strike Power, instead?

Anyways. Made changes and recallibrations in skills and powers. Many powers now fall under the Energy Transmutation Array. Also, made corrections, especially on the Saving throws. I hope it's a bit more sane, this time.

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Vahnyu,

You have misinterpreted the rules. Do not put your abilities in arrays as you have done. The system does not work that way.

Do not array a variety of powers that have identical game mechanic effects, just different names in the Powers chapter. (I'll add that "it isn't optimal in combat but fits narratively" is not a strategy you should ever follow here. Mutants and Masterminds does not work that way.) You may not have more than 10 pp in drawbacks. Have other stuff as Complications (without stat-based effects) if you desire. Buy a Damage effect to represent a strike with the Plasma descriptor. Buy a Strike (or, rather, Damage) effect to represent touch-range Damage.

Your character's math is not currently acceptable as written. Your initial sheet, though it had a few problems, was much much better than what you put together last night. I suggest you restore that sheet or start afresh. The concept is perfectly doable. Look at various blaster and paragon concepts elsewhere on our site, as in my sample build thread, Doc's, or Ecal's. See what you did wrong, and how you can fix it.

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Edits! God I hope I'm done.

As per Dr Archeville's suggestions/requests, I removed Enhanced Traits from the Energy Transmutation Array, which I had to merge with the Energy Manipulation Array. Corrected a lot of math, adjusted the DCs, made a lot of rebalances in the Energy Manipulation Array, and added the missing metrics, Knockbacks, Grapples, etc.

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Vahnyu,

This sheet does not work.

1-ranked skills do not work. That is not how you show 'competency' in Mutants and Masterminds. You do that by buying high base attributes and feats like Beginner's Luck, Eidetic Memory, and Jack of all Trades. Life Support does not work in an array with your primary attack power. (Green Lantern and the Silver Surfer do not suffocate and freeze to death when blasting people in space). Also, the Sustained Duration is not a drawback; it costs the same as the base duration of the power.

Do not do those things.

As I have already told you, 'Control' powers are just various kinds of damage. Low-ranked Area effects spammed with power feats do not work for a PL 10 character. They are useless. Look at other sheets for help. Do not try and do it yourself.

Your attacks need to meet their caps. Period.

Vahnyu, my advice for you is to not build your own sheet. Something as complex as what you're trying to do here is not within your grasp right now.

Look at Ecal's Energy Controller in his Archetypes thread, look at various builds of mine and adjust the fluff while putting the crunch into our template.

That's what you need to do.

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Worked the attacks to meet their caps. Removed 1 rank skills. Put Life Support out of the Array. Reworked the Attributes.

I am sorry, AvengerAssembled, for all the trouble I've caused you. I just really, really, REALLY wanna make this sheet work. I saw your suggestions, but they just don't appeal to me... If I worked very, very hard at adjusting the fluff, as you say, I might make one of them work for my tastes, but since I've already put all this work, it would simply feel like a waste.

Again, I'm sorry for frustrating you.

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You need to drop the 1-rank skills. His saves are too low.

Drop the 'Control' powers. They are functionally the same power (Damage) with different areas and descriptors. Just buy Damage with the Area extra and the Variable Descriptor 2 [any energy] PFs. Explain how energy damage is mighty.

(You are not showing me that you understand what you have built here.)

He really has no theme for his powers. It is cheesy to have him manipulating so many energy types and makes your sheet impossible to read.

When you have done what I have told you to do above, then your sheet will be looked at by the Refs.

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From the Power Descriptions:

Energokles is imbued with cosmic powers which enable him to absorb and manipulate Energy. He has the ability to shift and channel his energies as he sees fit [...] for a few examples, he can convert his Potential Energy to Thermal Energy and channel it through his mouth in order to produce a Flame Breath, he can convert his Kinetic Energy to Electric Potential Energy in order to produce a Static Field, or he can convert his Chemical and Thermic Energies into Mechanic Energy in order to withstand attacks or hit his opponent with his Super Strength, etc.

That explains both why he has so many Energy Controls, and why they are Mighty. He literally puts his Strength behind them.

...Fine. I'm changing it(again). Got rid of the control/blast powers, except for magnetic control, got rid of some more skills, added Damage with the Area extra and the Variable Descriptor 2 [any energy] PFs. I also changed the Saving throws, in order to have a more respectable Will Save. Got rid of some more skills.

If there's anything wrong, please let me know. :)

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He's at +7 to hit, all his Damage effect (Damage 7) have enough Mighty to apply his full Str bonus of +8, for Damage 15. That breaks caps for a PL 10 character. (Attack + Damage, divided by 2, must not exceed your PL. 7 + 15 = 22 / 2 = 11, which is more than 10.)

Dynamic Alternate Powers cost 2pp, not 1. 1pp for the alternate power, +1 more to make it Dynamic.

Please change Spatial Control to Teleport. Teleport is the effect, and that's what the Refs need to see.

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He's at +7 to hit, all his Damage effect (Damage 7) have enough Mighty to apply his full Str bonus of +8, for Damage 15. That breaks caps for a PL 10 character. (Attack + Damage, divided by 2, must not exceed your PL. 7 + 15 = 22 / 2 = 11, which is more than 10.)

It is done.

Please change Spatial Control to Teleport. Teleport is the effect, and that's what the Refs need to see.

So is this.

Dynamic Alternate Powers cost 2pp, not 1. 1pp for the alternate power, +1 more to make it Dynamic.

Well, I'm sorry, but I'm not sure I get it. In this sheet, I have Energy Manipulation with 1 base power and 6 alternate powers, 3 of which are dynamic. I have already bought those three as alternate powers(6 alternate powers=6PPs), and I've also expended 3 more PPs to make the three of them Dynamic. Should I expend 3 more on the Array? Or do you mean that I should apply the +1 bonus on the dynamic powers themselves(for example, make <> into <>)?

as soon as you answer me, I'll make the appropriate change

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