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First up a redesign of Elias, well a steamlining of him, as his initial build was... scattershot.  This represents someone who is as poorly socialized, and as not exposed to anything resembling traditional schooling until he started at Claremont.

 

 

Abilities: 0 + 6 + 10 + 4 + 10 + 0 = 30 PP
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 20 (+5)
Intelligence 14 (+2)
Wisdom 20 (+5)
Charisma 10 (+0)
 
Combat: 6 + 8 = 14 PP
Attack: +3
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Initiative: +11
Grapple: +3
Knockback: -3/-1
 
Saving Throws: 0 + 2 + 0 = 2 PP
Toughness: +7/+5 (+5 CON, +2 Enhanced Defensive Roll)
Fortitude: +5 (+5 CON)
Reflex: +5 (+4 DEX, +2)
Will: +5 (+5 WIS)
 
Skills: 52r = 14 PP
Notice 12 (+17)*
Search 10 (+12)*
Sense Motive 12 (+17)*
Stealth 12 (+15)*
Survival 10 (+15)
 
Feats: 11 PP
Dodge Focus 3
Eidetic Memory
Hide In Plain Sight
Improved Initiative 2
Improvised Tools
Jack of All Trades
Luck
Skill Mastery (Notice, Search, Sense Motive, Stealth)
 
 
Powers: 13 + 31 + 1 + 7 = 52 PP
 
 
Communication 5 (Mental; Feats: Selective, Subtle 2; Extras: Area) [13 PP] 'Telepathic Networking'
 
Telepathic Array 14 (Power Feats: Alternate Power 3) [31 PP] (All Psionic, Telepathic)
Base: Damage 7 ( Extras: Alternate Save [Will], Range 2 [Perception]) [28 PP] 'sword of the psyche'
Alternate Power: Emotion Control 7 (Extras: Area Burst (35'), Selective Attack) [28 PP] (Empathic) 
Alternate Power: Mind Reading 7 (Extras: Action 2 [Free/Standard], Area, Selective; Flaws: Feedback) [28/28m PP] ]
Alternate Power: Paralyze 7 (Extras: Range [Perception]) [28 PP] 'synaptic feedback loop'
 
Enhanced Feats 1 ([Defensive Roll 1) [1 PP] 'telekinetic parry'
Super-Senses 6 (Tremorsense [Penetrates Concealment], Uncanny Dodge [Tremorsense]) 'Telekinetic web.' [7 pp]
 
 
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Mental Blast Perception DC22 Will (Staged) Damage (Psionic)
Paralyze Perception DC17 Will (Staged) Paralyzed/Slow (Psionic)
Emotion Control Burst (35') DC17 Will Emotion
Mind Reading Perception DC17 Will Mind Reading/Mental Grapple
 
 
Abilities (30) + Combat (14) + Saving Throws (3) + Skills (14) + Feats (11) + Powers (52) - Disadvantages (0) = 
 
124/124 PP
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If you're playing a psychic, then you want to read up on the +0 "Mental" extra in Ultimate Power. Any Perception range Will save power qualifies for it, and at the cost of categorizing the power as a Sensory (Mental) effect, it basically gives you Subtle 1 for free (so it can combine with actually buying Subtle 1 to get Subtle 2).

Do you intend for his Communication to be language-dependent? Because it is by default. You might want to link Comprehend 2 (Languages 2 [speak Any, Understand Any]) [4PP] to it.

I don't see any telekinesis powers, other than the tremorsense and the defensive roll. Shouldn't he have a Move Object (or Blast, or Trip, something) power in the main array?

The pricing is off on the Mind Reading. +2 on the Action should take you from Standard/Full to Free/Move. If the refs have a problem with move action mind probes, then see if they'll let a rank of the Action extra apply just to the surface reading, so 2 ranks would put it at Reaction/Standard.

Also, consider flawing the duration on Mind Reading down to Instant (Lasting). That way, the victim gets a new save to kick you out after every round/question, instead of once after 10, and then again after 50, etc. I can say from personal experience that it doesn't feel fair to either player or GM, and leaves a bad taste in your mouths.

I question whether Area is even necessary on Mind Reading once you can reaf surface thoughts as a free action or reaction. At that point, you can read any number of minds per round. And you can only probe (or sense link, if you have that extra) one person per round no matter what.

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1.  I hadn't thought of that.  But I will tweak, he is a more complicated build than my other character, so I tend to fiddle this.

 

2.  Huh, I didn't know it was language dependent when it was Mental Based, but I certainly can be mistaken.

 

3.  The PC as standard has limited control over his Telekinesis, it is fueled by id/Instinctual rather than overt higher control.  So he might have some small Move object, but his TK is more supplementary.

 

4. Huh, never thought of it that way.

 

5. This is more style of the character of mechanical goodness, where the character is 'always on' with his Empathy/Telepathy.

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  • 1 year later...

He is bumped to PL 8.
Tighter focus.
+5 Att/ -5 Dam (Unarmed)
+1 TOU/ -1 Def


Abilities: 6 + 10 + 10 + 4 + 10 + 0 = 40 PP
Strength 16 (+0)
Dexterity 20 (+5)
Constitution 20 (+5)
Intelligence 14 (+2)
Wisdom 20 (+5)
Charisma 10 (+0)

Combat: 10 + 8 = 18 PP
Attack: +13 (+5 Base/ +8 Attack Specialization Unarmed)
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Initiative: +13
Grapple: +3
Knockback: -3/-1

Saving Throws: 1 + 1 + 1 = 1 PP
Toughness: +9/+5 (+5 CON, +4 Enhanced Defensive Roll)
Fortitude: +5 (+5 CON, +1)
Reflex: +5 (+5 DEX, +1 )
Will: +6 (+5 WIS, +1)

Skills: 56r = 14 PP
Concentration 8 (+13)
Notice 12 (+17)*
Search 8 (+10)*
Sense Motive 12 (+17)*
Stealth 8 (+13)*
Survival 8 (+13)

Feats: 16 PP
Attack Specialization (Unarmed) 4
Beginner's Luck
Dodge Focus 3
Eidetic Memory
Hide In Plain Sight
Improved Initiative 2
Jack of All Trades
Luck 2
Skill Mastery (Notice, Search, Sense Motive, Stealth)



Powers: 11 + 10 + 36 + 2 + 8 = 67 PP

Communication 4 (Mental; 1 mi. range; Power Feats: Selective, Subtle 2; Extras: Area) [11 PP] (Telepathic) 'Telepathic Networking'
 
Comprehend 5 (Code, Languages 4; Requires exposure to learn language, additionally can physically speak one language at a time though restriction doesn't apply to Communication) [10 PP] (Memetic, Mnemonic)

Mind as a Weapon 32 Point Array (Power Feats: Alternate Power 4) [36 PP] (Psionic)

Base: Damage 8 ( Extras: Alternate Save [Will], Mental [+0], Range 2 [Perception]) [28 PP] (Telepathy) 'overload'
AP: Communication 2 (Total Ranks is 6, Range 20 Mi. Extras: Area, Linked) [4 PP] (Telepathic) + ESP 6 (20 mi. range; Extras: Simultaneous, Linked; Flaws: Feedback, Medium (People); Power Feats: Subtle 2) [22 PP] (Telepathic) 'exploit/reconnoiteur'
AP: Communication 2 (Total Ranks are 6, Range 6 Miles; Extras: Area, Linked) [4 PP] (Telepathic) + Mind Reading 8 (Extras: Action 2 [One applies to both, the other only to surface] (Reaction/Standard), Linked, Mental [+0]; Flaws: Duration [instant (Lasting)], Feedback; Power Feats: Subtle 2) [18 PP] (Telepathic) 'Scan'
AP: Emotion Control 8 (Extras: Area Burst (35'), Selective Attack) [32 PP] 'Empathic Broadcast'
AP: Paralyze 8 (Extras: Mental [+0], Range 2 [Perception]) [32 PP] 'feedback loop'


Enhanced Feats 2 ([Defensive Roll 2) [2 PP] (telekinesis) 'telekinetic parry'
 
Telekinetic Web 7 Point Array (Power Feats: Alternate Power 1)
Base: Super-Senses 6 (Tremorsense [Penetrates Concealment], Power Feats: Uncanny Dodge [Tremorsense]) 'Telehaptics' [7 PP]
Alternate Power: Fight 4 (Drawbacks: Forward Only; Flaws: Gliding; Power Feats: Subtle 2) 'telekinetic glide' [5/7 PP]

Abilities (34) + Combat (18) + Saving Throws (3) + Skills (14) + Feats (16) + Powers (67) - Disadvantages (0) = 158/177 PP Edited by TheAbsurdist
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  • 2 weeks later...

Crunchy, crunchy rebuild

Abilities: 6 + 10 + 10 + 6 + 10 + 0 = 42 PP

Strength 16 (+3)

Dexterity 20 (+5)

Constitution 20 (+5)

Intelligence 16 (+3)

Wisdom 20 (+5)

Charisma 10 (+0)

Combat: 10 + 8 = 18 PP

Attack: +5 (+5 from PP, +13 Unarmed, +6 Ranged, + 8 Ranged Damage)

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Initiative: +13

Grapple: +16

Knockback: -4/-2

Saving Throws: 1 + 1 + 2 = 4 PP

Toughness: +9/+5 (+5 CON, +4 Enhanced Defensive Roll)

Fortitude: +6 (+5 CON, +1 PP)

Reflex: +6 (+5 DEX, +1 PP)

Will: +7 (+5 WIS, +2 PP)

Skills: 80r = 20 PP

Acrobatics 10 (+15)

Concentration 8 (+13)

Knowledge (Tactics) 4 (+7)

Medicine 4 (+9)

Performance (Dance) 4 (+9)

Notice 10 (+15)

Search 8 (+13)

Sense Motive 12 (+17)

Stealth 12 (+17)

Survival 8 (+13)

Feats: 21 PP

Acrobatic Bluff

Attack Specialization (Unarmed) 4

Beginner's Luck

Dodge Focus 3

Eidetic Memory

Evasion 2

Hide In Plain Sight

Improved Initiative 2

Jack of All Trades

Luck 2

Ranged Focus

Skill Mastery (Notice, Search, Sense Motive, Stealth)

Up The Wall

Powers: 11 + 10 + 2 + 39 + 2 + 8 = 72 PP

Communication 4 (Mental; 1 mi. range; Power Feats: Selective, Subtle 2; Extras: Area) [11 PP] (Telepathic) 'Telepathic Networking'

Comprehend 5 (Code, Languages 4; Requires exposure to learn language, additionally can physically speak one language at a time though restriction doesn't apply to Communication) (Memetic, Mnemonic) [10 PP]

Enhanced Feats 2 ([Defensive Roll 2) [2 PP] (telekinesis) 'telekinetic parry'

Mind as a Weapon 32 Point Array (Power Feats: Alternate Power 7) [39 PP] (Psionic)

Base: Damage 8 ( Extras: Alternate Save [Will], Mental [+0], Range 2 [Perception]) [32/32 PP] (Telepathy) 'overload'

Alternate Power: Communication 2 (Total Ranks is 6, Range 20 Mi. Extras: Area, Linked) [4 PP] (Telepathic) + ESP 6 (20 mi. range; Extras: Simultaneous, Linked; Flaws: Feedback, Medium (People); Power Feats: Subtle 2) [22 PP] (Telepathic) 'reconnoiteur' [27/32 PP]

Alternate Power: Communication 2 (Total Ranks are 6, Range 6 Miles; Extras: Area, Linked) [4 PP] (Telepathic) + Mind Reading 8 (Extras: Action 2 [One applies to both, the other only to surface] (Reaction/Standard), Linked, Mental [+0]; Flaws: Duration [instant (Lasting)], Feedback; Power Feats: Subtle 2) [18 PP] (Telepathic) 'Scan' [22/32 PP]

Alternate Power: Damage 8 (Extras: Penetrating, Ranged; Power Feats: Accurate, Indirect 3, Precise, Ricochet, Subtle 2) (Microkinesis)[32/32 PP] 'small missiles'

Alternate Power: Damage 8 (Extras: Duration 1 [Concentration], Mental [+0], Range 2 [Perception]) (pryokinesis, fire) [32/32 PP] 'microkinetic ignition'

Alternate Power: Drain Will 8 (Extras: Mental [+0], Range 2 [Perception]) [32/32 PP] 'telekinetically induced microseizures'

Alternate Power: Emotion Control 8 (Extras: Area Burst (35'), Selective Attack) [32/32 PP] 'empathic broadcast'

Alternate Power: Paralyze 8 (Extras: Mental [+0], Range 2 [Perception]) [32/32 PP] 'feedback loop'

Speed 1 (100' rnd/10 MPH; Power Feats: Wall Run) [Training, Kinesthesia] [2 PP] 'Parkour!'

Telekinetic Web 7 Point Array (Power Feats: Alternate Power 1) [8 PP]

Base: Super-Senses 6 (Tremorsense [Penetrates Concealment], Power Feats: Uncanny Dodge [Tremorsense]) 'Telehaptic sense.' [7 PP]

Alternate Power: Fight 4 (Drawbacks: Forward Only; Flaws: Gliding; Power Feats: Subtle 2) 'telekinetic glide' [5/7 PP]

Abilities (42) + Combat (18) + Saving Throws (4) + Skills (20) + Feats (21) + Powers (72) - Disadvantages (0) = 159/177 PP

Edited by TheAbsurdist
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  • 3 weeks later...
  • 3 weeks later...

Player Name: The Absurdist
Character Name:   Bliss
Power Level: 10 (150 PP)
Trade-Offs: None
Unspent Power Points:
Progress To Bronze Status:
 
In Brief:  Whip Wielding Space Gladiator
 
 
Abilities: 10 + 6 + 10 + 2 + 4 + 4 = 36 PP
Strength 20 (+5)
Dexterity 16 (+3)
Constitution 20 (+5)
Intelligence 12 (+1)
Wisdom 16 (+2)
Charisma 12 (+2)
 
Combat: 12 + 12 = 24 PP
Attack:     +6/+10 Melee
Defense:    +10 (+6 Base, +4 Dodge Focus; +3 Flatfooted)
Initiative: +3
Grapple:    +11 (Base) /+25 (w/Tendrils)
Knockback:  -3/-5 
 
 
Saving Throws: 0 + 0 + 0 =  PP
Toughness:  +5 
Fortitude:  +5
Reflex:     +3
Will:       +2
 
Skills: 44r = 11 PP
 
 
 
 
Feats: 12 PP
Attack Focus: Melee 4
Challenge (Fast Startle)
Grapple Finesse
Dodge Focus 4
Startle
Takedown Attack 2
 
 
Powers:  12 PP
 

Caress of Bliss 2.2 (12 PP Container,) [14 PP]
Additional Limbs 2 ( Extendable biomechanical tendrils from arms; Power Feats: Linked [+0]) [4 PP] + Elongation 4 ( 50'; Flaws: Limited to Additional Limbs [-1]; Power Feats: Linked [+0]) [2 PP] + Super Strength 2 ( Effective Str 3, 40 w/Enhanced Strength; Drawbacks: Limited to Additional Limbs [-1]; Power Feats: Thunderclap) [4 PP] [Total 10 PP]
Enhanced Feats 4 ( Improved Critical 2 (Tendrils), Improved Grab, Improved Grapple, Improved Trip) [5 PP]
Hyperstitial Augmentation 2 (10 PP Array; Power Feats: Alternate Powers 1) 11 PP
Main Power:Applies Penetration 10 to Strike [10/10 PP]
Alternate Power: Applies Area 1 (Touch Burst) to Strike [10/10 PP]

Strike 5 ( Extras: Mighty) [6 PP]
Super Movement 3 (Swinging, Wall Climbing 2) [6 PP]

 
 
DC Block

 

ATTACK          RANGE           SAVE                                 EFFECT
Unarmed         Touch           DC22/DC25 Toughness (Staged)         Damage (Physical)

 
PP Totals:  36 + 24 + 0 + 11 + 12 + 12 = 94 PP

Edited by TheAbsurdist
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Newest version of Bliss:

 

 

 

 

 

Player Name: The Absurdist

Character Name:   Bliss

Power Level: 10 (150 PP)

Trade-Offs: None

Unspent Power Points:

Progress To Bronze Status:

 

In Brief:  Whip Wielding Space Gladiator

 

 

Abilities: 10 + 6 + 10 + 2 + 4 + 4 = 36 PP

Strength     20 (+5)

Dexterity    16 (+3)

Constitution 20 (+5)

Intelligence 12 (+1)

Wisdom       14 (+2)

Charisma     14 (+2)

 

Combat: 12 + 12 = 24 PP

Attack:     +6/+10 Melee

Defense:    +10 (+6 Base, +4 Dodge Focus; +3 Flatfooted)

Initiative: +3

Grapple:    +11 (Base) /+25 (w/Tendrils)

Knockback:  -3/-5 

 

 

Saving Throws: 2 + 4 + 4 = 10 PP

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

Fortitude:  +7  (+5 Con, +2 PP)

Reflex:     +7  (+3 Dex, +4 PP)

Will:       +7  (+2 Wis, +4 PP)

 

Skills: 52r = 13 PP

Bluff                10 (+12)

Intimidate           12 (+14)

Knowledge (Galactic) 4  (+5)

Notice               6  (+8)

Pilot                4  (+7)

Sense Motive         8  (+10)

Survival             4  (+6)

Languages            4  ( Galstandard, Grue, Lor, Xuli'pal [Native], Zultasian)

 

 

Feats: 20 PP

Attack Focus: Melee 4

Challenge 2 (Fast Feint, Fast Startle)

Dodge Focus 4

Environmental Adaptation 2 (Low Gravity, Zero Gravity)

Equipment 2

Grapple Finesse

Power Attack

Startle

Stunning Attack 

Takedown Attack 2

 

 

Equipment 2 PP = 10 EP

Skintight Space Suit (Life Support [Masterwork]) [10 EP]

 

 

Powers:  38 + 5 + 2 + 2 = 47 PP

 

Caress of Bliss 7.8 (38 PP Container,) [38 PP] 

Additional Limbs 2 ( Extendable biomechanical tendrils from arms; Power Feats: Linked [+0]) [4 PP] + Elongation 4 ( 50'; Flaws: Limited to Additional Limbs [-1]; Power Feats: Linked [+0]) [2 PP] + Super Strength 2 ( Effective Str 3, 40 w/Enhanced Strength; Drawbacks: Limited to Additional Limbs [-1]; Power Feats: Thunderclap) [4 PP] [Total 10 PP]

Enhanced Feats 4 ( Improved Critical 2 (Tendrils), Improved Grab, Improved Grapple, Improved Trip) [5 PP]

Hyperstitial Augmentation 2 (10 PP Array; Power Feats: Alternate Powers 1) 11 PP

Main Power:Applies Penetration 10 to Strike [10/10 PP]

Alternate Power: Applies Area 1 (Touch Burst) to Strike [10/10 PP]

Strike 5 ( Extras: Mighty) [6 PP]

Super Movement 3 (Swinging, Wall Climbing 2) [6 PP]

 

Protection 5 [5 PP]

 

Speed 2 (25 MPH, 250' per action) [2 PP]

 

Supersenses 2 (Infravision, Scent) [2 PP] 

 

DC Block

 

 

ATTACK          RANGE           SAVE                                 EFFECT
Unarmed         Touch (+40')    DC25/DC20 Toughness (Staged)         Damage (Physical)
 

 

PP Totals:  36 + 24 + 10 + 13 + 20 + 47 = 150 PP

Edited by TheAbsurdist
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