thomasdm3 Posted November 5, 2013 Posted November 5, 2013 (edited) This is my first attempt attempt at making a character so I though it would be good to post it her first to make sure I didn't make to many mistakes before posting. Player Name: thomasdm3Character Name: Tempest Power Level: (10) (150/150PP)Trade-Offs: -2 Defense / +2 ToughnessUnspent Power Points: 0Progress To Bronze Status: 0/30In Brief: Tempest can manipulate and senses Water and Air in many different ways.Alternate Identity:Identity: Fulmen Fairison (Secret)Birthplace: Spartanburg SCOccupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills)Affiliations: (Just starting out as a super hero so none yet)Family: Mom, Dad, Twin sister.Description:Age: 23 (DoB:1990)Gender: MaleEthnicity: CaucasianHeight: 6’3â€Weight: 190 lbEyes: Gray BlueHair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body.History: The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but stably with his control. During school he devoted himself to practicing with his powers when he had time off. He with the help of his sixth sense managed to keep his powers a secret. Know he finally feels that he is ready to use his powers for good and the benefit of others. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. He will however never risk the lives of, sacrifice, or Harm an innocent person innless it is necessary to save others, the person gives consent AND no alternatives are available.Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. He has even been known to stand out of sight in an ally or behind a building wile dealing justice to criminals nearby. It’s amusing to watch a group of criminals be defeated by what appears to be a sentient block of Ice, particularly when they attack it instead of him. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications:Secret: Identity Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0)Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4 (+4) (+10 Array/Power) Grapple: +4 (+10 Array/Power) Defense: +8 (+3 Base+ 5 Dodge)+2 Flat-Footed Knockback: -1, -11[with Ice skin]Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2Con, +10(Ice skin[impervious])) Fortitude: +3 (+2Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5)Skills: 24 = 6PP Knowledge (Arcana Lore)3(+5)Skill Mastery Knowledge (Life science) 3(+5)Skill Mastery Knowledge (Physical Science) 3(+5)Skill Mastery Computers 3(+5) Skill Mastery Notice 6(+9) Search 6(+8) Feats: 8PP Dodge focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 15 + 10+20 = 93PPControl Air and Water (Control Water and Air; Array 35, Devine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP]((16, 33, 50, 100, 250 lbs)-( 2K, 4K, 6.4K, 125K 32K tons)) Dynamic Base Power: Control Air 15(Aerokinesis, Air; Feats: Subtle, Precise, Accurate *3) {35/35} Dynamic Alternate Power: Control Water 15 (Hydrokinesis; water; Feats: Subtle, Precise Accurate *3) {35/35} Dynamic Alternate Power: Blast10 (Weather strike, weather; Feats: Variable descriptor (1(air, water, electricity),2( heat, cold) 1, subtle 1, indirect 3, precise 1, split 2, Improve range 2, progression (range) 2, Accurate *3) {35/35} Dynamic Alternate Power: Control Environment 8 (Atmokinesis, Weather; Extras: Mix and match 3 (cold, heat, distracting, hamper movement, visibility), Duration: Continuous; Feats: Precise, subtle 2) {33/35} (1000 ft radius) Dynamic Alternate Power: Create object 10 (Ice Structures, water; Extra: duration: continuous; Feats: precise, stationary, indirect 2, selective) {35/35} (toughness 10)(10 5ft blocks) Dynamic Alternate Power: Obscure 10 (Obscuring mist; water, air, weather, Visual; Extras: Duration: Continuous; Feats indirect 2, subtle 1) {35/35} ( 5000 ft radius) Dynamic Alternate Power: Flight 17 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -2,500,000 mph) Force field 10 (Ice Skin, Water; Extra (Impervious 10) [20 PP] Immunity(Life Support, Aging) 10(Internal climate control, air, water, heat, cold, weather) [10] Super Senses (Detect, tactile, water, air, weather; Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, penetrates concealment, extended X3, rapid x3, Uncanny doge) [15PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (93) - Drawbacks (0) = 149/150 Power Points Edited November 6, 2013 by thomasdm3
Thevshi Posted November 5, 2013 Posted November 5, 2013 Welcome to the site! One small point, it would probably be best to focus on working on the build a bit here before submitting it for approval, that way the character you submit can be a bit more fine-tuned. So, starting with the fluff…well, it could probably use a bit flushing out. I understand he is a new hero, but a bit more to help understand about who he is and where he came from could be helpful. While a long detailed history is not necessary, a bit more information can help provide sources for threads. Also, regarding the section on his Personality & Motivation, I am not sure if it was just an example of a thought process, but we have generally banned characters that kill/use lethal force (some “valid†targets exist, such as demons, but killing a supervillain such as the Joker, is frowned upon). Similarly, some of the tactics you list (along with how you have built some of the powers, discussed below) seems to be edging towards the “bathtub psychic†(if not there already) which is also something we do not allow. It is one thing to use tactics and concealment, but to stand well out of harm’s way while blasting opponents is something different. So, the crunch: Saves: Well, the Fort save is pretty darn low, which could be problematic. Skills: So, nothing that seems problematic, but out of curiosity, how does Knowledge: Arcane Lore fit into the character concept? Feats: Sneak Attack breaks the PL caps (as you are already maxed at atk/dam). Powers: The Array: One thing that I think is important to remember, is that you do not always have to use every point in the array in each alt power (this can be particularly true with Dynamic powers). Also, I think that for many of these, you are trying to tack on a few to many feats, which makes the dynamic slot a bit more cumbersome. For the Air and Water Control, both are Perception ranged, so you do not need the Accurate feats. For the Blast, I am a bit unsure about the Variable Descriptors, do you have two 1 point variable descriptors? Also, I am a bit concerned about the Improved Range 2 and Progression (Range) 2. If I am calculating that correctly, that is a base range increment of 2,500 feet, which is sort of getting to the “bathtub psychic†issue. For the Create Object and Obscure slots, I am not sure Indirect is a feat that can be applied (for I am not sure what it would do for those powers). The Flight alt power: Personally, I feel that 17 ranks of flight in an array is excessive, though I am not sure any of the other Refs would have an issue with it. This might be a case where you do not need to spend all the points in the array. Immunity Aging: Not something that is likely an issue, I just personally wonder how that fits into the character concept? Super Senses: There is a big problem here. First, it is not clear to me what the senses are. Does he have Detect Water, Detect Air and Detect Weather as tactile senses? If that is the case, you really need to check the house rules on Super Senses, as the base cost for each Detect would be 2 pp (as each is a Common descriptor). That is at least 6 pp base cost right there. I also believe you would need to add the Ranged extra to each of them, which would add another 3 pp (for a total of 9 pp). If these detects are a tactile sense (which is something else I am uncertain about the mechanic of, but something that could possibly be explained) then by default, the Accurate, Acute and Radius is already present. You still need Analytic (2 pp for the entire sense type), Penetrates Concealment (4 pp), Extended 3 (3 pp, and this is something I find a bit problematic as it gives you a 10,000 foot range increment, thought the other Refs might not have the same concerns), Rapid 3 (3 pp), and the Uncanny Dodge feat (1 pp). This would bring the total cost to 22 pp, not 15.
Raveled Posted November 5, 2013 Posted November 5, 2013 I'd like greater clarification on exactly what Detect Weather means. Weather is, technically, all around us at all times. It sounds like the only way this would be useful is out in the vacuum of space, to detect planets.
Supercape Posted November 5, 2013 Posted November 5, 2013 A warm welcome to FCPbM! Not commenting on the mechanical issues for now! There are a few things to tidy up. I will comment that you have only one complication: Secret Identity. A complication that is shared by many and almost taken for granted (note you do not have to actually list a complication in order to get an HP for something being complicated!). Complications are of course optional, but they are a way of driving an engine for a story, and often of having fun (depending on your angle of what you want out of an RPG!) I think every PC here has at least two complications, and pretty much most of them have four or more. Of course, some complications are more easily used than others, and how many complications you have and how easily they are used very much depends on how much you want your PC to spin out of control (but of course, spinning out of control generates a story...!). Even so, just having one complication of secret ID is very spartan indeed, whilst being technically legal. I would have a think about this, think what you would like, and maybe look at three of four other PCs here to get an idea of complications (I tend to throw a lot of complications in my PC's, but thats because I think they are highly enjoyable!)
thomasdm3 Posted November 6, 2013 Author Posted November 6, 2013 (edited) So first up is Thvishi I will add more history to my character If it is band to kill then I will not I will remove the line from the motivation I did not know what A bathroom psychic was . I will be happy to reduce the range feat and not use my character in a bathroom psychiclike way. Control air has a perception range any way so that's could be even more problematic If i started using it . I don't want to use My powers in any way that is baned, but Id like to keep my super sense as it is useful for seeing through concealment,around things and searching. accurate on air and water is for throwing. Im guessing that water would function like air under water and allow for moving things other than water. I will switch out sneak attack for something else For the dynamic slots being encumbered by feats. Am i forced to pay for the all the feats when I use the power or just the ones I want to add onto the power. I know that you need to add feats when using non dynamic alternate powers but I did not think that it applied to dynamic as the power points can be mixed and matched and feats can be turn on and off like ranks can be reduced. If not I should change a few things. The Variable descriptor in the blast assumes that the above is true. If it is that means sometimes i don't have to use the feat or I can put just one point into the feat. by default its weather. with one point it opens me up to water air and electricity and with two I am able to use cold and heat as well. For indirect on create object I was using it so if i was inside an object i could create another out side of the object.same with obscure For The scene. The Idea behind it is that it is a single sense that allows him to fell air and water as if it were a part of him. with out if it is hard for him to move air and water the same way it would be hard for you to coordinate you body if you hand no sense of touch. The single scenes of sight has the ability to see water and many other things so it's not a stretch that a single seances could only react to water and air( if you want I can add extra point to the descriptor cost) Its tactile because it relies on displacement so if something is phased I cannot see it but invisible dose not matter. the idea behind the seances is that anything that moves, is made of or displaces water or air can be seen by me. this why i started with detect water and air (weather is a result of these two) Accurate would allow me to track people and things well enough with to hit them Like sight (which could be seen as detect light) can. Acute would allow me to tell temperature( like touch) and analytic would give more information like atomic make up and electric charge( i can't see electricity in metal). penetrates concealment allows me to feel around corners I doesn't think I need to buy two ranks as it acts like one scenes not two(I could name it nitrogen hydrogen and oxygen senses) and i'm not increasing what i can feel with my skin. Touch is one scene but it can feel both water and air.( In a way the base scenes is more limited than most seances. Imagine if i applied this to the base tactile sense) I agree flight 17 is kinda nuts but at the same time I was just looking at the left over points an thinking why not use them. So the immunity aging is that im thinking that my character is a dimi "god" of some sort descended form Thor or zuse whose hearatge triggered some sort of powers. Like a latent mutation but not genetic. The magic is that he study some when he was searching for the origins of his powers to try and find a possible connection after he found it was not biological. For the complication I can add more but Id like to keep them open to allow for more freedom later on . I do have a few more character flaws like panics under pressure. sorry I didn't see this earlier, I was looking at the the page in character bank my main argument with the scenes is that it is a single scenes. Could I use two common descriptors (water and air) in place of a single very common descriptor, I feel as tough this would make scene. Water is even made from air. Edited November 6, 2013 by thomasdm3
Thevshi Posted November 6, 2013 Posted November 6, 2013 Thomas: Look forward to seeing an updated/expanded history section. Given what you said regarding my question about the Immunity: Aging, that is probably something you should include in the history, even if it is something your character is not aware of! (And it can also be a good source of complications. Impliedspider’s recent character, Starchaser, has a somewhat similar background and might be a sheet you would want to take a look). The bathroom psychic is a character that has the ability to reach out with his powers (typically psychic powers, but not always) to attack opponents from great distances, thus he is never in any imminent danger from those opponents. While having a base range increment of almost half a mile is not quite the same thing, coupling that with extended senses reaching out close to two miles, and it is getting along those lines. Hiding yourself in some mist to attack opponents is one thing, but being a couple city blocks away up behind a building while raining lightening down on bad guys is much more along the lines of the bathroom psychic. So on the crunch issues: The main problem I see with having too many feats in some of the dynamic arrays is it is something of a bookkeeping nightmare to try to keep track of which ones you have active and which you don’t at any given time. If there are feats you REALLY need at some point, that is what power stunting an alt power with those feats is for. The Variable descriptor sounds fine, could just be a bit more clearly stated. Indirect: Hmm, not sure indirect is needed to do that. The Flight: Well, again my personal view is that this is sort of one of those situations of “just because you can, doesn’t mean you should.†Besides, there are other possible uses for those points if you really MUST spend every single point in the array for each Alt slot. You could make the flight Continuous, so even if you are knocked out, you stay floating in the air. Or, you could get Usable By Others extra, where you used the wind currents to allow others to fly along with you as well. The Super Sense: Well, here is the thing, for the detects, you need to describe what type of sense it is, it could be sight, hearing, taste, or, as you seem to indicate, tactile. You could also have it a mental sense. The tactile Detect Water and Detect Air are fine. You need to purchase each separately, as they are each a different common descriptor, so each (per our house rules) costs 2 pp +1 pp to make them ranged. Weather is its own descriptor (and excludes lightning) so that would be another 2 pp for Detect Weather, +1 pp to make it ranged. (and while there certainly is cross-over with the water and air detects, neither of those allow you to sense variations in heat). So you need to decide how many detects you want to have here to determine the base cost. As you have defined these at tactile senses, you get Accurate, Acute and Radius for free, so do not have to pay for them. As for the other additions to the sense, I understand them, and (other than feeling Extended 3 might be a bit excessive), don’t have an issue with them. You just need to make sure you are paying the right cost (such as Analytic costing 2 pp for the entire sense type. And per Ultimate Power, Penetrates Concealment has a flat cost of 4 pp. So, you need to do some recalculating of the costs for everything in the supersenses as right now I have you at 22 pp (assuming you include a Detect Weather). Dropping a rank of Extended brings it down to 21, and if you drop Detect Weather, it would drop to 18 pp, but that is still more than the 15 pp you have listed.
thomasdm3 Posted November 6, 2013 Author Posted November 6, 2013 (edited) Would acute and analytically not allow me to tell the temp of what i'm sensing? If not how would some one achieve a sense that alows them to tell the temptures of only air or water? I don't want to be able to see the temperature of metal or earth. Would a hero with detecmagic with analytically be able to see the "color" and "engery" of the magic? Beyond even acute, you can perceive specific details about anything you can detect with an analyti- cal sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense. Normal senses are not analytical. Cost is 1 rank for one sense, 2 for an entire sense type. Could i also use the custom vary common descriptor "wet classical elements" as both water and air would fall into this category I only say this because Would you not consider elemental (clasical)(elemental magic is given as an example of uncommon descriptor in M&M 3rd) as single very common descriptor? is this any more common then electromagnetic wave / energy descriptor witch would only cost me 1 more point? Just because a descriptor is uncommon dose not make it any more powerful, just unique. If not this could I use a variable descriptor to switch between water and air? Also would the method you mentioned above not allow me to scene temperature with out any detect because Touch can feel temperature as well as shape. If i can fell something across the room would I not get both? Also the pricing of immunizes seams to implies that any one vary common descriptor is worth at least 2 common descriptors. If neither one of these options work i promise to stop pestering you about the sense I will remove some flight capping it at around 10x the speed of sound about 4* faster than the fastest jet. I don't wont to add any extras as that would make it more expensive to use as they caluse permanently changes the power. I would like to keep the range on the scenes as it helps with searching. Could i instead impose some sort of limitation on using move object skillfully at long ranges? even at X100 it would still be able to see for a long way. Its also helpful for seeing where you are going. I promise not to use my powers in any way that involves being a bathroom psickic and if the Dm ever tells me that I can't do something i will change the post with out complaint. Edited November 6, 2013 by thomasdm3
thomasdm3 Posted November 6, 2013 Author Posted November 6, 2013 Super Senses (Detect air , tactile, Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, extended X3, rapid x3, ) [10PP] Super Senses (Detect water , tactile; Extras: Ranged; Feats: Accurate, Acute, Analytic, radius, penetrates concealment, extended X3, rapid x3, ) [10PP] Super senses(Penetrates, uncanny dodge) 5 pp 25 total, I know that Analytic extended and rapid can all be bought for the sense group but as the cost is *2 and I have 2 sense it dose not matter
Thevshi Posted November 7, 2013 Posted November 7, 2013 Thomas, based on your conversations with Gizmo (and to a lesser extent me) in chat last night, going with a custom Very Common descriptor of Water and Air for the Detect should be fine and help bring the cost for the sense down a bit. At this point, it would probably be a good idea to put together an updated draft of the character to post making the various edits that have been discussed so far, as well as hopefully flushing out the history/complications and other fluff. That should help get you closer to a character that is ready to be submitted for approval.
thomasdm3 Posted November 7, 2013 Author Posted November 7, 2013 (edited) This is my first attempt attempt at making a character so I though it would be good to post it her first to make sure I didn't make to many mistakes before posting. Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Fulmen Fairison Identity: Secret Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes when crossed however the traits can spontaneously reemerge. The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity Flaw: Panics under stress Flaw: Indecisive Flaw: Inexperienced Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4 (+4) (+10 Array/Power) Grapple: +4 (+10 Array/Power) Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed Knockback: -1, -11 [with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2 Con, +10 (Ice skin [impervious])) Fortitude: +3 (+2 Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Knowledge (Arcana Lore) 3 (+5) Skill Mastery Knowledge (Life science) 3 (+5) Knowledge (Physical Science) 3 (+5) Skill Mastery Computers 3 (+5) Skill Mastery Notice 6 (+9) Skill Mastery Search 6 (+8) Feats: 8PP Dodge focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 20 + 10+ 16 = 94PP Control Air and Water (Control Water and Air; Array 35, Devine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP] Dynamic Base Power: Control Air 15 (Aerokinesis, Air; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate *3) {35/35} Dynamic Alternate Power: Control Water 15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise Accurate *3) {35/35} Dynamic Alternate Power: Blast 10 (Weather strike, weather; Feats: Variable descriptor (1(air, water, electricity), 2 ( heat, cold) 1, subtle 1, indirect 3, precise 1, split 2, Improve range 2, progression (range) 2, Accurate *3) {35/35} Dynamic Alternate Power: Control Environment 8 (Atmokinesis, Weather; Extras: Mix and match 3 (cold, heat, distracting, hamper movement, visibility), Duration: Continuous; Feats: Precise, subtle 2) {33/35} (1000 ft radius) Dynamic Alternate Power: Create object 10 (Ice Structures, water; Extra: duration: continuous; Feats: precise, stationary, progressive 2, selective) {35/35} (toughness 10)(10 25ft blocks) Dynamic Alternate Power: Obscure 11 (Obscuring mist; water, air, weather, Visual; Extras: Duration: Continuous; Feats: precise, subtle 1) {35/35} ( 5000 ft radius) Dynamic Alternate Power: Flight 10 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -10,000 mph) Force field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP] Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP] Super Senses (Tactile; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Accurate, Acute, Analytic 1, radius, penetrates concealment 4, extended X3, rapid x3, Uncanny doge) [16 PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/150 Power Points How are the Complications, should I add more and give a larger description for each? If it's ok I would like to keep the feats. If it's A balancing problem that's fine. In terms of organization I can always just write out the Array each turn I change it. I did not add a lot to the history because I want't the character to start out as a blank slate. sorry it took me a wile. Wednesday is my longest day. Edited November 8, 2013 by thomasdm3
Thevshi Posted November 7, 2013 Posted November 7, 2013 Things are moving forward Thomas, and the more work done here, the easier things should go for getting approval. On the complications, yeah, I would highly suggest adding more description to those to help them be useful. As to the history, well, that is your choice, but I will honestly say that a blank slate makes for something of a dull character. I understand that you can always build on this and develop him through rping, but it could be a problem for getting threads. If I were looking to GM a thread for Tempest, looking at him, I would have a hard time trying to craft a story that would be particular to your character. Of course I could just come up with some random encounter with a supercriminal (and there is nothing wrong with those, I have certainly done them before), but it could be hard to get those type of threads all the time. So, back to the crunch (the array and super sense): So, for Air and Water Control, you do not need Accurate 3, as you cannot use them to throw things like you can with Move Object. With Move Object, you are grabbing something, like a person or car and moving them (or just throwing them). With Air Control, you are moving the air, and using it to push other things (and people). You are not grabbing those other things. Same with Water Control. I spoke with another Ref, and there is a problem with the Obscure, Create Object and Environmental Control alts that I have been thinking about, but not raised yet. The Continuous duration is a problem, as that pretty much gets around the “disadvantage†of alternate powers. Normally if you have a sustained alt power like Obscure and you switch to another alt slot, you have turned off your Obscure and it goes away. That is why you get alternate powers so cheap, you can only use one at a time (not counting dynamic arrays like yours, but that is still pretty cheap as well). Continuous is not the same, as that is on till you turn it off (or it is countered), and switching to another alt power would not turn it off. So you could use Obscure, then switch all your points to another alt (say Blast), but still have the Obscure in place. You only paid 2 pp for the alt slot, but you suffer none of the normal disadvantages associated with an alt slot. Also, I wanted to know what the subtle feats were for in Environmental Control and Obscure? Is this to make it hard for someone with the appropriate super sense (not sure what that might be) to determine it is you controlling the environment or creating the mist? Otherwise, both those powers have effects that I do not see how they could be subtle. An Obscuring Mist is by definition not subtle, but a heavy mist that blocks visual senses. On the Blast, I still feel that the 2 ranks of Improved Range and Progression (Range) are a bit extreme and should be dialed back a bit. Similarly, I also feel the Extended 3 on the Super Sense is still a bit too much as well. These could both be issues in getting approvals. There are a number of formatting issues, but I’ll try to tide all those up and leave the things above for you.
Supercape Posted November 7, 2013 Posted November 7, 2013 We have some precedent for continuous duration obscure (I have it), which I don't think is too bad, as long as it doesn't come with the selective feat. Obscurement, after all, makes everyone blind, including your team mates and civvies. I think the same thing comes with Environmental control. Again, there would be serious problems if these were with the selective feat. But it is one of those margin calls. From a narrative perspective, it may be continuous technically, but it wont work so well narratively. The storms this character create last forever, unless dispelled by the character. Which might be a problem! Does it also make sense? if the PC was knocked out, would the storms continue? (I justified it with Rene by saying it was mystic paint. It would last even if he got KO'd. On the flip side, it gets washed off in the rain or any water, and its an easy to remove device) Which I suppose is all a roundabout way of saying scrutinising this sheets is coming from three angles. Is it technically legal?, is it abusive tactically?, and does it make sense?. All three are important! With the question of continuous duration for your storms in an alt power, I would say the answers are: Yes, technically legal. Edge-case, and Doesn't sound like it. Because it sounds like if your character got knocked out or fell asleep, the storm would go... But of course this is something that you should elaborate and decide on. I will second what Thevshi has said an expand on it: We certainly have some stories here which are [insert supervillain] has [insert dastardly scheme] and [insert roll call of superheroes] stop him. However, we also have many stories, possibly more, where the superhero themselves is the engine of the story. Rather than the D&D style DM designs the dungeon, players enter it, the GM will look at the superhero and in (often in conjunction with a player) design a story around the player. Its a bit the way comic book writers do it - they sit down to write a Spiderman story, not an Electro story (and decide which superhero will defeat him) - at least usually! In other words, Your PC, Your Stories! This tends to be the way Thevshi and I work (and together we do more than half the GMing on the site if you will allow a bit of trumpet blowing), and others on the site do to. Not all the time, but a fair bit. So whilst there is certainly some generic plot insert superhero to foil it Gming and story telling, you may wish to give some drivers to your character. Instinctively there is always a reflex resistance to this (from myself included when I make PCs) as you are letting flaws, problems, issues, and weaknesses crawl into your character. But this is also the fodder for plot hooks and great stories! As Thevshi says from this PC there is little here from a GM perspective that makes one say "Wow! I can really riff off that!" and carve a juicy story from. There is some backstory angst in his complications, which may make writing how he is feeling fun, but not actually drive and power a story. Don't take that as an undue criticism, its just advice, and advice is only an opinion, after all. It all ultimately depends on how you want to play your PC, and what your stories you want to tell with your PC. We want you to have a good experience here, and want you to tell the stories you want to! (NB if you want an example about how I learned over my time here to power up my PCs with story and complications compare my first dull effort Supercape, with my latest, Pitch, and see which one screams out "story" to you!)
thomasdm3 Posted November 7, 2013 Author Posted November 7, 2013 (edited) . I can see why the duration would be abusive to the power structure. At the same time with just the default duration it severely limits the utility. Is there a possible compromise. Could I take the Independent modifier on a +1 cost penalty because of the array? this would make the mist and weather fade over time which seams more realistic. Is there some way to delay the effects of weather for a full rounds so its slow to start up and slow to disperse. as for subtle is for environment and mist is so I can discreetly cause the effects with out revealing my self. I will reduce the range on my blast but at the same time a person with a decent movement could go go from being out of range to melee attacking range in less than a round . With flight speed 8 a person could move faster in one move action then my max range and at 7 they they could move 4400 feet in just a round. compared to the max range of 5000 feet and the 500 foot incriminates (4400 feet is a -16 attack roll) it is really not that far of a range all things considered. I'm only going off what I know of other table top rpgs whre the ratio is acutely kinda kinda small. A bow in pathfinder for example has a range of 100 feet but the normal one move action speed is 30. 4400 feet per move action * (100 ft range /30 ft move action) = 1466.6.. ft range and that is before any attack penalties. I could be wrong in my comparison of two vary different games but there not many games like M&M so its the only thing I have to base it on. I have a test tomarro so I can't really work on this much today. Edited November 7, 2013 by thomasdm3
Thevshi Posted November 8, 2013 Posted November 8, 2013 Thomas, I will take a look at Independent and some other possible means of having the obscure and other effects slowly fade away and will talk with some other refs about possibilities. Just to be clear, what was your thinking with wanting to make those powers Continuous? That if he was knocked out that they would stay in place? Something else? As for the range issue, I took a look back at UP and realized I had been making a mistake with my calculations for the Improved Ranged and Progression Ranged feats in your blast. You are correct that your Range increment is only 500 feet. What seems a bit less clear is whether the Max range is 5,000 feet like you say or actually 25,000 feet (as the book talks about the Improved Range feet possibly reducing the number of range increments used to measure Max range when there is no Progression bought to increase the Max range, but is a bit less clear on what happens when you have both feats). But it does appear that 5,000 feet is probably right for Max range (and even if it was 25,000 feet, with increments of only 500 feet, you would never be able to use it that far). So, with a range increment of 500 feet and max range of 5,000 feet, I am not really bothered by things, so forget any objection there. (It would probably be good to note how each of those feats changes things (ie: Improved Range 2 [500 foot increments]. Progression (Range) 2 [5,000 feet max range]).
thomasdm3 Posted November 8, 2013 Author Posted November 8, 2013 the reason I made them continuous . It just seemed simpler then making them fade and having to deal with it. Though interdependent makes more seance because If i make it rain or make a could of mist it and then am immediately knocked out the effect should last for a little wile longer( one second rain then next second sunny skies would be kinda odd. same for mist) but not remain there for the rest of eternity as I am no longer contributing to the effect. also is there a cosmology page so I can set my hero's background with something that makes scenes with the world?
Thevshi Posted November 8, 2013 Posted November 8, 2013 Thomas, took a look at Independent, and that seems to fit perfectly for those powers (and makes sense in regard to the nature of your powers). The only thing is that once you start any of them, when you stop sustaining the power (ie shut it off) the effect will still be there, that is you cannot turn it off. You could of course pick up the Reversible feat for each, allowing you to instantly remove them as a free action if you choose to do so. We follow the normal cosmology from the Freedom City books, though there have been some changes over time on the site I believe. I am not aware of anything that lists them all thought. Might be a good idea to get into chat and ask questions about that sort of background stuff.
thomasdm3 Posted November 8, 2013 Author Posted November 8, 2013 (edited) I think it would make seance if i had to use my powers again to end the prematurely. So for instance instead of being able to reverse it at will I would have to recreate my change weather power and have it do the opposite effect. I think most dm would allow this even though some effects like visibility don't have opposites. so for instance I make it rain - 2 visibility. in order to make it stop prematurely id need to use control weather rank 2 to counter it. if i made it cold use heat to make it normal. same with mist but Id probably use control winds. I like this mechanic better as it gives a scenes of gravity that I might not be able to stop something just at will I imagian that the weather and mist would have a sort of momentum to it. I can use and action to increase the momentum and natural forces will eventually stop it but if i want to prematurely stop it I would like it if i had to take an action. Do you think the gm would allow me to use my powers to counter the effects that I created? Could I take the reversible feat and then make this a complication? Edited November 8, 2013 by thomasdm3
Thevshi Posted November 8, 2013 Posted November 8, 2013 You certainly do not have to have the Reversible feat. I believe you have a wide enough selection of powers that something could be used to counter any of the three powers if you added Independent to them. Of course, the effects will eventually dissipate on their own. Taking the Reversible feat and having a compilation that sometimes things go a bit out of control and you would have to reverse instead of just instantly countering could be possible. Same for not having Reversible but having a complication that sometimes things get out of hand and they do not fade like they should, and you must try to reverse them.
thomasdm3 Posted November 8, 2013 Author Posted November 8, 2013 Would I need to role a d20 in that case in order to nullify my own effect?
Thevshi Posted November 8, 2013 Posted November 8, 2013 Well, if you took either of the complications, then you would have to roll to nullify/counter your own effects, as otherwise it would not be much of a complication. Similarly, even if you did not have a complication, but also lacked the Reversible feat, I believe you would still need to roll, as the effect is Independent of your character, but would have to look a bit more closely at that.
thomasdm3 Posted November 8, 2013 Author Posted November 8, 2013 (edited) Player Name: thomasdm3 Character Name: Tempest Power Level: (10) (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Tempest can manipulate and senses Water and Air in many different ways. Alternate Identity: Fulmen Fairison Identity: Secret Birthplace: Spartanburg SC Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills) Affiliations: (Just starting out as a super hero so none yet) Family: Mom, Dad, Twin sister. Description: Age: 23 (DoB:1990) Gender: Male Ethnicity: Caucasian Height: 6’3†Weight: 190 lb Eyes: Gray Blue Hair: Dark Gold Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret. Power Descriptions: Fulmen can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body. History: Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes however when crossed with other inherited forces the two traits can react forming a unique hybrid, the traits suddenly revealing them selves in the individual like two stable substances reacting with one another when mix. The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need he intends on becoming a member of the freedom league. While his main focus is the help people he also hopes to use the resources to help understand the origin of his abilities. Personality & Motivation: Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting. Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined. Powers & Tactics: Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale. Complications: Secret: Identity: Fulman keeps his true identity a secrete when Tempest he always takes care to make sure he is unrecognizable as Tempest. When changing he always makes sure he is not being watched or recorded. He fears that if found out his family would be in danger and he could be black mailed or threatened. Flaw: Panics under stress: Wile normally calm and collective. When threatened or when quick thinking is required he will sometimes panic and act irrational. Flaw: Indecisive :Fulmen sometimes has trouble with make up his mind. This can sometimes lead him to trying to do two things at once and failing at both. Power: Momentum of the elements: Fulmen can’t just disperse his creations a will. Sometimes the storms might become out of hand forcing him to take action in order to stop them prematurely. Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16(+3) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +4 Attack: +4/+10 Control Air and Water Array Grapple: +4 Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed Knockback: -1, -11 [with Ice skin] Saving Throws: 5 + 8 + 1 = 14PP Toughness: +12 (+2 Con, +10 ([impervious] w/Ice Skin) Fortitude: +3 (+2 Con, +1) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 24 = 6PP Computers 3 (+5) Skill Mastery Knowledge (Arcane Lore) 3 (+5) Skill Mastery Knowledge (Life Science) 3 (+5) Knowledge (Physical Science) 3 (+5) Skill Mastery Notice 6 (+9) Skill Mastery Search 6 (+8) Feats: 8PP Dodge Focus (5) Improve initiative Move by action Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers) Powers: 48+ 20 + 10+ 16 = 94PP Control Air and Water 17.5 (35 PP, Divine; Feats: Dynamic Alternate Powers 6, Dynamic base power [48 PP] Dynamic Base Power: Air Control 1-16 (Aerokinesis, Air; Effective STR: 80, Heavy Load: 800 tons; Feats: Subtle, Precise) {34/35} Dynamic Alternate Power: Water Control 1-15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate 3) {35/35} Dynamic Alternate Power: Blast 1-10 (Weather strike, weather; Extra: Range [Perception], Feats: Indirect 3, Precise, Variable Descriptor 1 [any weather] {35/35} Dynamic Alternate Power: Environmental Control 1-8 (Atmokinesis, Weather; Extras: Mix and match 4 (cold, heat, distracting, hamper movement, visibility), Independent: Precise, subtle 1) {34/35} (5-1000 ft radius) Dynamic Alternate Power: Create Object 1-10 (Ice Structures, water; Extra: Independent, Slow Fade 1; Feats: precise, stationary, progression 2 [1-10 25 ft square blocks], reversible) {35/35} (toughness 10)(10 25ft blocks) Dynamic Alternate Power: Obscure 1-11 (Obscuring mist; water, air, weather, Visual; Extras: Independent, Slow Fade; Feats: subtle 1 ) {34/35} (5-10000 ft radius) Dynamic Alternate Power: Flight 1-10 (Fight and swim; air or water; Feats: Subtle,) {34/35} (10 -10,000 mph) Sample Allocation Blast 10 (Lightning, Extra: Range: Perception) [30/35] Flight 2 (25 MPH/250 FPM) (PF: Subtle) [5/35] Force field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP] Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP] Super Senses (Tactile; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Accurate, Acute, Analytic 1, radius, penetrates concealment 4, extended X3, rapid x3, Uncanny doge) [16 PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range(variable) DC 25 Damage(ranged) Grab(powers) Perception d20+20 Grapple Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/150 Power Points I Added Slow fade as an extra instead of a feat(Ultimate Power 104 top) because I have a feeling it would be too cheap as a just a feat. Right know I do not have Independent costing anything but if you want to increase its cost to +1 that’s fine. Can I also update my history making it more in depth later after I get a feel for the game? Edited November 9, 2013 by AvengerAssembled
thomasdm3 Posted November 8, 2013 Author Posted November 8, 2013 (edited) never mind Edited November 9, 2013 by thomasdm3
thomasdm3 Posted November 9, 2013 Author Posted November 9, 2013 I was thinking about the create move object extras. I think what makes the most seances to me is that move object feat allows for things like green lantern where only the wielder can manipulate the object. I can't see an object made by the ring being controlled by some one with telekinesis. I would argue that he move object extra should be used when there is a personal connection between the user and the object. on the other hand if the user can create an object and then use a move object to control power it would open up that object to other people moving it with the same power. this is where the weakness occurs. if a person bought a green lanturen like create object with the move feat I doubt many gm's would allow a person with move object to control the created object. It also makes scenes in how his powers work. the same way he moves water in general would be the same way he moves ice objects. it would not be an inherit characteristic of the ice structure. Also control object seems to imply that there is a bond between the object and the user, but if the object is independent of the person that seams to imply that that power should not have any effect on the creation anymore. Yes I can move the objects but not because of an inherit property of the object that separates it from other forms of water but instead the fact that I have the power to control water. In terms of the descriptor problem is irreverent as the only descriptors on the create object is water. So the only mention of ice is in the name i gave it so it is more of aesthetic option and should have no impact on the game besides this. Also as control water is pretty much Control object( perception, only effects water) which means that when it comes to water I should have all the abilities of move object including throw. I don't feel this would give me any significant abilities that I don't already have as it would take me one turn to create the object and then another turn to throw it. If I wanted to attack it would just be simpler to use blast. the reason I would like this ability is because I want the way that I visualize my characters powers to be reflected not only in what he can do but also in the internal mechanisms of his powers. for instance one of the reasons the dynamic array appealed to me was that it seem to represent the concept that all my characters active powers powers were just different use of the one power. if he was putting more effort into flying it would be harder for him to control water because part of the "muscle " that is gives strength to his power is already being used. I feel as though it give a seances of elegance that his powers are base off a single idea an then built to represent the complexities that occur because of this idea.
Avenger Assembled Posted November 9, 2013 Posted November 9, 2013 I moved some things around and adjusted your Blast power so that you'll actually be able to use it effectively, Thomas - you'll probably have to edit this sheet once it's up, but this is probably ready for the Character Bank.
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