olopi Posted October 15, 2016 Posted October 15, 2016 Character Name: Sha'ir the SpellsmithPower Level: PL 10/13 [180/203PP]Trade-Offs: VariesUnspent Power Points: 23In Brief: 1-2 sentences which sum up the whole character. Residence: Lakeside, Emerald City, OregonBase of Operations: The Library / Lakeside, Emerald City, OregonCatchphrase: I've got a Spell for that ... somewhere. Alternate Identity: Hakim NaifehIdentity: SecretBirthplace: Santa Barbara, CaliforniaOccupation: Programmer at WestRock SoftwareAffiliations: NoneFamily: Faiz Naifeh (Father, 60), Isra Naifeh (Mother, 58), Qamar Naifeh (Brother, 31), Lulu Naifeh (26, Sister), various other relatives Description:Age: 28Apparent Age: Mid-20sGender: MaleEthnicity: ArabHeight: 6’1”Weight: 162 lbs.Eyes: BrownHair: Black Hakim is an average looking man in his mid-20s. His black hair is cut short, with hints of a beard running down his jawline. Clothes-wise, Hakim does not have much of a style, usually wearing casual urban outfits, which can encompass just about anything not too extraordinary. One thing he is known for with his friends is his scarf, white and black, which he wears with just about every outfit of his. Source: Deluxe Mage: the Ascension 20th Anniversary Edition by Richard Thomas » Preview: The Ahl-i-Batin — Kickstarter As Sha'ir his outfit changes, towards a magical costume made up of his scarf, enchanted to turn into a hood and costume when pulled over his head. In this appearance, the wide hood covers his entire head, concealing everything behind a magical layer of darkness, with only green eyes, and occasionally the mouth penetrating it. The rest of his costume is best described as a somewhat tightly fit robe, in a similar white and black pattern to his scarf. It allows some freedom of movement, while still not being too loose to potentially get stuck in things. Occasionally, he will forgo this part of the costume and only wear the hood, together with his civilian outfit, or a different outfit consisting of a white t-shirt and black pants. Power Descriptions: Mage Book: The Mage Book has a simple appaearance, looking like a simple, unlabelled hardcover book. When in use, it opens and floats in front of The Spellsmith’s body, magically attached to him, in a way he can always see it. A glow, the colours changing depending on the spell in use, clearly shows its magical origins. It can be taken away, doing so requires breaking through its natural attachment, which mostly takes brute strength, or magic. Enchanted Scarf: Hakim’s white and black scarf has, over time, become somewhat of a trademark of his. When he started to dabble in enchanting, he went and enchanted it, giving it a variety of powers, the main one being its ability to transform into a full costume, triggered by simply pulling it over one’s head. The scarf can project a magical force field around it’s user and boosts the user’s defences. The scarf also has the ability to create a magical invisibility field, and by wearing it one is able to, very slowly, move through solid objects, which comes with a variety of problems. Cantrips & Spells: Sha'ir‘s spells do not have one singular appearance. Since he picks his spells from a variety of different sources and traditions, the appearance of spells can change, and reach from “traditional” hand gestures in order to create lights, to typing something with his mobile phone to reach the same effect. The same applies to the look of the spell’s effects. History: Hakim Naifeh was born as the second son of a family of Arab immigrants. His father worked for the city’s administration, his mother generally stayed home and took care of the kids. Hakim’s childhood was an average one. A sister soon joined him and his brother. The life down in Santa Barbara was good. While occasionally there were some troubles due to his parent’s heritage, all in all he never had many problems. Hakim found his passion for computers early on, his father had purchased a second one and offered the older one to his sons. School proved that Hakim was smart, and together with his passion for software in general, it meant that soon, he studied Information and Computer Science at one of California’s top universities, a scholarship paying for his education. There, he met Jamie Green, the two of them quickly becoming friends. Jamie had plans for a startup, which he would pursue after he graduated, while Hakim stayed and finished his last few remaining courses. Upon his graduation, Hakim joined his friends who had pursued their start-up plan up in the Oregonian part of Emerald City. They had already accomplished a few things, the company, creating specialized IT tools for professionals, was quickly becoming a name on the market. He moved to Emerald City, joining a few of his university friends in a shared flat. From there, he worked and the company grew. Soon, they had a proper office, and a few dozen employees, with Hakim having risen to a management position. His life was nice and average, as one day, he had just left a bar after a long night, he stumbled into an alley. While he was not sober, the strange glow emitted by a door in the alley was something he could still notice. Having grown a bit bored with office life, he decided to check further, entering through the door. The next day, he woke up in a strange looking building, a library of some sorts, with bookshelves ranging from the floor to the ceiling. While the shelves itself had been organized, there also were stacks of books scattered around, atop a few tables in the middle of the room, one of which Hakim had been sleeping on. A quick tour of the room showed that there were no doors, and all the walls were covered by bookshelves. Doing his best not to freak out, he decided to figure out the contents of the various books were. Much to his initial surprise, they turned out to be various magical instructions, scripts and manuals. Hakim had heard of magic and had made a few experiences with superpowered humans before, but this time he was right in the middle of it. Sensing an opportunity to spice up his rather boring life, he began to read into the books. After a few days, with help of the books, he could create small lights. From there, it quickly became easier. Water and food were no problems, thanks to a magical device conjuring them at intervals, so he could focus all his time on training. Thanks to the books, Hakim had purposely stayed with the more beginner level ones, casting simple spells became easier and easier. After about a week, he could cast a spell to transport himself out of the place he had been stuck in. As he’d learned from one of the books, it was a magical library, placed inside a magical pocket, consisting of just one room. Back home, Hakim’s sudden disappearance had caused some panic, with his roomates and colleagues having started a search action both online and in Emerald City itself. His sudden reappearance, knocking on the flat’s door at 4 AM on a Wednesday, caused a few questions. Not wanting to explain everything, a simple “Don’t wanna talk about it” was enough to shut down most questions. After quickly checking up with the company the next day, to prove that he was back and still alive, Hakim took a vacation. The library, as he’d started to call the magical room, still offered many secrets, and Hakim had not yet learned enough to go back to the boredom of everyday life. Over the next year, Hakim both worked and also continue to teach himself magic, managing to find a balance between the two. He started to delve into more advanced manuals, mainly enchanting, which led to him enchanting his trademark scarf. While going through the library’s stock, he came across an enchanted book, which held a variety of small and useful powers, but also allowed him to draw upon part the library’s knowledge even when in Emerald City. During this time, Hakim also started to dabble in crime-fighting, after unintentionally stumbling across a magical beast released onto the streets of Ontario, where he’d been staying for a short business trip. He started to go by the name of Sha'ir the Spellsmith when in his magical disguise. With Emerald City’s low rate of crime, especially supernatural one, there was not a whole lot to be done, but every once in a while, his involvement was required. Personality & Motivation: Hakim is a seeker of knowledge. He is constantly trying to learn new things, and has always been doing it. And now, with his somewhat recent discovery of “The Library”, there is a lot of stuff for him to learn. He greatly enjoys reading about all the different magical procedures, and then trying to get them to work, oftentimes replacing ingredients for more “modern” one. Because come on, who has frog livers nowadays? Hakim also enjoys taking a break from his “mundane” life. Sure, he has a great position at a good company, a stable income, and some prospects for his future. But, at the same time, sitting in an office all day isn’t really Hakim’s thing. Sure, he likes doing his job, but he also likes to get some change into his routine. And this change, at the moment, mainly comes from his activities as Sha’ir. Personally, Hakim isn’t that interesting of a person. He does his own thing. He likes modern art, indie music and films, and generally more obscure works of art. He is a convinced vegetarian, believing that animals deserve to be treated better. (He does like milk too much to be a vegan, though). What time he doesn’t spend at work or as Sha’ir, he can usually be found at parties, exhibitions or classical hangouts. He is not very religious, celebrating major holidays of various religions, but otherwise not participating in religious actions much, save for special occasions. He is convinced that the world can be made a better place through both actions and words, and this is his main conviction for creating the heroic persona of Sha’ir the Spellsmith, as whom he tries to do just that, and make the world better for those living in Emerald City, and wherever else fate might draw him. Powers & Tactics: Sha’ir doesn’t have any combat experience to speak of. He has only been in combat once or twice, so any combat situation will most likely cause a fair amount of stress and uncertainty. Should he ever get into combat, his main strength is his versatility. With the powers of his Mage Book backing him up, he can draw upon a large variety of spells, allowing him to find and abuse weaknesses in his opponent’s defences. As these spells do not always work as planned, some creativity is required, as he has to suddenly change his plans, something that causes problems for him. Without his book, he is much more limited, relying on only a few spells, most of which are more useful for confusing enemies rather than outright fighting them. Here, he is more likely to avoid fights when possible, using his toolset to not get caught in something he cannot handle. Against Magical Opponents, his style changes towards a more observant one, trying to learn from their own spellcasting. He is also likely to use his counterspelling, one of the things he has trained most, against these opponents, to avoid them getting any upper hand. Complications: Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! Secret Sorcerer: In a rare act of keeping with tradition, Hakim has decided to not reveal any connection between Hakim Neifeh, Software Developer and Sha’ir, Spellsmith. This ties into both his obligations as Hakim, but also any other way somebody could connect the two. For his personal sake, but also that of those who know him in either of the two forms, he keeps the two very distanced, taking great efforts to keep it that way. Meddling Middle Management: Hakim has a nice and secure position at WestRock Software, a company run by a former classmate and friend of his. He enjoys this job too, working both in his métier of programing, while also having some power as a member of middle management. This is nice and all, until suddenly there’s an important meeting he has to attend, or he is needed at a client’s headquarters to deal with potential issues. When that happens, he can’t just disappear all the sudden, there has to be a good reason for him to avoid his obligations. Some things may be able to be solved by a quick call onto his phone, but others will require his presence and full attention. And then there’s the business trips… Hermetic Hipster: Sha’ir doesn’t care about things like magical “traditions”. Just because somebody did something a while ago, does that mean he has to conform to it? He has access to a wide variety of magic, from many different sources and many different traditions, and he mixes and matches these as he sees fit, with no regards to the rules of their original source. This has multiple effects. It means that his spells may not work as intended, and simply fizzle or have an unwanted effect. On the other hand, it could also potentially make his interaction with other mages more difficult, with them looking down on him due to his lack of a tradition, and the way he handles the materials at hand with little regard and respect to their origin. Spellcasting Stipulations: Like most Mages, Sha’ir’s spell require him to do something. Due to the wide amount of sources he draws from, it isn’t simply “be able to speak” or “move your hand”. It is those, but many other things too. Some spells require him to be able to do both. For some, he only has to move, or only speak. Some have completely different pre-requisites too. This usually isn’t a problem, as he can move, speak and act freely. But, if somebody were to actually try to stop him, they could. Notes: The classical “Requires Speaking” Complication, but with added flavour! A GM can go and say that due to Sha’ir being restrained/silenced/unable to think clearly, and so on, he cannot possibly cast any/all spells. Condominium Company: Hakim shares a flat with a few of his friends, conveniently also his co-workers. This has a variety of benefits, lower rent, more social interaction, the ability to help each other with work even at home, and many more. But, for an up-and-coming superhero, it also has a variety of drawbacks. As these people are around Hakim pretty much the entire day, him suddenly disappearing will probably get their attention. If he enters his room, doesn’t leave, but isn’t in there, it's bound to raise suspicion. And if every time their friend and flatmate disappears some hero appears on the news, they will soon figure things out. Puzzling Place: Hakim has no idea what exactly the room he refers to as “The Library” is. Clearly, it is a magical archive. But, who created it? And for what purpose? Is it an ancient source of knowledge? A safe to lock away things no mage should ever know? Hakim doesn’t even remember its actual location. While it appears to be some kind of pocket dimension, it seems to be anchored to somewhere in Emerald City. Unfortunately, when Hakim stumbled across that very place, he was so drunk he doesn’t remember. And he doesn’t need to go there regardless, as his magic allows to enter and leave the room from anywhere. Hakim doesn’t really care about this much, but it is most likely only a matter of time until the origins of “The Library” will become important in his life. Abilities: 0 + 2 + 2 + 10 + 8 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +6/5 Ranged Grapple: +5 Defense: +10/7 (+5 Base, +5/2 Dodge Focus), +0 Flat-Footed Knockback: -5/3/2/0 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +10/7/4/1 (+1 Con, +9/6/3 [Forcefield Effects]) Fortitude: +8/7/5 (+1 Con, +2 +2/2/1) Reflex: +7/5 (+1 Dex, +2 +2/2) Will: +10/7/4 (+4 Wis, +0 +3/3/0) Skills: 104R = 26PP Bluff 8 (+11) Computers 12 (+17) Concentration 8 (+14) Diplomacy 6 (+9) Disable Device 6 (+11) Disguise 4 (+7) Gather Information 5 (+8) Intimidate 1 (+4) Investigate 5 (+10) Knowledge (Arcane Lore) 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Current Events) 4 (+9) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 10 (+15) Language 4 (English [Native], Arabic, Atlantean, French, German, Sanskrit) Notice 8 (+12) Search 6 (+11) Sense Motive 6 (+10) Feats: 17PP Accurate Attack Artificer Distract (Bluff) Dodge Focus 2 Contacts Connected Eidetic Memory Luck 3 Move-By Action Quick Change Power Attack Ritualist Equipment 2: The Library: Headquarters (Toughness 10, Size (Huge), Features: Sealed (Pocket Dimension), Concealed Library, Living Space, Workshop (Magical), Power: Super Movement 1 (Dimensional (Library and Earth Prime), Feats: Affect Only Others; Flaws: Action (Standard Action)) [10/10EP] Powers: 30 + 12 + 17 + 3 + 4 + 1 + 18 = 85PP (Descriptor: all Magic) Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 6) [32PP] BP: Damage 3 (Extras: Ranged, Autofire (10); Feats: Variable Descriptor 2, Accurate 1, Homing, Precise) [Applied to Damage Power] [22/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage Power] [26/26PP] (mental) AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] (all Magic) Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Damage Spell Ranged DC 22 Toughness Damage Damage Spell (Book) Ranged DC 25 Toughness Damage Damage Spell (Will) Perception DC 25 Will Damage Snare Ranged DC 20 Reflex Snare Totals: Abilities (28) + Combat (20) + Saving Throws (4) + Skills (26) + Feats (17) + Powers (85) - Drawbacks (0) = 180/203 Power Points Variable Configurations: Armor of the QuawardidTransform 5 (Fabric into Stone) [15/15PP] The Genoese Woo and WoeEmotion Control 7 [14/15PP] Beast of Bal’HemothSummon 6 (Monstrous Spider (M&M 234); Feats: Mental Link, Progression 2 (5)) [15/15PP] Conjured Weaponry Damage 7 (Feats: Accurate 1, Affects Insubstantial 2, Extended Reach 3 (20’), Variable Descriptor 2) [15/15PP] Combat CastingApply 1 Extra and up to 5 Feats to 7/10 Ranks of the Damage Power First Flare of FatonDazzle 7 (Extras: Area (Burst); Flaws: Range (Touch)) [14/15PP] Logan’s Levitation Flight 4 [8/15PP] (Applied to Flight Power) Sign of the ModrossusMind Control 7 (Extras: Area (Burst), Damaging; Feats: Progression 1 (Area) Flaws: Limited (Magical Creatures), Range (Touch), One Command (Leave Area)) [15/15PP]
angrydurf Posted October 28, 2016 Posted October 28, 2016 Stats: good Combat: Good Saves: good Skills: I get 105 Ranks for 26 PP You only have 4 languages and paid for 5. Native language is free. Feats: good Powers: Magic book: I get 47 PP spent in this not 45 Comprehend: This should be Comprehend 1(Languages: Understand Written) [1PP] Enchanted Scarf: I get 23 of 25 spent here. Maybe move the suffocation immunity from the book to the scarf? Cantrips: I feel like a small VP of low power cantrips and having an array of abilities in the book with some HP for stunting might be a more manageable build for you. That said math errors bellow. Nullify: Moving from a standard to a reaction is a +3 extra (Standard>Move>Free>Reaction) so 4PP per rank 5 ranks and 2 feats would be 22PP I like the concept alot. However I'm not sure as I mentioned about a VP with as broad a descriptor as magic (even with the complication) on the any one power at a time price tier. It's not against the rules, but I feel like getting more options for less points than an Array is maybe not what we want to see for a characters primary combat powers. As I suggested making the big VP an array and stunting off it might get you the kind of effect you want without the balance issues coming in and the cantrips could be replaced by a small magic VP to represent the more mild tricks he can pull off on his own. *Edit* taking into account that the Variable will be taking a standard action not a free action to adjust. I'm less concerned with the balance issue. However it might be more usable for you for your big attack power not to take a standard to set up every time you want to use it so the Array may be better all around both from a usefulness perspective and a balance perspective.
olopi Posted November 3, 2016 Author Posted November 3, 2016 Okay, easy stuff first: Skills: So that's where that one point I had spare went! Corrected it up to 104 and added another language. Powers: That Immunity is probably just me messing up placement, yeah. Fixed that, it's now part of the scarf. Now, the more difficult one, the VP/Cantrips I'll do some number crunching, try some alternatives and consult chat, so getting those might take a bit more time, but I'll reply here once I've got some concrete ideas written down!
olopi Posted November 6, 2016 Author Posted November 6, 2016 Okay, as I'm unlikely to be in chat a lot, I'll just write these down here for feedback: In order to make it so he isn't entirely dependent on a VP for combat, I could switch out the 6PP Dimensional Pocket for a Damage 3 (Extras: Ranged), which would stack onto the Cantrip, so he'd hit caps without the VPand could then use it for situational things. Also, I could easily just have the VP be a 5 cost one, so it'd be a 20 point VP. Those are the simplest solutions I've come up with so far. I also had an idea of building a sort of cantrip-lite array into the book, but as that'd get a bit more expensive I'd require me to crunch numbers for a while and move things around. There's always the option of taking the VP and replacing it with a huge array, but I'm keeping that one in the back for now.
angrydurf Posted November 7, 2016 Posted November 7, 2016 Well I have two concerns with a large VP like that with a broad descriptor like magic. Firstly it can REALLY bog down combat when both the GM and Player have to double check math and how powers work every time it changes. Having some pre-built like you do helps with that granted but it can be problematic. The second is really a balance issue. VP's particularly large ones very readily lend themselves to becoming the "I can do that!" hero which makes group play tricky for more specialized characters. Usually that is controlled by the VP descriptors being limited enough to keep them from being literally anything but magic doesn't have so limited a reach. So I see a few options with a rebuild. I think even a slightly smaller but faster to change VP for cantrips could get you the utility powers you'll usually want representing memorized spells. Attack magic can be pretty well handled with an array 4-5 deep of powers with Variable Descriptor 2 so it's not always the same blast spell being cast or create object or move object. It can be fire then shadows then pure force or what not. Using HP to stunt rarely used spells rounds out the utility of an array but ensures you only pop out the "I can do anything" kinda magic when someone isn't already there to cover that contingency. The points are a little trickier certainly but a 10PP VP for cantrips gets you a lot of fun utility (minor telekinesis, communication, movement powers, environmental effects) on the cheap. even if you move it to a move or free action the pool could run less than the cantrips Array you have now. Those points plugged into the book with maybe some rejiggering could get you the points you need possibly to get an array that hits caps with 3-5 powers in it. There is also the idea of making the book an easy to lose device instead of hard to lose which makes a bit more sense for a hand held item anyway. It does increase the risk of being disarmed at times of course but putting in a restriction so the book is keyed to Shiar would mean its just a matter of gettign it back not risking it being used against him.
olopi Posted November 8, 2016 Author Posted November 8, 2016 (edited) Okay, I finally got off my lazy butt and redid the power section! Will post it here first, but if you're alright with it, I'll edit it into the main sheet. Went with a large array as suggested above, and a 15 point VP for cantrips. 15 points still is a bit much, but my thinking is that that way I can hit the PL7 caps with 2PP/R Powers and have one point for a feat. If that's still a bit too imbalanced, I can probably switch it around some more. Also adjusted Complications as necessary, to have it be both for the 15P VP and the Book array. The changes would also affect Saves by a few points, will edit those in if the power section as posted works! Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! --- Powers: 30 + 12 + 18 + 3 + 4 + 2 + 1 + 15 = 85PP Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 13) [39PP] BP: Nullify 6 (Magic Descriptor, Extras: Action (Reaction), Range (Perception), Duration (Concentration)) [Applied to Nullify BP in Cantrip Array] [26/26PP] AP: Damage 3 (Extras: Ranged, Autofire, Penetrating; Feats: Variable Descriptor 2, Accurate 1) [Applied to Damage AP in Cantrip Array] [26/26PP] AP: Damage 3 (Extras: Ranged, Area (Burst), Secondary Effect; Feats: Variable Descriptor 2, Progression 1 (Area)) [Applied to Damage AP in Cantrip Array] [26/26PP] AP: Damage 3 (Extras: Ranged, Area (Burst) Variable Attack; Feats: Variable Descriptor 2, Progression 1 (Area)) [Applied to Damage AP in Cantrip Array] [26/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage AP in Cantrip Array] [26/26PP] (mental) AP: Dazzle 7 ((Visual Senses) Extras: Contagious ; Feats : Accurate 1, Reversible, Homing, Variable Descriptor 2) [26/26PP] AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Full Action)) [26/26PP] AP: Teleport 7 (Extras: Accurate, Area, Affect Others; Feats: Change Direction, Change Velocity, Selective, Progression 2 (Area); Flaws: Action (Full Action)) [26/26PP] AP: Environmental Control 5 ((Distraction 2, Hamper Movement 1, Visibility) Extras: Selective Attack; Feats: Progression 1 (Area)) (250 ft. radius) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] AP: Concealment 4 ((Visual Senses); Extras: Affects Others, Area, Duration (Continuous); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Cantrips (17PP Array, Alternate Powers: 1) [18PP] BP: Nullify 4 (Magic Descriptor, Extras: Action (Reaction, Feats: Accurate 1) [17/17PP] AP: Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17/17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [15PP] Edited November 8, 2016 by olopi
angrydurf Posted November 8, 2016 Posted November 8, 2016 OK I can look more in depth this afternoon probably but right off the bat I'd point out that with a magic descriptor you can already effectively get that nullify type effect off just using the countering powers rules. Nullify (magic) as a power is more of like a witch hunters antimagic field kinda power where they may not have magic but can stop it. Having magic is generally a valid reason to counter other magic.
angrydurf Posted November 10, 2016 Posted November 10, 2016 This is a very workable arrangement for the powers. numbers look good overall but the damage in the book array that enhances hte main damage may have some errors I wanted to go over to make sure I'm reading them right. So the base power they are modifying is ranged damage 7 for 2PP a rank or 14 PP. (also some feats that are not an issue.) Damage 3 (Extras: Ranged, Autofire, Penetrating; Feats: Variable Descriptor 2, Accurate 1) [Applied to Damage AP in Cantrip Array] [26/26PP] This is as written Damage 3 with three extras and three feats. that would be 15 PP. If it is intended to apply penetrating and autofire to all 10 ranks it would come out to 3pp for damage, 3PP for range on that damage, 10PP for Autofire, 10PP for penetrating plus 3PP in feats for a 29PP total cost. Also that is a larger than useful amount of both autofire and penetrating. Making explicit how many ranks of each of those extras you're actually ending up with would be helpful. AP: Damage 3 (Extras: Ranged, Area (Burst), Secondary Effect; Feats: Variable Descriptor 2, Progression 1 (Area)) [Applied to Damage AP in Cantrip Array] [26/26PP] AP: Damage 3 (Extras: Ranged, Area (Burst) Variable Attack; Feats: Variable Descriptor 2, Progression 1 (Area)) [Applied to Damage AP in Cantrip Array] [26/26PP] Both of these seem to follow the same construction as above but would require the full ranks in both Area and secondary Effect. I'm not certain what Variable attack is on the second one. Maybe intended to be selective? these woudl be 29PP powers with full ranks though. The Will damage is priced correctly and the rest of the array math looks correct. More broadly I'd say this as advice not as a requisite for approval. The nullify as mentioned is probably not needed to be able to counterspell. And for Damage when having the book you could likely build a conjured weapon with 15 PP of VP that would be a workable PL 7 attack. Damage 7(Conjured weapon; Feats: Accurate 1, Affects Insubstantial 2, Extended Reach 3(20'), Variable Descriptor 2) [15PP] For instance gets you a solid set of Dr. Strange movie style magical fighty stuff. Those points into the book array might make for easier construction of the big spells. Likewise the area teleport probably not going to be useful when you have a portal available particularly as both are long "casting" and One blast, One AoE damage and a Will Based attack are probably plenty for the base array as well. So you could clean up the array a little that way to be more manageable on points and get you what you really need to be able to do. Also don't forget the cantrips VP CAN be used to enhance Array spells on the fly so if you really need a selective AOE or Autofire you have the VP points to add that to a base effect in the Array. These of course just my suggestions if we work out the math confusion I mentioned first I'm happy enough with this build.
olopi Posted November 11, 2016 Author Posted November 11, 2016 Array cut in half Changed the remaining Damage effect to only have 2 extras and added amount of ranks New Variable Configs for the 15 PP Saves updated to correspond to Enhanced ones DC Block updated Updated Complication That should be everything, then! it's all in the main post
angrydurf Posted November 14, 2016 Posted November 14, 2016 Alright I like this arrangement and think it'll be a lot more manageable so just a couple math things to cover. Portal (on Teleport in the book array) is a +2 extra so that's overcost currently at 4PP/rank not 3 And the VP would start as a Standard Action to change config moving it free is a +2 extra making it 6PP/rank not 5. Other than those this looks good to go.
Recommended Posts