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I like the way I talk about my PC 'NOT' being a fight everything Combat tanks and all the next set of posts is you guys talk about nothing more than Combat fighting and combat tanking, and how I need to tank my PC. Really is that the only way to play guys. Yes there will be fight and Im still working on magic, so hes can do stuff IF and when it comes to a fight. If she want to she can make linked power spells to get her that Combat tank feel, sorry if your not happy with me playing my PC how I want.

To me all I'm getting is advice on how to game the system and max your PCs v it. I'm talking Character idea, core idea, who are they, why do they act the way they do, what do they feel and think.

I have yet to see some real background stuff other than justification "I Zap, blast, hit hard and its hard to hit me.

What I am saying is, please, back off panning my PC cus I have not done it your way and lets see some of your deeper background stuff.


Panic, if you want to role play a bloody mess, then that's your prerogative. We're trying to assist you in what would be a group game, and as a group I would never want to play the team burden.
Yes you can make linked power spells, but are you going to be able to pop out a reactionary Forcefield with impervious toughness to protect against a penetrating attack with enough points to make it worthwhile every single time someone attacks you? No, probably not. You can't cast your spells if you're plastered on the floor, and you can't expect us to clean up your blood puddle every time. Think of it as a team effort.


Ok, I guess we have the slot of Wendy the wonder teen from the Superfriends allocated.

At least her role playing is down pat, even if she always either stays home or unconscious during missions.


Whoa, that escalated quickly.

Let's avoid personal attacks, folks. Or even impersonal attacks. We are all here to have fun.

Panic, based on what I've seen of these guys, I think initially they were trying to help you avoid playing a character who is no fun because they get taken out at the beginning of every fight.

Then they did get tacky, let's avoid that.

It is an easy mistake to make, because "hit points," saves, and defenses aren't inherent to the power level and you have to spend points on them. That doesn't mean you have to max them all. It would be fine to have a Will +12, Fort +7, Reflex +5 or some variation. I usually try to have one save be a little wimpy so my character has some weakness.

I have some thoughts and options for your magic array, but it may take me a while to get them written up.


@GM
Looking at the way magic works, its seems that to have a PC with most points pre-spent for power on at an instant mode. [I'm seeing Spandex supers again.] there is little or nothing left for magic if use. Yes some simple stuff but outside of that, its craft power locked items or weak magic. One root I am looking at now is Alt from over magic, with her having a number of Alt forms magic based with linked powers/Ability's again magic Descriptor for them.


Panic, this is how the Occult Investigator (modeled after John Constantine) is described in the Book of Magic, the mystical supplement.

"A detective of the mystical, a mystery-solver rather than a warrior or potent arcane guardian.
Apart from sheer skill, the Occult Investigator's greatest asset is the Ritualist feat. With a +12 skill bonus, the archetype is routinely capable of rituals with a DC of 22 by taking 10, sufficient for effects with a cost of 12 power points."

He is a PL 6 character and spent 22 points on skills, 11 points on feats, 1 point on powers (super senses R1: Mystic Awareness), 22 points on combat (attack 5 and defense 6 with a +3 from feats), and 10 points on saves (toughness 3, fort 4, reflex 4, will 8).


I've finally had a chance to point up a character, at least mostly.

Concept is an alien, probably from the same world as Shadow Lass of the Legion, whose powers deal with darkness, being sort of a merger of the Shade and Shadow Lass. Sort of.

Has light blindness as a drawback, as his eyes are sensitive to light- though he wears goggles to counter the drawback most of the time.
Also takes slightly more damage from light based attacks.

I need to go over (and probably correct) points, finish his background and gear, and finalize a reason why he's on Earth.

Name is likely to be Dweller in Darkness, Shadowman, or something similar.
Maybe ShadowJak or NightWatcher.


Cornielius wrote:

Panic, this is how the Occult Investigator (modeled after John Constantine) is described in the Book of Magic, the mystical supplement...

He is a PL 6 character and spent 22 points on skills, 11 points on feats, 1 point on powers (super senses R1: Mystic Awareness), 22 points on combat (attack 5 and defense 6 with a +3 from feats), and 10 points on saves (toughness 3, fort 4, reflex 4, will 8).

Thats really helpful Cornielius, thank you.

I'm in the process of remaking her with feed back from the GM.
I'm going to dig out the book, use the Occult Investigator as a base and build on that. Edit: which I have now done, she has this template in place now, and its really cool thanks.

Full text is,

The Occult Investigator is a detective of the mystical, a mystery-solver rather than a warrior or potent arcane guardian. Still, in spite of being far closer to “mere mortal” than master magicians, the Occult Investigator makes up any lack in sheer power with cleverness and connections. Apart from sheer skill, the Occult Investigator’s greatest asset is the Ritualist feat: with a +12 skill bonus, the archetype is routinely capable of rituals with a DC of 22 by taking 10, sufficient for effects with a cost of 12 power points. That’s enough for Communication 10 (mental, Subtle 2, anywhere on Earth), Concealment 6 (all visual and normal auditory), ESP 4 (sight and hearing, 1 mile range), Healing 4 (Resurrection or Total), Possession 3, or Summon 6 (mystic servitor like a demon or spirit), to name a few. Higher levels of power are possible, if the character is willing to risk failure, and a hero point allows for a jury-rigged, on-the-spot ritual.

If she then has 90 more points and ups from PL6 o PL 12 what would you suggest she adds to the 90PP build, what would be the best way to go to match the teams level of power.


I'd say take a few ranks in dodge focus, raise your fort/ref/will up a bit more (probably something like 8/10/12 or whatever). Maybe create some charms that she could've made or been gifted, devices that she always has on the ready (a bracelet that deflects ranged, a necklace that grants concealment) so that you don't always have to depend on rituals
One thing I always find necessary is movement powers. From experience, it sucks being the only person on the team that has no way of getting around. Even if it's slightly faster movement role played as long legs or a quick sprinter or even parkour, anything is better than nothing when it comes to movement.


Panic, the ritual feat allows you to take time and develop a mystic ritual to have temporary use of a power, using the inventing rules.
It takes awhile, sometimes a great deal of time, which might cause you to miss out on an adventure.
Another way to do this that would be more appropriate to a higher Power Level is to use the magic power and have a stash of hero points (represented by the Luck feat) to cast on-the-fly alternates of that power.
Unlike the base Magic listed in the books, you do not have to have blast as the primary power.
Pick a power you think Tabby would have, making sure it costs enough points to be able to afford useful alternates.
When you need to do something, use extra effort to have an alternate, then spend the Hero Point to avoid fatigue from the effort.
This is what the Magic Power does, but you would pick the powers you want instead of the listed ones.
The difficulty with this is that you need a really good knowledge of the rules and have GM approval that each power you chose is acceptable to him and your place in his world.
The base Magic Power takes does this by setting you up with alternates already paid for by power points which the GM has already approved.

You would still need an attack bonus, defenses, and saves in addition to your magic (and, for you, alternate form).

Edit: There is a Succubus demon listed on page 86 of the Book of Magic.
You could base your alternate form on this if you like- it's already PL 10.

I totally agree with Echos.
In a super powered game each character should have 4 things.
An Attack or at least some way of imposing his will on the world.
Some sort of defense.
Movement powers.
And disadvantages.
(I started with V&V and Champions.
What makes a character interesting and not a list of powers is his disads.)


I present to you

Background!:
Darkaal is the son of Mikaal Tomas, a native of Talok III, who were sent to Earth to scout the way for an eventual invasion.
Mikaal smuggled his lover, Lyysa, with him when he suspected her life was in danger because of her outspoken resistance of the warlike regime.
With her by his side, he found he could not follow the directives of his military commanders and instead, protected his new world under the name Starman, using the powers granted him by the Sonic Crystal bonded to his chest.
For a time, he was a member of the Justice League.
When his ex-commander Komak followed him to Earth, he learned a civil war between multiple warlords had started on his homeworld.
He returned to Talok III with Komak after taking Lyysa to the nearby world of Talok VIII for safety.
While Mikaal fought to save what he could of the Talokites, Lyysa gave birth to their son in the caverns which would later become known as the Caves of Shadows.
Previously unknown, the Caves contain portals to the Plane of Shadows and the new-born was born into their energies.
Blind in normal light, Darkaal is, in many ways, an avatar of that plane.
Raised to be a protector to the refugees Mikaal re-located to the world, Darkaal’s parents have sent him to Earth to learn to govern his world without resorting to the war-like ways of Talok III.
Using some of his father's leftover scouting equipment to pass as human, he has been studying governing and political philosophy at several of the world's best universities.

Shadow Lodge

Hero lab is being a butt so here is some back story

You inspire great fear.

Four words that change my life. I am no hero by any stretch of the imagination. In fact I am a dirty coward at heart. Always running and hiding. In fact that's how I got this ring. I was hiding in a abandon building after a battle with a green and yellow lantern. A sinister voice spoke to me. Do you wish to master your fear? I promptly ran. But the ring had other plans. It placed in a bubble. Now then as I was saying... After I calmed down and listen to it, I figured the only way to escape this was to accept the "offer". That was 5 years ago.
The jist is he uses his own fear to fuel his ring. when he pushes himself he gets Glowing Eyes of Doom yellow of course


Ok, I haven't really decided how to go with Sinter's personality.

He's not a terribly bright guy (intellectually that is). He's got a pretty crappy existence in many ways (can't touch anything without destroying it, doesn't eat, can't have a drink, etc.) He's also very hard to kill. While I didn't buy the immune to aging power, it would probably be appropriate, but not worthwhile in the scope of a normal campaign, and not something he will even be aware of as yet.

There are only two ways I can see playing him out (in my mind), he's either pretty morose, cynical, and depressing, or he happens to be devoutly religious and decided that he's basically an angel (in which case he'll probably be a little too pious, though not pushy).

The angel one is more likely to offer him sufficient motivation to do things, but I don't want to annoy people.


Meh. Thinking he's an angel is basically the same as being a Paladin. Just make sure you're a proper Lawful Good rather than Lawful Stupid and it should be great.

Though, having him be the Eeyore would be hilarious. Maybe he only helps people because that is literally the ONLY WAY he can contribute to society, and it makes him feel good to be useful.


The Eeyore way would be the easier one for me, but I think the other seems more likely.


Here is my character's original background from his native Freedom City setting

Spoiler:

Neil Raval worked for a prominent technology corporation and was a very dedicated worker. It wasn't unusual to see him clock in extra hours well into the morning, and then continue the next day's work. If there was one thing he loved, it was the power his job gave him. Anything he ever needed to know he could find at the tip of his finger, and if wasn't known, he had the tools to learn. His curiosity certainly lead him down a dangerous path when he started questioning where the fundings for all his projects were coming from. The numbers weren't adding up, so he scratched the itch until he traced them all the way back to... The Foundry? He had never heard of such a thing, and he thought it was strange that he'd been put on a project of this magnitude for some no-name organization like The Foundry. He would continue his research, falling deep within the rabbit's hole until he discovered a long vein of criminal intrigue at his company. No one at the office suspected loyal Neil of prying, but he did start to notice strange happenings. People disappearing, numbers, again, not adding up, blueprints and files snatched away. It seemed as though they were preparing for something and Neil couldn't quite put his finger on it.
When the terminus invasion happened, Neil was at his desk hard at work. He heard the sky fall, he recalled, as realities were ripped to shreds. It started to make sense. He was the last in the office, most of the servers cleared out, their files taken away and moved elsewhere, someone was expecting this! It dawned on him, as his office building started to collapse from the weight of strange terminus technology. The scientist grabbed what he could and swore he'd come back for more if he could and he went into hiding... Whatever this stuff was, it could change the world.

In the DCU, Neil will work for either LexCorp or WayneTech. His current project, a neural implant that would allow people with disabilities to mentally control transforming nanite prosthetics, is nearing its final testing phases when he is caught in the crossfire of a super-powered brawl on his way home from work. He manages to survive a cave-in of rubble, but is left with severe injuries. He is rescued by a superhero (Probably Superman if he is still around) and he begs to be rushed to his lab. Being of sound mind, the superhero who saved him takes him to the hospital where he goes through surgery and is eventually saved. Once released from the hospital, Neil, who is left disabled from the accident, signs himself away to being the first human test subject for his project.

Inspired by the person who saved him, Neil becomes a hero himself.

Now, I need help figuring out a name. The Freedom City version was a bit of a screwball and called himself Techno Priest. I don't feel that would be a fitting name in the DCU, but I can't seem to think of any alternatives.

His sheet for reference

Dark Archive

Alright!! =D

Character submission Kara "Imagine" Luthor from Atlas2112

The crunch looks good and the backstory is good. (I'd -like- to polish it a bit more, but the deadline cometh!)

Mind you, I've never played this particular super-hero system before, but I'm TOTALLY excited to plunge in!

It looks like there's a lot of good advice getting thrown around here, so I'll just say it upfront: Yes, I know I have a Defense of zero. So it's free game to shoot me down...as long as you can somehow see invisible electrons. ;-)

"Mr Myron, we've been doing some exciting things here at LexCorp that I think would interest you. Let's talk. I'm certain you'll be able to find something in the company that can...suit you." :-}


There is a character named Hardware who has a lot in common with that origin. From the dakotaverse, I think.


Cornielius:

Panic, the ritual feat allows you to take time and develop a mystic ritual to have temporary use of a power, using the inventing rules.
It takes awhile, sometimes a great deal of time, which might cause you to miss out on an adventure.
Another way to do this that would be more appropriate to a higher Power Level is to use the magic power and have a stash of hero points (represented by the Luck feat) to cast on-the-fly alternates of that power.

Yep was thinking she can have magic as a blast attack Hell fire thing that is of use at this level, and use ritual + maybe items for slower detective / Defiance things. Playing with hero lab to see what best fits my idea.

Unlike the base Magic listed in the books, you do not have to have blast as the primary power.
Pick a power you think Tabby would have, making sure it costs enough points to be able to afford useful alternates.
When you need to do something, use extra effort to have an alternate, then spend the Hero Point to avoid fatigue from the effort.
This is what the Magic Power does, but you would pick the powers you want instead of the listed ones.

I think that can be done.

The difficulty with this is that you need a really good knowledge of the rules and have GM approval that each power you chose is acceptable to him and your place in his world.
The base Magic Power takes does this by setting you up with alternates already paid for by power points which the GM has already approved.

Yep my worry but the GM did say he would help.

You would still need an attack bonus, defenses, and saves in addition to your magic (and, for you, alternate form).

It will be a balancing act

Edit: There is a Succubus demon listed on page 86 of the Book of Magic. You could base your alternate form on this if you like- it's already PL 10.

I will look at that, thanks.

I totally agree with Echos.
In a super powered game each character should have 4 things.
An Attack or at least some way of imposing his will on the world.
Some sort of defense.
Movement powers.
And disadvantages.
(I started with V&V and Champions.
What makes a character interesting and not a list of powers is his disads.)

I have flight as her move thing, Attack I think will be hell fire,Defense I need to sort, and your ight about disadvantages. Having a good think about them, so I have ones that fit her.

Warning long and with bad spelling at times

Back story - Tabatha, Constantine:
.

"Whats a nice Limey Girl like me, doing a bar like this, well sunbeam that's more to do with who am I, bub, Have the barman, get you another drink, and i'll tell you my life story, come on it will be fun, how often dos a big fat baker get that kind of offer. Humm, yes thought so, So where was I, I yes, who am, I, well to you pal I'm MISS Constantine, but to others who know me and are still breathing, still called MISS Constantine, and by the way, your bicker gang patch is spelled wrong, no the Latin part, O... No don't take it off, wait till have done telling you my story there's a good psychopath. So lets start with my dad. He's a Detractive, HA! don't get all Jumpy bub, he's no Cope ok, he's just a kind of Historical Detective, likes old things that kind of gig. There see, you can relax. Now mum, O.. mum is a real lady of the night. O you can chuckle tinker-bell, but when dad says she's Devil of a woman he's not joking. So once long ago, dad got drink and was called out to investigate some old cooky s**t when, well.. he meet mum and they did the dirty, call it fate call it Jacky-D they get it on. YA! I know right, who the hells likes to think about there parents getting it on. Your a card, keep it up, here get another drink, no no on me, trust me your going to need it for the last part. So nine mouths later, and I'm quoting dad here, I was shocked kid when your mum shows up see dad was staying in one of those cheap Motels he likes to hide away in when hunting Demonic-Wabbit... what? is that a 'you-th-isem'? yer close, here drink another, so its a dark November night just outside Charlotte. He had gone west looking into a rash of so called pet resurrections at a road side Church. Funny a, well there was a knock at his rooms door, him again "I was shocked kid when your mum shows up, all knickers in a twist, with this ball of screaming ear bending horned cuteness that was you sweetheart, how could I resist" arr love ya dad but your full of s**T, mum told me they had a real ding-dong fight and she dumps me on dad. Yerr mum, that is a whole other story. So dad do's his best, get this or that girl hes with to look after me, until four when he send me off St Teresa Catholic boarding in of all c**py wet places Scotland, he knows the nuns and well, they keep me indoors alot, you know the Horns and stuff. Dad shows up now and then, only found out mum could not get on the grounds cus well, any how. Dad shows up and being me stuff. Like this pendent, nice makes me look normal you know. Yes I said horns, No! of course you cant see them, I told you the pendent. Shut up Im not nuts! look you want this story or not cus we can cut the then end now if you like. Ye that better. So dad shows up and beings me presents and stuff, I get loads of special lessons about his work. And well after a c**py 10 years I brakes out and has a ball for two weeks with the Mother Penguins credit cards, they found me in Morocco. Dad was flipping fuming I can tell you chuck! did his Nut! So no more Convents, Flat in Gothem and privet teachers. Nice, but yanks are dull so headed to uk and did Antiquities at Oxford Queens and the Imperial London, Fecking bliss that, did get into a little trouble but there you go, trouble always find me. Was happy as a pig in S**t when dad calls, he's got trouble needs me to find a book and bring it to him. Ye forgets to tell me its in privet collection in Sheffield, gods there is a dump. So I gets it and cant trust any one to fly over with it so I dos. When I show up dads in trouble, big thing with way to many teeth has him boxed into an old wood cabin in Montana, Warded to hell but he can't get out. Me and old teethy have a wee chat as they say. Kicked seven shades of S**t out of it and sends it off home with its tail ripped off. Dad mad as hell at me again but says there is more work to do. And that was that, in the family business of Dark magic and Nether-world butt kicking for goodness and fags. Which brings me to why I'm in the bar, you see Barry, you don't mind me calling you Barry don't you? see that human body shell your using was called Barry and SSSZZRSI-SSIII-ARR--ZZLLLEEERR is a real bloody pain to pronounce. I'm in here to rip your sorry undead ass out of that meat shell and spank it all the way back to that C**p f**k hole Demi-plan you called a home, all in front of this death cult loving baker gang that you set up for your self, sorry about that but it... o your laughing, think the little red head girl is talking b**locks!!, well let me clue you in s**t for brains, while we have been talking the spell I place on the building has been closeting around you, and any moment now....... ouch my f**ing ears, JHC! who would have thought that f**ckwit had that in him, wow what a cream A, here! Bar men, over here, here's 20 dollar's for the drinks and get a bucket, Barry left a mess."

Tabby got up and finished her drink, placing the empty vodka glass down, she picked up her leather biker jacket, put it on and while the bar looked on in shock, walked out the door.

Yes bad spelling and long but you get the idea.

Tabby picked up some habits from dad, she's cynical, world wise and smart. She has had her heart broken more then once, seen friends die, and stuff that a kind of 24 should not have seen. She has secrets and is no way a luck linked to her fate, no matter what she dos. Trouble always finds her, the upside is her luck works to try and keep her alive long enough to deal with it. She would love a normal life but being a half devil that is heard enough with out this super group at that roping her into things.


Constantine:

So I sent you the stats for the PL 8 version of Constantine for some help. Note that it is 3rd edition, so a few things are different. Most notably that Abilities are broken down into bonuses not numbers, so a 14 in 2nd edition is a 2 in 3rd.

You have some choices to make. The way John Constantine is built, he has the Ritualist feat and piles of Hero and Luck points. With spending a hero point, you can reduce the time needed to build a magic gadget from hours/days to almost instant.

He doesn't have the magic power at all, the way Dr. Strange or Dr. Fate or Zatanna would.

You could also go the Magic route, or use Wizardry or Sorcery. Those give you a lot of options and different limitations. With magic you buy magic and with that comes one free power, which could be the hellfire thing.

There also is just a straight up hellfire power that you could buy and buy alternate powers off of it.

As for the magic power and attack bonuses, it is possible to build bonuses to attack into the spells that are attack spells. That might be more the flavor you are looking for.


Quick question: Can I get Rapid Attack and Rapid Fire as Power Feats for my telekinesis? They're only listed under Super Speed but that seems odd.

Patrick Dayne Backstory:

Patrick's early life was nothing extraordinary. Son of a welder and a teacher, he grew up in Coast City. At 20, he joined the Air Force, seeing it as his best option for getting an education, and maybe a career in itself.

A year later, while flying maneuvers, his squadron was attacked by some psychopath in a mechanized battle suit, and he was shot down over the water, trapped in the cockpit and slowly sinking. He lost consciousness several minutes later.

It was only the timely intervention of the Green Lantern that saved him, or so he was told when he woke up two weeks later. The Lantern's forcefield had protected him while he defeated the mech-suited man and hauled him off to Belle Reve, though the question remained how the cockpit remained intact for that long without letting much water in and drowning him.

As the weeks passed, the answer became apparent. The accident had awakened a latent telekinetic ability in him. Weak, at first, but his power and control grew with each passing day. The military took particular interest in a pilot with that kind of ability, and secretly began to train him. After six months, he appeared to peak, being able to control about 300 pounds of material at roughly a half-mile range.

This was deemed sufficient for military purposes, and he began to be trained to fly and use his powers simultaneously over the next couple of years, deflecting enemy fire with forcefields and telekinetic lashes, and protecting the other fighters in his squadron.

The training went well, though not perfectly. His reflexes were up to the task of flying and generating a forcefield, but only around his own plane, not others. Likewise, his senses were simply not good enough to see attacks coming from all angles, and he could only lash out with imprecise strikes (potentially hitting his allies as often as his enemies) making his ability to protect the other pilots simply not reliable enough to put into practice.

As a last ditch effort a serum developed, that was meant to enhance his control even further, and let him sense anything within the range of his abilities. Patrick gladly agreed to let it be tested on him.

The serum worked...though with side effects. Patrick's abilities were weakened, range reduced to barely beyond the reach of his fingers, and ability to lift to only a few pounds, with effort. He did receive a much greater control over his powers, allowing precision action, and a new sense...but with his new range he was simply worthless to the military. He was tossed aside like yesterday's news, "promoted" to a desk job, and drummed out as soon as his contract was up.

Patrick was bitter for a time, being unemployed, back to living with his parents, and without the education he was promised (pre-empted by his special training and promise of rapid promotion) but soon came to realize his abilities were increasing again the more he used them in his daily life. Not having anything better to do, he began training in earnest.

They increased rapidly again in strength...though not much in range. After six months he could again lift up to 300 pounds, but still limited to only a few feet from him.

However, this time his ability didn't peak there. He could never increase his range beyond 10 feet without expending enormous effort, but his ability to lift increased exponentially. Eventually, he could lift cars (and survive dropping them on himself), and it finally occurred to him that this ability could be used to help others.

He put together a makeshift mask and went out to fight crime and save those who couldn't save themselves under the moniker "<INSERT SUPERHERO NAME HERE>", and was eventually recognized as a hero, though not renowned to the likes of Superman or the Flash.

Now, with the older heroes finally retiring or being permanently put out of the action, he finally has a chance to take the center stage and prove he has what it takes to defend Earth.

A bit rough, but I think the gist is gotten. As probably indicated in there...I have no clue what to call myself. Any ideas?

Dark Archive

@Rynjin: If your main thing is Telek, then I'd play on that. My preference is for the simple things. Maybe something classical like "Force" as in, "The Irresistible". Also, "Power" is always good. "Momentum", "Might", "Fury" or even "Tension" are in the ring.

Alternatives can go anyway, if they have nothing to do with your power. "Red King", "WorlDriver" or "Gravity's Law" could be considered.

For you, something special, something intangible, something to represent your power as a thing that hits and then is not there so that everyone knows you are the...

Hand-That-Strikes.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've always liked "Geist" for tk.


I can't do Geist, because I'd think of the game every time.

Edit: After looking up some random Air Force slang, maybe Kinetic Tiger. Or just Kinetic. Or just Tiger.

Grand Lodge

Here is my submission!
Backstory is forthcoming.

Deborah Cleaver:

Deborah Cleaver
"Redwood" or " Goddamazon"
Role:Professional Mom, Ex Super-villain,
Heavy Hitter
PL: 12 (180 pp)

ABILITIES: STR: 44 [12] (+17/+1) DEX: 12 (+1) CON: 30 [14] (+10/+2) INT: 10 WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff 4 (+5/+9) [Attractive], Climb 4 (+4), computers 2(+5), Craft [Cook 6(+6), Diplomacy 10 (+11/+15) [Attractive], Gather Info 8(+10), Intimidate 5 (+13), Notice 9(+11), Search 9(+11), Sense Motive 7 (+9), Stealth (-15)

FEATS: All-out Attack, Attractive (1), Power attack, Chokehold, Equipment (1), improved initiative, Improved Grapple, Improved pin, fast grab, Fast Overrun

ENHANCED FEATS: Crushing Pin, Attack Focus (Melee) (8), Dodge Focus (8), takedown attack 2

POWERS:
-Goddamazon Container 18 (90pp traits [55pp]) [11]
Growth 16 [48pp]
Attack/Def -8, Grapple +16, Stealth -16, Intimidation +8, Space 30ft, Reach 20ft, Strength +32, Con +16, Carrying Strength +20
Super-Strength 2 (29 Tons [471 Tons lifting]; 2pp) Limited-touching the ground) Powerfeat:Ground Strike, Thunderclap [4pp]
-Immovable 4 Limited-Touching the ground(Unstoppable) [4pp]
-Enhanced Feats 19 (see Feats [19pp])
-Regeneration 8 Flaw:Source- ground, (Ability damage 1, Recovery rate 6 , Resurrection 1), Power Feats: Regrowth [5pp]
-Speed-4 Limited-Touching the ground [2pp]
-Protection 8 Limited touching the ground, Impervious [8pp]

EQUIPMENT:
(5ep)
Costume (Protection 2, Immunity [Environmental Heat and Cold], Feature 1 [Grows/Shrinks with Goddamazon]; 5ep) [2] 

COMBAT: Base Attack 8+ Melee +8, Ranged +8, Grapple +1, [Unarmed +1 (Bruise); Full Growth Base Attack 0 Melee +8, Ranged 0, Grapple +33 Unarmed +17 (Bruise)]; Defense 7 (0 flat-footed); Init +5; Knockback -20

SAVES: Toughness +17 (+16 flat-footed), Fortitude +14, Reflex +9, Will +11

COMPLICATIONS:Family

Abilities 12+ Skills 16+ Feats 10+ Powers 90+ Combat 30 + Saves 22 – Drawbacks 0 = 180


@tumbler:

tumbler wrote:

Constantine:

So I sent you the stats for the PL 8 version of Constantine for some help. Note that it is 3rd edition, so a few things are different. Most notably that Abilities are broken down into bonuses not numbers, so a 14 in 2nd edition is a 2 in 3rd.

You have some choices to make. The way John Constantine is built, he has the Ritualist feat and piles of Hero and Luck points. With spending a hero point, you can reduce the time needed to build a magic gadget from hours/days to almost instant.

He doesn't have the magic power at all, the way Dr. Strange or Dr. Fate or Zatanna would.

You could also go the Magic route, or use Wizardry or Sorcery. Those give you a lot of options and different limitations. With magic you buy magic and with that comes one free power, which could be the hellfire thing.

There also is just a straight up hellfire power that you could buy and buy alternate powers off of it.

As for the magic power and attack bonuses, it is possible to build bonuses to attack into the spells that are attack spells. That might be more the flavor you are looking for.

Cool I'm thinking of uping her Devil side as a means to have power in a fight, with Ritualist feat doing longer time frame magic + hero and luck to speed it up Her Devil side giving her better Defiance and attacks. She would lose that in alt human form when blending in.

I think that may work better and fit in more with the group feel


Character Mechanics:
Darkaal Character Sheet

PL 12 (= 180 power points)

Abilities 20 + Combat/Saves 59 + Skills 14 + Feats 18 + Powers 71 - Drawbacks 5 = 177

Str 10 (0 pts)
Dex 12 (2 pts)
Con 22 (12 pts)
Int 12 (2 pts)
Wis 14 (4 pts)
Cha 10 (0 pts0
Total 20 pts

Attack 6 (12 pts)
Defense 10 (20 pts)
Toughness 6 (0 pts)
Fort 12 (6 pts)
Reflex 12 (11 pts)
Will 12 (10 pts)
Total 59 pts

Notice 16 rnks = +18 (4 pts)
Search 16 rnks = + 17 (4 pts)
Stealth 12 rnks = +3 (3 pts)
K (Civics) 6 rnks = +7 (1.5 pts)
K (Theology and Philosophy) 6 rnks = +7 (1.5 pts)
Total 14 pts

Luck R 6
All-Out Attack
Power Attack
Attack Focus Ranged R6
Favored Environment (shadows, darkness) R2
Benefit R2 (Alternate Identity, Wealth R1)
Total 18 pts

Darkness Control Array (38 pts for Obscure + 6 pts for 6 Alternates)
(listing to come once I type it all out)
Immunity R10 (Life Support, Own Powers) (10 pts)
Super Movement R1 Dimensional Movement (Plane of Shadows) (2 pts)
Super Sense R2 Darkvision, PF: Innate (3 pts)
Device R1 (goggles: Immunity R5 Dazzle effects) (4 pts)
Devices R2 (Armored Suit: Protection R6, Amulet: Morph R1 (human) and Comprehend R1) (8 pts)
Total 71 pts

Drawbacks
Disability: Light Blindness (Uncommon, Major) -3 pts
Vulnerability: Light-based attacks Minor (+1 DC), Common -2 pts

Still need complications, final point tweaking, and super name.

edit: How about ShadowStar?

Grand Lodge

Backstory:

Debbie Cleaver is a stay at home mother of three. Her loving husband, Bill of seventeen years has gifted her with three wonderful children. The Oldest Lilah, the middle child Bill Jr. And the youngest Mary Beth. They have a house in the suburbs with a mostly built fence and dog named Chuck. Debbie's life might have its moments of modern chaos, but its for the most part controlled and happy. But Debbie has a wee bit of a past.

When she hit puberty, her abilities to grow in size and strength surfaced. An already tumultuous time in a young persons life would prove even more vexing to her. Raised primarily by her hapless controlling single father, Debbie grew up resenting her distant disapproving mother and was further distressed to learn that she was related to the Greek figure Antaeus, who reportedly battled the legendary Hercules. Seeing as this "curse" was also a gift from her mothers side, her teenage angst knew no bounds. She had little direction and no responsibility, so her powers became a dirty secret she'd flaunt when stressed. This resulted in her having a couple run ins with the law even a member of the JLA, who frowned upon her destruction of public property and other petty crimes. This moment inspired her to appreciate her abilities for the gifts they were.

She went to school for a degree in languages, which she had always had a fondness for. Eventually dreaming to work in an embassy in some exotic beautiful country.But the surprise of her first child spurned her and her boyfriend to marry and for her to juggle schooling for a few years before dropping out, two credits short.

Three children and a mortgage later, Deborah's life has seemingly found its chaotic stride and her powers only manifesting in occasional exasperated outbursts. But a longing has recently formed in the back of her mind; a desire to be more than just a mom and address the fear of wasting her potential of her abilities like she did with her college career. He feels a tug to aid others and do good because it's the right thing to do but even more, to resolve her own doubts and fears(and add a little excitement to her life). She has been recently sneaking out at night on some fake errand to sloppily stop criminals she happens upon by using a fraction of her power.

Her more negative personality traits:
She is one for control and propriety. She in some small way, is trying to make up for her sordid teenage past and ensure her children don't make the same mistakes, regardless of whether they possess powers. Debbie becomes selfish, neurotic, controlling and fiery when she does not get her way, but is also often in a hurry for something or else and is usually under a small amount of stress. Debbie's most contributing personality trait is that she is extremely self-appreciating. She centers on her own opinion as though it is the only existent one at all. Debbie can also have a tendency to be incredibly condescending towards people she doesn't like.

Positives of her personality:
She has a slightly goofy sense of humor but is terrible at jokes so she often takes a backseat to the more humorous people around here. She is often prepared and willing to take the initiative or lead in situations. She cares deeply for her friends and family, often willing to sacrifice her well being for their benefit.
She is the most active member of her family and organizes many family and school events. She has a solid sense of right and wrong and wants to use her powers to help others as a sense of global responsibility has surfaced. She overall is a solid team player and will follow someone else's initiative when in unfamiliar territory. Smart, amiable, dependable and vicious to her enemies.

Random facts:
She has a fascination with other cultures, hates ska music, being late & most technology, has a fear of clowns & flying, a love for pasta, women's kickboxing & trashy romanwomen'sls and has a secret crush on David Beckham.

Reworked the stats a smidge.

Deborah Cleaver:

Deborah Cleaver
"Redwood" or " G*++@~azon"
Role:Professional Mom, Ex Super-villain,
Heavy Hitter
PL: 12 (180 pp)

ABILITIES: STR: 44 [12] (+17/+1) DEX: 12 (+1) CON: 30 [14] (+10/+2) INT: 12(+1) WIS: 10(+0) CHA: 12 (+1)
SKILLS: Bluff 4 (+5/+9) [Attractive], Language 6(+7), Craft [Cook 6(+7), Diplomacy 10 (+11/+15) [Attractive], Gather Info 8(+10), Intimidate 5 (+13), Notice 9(+9), Search 9(+9), Sense Motive 7 (+7), Stealth (-15)
FEATS: All-out Attack, Attractive (1), Power attack, Chokehold, Equipment (1), improved initiative, Improved Grapple, Improved pin, fast grab, Fast Overrun
ENHANCED FEATS: Crushing Pin, Attack Focus (Melee) (8), Dodge Focus (8), takedown attack 2
POWERS:
-G%$@#*azon Container 18 (90pp traits [55pp]) [11]
Growth 16 [48pp]
Attack/Def -8, Grapple +16, Stealth -16, Intimidation +8, Space 30ft, Reach 20ft, Strength +32, Con +16, Carrying Strength +20
Super-Strength 2 (29 Tons [471 Tons lifting]; 2pp) Limited-touching the ground) Powerfeat:Ground Strike, Thunderclap [4pp]
-Immovable 4 Limited-Touching the ground(Unstoppable) [4pp]
-Enhanced Feats 19 (see Feats [19pp])
-Regeneration 8 Flaw:Source- ground, (Ability damage 1, Recovery rate 6 , Resurrection 1), Power Feats: Regrowth [5pp]
-Speed-4 Limited-Touching the ground [2pp]
-Protection 8 Limited touching the ground, Impervious [8pp]
EQUIPMENT:
(5ep)
Costume (Protection 2, Immunity [Environmental Heat and Cold], Feature 1 [Grows/Shrinks with G&&%#%azon]; 5ep) [2]
COMBAT: Base Attack 8+ Melee +8, Ranged +8, Grapple +1, [Unarmed +1 (Bruise); Full Growth Base Attack 0 Melee +8, Ranged 0, Grapple +33 Unarmed +17 (Bruise)]; Defense 7 (0 flat-footed); Init +5; Knockback -20
SAVES: Toughness +17 (+16 flat-footed), Fortitude +14, Reflex +9, Will +11
COMPLICATIONS:Family
Abilities 12+ Skills 16+ Feats 10+ Powers 90+ Combat 30 + Saves 22 – Drawbacks 0 = 180


More Complete Mechanics:
PL 12 (= 180 power points)

Abilities 20 + Combat/Saves 59 + Skills 14 + Feats 18 + Powers 71 - Drawbacks 5 = 177

Str 10 (0 pts)
Dex 12 (2 pts)
Con 22 (12 pts)
Int 12 (2 pts)
Wis 14 (4 pts)
Cha 10 (0 pts0
Total 20 pts

Attack 6 (12 pts)
Defense 10 (20 pts)
Toughness 6 (0 pts)
Fort 12 (6 pts)
Reflex 12 (11 pts)
Will 12 (10 pts)
Total 59 pts

Notice 16 rnks = +18 (4 pts)
Search 16 rnks = + 17 (4 pts)
Stealth 12 rnks = +3 (3 pts)
K (Civics) 6 rnks = +7 (1.5 pts)
K (Theology and Philosophy) 6 rnks = +7 (1.5 pts)
Total 14 pts

Luck R 6
All-Out Attack
Power Attack
Attack Focus Ranged R6
Favorer Environment (shadows, darkness) R2
Benefit R2 (Alternate Identity, Wealth R1)
Total 18 pts

Darkness Control Array
Darkness (Obscure R12 All Visual, Extra: Continuous, PF: Innate, Precise) (38 pts)
Alternate: Dark Blast (Damage, Extra: Ranged, Penetrating, PF: Affects Insubstantial, Precise) (1 pt)
Alternate: Shadow Walk (Teleport, Flaw: Medium (shadows, darkness), Extra: Accurate, PF: Change Direction, Change Velocity) (1 pt)
Alternate: Shadow Form (Insubstantial R4, Extra: Continuous, PF: Selective Linked with Enhanced Strength +6, Extra: Affects Corporeal Linked with Elongation R1) (1 pt)
Alternate: Call Shadow (Summon Shadow R12, Extra: Fanatical, PF: Mental Link, Subtle) (1 pt)
Alternate: Shadow Bind (Snare R12, Extra: Area Burst, PF: Obscures Vision, Affects Insubstantial) (1 pt)
Alternate: Shadow Scry (ESP Visual, Flaw: Medium (shadows, darkness), PF: Subtle R2 Linked to Quickness R9, Flaw (-2): Only to use Notice, Search) (1 pt)
Immunity R10 (Life Support, Own Powers) (10 pts)
Super Movement R1 Dimensional Movement (Plane of Shadows) (2 pts)
Super Sense R2 Darkvision, PF: Innate (3 pts)
Device R1 (goggles: Immunity R5 Dazzle effects) (4 pts)
Devices R2 (Armored Suit: Protection R6, Amulet: Morph R1 (human) and Comprehend R1) (8 pts)
Total 71 pts

Drawbacks
Disability: Light Blindness (Uncommon, Major) -3 pts
Vulnerability: Light-based attacks Minor (+1 DC, Common) -2 pts


Rynjin wrote:

I can't do Geist, because I'd think of the game every time.

Edit: After looking up some random Air Force slang, maybe Kinetic Tiger. Or just Kinetic. Or just Tiger.

Aviator

Aerialist
Ace
Top Gun
Something Eagle
Hot Shot
Uplift


Shadow-Star wrote:
** spoiler omitted **...

Shadow Thief might be an appropriate enemy.


tumbler wrote:
Rynjin wrote:

I can't do Geist, because I'd think of the game every time.

Edit: After looking up some random Air Force slang, maybe Kinetic Tiger. Or just Kinetic. Or just Tiger.

Aviator

Aerialist
Ace
Top Gun
Something Eagle
Hot Shot
Uplift

None of these work super well since I can't fly under my own power. Though I did think Ace might be good.

Did you see this question?

Quote:
Quick question: Can I get Rapid Attack and Rapid Fire as Power Feats for my telekinesis? They're only listed under Super Speed but that seems odd.


@Rynjin: I thought Captain Kinetic had a pretty DC ring to it


I don't think you can. To get those effects you would have to take area effect and/or autofire extras.


Actually, I think Area is what I need. That would let me attack everyone within 10 feet of me, yes?

Though I don't want that all the time.

I think what I'll do is make that an Alternate Effect that lacks the Precise Extra, and see if I can shave a point elsewhere to afford that extra point.

Basically, I just want to be able to ORAORAORAORAORAORA multiple mooks. Though I'd hoped to be able to do that with ranged attacks too (Auto-Fire lets you attack one guy multiple times, though that would be nice too).

I may just drop Immovable entirely to afford this other stuff. It was neat, though not central to what I want to do.

Though I was considering making that and Shield "Limited: Only while Forcefield is active", which should shave enough points for these changes.


I thought you were doing a tk with flight, sorry.


Got a biuld I like now and works in hero lab, I will cross it over.

She has made item the life Gem that's a one use thing.

Magic 15 with Hell Fire blast TH+10
good dif/Attack 10, and ok Saves 4/8/12


tumbler wrote:
I thought you were doing a tk with flight, sorry.

I'm going with the "can't lift yourself by your bootstraps" interpretation. Same reason super strong people can't just throw themselves everywhere. With leverage, I can carry myself like I had extra legs or arms, but not fly.


Ok Tabbs is done, but for some added magic and drawbacks.
That is the core of her now, she will have a magic alt Form for hand to hand, but shes a blaster and well dos magic and investigation.

Shadow Lodge

Fear (no name yet):
Unnamed Hero

Power Level: 12; Power Points Spent: 180/180

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +0 (10), WIS: +4 (18), CHA: +2 (14)

Tough: +0/+12, Fort: +5, Ref: +4, Will: +10

Skills: Bluff 16 (+18), Gather Information 4 (+6), Notice 8 (+12), Search 10 (+10), Sense Motive 12 (+16), Stealth 14 (+14)

Feats: Challenge - Improved Taunt, Diehard, Equipment 5, Hide in Plain Sight, Taunt

Powers:
Yellow ring (Device 20) (Hard to lose, Only you can use)
. . Flight 10 (Speed: 10000 mph, 88000 ft./rnd)
. . . . Space Travel 5 (Alternate; Speed: 25x light speed)
. . Force Constructs 12 (Max Size: 60 cu. ft.)
. . . . Blast 10 (Alternate; DC 25)
. . . . Emotion Control 12 (Alternate; DC 22; Limited to Emotion (fear))
. . Force Field 12 (+12 Toughness; Impervious)
. . Immunity 9 (life support)
. . Super-Senses 9 (acute (type): Sight, analytical (type): Sight, danger sense: Sight, darkvision, detect: Fear 1, uncanny dodge: Sight)
. . Universal Translator

Equipment: HQ: Moon-Base

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +12)

Attacks: Blast 10, +12 (DC 25), Emotion Control 12 (DC Staged/Will 22), Unarmed Attack, +12 (DC 15)

Defense: +12 (Flat-footed: +6), Knockback: -12

Initiative: +0

Drawbacks: Recurring Nightmares, uncommon

Languages: Native Language

Totals: Abilities 12 + Skills 16 (64 ranks) + Feats 9 + Powers 82 + Combat 48 + Saves 15 - Drawbacks 2 = 180

Here is my submission


You're supposed to be PL 12, not 10.


True. Should be easy to do.

Shadow Lodge

drbuzzard wrote:
You're supposed to be PL 12, not 10.

Thanks for the heads up its been corrected. Also His code name is shudder.


Tabatha Constantine PL12:

"Sweaty, you've got a bad problem, but its your unlucky day, because I'm here now to deal with it."

Tabatha Constantine - Power Human Form

Tabatha Constantine - True Succubus Form

English, Latin

Power Level: 12; Power Points Spent: 180/180

Stats: [34pp]
STR: +0 (10), DEX: +1 (12), CON: +1 (12), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

Hero Points [7/7]
Initiative: +1 [+ Seize Initiative Feat]
Attack Bonus 0/+12*
Attack Milee 0/+12*
Attack Range 10/+12*
Grapple 0/0
Defense 10/
Knock Back R -4

saves: [19pp]
Tough: +0/+9*, Fort: +4, Ref: +8, Will: +14

Skills: [22pp-88Ranks]
Skills: Bluff(+10 1.25pp), Concentration (+10 1.25pp), Craft (artistic) (+10 1.25pp) Diplomacy (+10 1.25pp), Disable Device (+10 1.25pp), Gather Information (+10 1.25pp), Intimidate (+10 1.25pp), Investigate (+10 1.25pp), Knowledge (arcane lore) (+20 3pp), Knowledge (streetwise) (+10 1.25pp), Language (+3 0.75pp) (English, Latin, French), Notice (+10 1.25pp), Search (+10 1.25pp), Sense Motive (+10 1.25pp), Slight of Hand (+6 1.25pp), Stealth (+6 1.25pp)

Languages: English, Latin, French

Feats: [59pp]
Artificer, Assessment, Attack Focued Ranged [+10], Attractive [3 +16], Benefit [4] [Wealth 2 + Equipment 2], Beginner's Luck, Blind Fight, Contacts, Connected, Defensive Roll 8, Dodge Focus 10, Eidetic Memory, fearless, Jack of all Trades, Luck [6], Master Plan, Ritualist, Seize Initiative, Skill Mastery, Trance, Well-Informed

Powers:[48pp]

Powers Linked - Succubus Blood [12pp]
Super-Senses 1pp
- mystic awareness
Telepathy [Limited Touch] 1pp
- Mind read 1 [Limited Willing subjects only]
- Communication [Mental]
Immunity 10pp
-Innate
-Aging [Limited: 1 to 100 years slow ageing]
-Life support
-Sleep [Limited: Sleep 10 year in 100 years]
-Starvation and thirst [Limited: Eat 1 day none stop in 100 Days]

SUCCUBUS Form [2pp]
Tabatha's got from her mother also her true form, that of a succubus Devil, giving her Immunity's, flight and a much stronger body. Her Alt is in fact her human form, weak as it is. Tabatha can also take on a few other forms, Like insubstantial and Stone when needed.
Flight 2 2pp
[She can only look human with the aid of the Heart stone, she crafted from her farther Design]

Magic 15 [34pp]
main power - Hell fire control 12
- Incurable
- Affects Insubstantial
- Accurate 2 [+4 TH]
- Precise

Alt magic 1pp
Linked Power - Movement
*Super movement
- Temporal 2 [Future]
- Dimensional 3 [ALL]
- Permeate 3 [Full speed]
*Teleport 7 700' [200 Miles]

Alt Magic 1pp
Linked power - Communication
Communication [ALL]
Mind Read 12 DC27

Alt Magic 1pp
Combat form ??

Alt Magic 1pp

Equipment: 2pp
Device [Artificer Feat]
Heart Gem
A red gem locket around her neck.
Alt from Human, Makes her look human and removes flight power.
1 Use power installed
Regeneration
Resurrection 2 [24hours] Bonus +9 [Auto] [tiring/Limited 1 use]

Cell-phone, plus 5 points of miscellaneous

Abilities 34 + Skills 22 (88 ranks) + Feats 57 + Powers 48 + Combat -- +
Saves 19 = Total 180 [left 0]

The Occult Investigator is a detective of the mystical, a mystery-solver rather than a warrior or potent arcane guardian. Still, in spite of being far closer to “mere mortal” than master magicians, the Occult Investigator makes up any lack in sheer power with cleverness and connections. Apart from sheer skill, the Occult Investigator’s greatest asset is the Ritualist and Atificer feats.

two magic alts to make, one to be hand to hand combat other I think meta create of some kind.


going to take her other magic Alt as heal, seeing how I think she will be the only one to have it as a power.

You know just in case comeone gets hurt.


Went back through the thread and tried to pull out all of the submissions. I'm in the middle of grading piles of essays and final exams, so I'm not promising I didn't miss anyone. I'm exploring plot possibilities, looking at a short crossover event style arc. I'm not sure where I will come down on how many submissions to accept. The storyteller in me thinks a JLA team should be large, but the burden of running a lot of people in PbP makes me hesitant.

Tabatha Constantine-Panic
Shudder-Catman
Shadow Star-Cornielius
Redwood-Yolollama
Imagine Luthor-Atlas 2114
Not Techno Priest-Echos Myron
Sinter-Dr. Buzzard
Unnamed TK-Rynjin
Something?-Rigor
Something Else?-Sir Raymond

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