| Captain Cosmos |
@Tenro: Understood. For me, playing with that balance is part of the fun of the game.
FYI: You can do the same thing with Active defenses(dodge and parry) vs. toughness. You can be nimble like spider-man (Don't get hit but it doesn't take much to knock you down if your are), or armored like colossus (easy to hit, but you can take it), but not both.
The easy solution to both is just max out at 10, but that gets rid of some of the variation in characters.
| Tenro |
yeah i think i will have to do alternate form, because there are definitely times he is super tough but definitely loses his agility, and other times he is only moderately tough but very agile.
another question: he will have a number of weapon forms for his hands (claw, hammer, whip, blade, shield): do i need to do one array per hand so he can mix-n-match?
| Captain Cosmos |
Generally speaking, yes... you will need different arrays for each weapon form to use different powers at the same time. You just need a single version of the power for each weapon type as long as the hands are different.
Like Pathfinder, every power has an action to activate. Damage powers are normally standard. You could set up an alternate attack with a reduced activation action in your powers to set up a fake two weapon fighting.
| Tenro |
ok how does this look?
DAMAGE ARRAY
PL 10, 10 points
Claw:
===== Multiattack, +1/rank
===== Reach, flat 1/rank, each adds 5ft range
Groundspike: Area, Burst, +1 cost per rank
============ Range, ranged
============ Indirect 4, +4pts
============ Flaw: Activation, standard, flat -2 pts
============ Flaw: Distracting, -1/rank
Blade:
====== Penetrating +1/rank
Hammerfist:
===========
Whipfist: Area, Burst, +1/rank
========= Range, Close
--------------------------------------
just kinda throwing some ideas up there, i havent done the math on points yet. just trying to get ideas set to rules somewhat
| Captain Cosmos |
Sure. that's the idea.
Some comments: You will find that claw attack will cost 30 points.
Also, activation flaw applies to powers with free activation. a damage attack starts at a standard action.
| Tenro |
Hmm, the power should be like a full round. Is that something? Or like the distracting flaw?
Also for the claw attack I was thinking of just extending it 5 or 10ft, not 50ft. Is that still 1/rank of claw? I thought it was like ranks of the modifier, so 1 or 2 points for 5 or 10ft respectively
| Captain Cosmos |
My understanding is that 1 rank per level doubles the range, so Close (5ft) becomes 10ft. 2 ranks per level becomes 20ft. 3 ranks per level becomes 40 ft. But for all of this, it is still counted as a close attack.
You could spend 1 rank per level to make it a ranged attack. Ranged has different rules than close. For example you could grab with a close attack, and you resist a close attack with parry rather than dodge.
| Jolly Roger |
Ugh, I'm afraid I do not have the time to properly create the character with reading the creation rules and figuring out the power spread. And with the other campaigns I'm running in I think it is better if I bow out. Sorry for wasting the time guys. Good thing there are enough others interested :).
| Xabulba |
Reach is 1pp per each additional 5 feet. Increased range costs 1 times the rating of the power to to increase the range of the power from personal to close or close to ranged. So to increase a personal power to ranged would take 2 time the powers rating.
There isn't any easy way to make an attack power melee or ranged. It's best to make a melee attack and add a ranged version as a alt power (or vice versa) or create an attack array with both melee and ranged attacks.
Jolly Roger sorry to see you go.
sable
|
ok, here's mine:
Photon - PL 10
Strength 1, Stamina 2, Agility 3, Dexterity 1, Fighting 2, Intellect 1, Awareness 2, Presence 0
Advantages
Close Attack, Equipment 1, Favored Environment: Air, Fearless, Improved Initiative, Move-by Action, Ranged Attack 2
Skills
Acrobatics 1 (+4), Athletics 1 (+2), Close Combat: Photonic Constructs 3 (+5), Deception 1 (+1), Insight 3 (+5), Investigation 1 (+2), Perception 3 (+5), Persuasion 3 (+3), Ranged Combat: Photonic Energy Manipulation 6 (+7), Stealth 1 (+4), Technology 1 (+2), Treatment 1 (+2), Vehicles 1 (+2)
Powers
Photonic Energy Manipulation
Move Object 10 (25 tons)
Photon Beam: Damage 11 (DC 26; Increased Range: ranged)
Photon Missile: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
Photon Needle Beam: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10)
Photonic Barrage: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
Photonic Constructs: Create 10 (Volume: 1000 cft., DC 20; Tether)
Photonic Flight
Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Movement 2 (Environmental Adaptation: Zero-G, Space Travel 1: within solar system)
Photonic Protective Field
Force Field: Protection 9 (+9 Toughness; Impervious, Sustained)
Force Field: Burst Area Protection 6 (Alternate; +6 Toughness; Burst Area: 30 feet radius sphere, DC 16, Impervious, Sustained)
Immunity 10 (Life Support)
Senses 3 (Infravision, Low-light Vision, Ultravision)
Equipment
Cell Phone (Smartphone)
Offense
Initiative +7
Grab, +3 (DC Spec 11)
Move Object 10, +9 (DC 20)
Photon Beam: Damage 11, +9 (DC 26)
Photon Missile: Burst Area Damage 10 (DC 25)
Photon Needle Beam: Damage 10, +9 (DC 25)
Photonic Barrage: Damage 10, +9 (DC 25)
Throw, +3 (DC 16)
Unarmed, +3 (DC 16)
Complications
Motivation: Doing Good
Secret ID (Bram Corbin)
Languages
English
Defense
Dodge 9, Parry 6, Fortitude 6, Toughness 11, Will 8
Power Points
Abilities 24 + Powers 85 + Advantages 8 + Skills 13 (26 ranks) + Defenses 20 = 150
| Liberteen |
This is WhtKnt's character, Liberteen.
Liberteen - PL 10
Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 6, Intellect 4, Awareness 3, Presence 6
Advantages
Accurate Attack, All-out Attack, Attractive 2, Defensive Attack, Defensive Roll 4, Evasion 2, Fast Grab, Fighting Style: Aikido, Fighting Style: Jujutsu, Fighting Style: Karate, Fighting Style: Tae Kwon Do, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown 2, Uncanny Dodge
Skills
Acrobatics 4 (+8), Athletics 6 (+8), Close Combat: Unarmed 2 (+8), Expertise: History 3 (+7), Expertise: Mathematics 3 (+7), Expertise: Science 3 (+7), Insight 1 (+4), Persuasion 2 (+8), Stealth 4 (+8), Technology 4 (+8), Treatment 1 (+5), Vehicles 1 (+5)
Powers
Hyper-Powers
. . Hyper-Endurance
. . . . Enhanced Ability: Enhanced Stamina 6 (+6 STA)
. . . . Hyper-Toughness: Enhanced Trait 2 (Traits: Toughness +2 (+8))
. . . . Immunity: Immunity 10 (Life Support; Quirk: Limited to 30 minutes at a time)
. . . . Impervious Defense: Impervious Toughness 14
. . Hyper-Recovery: Regeneration 20 (2 per round)
. . Hyper-Speed
. . . . Enhanced Ability: Enhanced Agility 4 (+4 AGL)
. . . . Enhanced Ability: Enhanced Dexterity 4 (+4 DEX)
. . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Hyper-Strength
. . . . Enhanced Ability: Enhanced Strength 6 (+6 STR)
. . . . Hyper-Density: Damage 6 (DC 21; Reaction 3: reaction; Limited: Effect rank of attack's damage rank, whichever is less)
. . . . Hyper-Leap: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . . . Immovability: Immunity 10 (Common Descriptor: Being Moved; Sustained)
Offense
Initiative +4
Grab, +6 (DC Spec 14)
Hyper-Density: Damage 6, +6 (DC 21)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)
Complications
Best Friends Forever: Tabitha's best friend is Many Thomas, a confidant and best friend forever, who shares the secret of Tabitha's dual identity and special powers. Mandy is a normal, if attractive, young girl.
Mysterious Past: Although even she herself is not aware of it, Tabitha is something more than human. Tabitha would be shocked to learn her true origins.
Secret Identity: Like many heroes, Tabitha knows that those she loves could be targeted by someone who knew of her true identity, and so she strives to keep it secret (though a few select people know, including her best friend, Mandy Thomas).
Youth: Legally, Tabitha is still a child. At 17 years of age, she is a senior in high school and is very nearly an adult, but she has certain responsibilities and still cannot go some places or engage in some activities.
Languages
English
Defense
Dodge 4, Parry 6, Fortitude 2, Toughness 6/2, Will 3
Power Points
Abilities 62 + Powers 47 + Advantages 24 + Skills 17 (34 ranks) + Defenses 0 = 150
Tabitha Patterson was just another high schooler, or so she believed. Sure she was a straight-A student, captain if the cheer squad, and had a black belt in four martial arts, but that didn't make her a metahuman. It just meant that she was leearned and well-studied. But the ability to alter her body chemistry to allow her to perform super-human feats? Yeah, that's just cool.
She has no idea why she couldn't do any of this before she turned 17, and she really doesn't give it much thought. SHe is too busy enjoying her amazing abilities. Most recently, she created a costume for herself and has taken the fight to the streets as Liberteen.
Tabitha is unaware of the truth of her origins. She is not human at all; rather she was grown from human DNA in a laboratory and given genetic alterations to grant her the amazing abilities she possesses. Her "makers" placed her in the care of a human couple whose real child was stillborn. They have no idea of the deception.
Her "makers" maintain a constant watch on Tabitha and are eager to see how she performs now that her powers (which were supressed until her 17th birthday) are active. If the tests are satisfactory, then she may be the first in a line of super-beings.
Costume: Liberteen's costume is a white spandex bodysuit with a blue star enbroidered on the front in the center of the chest and red knee-high boots. She also wears a red cape, and a blue fabric belt around her waist. A mask helps to conceal her identity.
| Liberteen |
I should point out that Liberteen's powers are an array. She can choose to use Hyper-Speed, Hyper-Strength, Hyper-Endurance, OR Hyper-Recovery, but not all at once.
| Xabulba |
I should point out that Liberteen's powers are an array. She can choose to use Hyper-Speed, Hyper-Strength, Hyper-Endurance, OR Hyper-Recovery, but not all at once.
If Hyper-Speed, Hyper-Strength, Hyper-Endurance and Hyper-Recovery are each a separate array then Liberteen could use one power out of each array at the same time. If Hyper-Speed, Hyper-Strength, Hyper-Endurance and Hyper-Recovery are one array then the array should be;
Enhanced Ability: Enhanced Stamina 6 (+6 STA)Hyper-Toughness: Enhanced Trait 2 (Traits: Toughness +2 (+8))
Immunity: Immunity 10 (Life Support; Quirk: Limited to 30 minutes at a time)
Impervious Defense: Impervious Toughness 14
Regeneration 20 (2 per round)
Enhanced Ability: Enhanced Agility 4 (+4 AGL)
Enhanced Ability: Enhanced Dexterity 4 (+4 DEX)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Enhanced Ability: Enhanced Strength 6 (+6 STR)
Hyper-Density: Damage 6 (DC 21; Reaction 3: reaction; Limited: Effect rank of attack's damage rank, whichever is less)
Hyper-Leap: Leaping 4 (Leap 120 feet at 30 miles/hour)
Immovability: Immunity 10 (Common Descriptor: Being Moved; Sustained)
with the ability to use only one power at a time
I haven't run Liberteen through Hero lab yet so I don't know if the 4 arrays exceed the 150pp total. I do know that any power rank cannot exceed the rank of your character, rank 10, regeneration 20 and impervious toughness 14 exceed your limit. You're running into the same problem Capt. Cosmos had, you're trying to create a character with 4 power sets. It can be done but not the way you're trying to do it. You would need to either use the shape-shifting power or the morph power with the meta-morph extra. Each extra form those powers gives your character a completely different power set.
| Xabulba |
Clarification of limits on power rank;
Edit:
• Skill Modifier: Your hero’s total modifier with any skill
(ability rank + skill rank + advantage modifiers) cannot
exceed the series power level +10. This includes untrained
skill modifiers using only ability rank, and so sets
an effective limit on all abilities associated with skills.
• Attack & Effect: The total of your hero’s attack bonus
and effect rank with that attack cannot exceed twice
the series power level. If an effect allows a resistance
check, but does not require an attack check, its effect
rank cannot exceed the series power level.
• Dodge & Toughness: The total of your hero’s Dodge
and Toughness defenses cannot exceed twice the series
power level.
• Parry & Toughness: The total of your hero’s Parry
and Toughness defenses cannot exceed twice the
series power level.
• Fortitude & Will: The total of your hero’s Fortitude
and Will defenses cannot exceed twice the series
power level
| Liberteen |
She can only choose to use any one of the four hyper-powers at a time. The secondary powers are extensions of the hyper-power.
Hero Lab reported no errors (I created her using it) and she clocks in at 150 points exactly.
Toughness trades for Dodge on a one-for-one basis. That is, if one exceeds the PL, the other maxes out at less than the PL by which the one went over. In other words, with Toughness 14, her dodge maxes out at 6.
As for powers exceeding the character PL, I can cite plenty of rules examples (Flash has Superspeed 20, but is only PL 12), but you are the GM, so if that limitation is to be enforced, I will abide and will modify the character.
I will rework her and resubmit, but it may take a little while. I should have the rework up by tonight. The core character will remain the same, but the powers may be significantly changed.
If it helps, I will send you the .por file.
| Xabulba |
She can only choose to use any one of the four hyper-powers at a time. The secondary powers are extensions of the hyper-power.
Hero Lab reported no errors (I created her using it) and she clocks in at 150 points exactly.
Toughness trades for Dodge on a one-for-one basis. That is, if one exceeds the PL, the other maxes out at less than the PL by which the one went over. In other words, with Toughness 14, her dodge maxes out at 6.
As for powers exceeding the character PL, I can cite plenty of rules examples (Flash has Superspeed 20, but is only PL 12), but you are the GM, so if that limitation is to be enforced, I will abide and will modify the character.
I will rework her and resubmit, but it may take a little while. I should have the rework up by tonight. The core character will remain the same, but the powers may be significantly changed.
If it helps, I will send you the .por file.
Reread the pertinent rules (adjusted above post to reflect that) you are correct that some powers can exceed the character power level. Dodge & toughness/parry and toughness can't exceed 20 but regeneration can.
The question I have is how do you build each power? If each hyper power was built as an array then you can use one power from each array. If all the powers are in one array then you would only be able to use one power from the array. I can't see any reason you would only be able to use powers from hyper-strength and none from the others. If each hyper-power is a separate power set then how do change between them?
A .por file would be great.
| Xabulba |
@Liberteen
Built with each hyper power as a separate array costs 186pp and has a conflict with impervious toughness, more ranks than the base ability.
Built as all powers under one array costs 133pp and has a conflict with impervious toughness, more ranks than the base ability.
Also don't know where you got Fighting Style: Aikido, Fighting Style: Jujutsu, Fighting Style: Karate, Fighting Style: Tae Kwon Do, I'm presuming you added it for flavor only because in the basic set-up fighting styles aren't included.
In Hero Lab the only two boxes that should be checked are; Supernatural Handbook & Complications and the Gamemaster's Guide Equipment. If you have other boxes checked that may be why I'm not seeing how you made Liberteen.
| Xabulba |
slowly working on mine now, no herolab myself.
as a quick question, say i have an array for each hand covering the forms it can take. do i get an attack with each hand each round because i have it set up like this?
No, each character can only make one attack per round. The multi-attack extra allows you to attack multiple targets, a single target multiple times or lay down covering fire but each of those options is still one attack.
| Tenro |
I could use some assistance on my character. mostly in terms of optimization. My low familiarity with the system is what is holding me back i think.
1. I know i am already over on points. I would like to increase my Strength and Stamina for sure (increase as a super power, i kept his base abilities as realistic as possible for an adult in his 20s in good, but by no means superhuman, shape).
2. I am not super familiar with which stats combine to make what other stats, and as such i have a hard time keeping under the PL limits, and also a hard time hitting the benchmarks a "Brick" character should hit. for instance, i have the armor sometimes and the shield sometimes but i know that together they would be too much toughness for a PL 10 character i think.
3. I find that i cannot really afford two arrays so that i could have a claw on one arm and a blade on the other, or something like that. I put shield outside of that array but maybe i can't afford that.
4. i'd like to make sure i have the best attack bonus allowed for PL 10, since i'm more of a fighter-type
5. Below is my character in spoilers, and I would greatly appreciate any help in making it more like it should be.
NAME - PL 10
Strength 1
Stamina 1
Agility 3
Dexterity 2
Fighting 1
Intellect 1
Awareness 1
Presence 0
Advantages:
Close Attack 10
Diehard
Improved Smash
Improvised Weapon
Move-by Action
Power Attack
Prone Fighting
Takedown
Uncanny Dodge
Benefit: Ambidexterity
Equipment: Smartphone, Flashlight, Lock Gun, GPS
Fearless
Great Endurance
Interpose
Connected
Skill Mastery: Acrobatics
Skills
Acrobatics 6 (+)
Athletics 4 (+)
Expertise: Streetwise 4 (+)
Insight 1 (+)
Stealth 4 (+)
Vehicles 1 (+)
Powers
. . REGENERATION 10 (10 pts)
. . MOVEMENT 3 (6 pts)
. . . . Safe Fall
. . . . Wall-Crawling 2
. . SPEED 5 (5 pts) 900ft
. . LEAPING 5 (5 pts) 250ft
====
. . TANK/AGILITY ARRAY (21 pts total)
. . . . Array (1 pt)
. . ALTERNATE FORM: SOLID BIOMASS
. . . . Enhanced Toughness (Impervious) 10 (20 pts)
. . . . . . . . . . .
. . FLIGHT 5 (5 pts)
. . . . Glide only
. . ENHANCED TRAIT: DODGE 15
====
. . DAMAGE ARRAY (22 pts)
. . . . Array (1 pt)
. . CLAW (21 pts)
. . . . Multiattack (+1/rank)
. . . . Reach (flat 1 pt)
. . GROUNDSPIKE (21 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Ranged
. . . . Indirect (4 pts)
. . . . Flaw: Distracting (-1/rank)
. . . . Penetrating 7 (7 pts)
. . BLADE (21 pts)
. . . . Penetrating 10 (10 pts)
. . . . Reach (flat 1 pt)
. . HAMMERFIST (21 pts)
. . . . Multiattack (+1/rank)
. . . . Feature: (1 pt) Better against objects somehow?
. . WHIPFIST (21 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Close
. . . . Feature: (1 pt) can be used like a grappling hook
====
. . SHIELD (20 pts)
. . . . PROTECTION (10 pts)
. . . . Impervious (10 pts)
Offense
Complications
Languages
English
Defense
Dodge x, Parry x, Fortitude x, Toughness x/x, Will x
Power Points
Abilities 20 + Powers 89 + Advantages 25 + Skills 10 (20 ranks) + Defenses xx = 150
| Xabulba |
@Tenro
Just off the top of my head;
1) make ALTERNATE FORM: SOLID as the primary power with activation as a move action. Alt Form: Solid automatically gives you Enhanced Trait 2 (+1 Stamina and +1 strength and Protection 1 (+1 toughness). Then just add ranks of enhanced trait and protection til you get near what you want.
2) Forget about the Tank/agility array for now. You can always add it later when you have the points for it.
3) Edited: Honestly for your character a damage array would not be appropriate. A close attack power with a couple of alt powers and a separate ranged attack power with a alt power would be the way to go. Make you close attacks strength based and increase your strength to around 10
| Xabulba |
I noticed that several of you are going for arrays, a little reminder of how and why arrays exist. Please don't try to abuse the array.
Arrays—collections of Alternate Effects—are one of the more complex and important constructs in Mutants & Masterminds
and require some special care in terms of their creation and use. Players should take these things into account when
creating characters with arrays, and Gamemasters should consider them when approving such characters and dealing
with them in play.
The main reason for the Alternate Effect modifier is to allow a degree of flexibility in terms of a character’s power effects
within the cost restrictions laid down by having a finite number of power points. It’s based on the assumption that a wide
range of powers has a diminishing return in terms of value, since characters can only use so many effects at once. A power
with various “settings,” usable one at a time, is more valuable than a power with only one, but not as valuable as various
effects all usable at the same time.
However, Alternate Effect can be abused to try and squeeze the most “efficiency” out of a character’s power points, gaining
the most effects for the lowest cost. The guidelines for Alternate Effects are intended to help limit this somewhat, but
there is no way they can eliminate the possibility entirely and still provide all the benefits of flexibility they’re intended to
offer. Some Gamemaster oversight is therefore necessary when it comes to the creation and use of arrays.
Before giving a character Alternate Effects, it is wise to ask, “Is an array really needed for this concept?” Some concepts,
such as a variety of different attacks, clearly call for an array. Others, like a power with a few rarely used stunts, may not call
for an array. Such a power may be better served by acquiring such occasional stunts through extra effort and the spending
of hero points rather than the creation of a permanent set of Alternate Effects. That is what the power stunts rules are
for, after all: so you do not have to fill up character sheets with minor Alternate Effects a hero will rarely ever use.
If you decide an array is appropriate, the first thing is to determine its overall theme and associated descriptors. Is it an array
of different attacks, like a “weapons array” of a battlesuit? Is it a collection of regular power stunts for a themed power
like earth control, or spells for magic? Is it a series of alternate forms for a metamorph? And so forth. Arrays should have
some unifying theme beyond “all the powers I want my hero to have,” and Gamemasters should feel free to veto inappropriate
arrays lacking a strong theme.
| Xabulba |
@Tenro
After some thought you could breakdown all your current attacks into one base attack with 2 alternate effects.
Hammerfist 1 (strength based)
**Knifefist 1 (strength based, reach 1, penetrating 7, multi-attack 1, grab 1)
**Groundspikes 1 (strength based, area burst 1, indirect, penetrating 7)
Those 3 effects duplicate all the varied effects you wanted.
| Xabulba |
Some alt history in the Gameworld.
1810 to 1818: 1st American-Indian war, American forces all native tribes out US territories east of the Mississippi.
1858 to 1859: Slave and Indian revolt, Slaves revolt across the south, Indaian tribes join in trying to reclaim lost lands. Revolt ends when their leader Otis Grey is assassinated by Davy Crockett.
1860 to 1865: US civil war, in response to the genocide of blacks, Indians and any non-white race by the south the north invades. Lincoln heeds his wife's vision of his death and does not attend the play at Ford's theater.
1868 to 1876: 2nd American-Indian war, the remnants of the native tribes attack the weakened US causing much damage and devastation across the west including the destruction of Kansas City, St. Louis, Dallas and Denver. To avoid total loss the devastated forces of Gen. Custer were forced to sign the treaty of Little Big Horn. The peace treaty granted the native tribes territories within the US as sovereign nations.
1907: Unification Day, Of the 150 sovereign tribal states 130 vote to join the US as part of the state their territories are mostly within. Mostly the only native territories that don't join the us are in southern states.
Zain Ashvale
|
Hello all, so I've been throwing a few concepts around and for the moment(unless vetoed, the idea is a slowly reforming 'villian' with skills in line with a sort of cat woman concept. She's spent a long while as a thief but has engaged in nothing overtly violent(unless confronted by a hero who she could not escape) but has since started to pull away from that life. I have a slightly greater description of her but.typing on my phone is a bit of a pain. I have her worked out on herolab but almost certainly need some critique. She's designed with.skills/stealth and grappleing/tripping in mind with some fun gadgets and a small scale base. She's Got very few actual powers as a result
| Xabulba |
I was just doing the array because that is exactly how the character I am modeling my character off of works. He can do armor at the cost of speed, turn his arms into a blade, claw, hammer or whip, or a shield. But not all at the same time so I did an array
Ahh, I was missing a major concept of your character. If that is the case then an array may be necessary. What character are you basing this off of?
Xab, any thoughts on my above concept?
Also, seeing your alternate history, would it be possible to make my character some sort of Native American shaman(akin, perhaps somewhat, to Shaman himself?)
I always enjoy luck-benders and magic is one area that hasn't been covered yet. It's totally possible to be NA shaman, just need to work out some details like are you one on the unification natives or one of the independents, where and which tribe, real or made up and so on.
A Shaman type magic character would be possible but would need the create and/or summon powers. Summon would fit better as it allows you summon living/living like creatures to do your bidding. I don't remember, did Shaman have any other powers than pulling animals out of his medicine bag?
| Xabulba |
The character from the video game Prototype.
Basically got infected with a virus that caused his powers of altering his biomass. I just took out the evil-ish way he consumes others to increase biomass since it doesnt fit the hero theme.
Ok now I know where your going with this. An array is not what your needing. Probably The best way to make your character is take the alt form: solid (BioMass) adjust it's traits and protections to the minimum you want your base form to have. That way the alt form is the base that all the other powers add or subtract from. Then create an attack or defense that also alters your your defenses and traits. You might be only able to get 3 or 4 at the start.
For example;Claw 1 (strentgh based, multi-attack 1, penetrating 7, custom:add strength 4, custom:subtract dexterity 4)
The custom extras would cost the same as the power they represent, in the example enhanced strength cost a flat 1 for 1 and reduced trait a -1 for -1.
.
| Tenro |
Is that the same as taking Metamorph?
I figured my character should have attacks and defenses maxed for PL since he is a brick. Is that not the case? I dont want to make a sub-par character that the team cant rely on. I dont want to be the Hawkeye of the Avengers, hahaha
I kinda dont understand what you were saying.
I get the +1/-1 thing.
I should about having a PL 7 attack if im PL 10 right? Why would Claw 1 be ok? It would be super weak right? Or super hard to hit with?
| Liberteen |
@Liberteen
Built with each hyper power as a separate array costs 186pp and has a conflict with impervious toughness, more ranks than the base ability.
Built as all powers under one array costs 133pp and has a conflict with impervious toughness, more ranks than the base ability.
Also don't know where you got Fighting Style: Aikido, Fighting Style: Jujutsu, Fighting Style: Karate, Fighting Style: Tae Kwon Do, I'm presuming you added it for flavor only because in the basic set-up fighting styles aren't included.
In Hero Lab the only two boxes that should be checked are; Supernatural Handbook & Complications and the Gamemaster's Guide Equipment. If you have other boxes checked that may be why I'm not seeing how you made Liberteen.
Okay, let's see if I can shed a little light.
Hyper-Endurance is an alternate effect in the array, not an array unto itself. It is a power grouping and includes the powers Enhanced Ability: Enhanced Stamina 6 (+6 STA), Hyper-Toughness: Enhanced Trait 2 (Traits: Toughness +2 (+8)), Immunity: Immunity 10 (Life Support; Quirk: Limited to 30 minutes at a time), and Impervious Defense: Impervious Toughness 14.
Hyper-Recovery: Regeneration 20 (2 per round) is a power unto itself, and is an alternate effect.
Hyper-Speed is an alternate effect under the array, and includes the powers of Enhanced Ability: Enhanced Agility 4 (+4 AGL), Enhanced Ability: Enhanced Dexterity 4 (+4 DEX), and Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round).
Finally, Hyper-Strength is the primary effect of the array, and includes the powers of Enhanced Ability: Enhanced Strength 6 (+6 STR), Hyper-Density: Damage 6 (DC 21; Reaction 3: reaction; Limited: Effect rank of attack's damage rank, whichever is less), Hyper-Leap: Leaping 4 (Leap 120 feet at 30 miles/hour), and Immovability: Immunity 10 (Common Descriptor: Being Moved; Sustained).
Thus, the array consists of the groupings of Hyper-Endurance, Hyper-Recovery, Hyper-Speed, and Hyper-Strength. With multiple arrays, you pay only for the most costly one and the rest are 1 point each.
An Alternate Effect can have a total cost in power points no greater than the primary effect. So a rank 10 primary effect costing 2 points per rank, for a total of 20, can have any Alternate Effect with a cost of 20 power points or less. This cost does not include the cost of the Alternate Effect modifier itself. So if the 20-point power has 5 Alternate Effects (making the final cost 25 points), each Alternate Effect is still limited to a total value of 20 points (including any modifiers it may have), that of the base effect. Essentially, each Alternate Effect has to have all of the others as Alternate Effects. Since the modifier applies equally to all effects in the array, its cost is discounted in terms of the "free" points they have to spend.
Like any power, an Alternate Effect may be made up of two or more effects, but their total cost cannot exceed the cost of the primary effect.
Fighting Styles are described in the Gamemaster's Guide and are simply flavor. You will find that she paid the full cost for each of the advantages she purchased. The fighting styles are simply a grouping of advantages that form the fighting style. There is no discount in cost.
I had no boxes checked beyond Gamemaster's Guide Fighting Styles and Gamemaster's Guide Equipment.
Where would you like the .por sent? It may help to clarify things.
| Xabulba |
So if I were to want to be able to grow a blade, and also grow a hammer-like fist, would I have to take the damage power twice?
Don't use the above method, you can build the character that way but its a crap way to build it. The better way to build your character is use morph with the metamorph extra to get extra form and build a power set for each form.
| Xabulba |
Xabulba wrote:@Liberteen
Built with each hyper power as a separate array costs 186pp and has a conflict with impervious toughness, more ranks than the base ability.
Built as all powers under one array costs 133pp and has a conflict with impervious toughness, more ranks than the base ability.
Also don't know where you got Fighting Style: Aikido, Fighting Style: Jujutsu, Fighting Style: Karate, Fighting Style: Tae Kwon Do, I'm presuming you added it for flavor only because in the basic set-up fighting styles aren't included.
In Hero Lab the only two boxes that should be checked are; Supernatural Handbook & Complications and the Gamemaster's Guide Equipment. If you have other boxes checked that may be why I'm not seeing how you made Liberteen.
Okay, let's see if I can shed a little light.
Hyper-Endurance is an alternate effect in the array, not an array unto itself. It is a power grouping and includes the powers Enhanced Ability: Enhanced Stamina 6 (+6 STA), Hyper-Toughness: Enhanced Trait 2 (Traits: Toughness +2 (+8)), Immunity: Immunity 10 (Life Support; Quirk: Limited to 30 minutes at a time), and Impervious Defense: Impervious Toughness 14.
Hyper-Recovery: Regeneration 20 (2 per round) is a power unto itself, and is an alternate effect.
Hyper-Speed is an alternate effect under the array, and includes the powers of Enhanced Ability: Enhanced Agility 4 (+4 AGL), Enhanced Ability: Enhanced Dexterity 4 (+4 DEX), and Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round).
Finally, Hyper-Strength is the primary effect of the array, and includes the powers of Enhanced Ability: Enhanced Strength 6 (+6 STR), Hyper-Density: Damage 6 (DC 21; Reaction 3: reaction; Limited: Effect rank of attack's damage rank, whichever is less), Hyper-Leap: Leaping 4 (Leap 120 feet at 30 miles/hour), and Immovability: Immunity 10 (Common Descriptor: Being Moved; Sustained).
Thus, the array consists of the groupings of Hyper-Endurance, Hyper-Recovery, Hyper-Speed, and Hyper-Strength. With...
So the powers are built like the first way I told Tenro how to build his character. Seems to me it would be more pp efficient to use the morphology power and create separate power set for each character. My email is in my profile.
| Liberteen |
The idea behind Liberteen is that she can alter her body chemistry and genetic structure to grant herself any of her four "hyper-abilities." A shift one way grants hyper-strength, another way grants hyper-endurance, and so forth. Anyway, the .por file is forthcoming.
If she needs to be redesigned to comply with house rules or if I have misinterpreted a rule, then I am more than willing to fix her.
| Monkeygod |
I'm watching Batman Beyond on Netflix, and I just saw the episode "Mind Games" which features a young girl who I am pretty sure is also the same girl in the JLU Epilogue episode, Ace of the Royal Flush Gang.
Those super mind powers would be really freakin cool to adapt to this.
Course, I also still kinda wanna make some sort of sorcerer type. I read up on Shaman, and its his daughter, Tailsman who has a far more diverse array of powers and abilities.
Zain Ashvale
|
Ace is really cool, hell all of Batman Beyond was really cool... Me being reminded of Batman Beyond may be problematic as I've started gearing my character in a sort of 'batman' style even before this(focus on skills and advantages with a couple of neat powers that are actually just advanced equipment.)
I am using the free version of HeroLab so should I work on transferring the character information into text format or is there a tricky way that I could get the program to output my character for me?