Justice League Generations (Inactive)

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GM SuperTumbler wrote:
What you want is Morph power with Metamorph feat. That is super easy to break, so be gentle.

I'll do my best. Why did they make it so hard to make Captain Marvel?

I had assumed there'd be SOME way to have a form like this that didn't have me as essentially two separate characters. I'd have magic and skills in one form, but the rest of my points would be devoted to an alternate form that gave new abilities on top of what I already had, at the cost of activation.

Although I guess this situation DOES make me more powerful and versatile overall.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Given my scarcity of late, I feel bad even asking, but if you'll have me, I'd love to get back into some games, whether with Shale or another character.

As I mentioned in the other game, my spare time seems to be significantly less than it was when I was in my previous job, and while running a game was causing major time crunch, I am thinking playing in games should be a touch more manageable.


We can keep Robo as a member of the League, and just have him not on our missions. That works for me.

Shale, I'm happy to have you.

Sundakan, good luck.


Here are my current ideas:

1: A hand-to-hand combatant with an Nth Metal-laced skeleton. Flight, Healing Factor, Resistance to Magic, Magic-Disruptive, Super Strength, Super senses. His background would basically be DC Wolverine.

2: Spider-Man adjacent bug-man. Carapace, wall-crawling, claws, stingers, maybe even webbing?

3: Teleporting Illusionist. Poofing all around, mirror images that also attack, walking on walls.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

I've always liked the idea of alternate takes on a Spider man character. There are so many kinds of spiders, from funnel-Web types, your standard orb weaver, trapdoor (ambush) hunters, and even stalk-and-kill type predator spiders.

A character that shifts into an humanoid eight limbed, eight eyed, carapace armoured claw and poisonous fang creature would be pretty awesome.


Echos Myron wrote:

Here are my current ideas:

1: A hand-to-hand combatant with an Nth Metal-laced skeleton. Flight, Healing Factor, Resistance to Magic, Magic-Disruptive, Super Strength, Super senses. His background would basically be DC Wolverine.

2: Spider-Man adjacent bug-man. Carapace, wall-crawling, claws, stingers, maybe even webbing?

3: Teleporting Illusionist. Poofing all around, mirror images that also attack, walking on walls.

1. Is interesting.

2. There is a spiderman clone in Young Justice named Black Spider. Also Tarantula is a long existing character (characters) in the comics.

3. Doesn't immediately excite me, but I'm not opposed to it.


Slight change of plans, I might play some kind of Irish Fey rather than a demon. In that case I may very well go with "Normal Identity", or just have all my powers be on all the time.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

So again forgive me for being out of touch, but can someone sum up what is happening? I see discussion about new characters; is this something we should all be considering, or specific to given players?


More if you WANT a new character. I was not feeling engaged by Forzare, so he's on the outs and I'm making a new guy.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

I like Sinter, so I'm keeping him. I did rebuild him some to be more effective.


Uggggggghhhhhh. Forgot how much less streamlined 2e charop was from 3e.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Yeah, have to say I much prefer 3rd for the simplicity.

I made a regen guy once in both versions. Third was cake. Second is bloody stupid for that power.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

3ed is definitely a lot simpler, however, I prefer 2e for that exact reason. 3e may be faster, but it cuts out huge swaths of options to pull it off. You can't customize in 3e nearly to the extent you can in 2e (at least this was true the last time I played 3e - admittedly that was a few years ago, and splat books may have rectified that since then).


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Yeah, but much of the options available in 2nd are broken as hell and really require the GM to be on top of things so players don't run riot. You can still break 3rd, but it is easier to spot, and a bit harder to do.


Yeah, going through the regen thing now and I'm so confused.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

You basically have to buy each and every bit of healing you do separately in 2nd. It's quite expensive and you need to find all the little bits.


I don't think 2e has any less options at all. AT least not that I an tell. 3 just CONDENSES options. Instead of having "Hellfire Control" and "Flame Control" and "Cold Control" all boiling down to "Deal damage at range" you simply have "Blast" and can flavor however you want.


I dislike the focus on status effects, and especially the link between save bonuses.

The only thing I like about the changes with 3e is the change from stun to daze. We did something like that as a house rule in my home game.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

To each his own, I suppose.

Getting rid of all those options, be it Hellfire or Ice, leaches out all the variation and finesse, at least to me. That was the problem with D&D 4e, it didn't matter what class you were really, all that determined was the Fluff surrounding exactly how you did your 3weapon damage + whatever it was (I've erased those memory banks to use for something more useful).

Besides taking out those options, most of the interesting stylistic variations are gone too; in 2e I can have a streaming flamethrower power that can be used to straif a group of enemies, or concentrate on one foe till he's incinerated, and also lights everything on fire, causing him to burn round after round. In 3e, I can do damage at range. In 2e, I can fire a guided missile that tracks an opponent for several rounds, exploding when it hits, but with mini smart warheads that only damage hostile targets, leaving hostages unharmed. In 3e, I can damage at range.

Ya, all in all, I'll take the few drawbacks of 2e to keep all the fine tuning it allows. Not to badmouth 3e; it's got definite advantages, but to me they are not outweighed by what is lost.


Sʜᴀʟε wrote:

Getting rid of all those options, be it Hellfire or Ice, leaches out all the variation and finesse, at least to me. That was the problem with D&D 4e, it didn't matter what class you were really, all that determined was the Fluff surrounding exactly how you did your 3weapon damage + whatever it was (I've erased those memory banks to use for something more useful).

Except this is literally how 2e works too. There is ZERO difference besides fluff between Hellire/Fire/Light/Whatever control.

3e at least explicitly states that Blasts with the Fire descriptor can catch people and things on fire, for instance.

Sʜᴀʟε wrote:

Besides taking out those options, most of the interesting stylistic variations are gone too; in 2e I can have a streaming flamethrower power that can be used to straif a group of enemies, or concentrate on one foe till he's incinerated, and also lights everything on fire, causing him to burn round after round. In 3e, I can do damage at range. In 2e, I can fire a guided missile that tracks an opponent for several rounds, exploding when it hits, but with mini smart warheads that only damage hostile targets, leaving hostages unharmed. In 3e, I can damage at range.

Ya, all in all, I'll take the few drawbacks of 2e to keep all the fine tuning it allows. Not to badmouth 3e; it's got definite advantages, but to me they are not outweighed by what is lost.

You can still do ALL of this in 3e. It's just with modifiers instead. SO you have Blast rank 10. You want it to be a flamethrower, add Multiattack. You want the missile version you add Homing, then Secondary Effect that does a Multiattack with the Selective property.

Given I have no idea how you're supposed to accomplish any of those within 2e's rules, I say 3rd wins on clarity if nothing else.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Could be a case of what you're used to. I can do what I described in 2e quite easily, but not as easily in 3e. And those were just ideas off the top of my head that I was not sure whether or not would be possible in 3e.

But similar examples are (or were) rife the last time I played 3e. In pretty much every category, power options that existed in 2e were boiled down to just the most frequently used, more generic options. Easier to use, just blander.

Didnt mean to kick off a round of the Edition Wars (M&M version). Sorry about that.


Eh, I wouldn't call it a "war". Minor disagreement at most. =)

I'm just omewhat frustrated because I'm having a bit of trouble pulling together a character with a diverse powerset. The idea I've settled on is basically the avatar of the Tuatha, six of them in particular (The Dagda, Morrigan, Aengus, Lugh, Mananan Mac Lir, and Nuada) with a bunch of different powers.

I wanted him to have really high base ability scores and be a really good hand to hand fighter, along with being very tough (hey most of my points are gone already) with a few abilities from each. The Dagda's magic and staff (one end heals, the other kills), Nuada's silver arm (I guess this could be mostly fluff but it's so cool I wanted to do something with it), Mannanan's connection to the sea, etc. Some of it would be handled by skills but I was waaay over budget by the end especially since I didn't want to run into the same issue as Forzare. Namely, be worthless in the face of the actual enemies we fight and outshone in every way by Shale and Imagine.

I might be able to work something out but what got me thinking about 3e is how everything I want to do is SO much easier in that system. The thing I was most bummed about was the lack of Occult Knowledge and Ritualist as a skill/Advantage combo that would let me craft spells for a specific purpose. "Magic" as a power in 2e is, again, literally nothing. It's just a fluff descriptor for some other power you want to use.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

I actually love Magic in 2e as a power, exactly because of its lack of a default power. Makes it ridiculously versatile. Particularly with power stunts. Spells can be just about anything. I've played a few wizard types, and really liked how far reaching their powers could be.

A favourite of mine is using the Boost power to imitate D&D style buff spells. Can make you able to do a lot of things temporarily that you might not be able to do most of the time. Super Strength, flight, invisibility, Water Breathing... all reasonable "Spells"


How exactly does that work? Maybe I can invest primarily in Luck and Magic in that case.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Boost as either the 1 point or 2 point version.

As the 1 point version, you pick each effect you want at the outset, and purchase each additional "Spell" as an alternate power. As the 2 point version, it says you can increase any trait that meets your descriptors (Magic), one at a time. Bigger up front investment for the power cost, fewer headaches down the road, as you don't need to power stunts when you encounter a new situation you want to Boost for. Of course, as with any trait you want to Boost that represents a power you don't already have, the GM is arbitor of whether a proposed Trait makes a reasonable spell. For instance, as a GM I might allow Boost: Intelligence before making a skill roll, but not Boost: Knowledge (History), as the information needs to come from somewhere. For that reason, the 1 point option is probably more reliable, as you know it will work, and it is a bit less cheezy, as it can't automatically fix any problem. Of course, if you need to, you can always Power-Stunt to come up with a new spell off the top of your head.

The major drawback of this design is action economy; you can do a really wide array of things, but never in the same combat round as you presently occupy. As a result, you still need to have some basic powers available as an Alternate power of Magic, such as Protection and Blast, so you can use them when you need them. This kind of set up works awesome in an investigative or quest type game, but a bit less awesomely in a combat intense game.

Basically, just like the High Level D&D Cleric that can buff himself into an unstoppable combat monster, so can you, but just like in D&D, the fight might be over before you manage to get all your buffs in place.


I'm confused as to how Boost is supposed to grant you Flight and stuff though. Seems like it's only able to increase attributes at the lower ranks, and somehow intensifies Feats as well as powers at the higher ones?


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Ah, I see. The word "Trait" is throwing you off...

Boost (Ultimate Power pg 29) wrote:
You can improve a trait or traits temporarily. You can boost yourself or others by touch. Take a standard action to use Boost. Each rank improves the targeted trait by 1 power point.

Many see "Trait" and assume it means Ability Scores. However, see the diffinition of trait from earlier in the book:

Ultimate Power pg 7 wrote:
trait: Any of a character’s game-defined qualities: abilities, bonuses, skills, feats, and powers are all traits.

So, you can create a power like this:

Boost 10: Flight

An individual that receives this boost gains 10pp towards a Flight power, while someone that does have Flight, adds 10pp towards their power's total value. (10pp equals Flight rank 5, as it typically costs 2 pp per rank.)

You could do the same with Concealment (for an invisibility spell), Immunity (for a water breathing or Fire-Walker spell), and so on.


That is really freakin' weird.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Well, that's Magic. And that's why the 2e version is so much fun.

Another awesome perk of Magic I discovered is in the form of "Focus-Objects." I discovered these when reading up on Eldrich (the game's Dr. Fate/Dr. Strange). He has at least one, and others are listed in the book of magic, so they are official. Basically you make a Device, but instead of having any powers of it's own, it provides the wielder with Alternate Powers for the Magic ability!

So, for 3pp you buy a Wand [Device 1 (Easy to lose)]. It provides these alternate powers:

Dazzle (Vision)
Drain (Ranged)
Nullify: Magic
Paralyze (Ranged)
Snare

All useful abilities, but not one's you use all the time. This way, you get the versatility, but only pay 60% of the cost. If you lose it, well, then you have to stick to your basic spells like Blast, but that's hardly the worst thing ever.

Expand this to other objects; have a crystal ball for your divination (ESP, Communication, etc) spells. Have a Carpet for Flight, a Sling Ring for Teleportation Portals, Dimensional travel, summoning, and so on.

Basically, for 9 pp and three devices, you could get 15 alternate powers, each at full potency, but requiring the Focus Item for you to be able to manage them. This is a great way to get spells for niche circumstances. Better yet, take the Artificer and Ritualist Feats and whip up short term objects to fill really specific needs.

(People totally ignore the potential of these Feats... don't look at them as ways to make up elaborate powers, that's what the plebs do; use them to make Alternate Powers! Custom made spells, perfect for only a single application, that use only your own inborn magic ability, and therefore cost only 1pp. A Ritual takes 4 hours to research, but only 10 minutes to use. An Artifice takes 1 hour to design, and 4 hours to build. Of course, at a DC 11, you could afford the -5 penalty to cut these times in half.)

Best of all, with either permanent or temporary devices, since all they give you is an Alternate Power, you don't have to worry about most enemies being able to use them, as they are only effective for people who have the Magic ability.

Damn, now I want to whip up a Sorcerer...


That's the feat I wanted, actually. I overlooked it when searching through stuff. This PDF is reaaaally dense.


As a power, you can add "enhanced trait: skill" either as a power or alternate power of the device. Does that work?


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Technically yes, it works mechanically, I just generally feel knowledge needs a source. Something like Tank uploading Pilot: Helicopter to Trinity (basically Boost: Skill in action). However, I usually feel a character should not be able to do that for themselves, or they'll just have every skill at their max Boost rank. And how are they gaining the knowledge? It should have a source. For instance, summoning the spirit of a deceased helicopter pilot to temporarily possess you and share his knowledge.

In that kind of case (where the Magi Boosts his own knowledge), his max skill should still be limited by the power level (PL plus 5, or 17 in this case). Typically, temporary effects like boost can be allowed to exceed those limits (with GM permission).


Echos Myron, you said something about altering your Masiato character into a new Batman. I'm fine with that, but since we had previously established that there was no Batman, would you be willing to be an "unendorsed" Batman. Someone who isn't part of the family, and opens up some room for conflict with those who see themselves as the legitimate heirs (Grayson, Knightingale, whatever Tim is now)


Luck: 4/6, Action Point: 2

I goofed, I guess I didn't remove that post quick enough. I misread the Device power. So everything's fine, it saved me quite a few points (I only paid 25pp for 40 pp worth of abilities. 80 since there was an Alternate Effect).

I think I'm done on powers, I'ma post with the alias (nae subject to change).

Going to do abilities, skills, etc. and then see what I need to trim and where.

Going to take Tumbler's suggestion and hybridize our ideas. So part Tuatha/Atlantean, part human (explain him being relatively weak for an Atlantean without his other powers).

Edit: Being a double idiot I accidentally overwrote my copy-paste of the powers. Ass. Posting the basics for myself tomorrow:

1 Array: Spear
2 Array: Flight and Swim/Speed
3 Array: Magic (Blast and Boost)

Ability set: Immunities, Super Str, and Mental Comms linked

Ability: Protection 9, Impervious 12


For clarification: Are there one or two games?

For this game, I've decided to keep Captain Robo going. It would be criminal for me to write him off like that. Even more changes were made. Removed unnecessary abilities from his weapons array, gave him some melee capabilities outside of his main weapon array, added the ability to summon two robo minions (Herb & Rico).

Neil Raval, Captain Robo and the Roboids (or something):

Neil Raval

Power Level: 12; Power Points Spent: 182/182

STR: +4 (10/18), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+12, Fort: +9, Ref: +7/+10, Will: +9

Skills: Computers 17 (+22), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 16 (+16), Investigate 3 (+8), Knowledge (technology) 17 (+22), Notice 13 (+13), Search 2 (+7), Sense Motive 4 (+4/+14), Stealth 2 (+4/+14)

Feats: Assessment, Attack Focus (melee) 3, Attack Focus (ranged) 3, Benefit (JL Security Clearance), Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery ((Computers, Electronic, Mechanical, Technology))

Powers:
Captain Robo (Device 27) (Hard to lose, Only you can use; Action 4 (full); Subtle (subtle))
. . Container, Passive 5
. . . . Enhanced Trait 14 (Traits: Strength +8 (18, +4), Feats: Attack Focus (melee) 3, Attack Focus (ranged) 3)
. . . . Strike 8 (DC 27; Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+12), Reflex +3 (+10))
. . Flight 11 ([3 active, 22/22 PP, 2/r], Speed: 50 mph, 440 ft./rnd)
. . . . Super-Strength 11 (Alternate; [8 active, 22/22 PP, 2/r], +40 STR carry capacity, heavy load: 38.4 tons; +8 STR to some checks)
. . Hard-Light Display (Features 1)
. . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . Life Support Systems (Immunity 11) (life support, uncommon descriptor: EMP)
. . Nanite Wizardry (Array 18) (default power: create object)
. . . . Disassembler (Disintegration 12) (Array; DC 27; Check Required (Mechanical), Limited (Machinery); Precise, Reversible, Subtle 2 (unnoticable))
. . . . Nanite Construction (Create Object 12) (Default; Max Size: 12x 50' cubes, DC 22; Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Check Required (Mechanical); Precise, Progression, Object Size 3, Selective, Stationary, Subtle 2 (unnoticable))
. . . . Summon 8 (Array; Heroic, Horde; Mental Link, Progression, # Minions (2 minions))
. . . . Vari-Beam (Blast 12) (Array; DC 27; Penetrating [9 ranks only]; Precise, Variable Descriptor 2 (Broad group))
. . Protection 12 (+12 Toughness; Force Field, Impervious [8 ranks only]; Subtle 2 (unnoticable))
Neuro-Tech Interface (Container, Active 11) (Subtle (subtle))
. . Comprehend 4 (codes & ciphers, languages - read all, languages - understand all, languages - you're understood)
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Enhanced Trait 6 (Traits: Sense Motive +10 (+14), Stealth +10 (+14), Feats: Assessment)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type)
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Technology/Machinery, danger sense: Mental, darkvision, detect: Technology/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)

Attack Bonus: +9 (Ranged: +12, Melee: +12, Grapple: +16/+24)

Attacks: Disassembler (Disintegration 12), +12 (DC Fort/Tou ), Strike 8, +12 (DC 27), Unarmed Attack, +12 (DC 19), Vari-Beam (Blast 12), +12 (DC 27)

Defense: +9/+12 (Flat-footed: +6), Knockback: -10/-13

Initiative: +10

Languages: Native Language

Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 10 + Powers 73 + Combat 36 + Saves 23 + Drawbacks 0 = 182

--------------------

Herb & Rico

Power Level: 12; Power Points Spent: 120/120

STR: +6 (22), DEX: +6 (22), CON: +0 (-), INT: +0 (-), WIS: +0 (-), CHA: +0 (-)

Tough: +0/+8, Fort: +10, Ref: +8, Will: +8

Powers:
Flight 8 ([0 active, 0/16 PP, 2/r], Speed: 2500 mph, 22000 ft./rnd)
. . Super-Strength 8 (Alternate; [0 active, 0/16 PP, 2/r], +40 STR carry capacity, heavy load: 66.6 tons; +8 STR to some checks)
Protection 8 (+8 Toughness; Force Field, Impervious [6 ranks only])
Weapons Array (Array 16) (default power: blast)
. . Ballistic Barrage (Blast 8) (Default; DC 23; Burst Area (40 ft. radius - General), Selective Attack)
. . Create Object 9 (Array; Max Size: 9x 50' cubes, DC 19; Movable (Radius: 45 ft., Strength: 45, Force: 6.4 tons); Progression, Object Size 3, Selective)
. . Laser Blast (Blast 8) (Array; DC 23; Line Area (5x200 ft. line - General), Selective Attack)
. . Laser Volley (Blast 10) (Array; DC 25; Autofire (interval 2, max +5); Improved Range 2 (500 ft. incr))

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +18)

Attacks: Ballistic Barrage (Blast 8) (DC 23), Laser Blast (Blast 8) (DC 23), Laser Volley (Blast 10), +12 (DC 25), Unarmed Attack, +12 (DC 21)

Defense: +12 (Flat-footed: +6), Knockback: -7

Initiative: +6

Languages: Native Language

Totals: Abilities -16 + Skills 0 (0 ranks) + Feats 0 + Powers 68 + Combat 48 + Saves 20 + Drawbacks 0 = 120

If there's a second game starting, an unendorsed batman is exactly what I'm going for. Magic would replace all the batman staples. Cape, cowl, batarangs, all through dark eldritch energy. This would be a way for John Masiatto to 1) sate the idol's hunger for fear and 2) atone for his past crimes. He latches on to the idea of Batman because the Batman was a hero he looked up to as a kid before he turned to crime.


Am I working with the base 180 PP, or do I get the 2 "level up" points everybody got as well?


182.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Hmm, have to go back and add those in.


Luck: 4/6, Action Point: 2

All right, think I'm done with the sheet. Combination of massive Impervious Toughness and total Regeneration isn't too much, I hope. It's offset somewhat by the fact that I didn't put ANY points in Reflex throws or Defense bonus, so every thing you throw at me will HIT, it just won't stick as long as I can creep to or someone can drop me into salt water.

As for story: Basically, Dolnam is part Tuatha (an offshoot of Atlanteans), and is this generation's chosen host of the combined might of all the legendary Tuatha gods or heroes (like Dagda and Nuada) and all the previous hosts of such. Being only 1/4 human (his grandmother, one of the previous hosts, left Tierna Na Oge to live in the human realms about 200 years ago and married a human), he lacks much of (well, ALL) the raw physicality of his Atlantean forebears, but is blessed with godlike strength, speed, and magic by the spirits sharing his head (as a consequence, he shares a lot of their knowledge as well, represented by Jack of All Trades and Eidetic Memory, as well as Boost giving him wide spell access).

I was thinking he just arrived on the scene due to a summons from his people asking him to check out all that fuss over there in the ocean what's been going on lately.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

I must be missing something, but I don't see his toughness save anywhere.


Protection 9, Impervious 12? Does that work?


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

As I couldn't see anything which made his toughness save as high as 12, no I can't see how it can.


My guess is that Impervious 12 just means that his Toughness is +12 and that it is all Impervious.

I don't have a problem with that level of Impervious. Sinter has 17, I think.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Yeah, just don't see where he gets the rest of his toughness since his con is only 10. It is possible he bought some toughness save, but it's just not listed.

But yes, Sinter is just stupid hard to hurt, but then he is just a blob of plasma, so it makes sense to me.


Sure. I wasn't trying to throw shade at Sinter. Sundakan had mentioned the Impervious as a possible problem.


It's because I lowered my Con but forgot to raise my Protection with it. I had 16 Con at one point but stats are way too expensive for what little benefit they give.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Updated Sinter with the 2 extra points.


Do we want to start literally in the current round, or how should we proceed?


Yes? With a caveat that some things should be "cleaned up". I don't see any need for every individual to affirm that, yes, they agree to not fight Manta for now.

I just need to write up a few Complications (Family Ties/Obligation and Power Loss will be two of them) and decide for sure whether I want to have Normal Identity (leaning towards yes) and then I'll be 100% done with Dolnam.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

More or less done a tune up of Shale, mostly just smoothing out how a few powers work, but no major changes.

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