Justice League Generations (Inactive)

Game Master tumbler


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That just refers to use of Paizo material. You can mention or play with any IP you want here.

And did you seriously just Favorite your own post?


Haha, Yep a lot of players do this to keep track of current recent plantations. You Favorite my last post on the thread and un-Favorite the old so it shows up in Favorites. One click root to your last to date thread post. :)

When you sign up it says not to use Real of IP owned names to make Alts.
So making a PC called Brice Wyne or Batman :)

But really I have been in other games where I've been old I could not use 3ed party IP owned names.


I opened a thread in Website feedback to ask the question, GM_Panic. The possibility of a problem hadn't even occurred to me.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Well, in the TV and movie sections we talk about other people's IP all the time. Maybe it's a bit different with naming your Avatar, but I don't think playing a game-especially a game that has books out set in that universe- violates fair use of their IP.

Didn't have a problem with Professor X, Sikorsky, etc. When I ran my X-Men game....


Yeah, there's plenty of threads, both gameplay and other, revolving around other IPs. It hasn't been a problem in the past, don't think it would be a problem now.


Chris Lambert says it is cool. Word of God.


Quote:
We don't have restrictions for what kind of campaign you want to run in our Play-by-Post subforums. Our main concern with IP violations is that you should not post links to illegal downloads of copyrighted material or copy/paste copyrighted text/mechanics in your posts. You're free to play as your interpretation of the Batman however :)

For Reference.

Also, cool idea with the favorites. I've never seen it used that way before.


OK, looking to lock in some things:

Edition: 2nd (Every time I think about 3rd, it makes my chest tense up, and every time I think about 2nd it makes my heart smile, so I'm going to go that way. Sorry if it isn't your cup of tea.)

Power Level: 12

Setting: Distilled DC in the vein of but not married to DCAU. The big guys are in their 60's and either retired or dead. I'm tempted to give each player a couple of things they can say are true about the setting once we get through recruitment and have characters chosen.

Characters: You can play a Legacy character, a descendant, or someone new and not connected, even an old version of a character if you want.

Team Status: I think I want to run one of those events that bring people together. In supers games, I am a bit fan of some preliminary intra-team conflict before we learn to work together. I would hate to skip all of that character/team building. That isn't to say you can't know anyone else at all.

Anything else we need to iron out?


I think that just about covers it...

Some fine-tuning questions:

Will we be Earth or deep space based (as you suggested at one point)?
Where do you want the campaign on the grittiness scale? (Current realism, 90's angst, Silver Age optimism, full 4-colour?)
Any tropes or cliche's you'd like to avoid?


Not deep space based, but possibly using a Moonbase or Satellite. I'm thinking that for some reason there isn't a Justice League right now, so you have the opportunity to revive one of their bases.

And not deep space based, but I reserve the right to send you into space. Probably depends on what people want to play. If no one goes that direction at all, I won't push it.

On the gritty scale, I would prefer a sort of Modern Age tone, with respect and homage to the Silver Age. That isn't to say no one can play an Iron Age style character if they want, but I'm not thinking Batman Beyond or Kingdom Come level dystopia, but probably a world that includes future shiny and future grunge.


So more Young Justice than anything? Slightly grittier, but not dark and hopeless?


When does the game take place in terms of time? Current time, slightly in the future?


Young Justice is just right in terms of tone.

I think the time should be sort nebulously a few years in the future. I don't want mainstream technology should be too much more advanced than ours, though maybe a little high in places like Metropolis.


So if the present was 2020, which I like for poetic reasons (We could call the campaign Foresight is 2020 or something), that would put the heyday of the big folks from 1985 to 2000. With Bruce and Clark turning 41 and 40 in 2000, and being 60, absent, or dead in 2020.

What kind of backstory for heroes do you guys want? Have there been heroes continuously? We could say that in 2001 there was some huge devastating event that put heroes into the shadows for two decades and they are re-emerging now, or we could say there has always been a group of heroes.

I sort of like the notion that Kryptonians or some sort of aliens unleashed some devastating attack and Superman/Heroes in General were blamed. President Luthor created a registration act, triggering a DC Civil War, tearing teams apart. Luthor manages to shut down most heroes, keeping only a group of loyal people around him.

(Riffing on several DC plotlines)


I'm good with either. Maybe they all went off to fight Darkseid or some other cosmic threat and finished him, dying in the process, and only now are the new generation of heroes maturing and manifesting.


If going with that DC Civil War idea, Luthor could've instituted a Metahuman Rating System. Metahumans with a certain potential are targeted by the Gov't. Those who comply become State-sanctioned "heroes", those who do, are eliminated. This would allow for street level vigilantes and the like to go on policing their local areas, but anything near Superman/Wonder Woman/Green Lantern/Flash level would be a no-go without government approval.

But that's pretty much Marvel's Civil War, I guess.
Oh wait! What if you took a Marvel storyline and placed it within DC's setting?


Personally, I'd prefer to avoid any dramatic shifts or changes to the setting. Civil War, Hero Registration, or a Watchmen-esque take on things kind of spoils the simplicity of using the DC setting.

I'd rather a continuous Heroic timeline; there have been heroes all along, many of the classic big names soldiering on, mentoring, retiring, or dead, though some would surely be continuing on (the immortal ones like Wonder Woman, Dr. Fate, and Deadman, ones without physical bodies, like Captain Atom, Aliens with long lifespans like Martian Manhunter an Supergirl, for example. Don't forget the Marvels either, their powers change them into mature adults; that would work just as well if they are presently adults as well (most were young enough they'd likely be about the same age as their super personas like Captain Marvel/Shazam)

Shadow Lodge

Rigor Rictus wrote:

Personally, I'd prefer to avoid any dramatic shifts or changes to the setting. Civil War, Hero Registration, or a Watchmen-esque take on things kind of spoils the simplicity of using the DC setting.

I'd rather a continuous Heroic timeline; there have been heroes all along, many of the classic big names soldiering on, mentoring, retiring, or dead, though some would surely be continuing on (the immortal ones like Wonder Woman, Dr. Fate, and Deadman, ones without physical bodies, like Captain Atom, Aliens with long lifespans like Martian Manhunter an Supergirl, for example. Don't forget the Marvels either, their powers change them into mature adults; that would work just as well if they are presently adults as well (most were young enough they'd likely be about the same age as their super personas like Captain Marvel/Shazam)

2nd this. I would prefer legacy heroes.


Gettin up to pitch time...

Been thinking about what to do for my submission. When thinking about DC, and more specifically about Justice League and Young Justice, which is where I gleaned most of knowledge about DC. Thinking about my favourite DC characters, I realized, my favorite character in Justice League is Martian Manhunter. He's basically Superman, if Superman were actually interesting. In Young Justice however, my feeling went in an entirely different direction, because in that series my favourite character is Miss Martian, who is nothing like... oh wait. Hmm. Maybe I should be planning a Martian inspired character (or even an older Version of Miss Martian)...

I also have a few ideas for original characters, should it end up we prefer to go that way. The first is a electronic entity derived from the collected total of human knowledge; the internet. In the original Ghost in the Shell movie there was an entity called the puppet master, who was a program, but instead of being written, actually became self aware independently of anyone's knowledge, and without anyone's deliberate intention. My idea would be for such an intellect, capable of manifesting as either a hologram, or as a living electrical being (sort of like Livewire), but normally existing within machines and computers. Power set would be mosty tech/electronics oriented, but with a electrical alternate form.

Second idea is a hero made of solid Light. Either a human experiment, or perhaps an alien exiled from his home inside our sun, and unable to find a way back in. He'd be able to move at super speeds, but not restricted to the ground; kind of like a speedster based on flight instead of running, but with most of the other speedster tropes in place. Add in some light powers (dazzle, invisibility, density shifting, lasers) and he'd kind of end up a sort of Paragon/Speedster hybrid. I made up a version of such a character for an older M&M recruitment that died on the vine, so I never really finished putting it together, but it seemed like fun!

tumbler, let me know what way you're thinking of going, and I'll start building the more appropriate character.


tumbler wrote:

Chris Lambert says it is cool. Word of God.

"You're free to play as your interpretation of the Batman however :)"

Cool! That really dos put a nice spin on things, as well as all them GMs that said I could not use known names where wrong. :) OK game on.

Bags Constantine then, Magic user,
I would get good to play as a 50+ year old but I have a much better idea.

Tabatha Constantine, John Constantine's Daughter, Half-Devil/human magic user in the tone of Young Titans. I like the idea he had a tryst with a other world being and had a child. I want her to be able to blend in as human and have an alt form, her demonic/devil side.
She would be a magic users, rituals, magic tattoos, spells.

Dads still around looking after is 'Collection' of artifacts at the Mill house but stays there. Mum is still around some place in the nether-space domains.

Tabatha Constantine is based in Gotham City, so may have contacts with Bat-man kids etc.

My other idea is a TimeLord The Doctors daughter Jenny, would you let in a Time Lord with a TARDIS?

I know that may be a no.


My idea is kind of an amalgamation of characters and concepts.
Working in conjunction with his mentor (and role model) Michael "Mr. Terrific" Holt, King Curtis (yes, King is his first name) develops nanite technology using Nth Metal.
King's Nth-ites coat his skin, giving him a metallic appearance and offering him the benefits of the alien metal's properties (flight, super strength & durability, various immunities and resistances), along with the sensory capabilities of Mr. Terrific.

Depending on how pricey the build comes out to, I may include the T-Spheres to lend some ranged attack options, but the character would mainly be hand-to-hand.


forget the time-lord thing is a pain for the GM


Trying to decide what to make for this. I'll have to play with builds.


I'm thinking a telekinetic. I made a guy a while back for a freeform game that basically had extremely powerful telekinetic abilities, but only within a very small range (just beyond arm's reach). I was thinking of recreating something along those lines. He was a pilot ( a spaceship pilot, but still), and was incredibly good at multitasking, controlling all of the ship's functions with his mind (a task which usually takes a crew of 3-4).

Obviously this won't be exactly the same character, but a similar powerset sounds fun. Telekinesis assisted martial arts, amazing multi-tasking capability, maybe a few other tricks. The original had a gun powered by his telekinesis that basically shot bolts of pure force at range. I may go with that, or more classic telekinetic throwing (if I accelerate it to high speed, it doesn't really matter that my range is short).

So we're completely settled on 2e, and PL 12 (not 14)?

Edit: Hm. This doesn't actually seem to be possible in 2e. Range and Power are intrinsically linked, and Range just changes it from Perception to Ranged to Touch and no in-between.

I basically want Rank 12 effect (100 tons max load), with Rank 1 range (10 feet). And equivalent crushing force within that area.

Any way we can make that happen?

Or would it be better represented by some other combination of powers I don't know of?


I have made this thread an official recruitment thread, tentatively called the campaign Justice League Generations, but I may change that as things become more clear.

For setting, we won't go with any hugely disruptive events in the timeline, though once we get characters together we may come up with an event to get rid of a few characters, whether permanently of not.

I am settled on 2e and PL 12.

I think I'm too tired to think about powers tonight.

GM_Panic, I think I would prefer to avoid PC controlled time travel, so thanks for taking that off the table.

Everyone else's concepts so far look fine. You should feel free to propose a straight up legacy character, or a reference, or reformed villain, or villain's kid making right, or completely new character.

Grand Lodge

If I go legacy, i was thinking it would be Swamp Thing. A new Guardian of the Green.

If original character, then it would be a growth character based off of the myth of Antaeus.

Hopefully these could work for you! I'm glad you chose 2nd E. I just can't jump on that 3rd E train after so many games in my comfort zone.


Rynjin wrote:

I basically want Rank 12 effect (100 tons max load), with Rank 1 range (10 feet). And equivalent crushing force within that area.

Any way we can make that happen?

While you could do it as Strength with 2 ranks of a power feat to give you 10 foot of range, it might be easier to do this as a partially limited power.

Take one Rank of TK.
Then add +11 Ranks of TK with Limited Power: does not provide range.
So full cost for the first rank, with reduced cost for each additional rank.


I'm thinking of an alien.
Possibly from one of the Talok worlds, like Shadow Lass or the blue Starman.
Or from an alternate earth.

Is Earth 13 described anywhere?
Maybe a refugee from Earth 13 (or whatever number) who arrives with the last remaining people from his world, possibly with their floating city.
Fleeing an apocalypse (whether zombies/vampires/elder gods).
Powers I'm not locked into yet, though magical or dimension hopping would fit.
Or something more legacy, to fit with a lost hero or villain from a lost world.


I think I will do someone basically like Wildfire from the LSH, except high energy plasma instead of anti-energy. Will have to figure out details and decide if I want the containment suit, or self managed version.


Rynjin wrote:

Edit: Hm. This doesn't actually seem to be possible in 2e. Range and Power are intrinsically linked, and Range just changes it from Perception to Ranged to Touch and no in-between.

I basically want Rank 12 effect (100 tons max load), with Rank 1 range (10 feet). And equivalent crushing force within that area.

Any way we can make that happen?

Or would it be better represented by some other combination of powers I don't know of?

Simple, you make it touch range and then spend one point on extended reach to raise it from 5' to 10'.

Ultimate Power wrote:

Extended Reach

Each time you apply this feat to a touch range power, you extend
the power’s reach by 5 feet. This may represent a short-ranged
power or an effect with a somewhat greater reach, like a whip or
similar weapon.


Aha! Thanks!


I want to make the action to use my power a Reaction, so I can do stuff like catch falling people or objects, or control multiple objects at once (since I think Telekinesis will only work on one thing per action used). Is that okay? I imagine at the least it will require an explicit restriction on me using it to get unlimited attacks per round, or even any extra attacks at all (though Disarming, Tripping, and Punching all in one turn would be fun, I doubt it's very balanced).

Edit: Ehhh, after re-reading I think that's +3 points per rank, so probably not worth the cost OR the hassle of adjudicating. Nevermind.


Remembering one of my gripes with 2e now...there's a lot of filler in this book Powers-wise.

3e consolidated a lot of this stuff so there's no more "Blast: This is a blast. Now here's Kinetic Control, which is a Blast. Fire control: This is also a Blast."

There's A LOT of powers that just read "This does a thing just like the other thing but with different fluff".

I kinda like "This is Blast. Give it whatever Descriptor (Fire, Ice, Kinetic, Radiation, Whatever) you want." better.


I agree about that myself, but the GM likes 2nd so we get 2nd. Personally I think 3rd is a lot more streamlined, yet still able to cover all bases.


For the most part, they do the same thing in different ways (Attack bonuses are harder to get in third is the only big thing I can think of) so I'm fine with it, but this was just a baffling design decision that annoys me whenever I go to flip through the book.


What you say is true, but you can pretty much avoid it if you like. Use Ultimate Power as opposed to the Core Rulebook. In UP, everything is divided into Effects and Powers. Powers have the fluff of associated effects and such; Effects are just the raw mechanics. No Telekinesis; Move Object. No Blast, just Damage with a Range Extra. Boils it down to the essentials.

Sometimes I still use the Powers when the suggested fluff matches what I have in mind, but otherwise, the effects are much more streamlined.


Kind of unclear on how the Time and Value Progression Table works in regards to speed. Is it a pure increase along the value axis from the base?

For example, if I have Speed 1, I move at 10 MPH. If I have Speed 3, I move at 50 MPH (because the Value for Rank 3 is 5)? And then if I have Swimming 3, I instead move at 12.5 MPH because the base speed is 2.5?


OK, got the build together. He's a living energy being full time, which does have its issues. He's relatively easy to hit, but hard to damage (how do you hurt energy?) He is very subject to mental affects.

Sinter
Nelson Mertz was a janitor at the Metropolis fusion power sphere. One evening when he was one shift there was a H.I.V.E. terrorist attack. Nelson tried to intervene, since even a janitor knows how bad it would be if the plant went up. However a broom, and minimal combat training didn’t really work out well. He ended up strapped to the outside of the fusion core with a layer of explosives surrounding him. However when the explosives went off rupturing magnetic containment, Nelson’s metagene triggered as he was vaporized by the released plasma, and was able to effect mental control of the plasma, turning it into a body of sorts. Using the powers of his new form, he was able to apprehend the terrorists. Since then he has become a full time superhero since it’s pretty hard to maintain a normal life when you are composed of superhot energy and melt everything you touch.

Sinter

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

STR: +0 (10), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +20, Fort: Immune, Ref: +3, Will: +3

Skills: Intimidate 8 (+8), Notice 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Improved Initiative, Power Attack, Precise Shot

Powers:
Plasma Body (Alternate Form 33) (Permanent; Noticeable)
. . Alternate Form (Powers: Blast 12, Burning Touch (Strike 12), Dazzle 5, Flight 10, Immunity 42, Impervious Toughness 17, Insubstantial 3, Melt Through (Burrowing 7), Protection 17, Super-Senses 6)
. . . . Blast 12 (heat, radiation, DC 27; Affects Insubstantial 2 (full power))
. . . . Burning Touch (Strike 12) (DC 27; Uncontrolled; Full Power)
. . . . Dazzle 5 (affects: visual senses, DC 15)
. . . . Flight 10 (Speed: 10000 mph, 88000 ft./rnd; Permanent)
. . . . Immunity 42 (critical hits, fortitude saves, life support, starvation & thirst)
. . . . Impervious Toughness 17
. . . . Insubstantial 3 (Energy; Permanent)
. . . . Melt Through (Burrowing 7) (Speed: 100 mph, 880 ft./rnd; Permanent)
. . . . Protection 17 (+17 Toughness)
. . . . Super-Senses 6 (infravision, radio, x-ray vision)

Power Settings:
Alternate Form (Powers: Blast 12, Burning Touch (Strike 12), Dazzle 5, Flight 10, Immunity 42, Impervious Toughness 17, Insubstantial 3, Melt Through (Burrowing 7), Protection 17, Super-Senses 6)

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +9)

Attacks: Blast 12, +9 (DC 27), Burning Touch (Strike 12), +9 (DC 27), Dazzle 5, +9 (DC Fort/Ref 15), Unarmed Attack, +9 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -18

Initiative: +7

Languages: Native Language

Totals: Abilities 12 + Skills 4 (16 ranks) + Feats 4 + Powers 131 + Combat 26 + Saves 3 + Drawbacks 0 = 180


Rynjin wrote:

Kind of unclear on how the Time and Value Progression Table works in regards to speed. Is it a pure increase along the value axis from the base?

For example, if I have Speed 1, I move at 10 MPH. If I have Speed 3, I move at 50 MPH (because the Value for Rank 3 is 5)? And then if I have Swimming 3, I instead move at 12.5 MPH because the base speed is 2.5?

Exactly right.

Speed 5 is 250 mph
Speed 6 is 500 mph
Speed 7 is 1000 mph
Speed 8 is 2500 mph
Speed 9 is 5000 mph
Speed 10 is 10000 mph
Speed 15 is 500000 mph
speed 20 is 99.99 c (speed of light)


drbuzzard, I like your concept. I was thinking of something similar for my Sun-based alien idea, and I like the way you've put yours together.

Notes/Questions:

I'm not sure if Flight and Burrowing would be eligible for the Permanent flaw. Generally, for that flaw to apply, the inability to turn off the power has to represent a disadvantage or inconvenience of some sort, which I'm not sure apply to those. Insubstantial applies, as not being able to touch things is a major issue.

Immunity to Fortitude saves: since you're non-biological, this makes sense. However, why not sell off your Con score if you're going to spend that much for the immunity anyway?

Alternate form: Is a permanent alternate form really an alternate form? Isn't that just you?


Much of how that build looks is a function of what Hero Lab made me do. I had to put flight and burrowing as permanent (which cost me instead of saving me points, because permanent in this instance adds a feature, permanent isn't always a discount) because Hero lab said that all the non instant powers had to be of the same duration.

The con point is probably right, but meh. I can live with a bit less optimization.

Alternate form can usually be turned off, he can't do that. Hence it is a permanent alternate form. Most people aren't composed of superhot plasma after all.

He's actually worse than simply insubstantial since he can't just not touch things, he actively destroys them with the strike power.


Ok, that makes more sense.

In regards to team expenses, did we want to create a team-budget for an HQ? Either the a Hall of Justice type, or a Watchtower? Perhaps a large orbiting spaceship HQ that can also be used for the occasional deep-space job?


That seems like the kind of form that the JL would have made you wear a protective suit for. Just a note, if you wanted to be able to be solid.

Though if I'm remembering his powers correctly, that would basically make you Captain Atom 2.0 (wasn't he just nuclear energy in a metal shell?). Whether that's a plus or minus is up to you.

Rigor Rictus wrote:

Ok, that makes more sense.

In regards to team expenses, did we want to create a team-budget for an HQ? Either the a Hall of Justice type, or a Watchtower? Perhaps a large orbiting spaceship HQ that can also be used for the occasional deep-space job?

Depends on how many points I have left. I've spent 137 points on Powers alone, since my guy basically does everything via Telekinesis. But, that covers his Toughness, ability to attack, and movement mode(s), so there's not a whole ton left to buy after skills and maybe a couple of Advantages.


Dr. Buzzard, you could built the same character without using alternate form, just buy each power individually.
Then you wouldn't need to buy any powers up to permanent unless you wanted to.
And you could use alternate powers to reduce the cost.
Dazzle could be an alternate of blast and burrow could be an alternate of flight.

In regards to team points, if we are just getting together, would we have excess points to pay for group stuff?
Usually, that sort of thing comes out of experience so this should be tumbler's call.


Sinter is a depowered version of Wildfire from the Legion of Superheroes (Wildfire was crazy powerful). Early on Wildfire wore a containment suit, but eventually was able to form his energy into a solid humanoid form. However he would still burn things he touched.

As for Captain Atom, well you're citing the Timverse JL version who was energy in a sack. In the comics Captain Atom was a man in an alien metal skin (well Captain Atom 2.0 was, previous Captain Atom from Charleston comics, was just nuclear powered and ridiculous, he did appear in some stuff before Crisis back in the 80s, but not much).

The Captain Atom in JLU (TV) wasn't capable of doing anything with his containment vessel ruptured iirc.


Cornielius wrote:

Dr. Buzzard, you could built the same character without using alternate form, just buy each power individually.

Then you wouldn't need to buy any powers up to permanent unless you wanted to.
And you could use alternate powers to reduce the cost.
Dazzle could be an alternate of blast and burrow could be an alternate of flight.

In regards to team points, if we are just getting together, would we have excess points to pay for group stuff?
Usually, that sort of thing comes out of experience so this should be tumbler's call.

I may give this a shot. See how it turns out, though the continual on fly makes sense anyway since he'd melt the floor.


Evidently, there is an Earth 13.
That's where you can find Arcane Green Lantern, Arcane Harley Quinn, Arcane Supergirl, and Arcane Zatanna (??).
In this world, Merlin rocketed a baby Etrigan to Kamelot, where he grew up to be Superdemon and defend this gothic universe alongside the League of Shadows.


Did the alternate power thing on blast, but it wouldn't let me do it on flight.

Sinter #2

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

STR: +0 (10), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +20, Fort: Immune, Ref: +3, Will: +3

Skills: Intimidate 8 (+8), Notice 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Improved Initiative, Power Attack, Precise Shot

Powers:
Plasma Body (Alternate Form 33) (Permanent; Noticeable)
. . Alternate Form (Powers: Blast 14, Burning Touch (Strike 12), Burrowing 7, Flight 10, Immunity 42, Immunity 5, Impervious Toughness 17, Insubstantial 3, Protection 17, Super-Senses 6)
. . . . Blast 14 (heat, radiation, DC 29; Affects Insubstantial 2 (full power))
. . . . . . Dazzle 14 (Alternate; affects: visual senses, DC 24)
. . . . Burning Touch (Strike 12) (DC 27; Uncontrolled; Full Power)
. . . . Burrowing 7 (Speed: 100 mph, 880 ft./rnd; Permanent)
. . . . Flight 10 (Speed: 10000 mph, 88000 ft./rnd; Permanent)
. . . . Immunity 42 (critical hits, fortitude saves, life support, starvation & thirst)
. . . . Immunity 5 (damage type: Heat)
. . . . Impervious Toughness 17
. . . . Insubstantial 3 (Energy; Permanent)
. . . . Protection 17 (+17 Toughness)
. . . . Super-Senses 6 (infravision, radio, x-ray vision)

Power Settings:
Alternate Form (Powers: Blast 14, Burning Touch (Strike 12), Burrowing 7, Flight 10, Immunity 42, Immunity 5, Impervious Toughness 17, Insubstantial 3, Protection 17, Super-Senses 6)

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +9)

Attacks: Blast 14, +9 (DC 29), Burning Touch (Strike 12), +9 (DC 27), Dazzle 14, +9 (DC Fort/Ref 24), Unarmed Attack, +9 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -18

Initiative: +7

Languages: Native Language

Totals: Abilities 12 + Skills 4 (16 ranks) + Feats 4 + Powers 131 + Combat 26 + Saves 3 + Drawbacks 0 = 180


Think I finished the build, now to work on story. Look it over?


drbuzzard wrote:
Did the alternate power thing on blast, but it wouldn't let me do it on flight.

Did you try to alternate flight off burrowing or burrowing off flight?

Since Flight R10 cost 20 points and Burrowing R7 costs 7 points, it only works if flight is the base and burrowing is the alternate.

You might also want to try entering the powers individually, instead of using the Alternate Form heading.
That may keep you from having to match all the durations and may save you some points for skills.
(At PL12, a skill rank of 4 or 8 is pretty low.)

edit: Is burning touch supposed to damage people who touch you?
Because that would require a power with Reaction as activation.
The way you have it now, you would do that damage when you strike, but nothing when you are struck.

Rynjin, could you break down the point cost on TK?
It seems off.
Also, did you add the damaging extra on your TK or not?
I couldn't tell.
Additionally, what is your movement normally?
I saw swim, quickness (which doesn't help movement as far as I know), and some special movement like slow fall.
With Immovable you lose some effectiveness if you move unless you take an extra, but I couldn't tell how you did it.

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