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Sorry, I have been sick the past couple of days and pretty out of it.

Sobran wrote:
I think I'm still waiting on one last revision from you. The last one you posted didn't include your powers. I wasn't sure if that was an accident or if you were still fixing up the Activation issue.

The only thing that I changed was removing the responsibility complication, I think everything else is fine.

Here it is again:
=Dr. Fate=

===PL8===
===Abilities===
Strength 0, Stamina 0, Agility 1, Dexterity 5, Fighting 0, Intellect 7, Awareness 7, Presence 3

===Powers===
"**Offensive suit:**
Alt: Earthquake: Affliction 6 [Resisted by dodge, overcome by fortitude (dazed and vulerable, stunned and prone); Ranged, Extra condition, Burst area 2, Alternate resistance (dodge); Limited degree; Activation: Movement]
Alt: Eldrich claws: Damage 8 [Multiattack,; Affects insubstantial, Penetrating 5, Incurable, Innate, Activation: Movement]
Alt: Webs: Affliction 5 [Resisted by Dodge, Overcome by Damage (hindered and vulnerable, Defensless and Immobilized); Ranged, Extra condition, Area (Cloud), Progressive; Limited degree; Activation: Movement]
Terrifying Visage: Affliction 5 [(Resisted and overcome by Will, Entranced, Compelled, Controlled (limited to fleeing or cowering in terror), Blocked by Concealment; Area: Perception, Selective, Cumulative, Concentration; limited; Activation: Movement]
Alt: Soulfire: Damage 6 [Resisted by Will, burns the spirit; Perception range, Alternate resistance; Activation: Movement]
Alt: Hell banisment: Movement 1 [Resisted by Dodge or will, resistance DC 15; Attack, Perception ranged, Shapeable Area, Selective; +3 resistance DC, Affects Insubstantial, Activation: Movement]
Alt: Sleep cloud: Affliction 5 [resisted and overcome by will (fatigued, exausted, asleep); Ranged, Area cloud, Cumlative, Selective; Activation: Movement]
Alt: Mystic bolt: Damage 8 [Ranged, Secondary effect, Homing, Activation: Movement]
(31 points)
**Defensive suit:**
Alt: Ageis of Abbridon: Impervious Toughness 9 [Sustained; Activation: Movement]
Alt: Cloak of Idolon: Concealment 4 [Sight; Sustained; Activation: Movement]
Mind Shield: Enhanced Will 5 [limited to mental powers; Impervious, Sustained, Affects Others; Limited; Activation: Movement]
Alt: Slickskin: Immunity 5 [Grab and Entrapment effects; Sustained, Affects Others; Activation: Movement]
Alt: Massive weight: Immunity 10 [Being moved; Sustained; Activation: Movement]
(13 points)
**Utility suit:**
Alt: Wraith form: Insubstantial 2 [Activation: Movement]
Alt: Shadow tendrils: Move Object 2 [Sustained, Perception ranged; Precise, Activation: Movement, subtle]
Beast of Bal'Hemoth: Summon 5 [Demon warrior (GG pg. 137) or Monstrous spider (GG pg. 140); Activation: Movement]
Alt: Blink: Teleport 3 [Accurate, ; Turnabout, Activation: Movement]
(12 points)
**Enchanted coat:**
Protection enchantments: Protection 5, Dimensional pockets: Feature 2 [Has extradimensoal storage wher max. mass rank= effect rank]
(7 points)
**Precognition [limited to 6 hours]:**
Precognition: Senses 4 [Limited to 6 hours; Limited]
(2 points)"

===Equipment===

===Advantages===
Ritualist, Artificer, Improved Initiative 1, Benefit 1 [Well-off]

===Skills===
Athletics (+0), Deception (+3), Expertise: Biology 2 (+9), Expertise: Magic 5 (+12), Insight (+7), Intimidation (+3), Investigation 1 (+8), Perception (+7), Persuasion (+3), Ranged Combat: Card effects 2 (+7), Sleight of Hand 1 (+6), Stealth (+1), Treatment 1 (+8)

===Offense===
Initiative +5
Ranged card effect +7, Damage See sheet, The effects are numbered 1-8 as listed on the sheet

===Defense===
Dodge 7, Parry 3
Toughness 5 (Def Roll 0), Fortitude 3, Will 9

===Power Points===
===Abilities 46 + Powers 65 + Advantages 4 + Skills 6 + Defenses 14 = Total 135===

===Complications===
"Justice- Dr. Fate Was always bullied as a child, and saw many people rise to power and favor in less than ethical ways, so now he has powers he will help even the odds for other people
Obsession- Dr. Fate is obsessed with finding more about magic, and how he can grow in power.
Enemy- The mob is suspicious and angry with Theodore for his uncanny ability to predict race winners and loose them a lot of money."

===Design Notes===
Theodore Thume was always a nerdy kid, which lead to him to getting bullied as a child. To help combat this, he decided to learn how to entertain his bullies. He started with card tricks, eventually moving onto more complicated tricks. When he was accepted to the prestigious Biology program at Emerald City University on scholorship, he decided to focus on his education and put his magic hobby behind him. While his rise at the university was fast, it was not as fast as some of his peers that employed less ethical methods such as plagerisim and currying favor with the instructors. During his Junior year the funds for his scholorship was given to his peers that were "In higher standing with the university". He turned back to his old hobby of magic, putting on street magic shows to make money. Frustrated with his treatment, he began to become obsessed with magic, moving beyone simple tricks. As the years went on, he continued to excel at school, all the while delving deeper into magic history and tomes, trying to find true magic that could help him with his situation. He percivered and was accepted into the Ph. D. program, and for a while his obsession waned. But then, when he still refused to kiss up to his lab manager and fell behind he began scouring tomes again. Two years in he finally found it. He read an old tome that he found in the back of an old library. Suddenly he gets a vision that occurs later in the night. Realizing that he has finally found the key, he went through all of the old tomes that he had discarded, thinking they were nothing more fantasy. He slowly begins to learn more about the mystic art, eventually finding a spell that binds three mystical cards to him, granting him even more power. He learns about artificing, slowly adding more cards to his deck. He stops doing streat magic, relying on his precognition to help him make money betting at the race tracks, much to the anger of the mob that runs it. Theodore eventually decides that he should use his new powers for more than himself, and sets out at night as Dr. Fate, looking to help the people of Emerald city, and hopefully learn more about magic.


*Raises hand* I'm good to go. I am fine with either plan. The one where we start off slow would good while everyone else is finishing up their character. I also like the idea of everyone knowing at least one other person.


Alright, I got rid of that complication. I wasn't even thinking it kind of gets covered by the rest of them. I didn't put may points into skills, but the ones that I did I tried to put into ones that will be useful, such as treatment and investigation.


Alright, I went back and fixed all of my powers. I just ended up getting rid of the Unconscious Blink power, because I didn't really like the way that I would have to change it to make it fit. It just didn't really seem to fit in. The highest cost power in my defensive suit went down by 1 as well, so I gained an extra 2 PP. I spent them on getting the improved initiative advantage, and the Well-off benefit advantage (to fit my backstory).
So here is

Dr. Fate V3:

=Dr. Fate=
===PL8===
===Abilities===
Strength 0, Stamina 0, Agility 1, Dexterity 5, Fighting 0, Intellect 7, Awareness 7, Presence 3

===Powers===
#N/A

===Equipment===

===Advantages===
Ritualist, Artificer, Improved Initiative 1, Benefit 1 [Well-off]

===Skills===
Athletics (+0), Deception (+3), Expertise: Biology 2 (+9), Expertise: Magic 5 (+12), Insight (+7), Intimidation (+3), Investigation 1 (+8), Perception (+7), Persuasion (+3), Ranged Combat: Card effects 2 (+7), Sleight of Hand 1 (+6), Stealth (+1), Treatment 1 (+8)

===Offense===
Initiative +5
Ranged card effect +7, Damage See sheet, The effects are numbered 1-8 as listed on the sheet

===Defense===
Dodge 7, Parry 3
Toughness 5 (Def Roll 0), Fortitude 3, Will 9

===Power Points===
===Abilities 46 + Powers 65 + Advantages 4 + Skills 6 + Defenses 14 = Total 135===

===Complications===
"Justice- Dr. Fate Was always bullied as a child, and saw many people rise to power and favor in less than ethical ways, so now he has powers he will help even the odds for other people
Responsibility- Theodore is a doctoral student, meaning that he has class and research responsabilites
Obsession- Dr. Fate is obsessed with finding more about magic, and how he can grow in power.
Enemy- The mob is suspicious and angry with Theodore for his uncanny ability to predict race winners and loose them a lot of money."

===Design Notes===
Theodore Thume was always a nerdy kid, which lead to him to getting bullied as a child. To help combat this, he decided to learn how to entertain his bullies. He started with card tricks, eventually moving onto more complicated tricks. When he was accepted to the prestigious Biology program at Emerald City University on scholorship, he decided to focus on his education and put his magic hobby behind him. While his rise at the university was fast, it was not as fast as some of his peers that employed less ethical methods such as plagerisim and currying favor with the instructors. During his Junior year the funds for his scholorship was given to his peers that were "In higher standing with the university". He turned back to his old hobby of magic, putting on street magic shows to make money. Frustrated with his treatment, he began to become obsessed with magic, moving beyone simple tricks. As the years went on, he continued to excel at school, all the while delving deeper into magic history and tomes, trying to find true magic that could help him with his situation. He percivered and was accepted into the Ph. D. program, and for a while his obsession waned. But then, when he still refused to kiss up to his lab manager and fell behind he began scouring tomes again. Two years in he finally found it. He read an old tome that he found in the back of an old library. Suddenly he gets a vision that occurs later in the night. Realizing that he has finally found the key, he went through all of the old tomes that he had discarded, thinking they were nothing more fantasy. He slowly begins to learn more about the mystic art, eventually finding a spell that binds three mystical cards to him, granting him even more power. He learns about artificing, slowly adding more cards to his deck. He stops doing streat magic, relying on his precognition to help him make money betting at the race tracks, much to the anger of the mob that runs it. Theodore eventually decides that he should use his new powers for more than himself, and sets out at night as Dr. Fate, looking to help the people of Emerald city, and hopefully learn more about magic.


You said that the other way I posted it was hard to read, so hopefully this will be better. To be honest, I think that I accidentally deleted something that formatted the sheet properly. By the way, what is everyone's general location? I seem to be at opposite times than most of you. I'm in America's Midwest.


Sobran wrote:
as Activation reduces the cost by one flat point

I think this is the problem right here. When you said "activation: move limit" I interpreted it as a version of limited (-1/rank), not a modification of Activation (-1 flat), so I misunderstood. I will go back an rebuild my character with it being a flat -1 instead and will post version 3 soon.


Crazy Lou wrote:
he Aegis of Abbridon is providing you 9 points of Toughness when it's active

This is not what I meant for it to do at all. I meant for it to just add impervious to my current toughness ranks, not add on to my toughness. The description on the character sheet says "Your Toughness defense becomes Impervious up to your rank. This does not add to your Toughness defense.", so I didn't realize that it added to my toughness. I have changed mind shield to fit the power constraints.

Sobran wrote:
I'm actually not sure what your skills are beyond Ranged Combat

I'm sorry, I didn't realize that my skills didn't get included in the output. I have: 2 ranks in Expertise: Biology, for a total of +9; 5 ranks in Expertise: Magic for a total of +12; 1 rank in investigation, for a total of +8; 2 ranks in Ranged combat: card effects, for a total of +7; 1 rank in sleight of hand, for a total of +6; and one rank in treatment for a total of +8. The rest of them I am comfortable with either the total I have for them being untrained, or they don't make sense for my character to have ranks in them.

Sobran wrote:
Area effects get auto-limited to the PL (8), because there is no attack check.

Huh, I didn't know this. Could you point it out in the rules so I can show other people in the future? That being said, none of my area attacks have more than a rank of 8.

Sobran wrote:
Cost: The cost of some of your abilities appears to be more than you realized. The Offensive Suit is the most egregious, with several abilities costing 31 PP by themselves, with each additional power of equal or lesser cost adding another 1 PP on top of it.

So I am going to go through my powers one by one, and note any differences, because I think you may have accidentally put some in wrong. I am also going to let you know what my sheet says that it costs, so you can tell me if it is wrong or not.

offensive suit:

Mystic bolt: Damage 9 (DC 24), Increased range: Rnaged (+1/r), Homing 1 (+1 f), Activation: Movement (-1/r) Total: 10
Earthquake: Affliction 6 (Dazed and Vulnerable, Stunned and Prone), Alternate Resistance (dodge) (+0/r), Increased range: ranged (+1/r), Extra condition (+1/r), Burst area 3 (+3/r), Limited degree (-1/r), Activation: movement (-1/r) Total: 24
Eldrich Claws: Damage 9 (DC 24), Multiattck (+1/r), Affects Insubstantial 2 (+2 f), Penetrating 9 (+9 f), Incurable (+1 f), Innate (+1 f), Activation: Movement (-1/r) Total: 22
Hell Banishment:: Movement (Dimensional 1), Attack (+0) resisted by dodge or will, Perception ranged (+2/ r), Shapeable Area (+1/ r), Selective (+1/r), Affects Insubstantial 2 (+2 f), extra ranks 3 (+6 f), Activation: Move (-1/r) Total: 16
Sleep Cloud: Affliction 6 (Fatigued, Exhausted, Asleep), Increased Range: ranged (+1/r), Cloud Area (+1/r), Selective (+1/r), Activation: move (-1/r) Total: 24
Soulfire: Damage 8 (DC 23), Increased range: Perception (+2/r), Alternate resistance (will) (+1/r), Activation: Move (-1/r) Total: 24
Terrifying Visage: Affliction 6 (Entranced, Compelled, Controlled; limited to fleeing or cowering in fear), Increased area: Perception (+2/r), Selective (+1/r), Cumulative (+1/r), Concentration (+1/r), Limited (-1/r), Activation: Move (-1/r) Total: 24 I realized that I had calculated this wrong, so I reduced the rank by 2
Webs:Affliction 6 (Hindered and Vulnerable, Defenseless and Immobile), Alternate resistance (dodge) (+0/r),Increased range: ranged (+1/r), Extra condition (+1/r), Area: cloud (+1/r), Progressive (+2/r), Limited degree (-1/r), Activation: Move (-1/r) Total: 24

Defensive suit:

Ageis of Abbridon: Impervious Toughness 9, Sustained (+0), Activation: Movement (-1/r) Total: 5 I think this is the cost to get it to do what I want it to, which is just add impervious ranks to my toughness, not actually add toughness
Cloak of Idolon Concealment (visual senses), Sustained (+0), Affects others (+1/r), Activation: Move (-1/r) Total: 8 I realized this was also too expensive, so I removed concealment from magic
Massive WeightImmunity (being moved), Sustained (+0), Activation: Move (-1/r) [b]Total: 5[b]

I will go through the rest later, but please let me know if I am actually on the right track with how I am calculating the cost.


Alright, here is the updated version of Dr. Fate. I changed everything that you guys sugessted besides the non-will defenses because I didn't see how they were breaking the limits. If you can explain that to me though I would be more than happy to change it.

Dr Fate V2:
[size=150]Dr. Fate
PL8[/size]

Abilities
Strength 0, Stamina 0, Agility 1, Dexterity 5, Fighting 0, Intellect 7, Awareness 7, Presence 3

Powers
"Offensive suit:
Alt: Earthquake: Affliction 6 [Resisted by dodge, overcome by fortitude (dazed and vulerable, stunned and prone); Ranged, Extra condition, Burst area 3, Alternate resistance (dodge); Limited degree, Activation: Movement]
Alt: Eldrich claws: Damage 9 [Multiattack,; Activation: Move; Affects insubstantial, Penetrating 9, Incurable, Innate]
Alt: Webs: Affliction 6 [Resisted by Dodge, Overcome by Damage (hindered and vulnerable, Defensless and Immobilized); Ranged, Extra condition, Area (Cloud), Progressive; Limited degree, Activation: Move]
Alt: Terrifying Visage: Affliction 8 [(Resisted and overcome by Will, Entranced, Compelled, Controlled (limited to fleeing or cowering in terror), Blocked by Concealment; Area: Perception, Selective, Cumulative, Concentration; Activation: Move, limited]
Soulfire: Damage 8 [Resisted by Will, burns the spirit; Perception range, Alternate resistance; Activation: Move]
Alt: Hell banisment: Movement 1 [Resisted by Dodge or will, resistance DC 15; Attack, Perception ranged, Shapeable Area, Selective; Activation: Move; +2 resistance DC, Affects Insubstantial]
Alt: Sleep cloud: Affliction 6 [resisted and overcome by will (fatigued, exausted, asleep); Ranged, Area cloud, Cumlative, Selective; Activation: Move]
Alt: Mystic bolt: Damage 9 [Ranged, homing; Activation: Move]
(31 points)
Defensive suit: Ageis of Abbridon: Impervious Toughness 9 [Sustained; Activation: Move]
Alt: Cloak of Idolon: Concealment 4 [Magic, Sight; Sustained, Affects Others; Activation: Move]
Alt: Mind Shield: Enhanced Will 5 [limited to mental powers; Impervious, Sustained, Affects Others; Limited, Activation: Move]
Alt: Slickskin: Immunity 5 [Grab and Entrapment effects; Sustained, Affects Others; Activation: Move]
Alt: Massive weight: Immunity 10 [Being moved; Sustained; Activation: Move]
Alt: Unconcous blink: Teleport 2 [Reaction (imminent attack); Activation: Move]
(14 points)
Utility suit:
Alt: Wraith form: Insubstantial 2 [Activation: Move]
Alt: Shadow tendrils: Move Object 2 [Sustained, Perception ranged, Subtle; Activation: Move; Precise]
Beast of Bal'Hemoth: Summon 5 [Demon warrior (GG pg. 137) or Monstrous spider (GG pg. 140); Active; Activation: Move]
Alt: Blink: Teleport 3 [Accurate, ; Activation: Move; Turnabout]
(13 points)
Enchanted coat:
Protection enchantments: Protection 5, Dimensional pockets: Feature 2 [Has extradimensoal storage wher max. mass rank= effect rank]
(7 points)
Precognition [limited to 6 hours]:

(2 points)"

Ranged card effect +7, Damage See sheet, The effects are numbered 1-8 as listed on the sheet

Defense
Dodge 7, Parry 3
Toughness 5 (Def Roll 0), Fortitude 3, Will 9

Power Points
Abilities 46 + Powers 67 + Advantages 2 + Skills 6 + Defenses 14 = Total 135

Complications
"Justice- Dr. Fate Was always bullied as a child, and saw many people rise to power and favor in less than ethical ways, so now he has powers he will help even the odds for other people
Responsibility- Theodore is a doctoral student, meaning that he has class and research responsabilites
Obsession- Dr. Fate is obsessed with finding more about magic, and how he can grow in power.
Enemy- The mob is suspicious and angry with Theodore for his uncanny ability to predict race winners and loose them a lot of money."

Design Notes
Theodore Thume was always a nerdy kid, which lead to him to getting bullied as a child. To help combat this, he decided to learn how to entertain his bullies. He started with card tricks, eventually moving onto more complicated tricks. When he was accepted to the prestigious Biology program at Emerald City University on scholorship, he decided to focus on his education and put his magic hobby behind him. While his rise at the university was fast, it was not as fast as some of his peers that employed less ethical methods such as plagerisim and currying favor with the instructors. During his Junior year the funds for his scholorship was given to his peers that were "In higher standing with the university". He turned back to his old hobby of magic, putting on street magic shows to make money. Frustrated with his treatment, he began to become obsessed with magic, moving beyone simple tricks. As the years went on, he continued to excel at school, all the while delving deeper into magic history and tomes, trying to find true magic that could help him with his situation. He percivered and was accepted into the Ph. D. program, and for a while his obsession waned. But then, when he still refused to kiss up to his lab manager and fell behind he began scouring tomes again. Two years in he finally found it. He read an old tome that he found in the back of an old library. Suddenly he gets a vision that occurs later in the night. Realizing that he has finally found the key, he went through all of the old tomes that he had discarded, thinking they were nothing more fantasy. He slowly begins to learn more about the mystic art, eventually finding a spell that binds three mystical cards to him, granting him even more power. He learns about artificing, slowly adding more cards to his deck. He stops doing streat magic, relying on his precognition to help him make money betting at the race tracks, much to the anger of the mob that runs it. Theodore eventually decides that he should use his new powers for more than himself, and sets out at night as Dr. Fate, looking to help the people of Emerald city, and hopefully learn more about magic.


Crazy Lou wrote:
Pardum wrote:

Here is my guy. I will add in the complications and background later in the week when I get a chance.

** spoiler omitted **...

I'm gonna go ahead and help since I'm online and could use some experience helping others.

The first red flag is that I can see you're breaking Power Level limits on a couple of things, most notably your Protection power. I believe we're using the same excel document to generate our characters, so check out the Calc tab; it should be giving you red errors on both your "Dodge and Toughness" and your "Parry and Toughness" categories. That's because, since our set series Power Level is 8, the cap for the sum of those two is 16, twice series PL. The Protection power bumps your Toughness all the way up to 14, which totals 17 on Tough+Parry and 21 on Tough+Dodge. Your Will defense is also breaking its limit with that power in effect.

Then, with your offenses, your Damage powers are also breaking the 16 limit. Since your accuracy with your attacks is +7, the effect rank can't break 9. Your Mystic Bolt attack, with Damage 10, does. I believe the rest are fine, limit-wise.

Concerning your defenses, be careful. I wouldn't make them rely on your randomness mechanic; you'd hate to have to waste turns looking for your mind shield while the psychic is wailing on you. If you need a drawback for defenses, consider making it take a move action to change/activate one. It also helps the parallel between you and frontliner like my character, who's just always that tough.

Make sure you make a component for that Precognition power. This sheet heavily favors "Powers" made of several "sub-Powers", so it can look weird, but you don't need to name the component anything fancy.

Other than that, it looks alright. I know it doesn't fit the sheet, but punch in each of your attacks in the Calc tab to check that they're within limits. They appear to be, but I'm not looking that closely.
The reaction alt off of your defenses has a similar rules issue to mine, and assuming...

So I am having a couple of questions for this. I don't see how any of my defenses are breaking power level limit. My dodge is 7 and toughness is 5 (including protection), and my parry is 3. This means that Toughness + Parry= 8 and Toughness + Dodge= 12.


Just so you know, I probably won't get around to editing my character until Thursday night because I have an exam that day (why my professor is having an exam a week and a half before our final I have no idea), so I will spend most of my free time studying. After that I should have it done before the weekend. I know what I need to change though, and I will be able to watch the forums.


Sobran wrote:
*scratches head* I gotta be honest, I wasn't expecting the extra points to be the thing that made this difficult. Opinion: would this whole thing be easier if I just knocked it down to the default PP?

God no. I was struggling to find points once I made my stats and array, I don't know what I would do with reduced points.


Yeah, I totally forgot about the power level limits. I guess that is what I get for doing this late at night.

Crazy Lou wrote:
Make sure you make a component for that Precognition power

I would do this, however, I ran out of components on the sheet. I think the way that I added it in though makes the sheet still count it. I will also update my powers to make them fit in more. Much of them was pulled out of the Power Profiles, so I didn't even think about all of the extras that I could add in.

Sobran wrote:
take off the Random limit and add the Activation: Move limit. That will make it so that you have to spend a Move Action to switch powers, essentially. Then we'll just have the mutual understanding that he can instead move in the same round but has to pick a power at random

This sounds good to me. It sounds like what I was going for with my random flaw, just put more clearly. If he drew a card that he used one round, and then the next round he wanted to use the same one, would he have to spend his move action because he is picking the card, or not because he is already using that card?

Crazy Lou wrote:
I envisioned in my head Fate's six defensive cards floating in a circle around him, with the active one glowing and facing outward

This is a fantastic idea. I was also thinking for his utility cards when he picks one and activates it, the symbol of the card is burned onto his hand, and then fades away when he picks a new one.


Here is my guy. I will add in the complications and background later in the week when I get a chance.

Sheet:
=Dr. Fate=
===PL8===
===Abilities===
Strength 0, Stamina 0, Agility 1, Dexterity 5, Fighting 0, Intellect 7, Awareness 7, Presence 3

===Powers===
Offensive suit:
Alt: Earthquake: Affliction 5 [Resisted by dodge, overcome by fortitude (dazed and vulerable, stunned and prone); Ranged, Extra condition, Burst area 3, Alternate resistance (dodge); Limited degree, Random (-1/r)]
Alt: Eldrich claws: Damage 5 [Random; Affects insubstantial, Penetrating 2]
Alt: Webs: Affliction 5 [Resisted by Dodge, Overcome by Damage (hindered and vulnerable, Defensless and Immobilized); Ranged, Extra condition, Area (Cloud); Limited degree, Random]
Alt: Terrifying Visage: Affliction 7 [(Resisted and overcome by Will, Entranced, Compelled, Controlled (limited to fleeing or cowering in terror); Perception ranged; Random, limited]
Soulfire: Damage 8 [Resisted by Will, burns the spirit; Perception range, Alternate resistance; Random]
Alt: Hell banisment: Movement 1 [Resisted by Dodge or will, resistance DC 15; Attack, Perception ranged; random; +2 resistance DC]
Alt: Sleep cloud: Affliction 5 [resisted and overcome by will (fatigued, exausted, asleep); Ranged, Area cloud, Cumlative, ; Random]
Alt: Mystic bolt: Damage 10 [Ranged, homing; Random]
(31 points)
Defensive suit:
Ageis of Abbridon: Impervious Toughness 9 [Sustained; Random]
Alt: Cloak of Idolon: Concealment 4 [Magic, Sight; Sustained; Random]
Alt: Mind Shield: Enhanced Will 8 [limited to mental powers; Impervious, Sustained; Limited, random]
Alt: Slickskin: Immunity 5 [Grab and Entrapment effects; Sustained; Random]
Alt: Massive weight: Immunity 10 [Being moved; Sustained; Random]
Alt: Unconcous blink: Teleport 2 [Reaction (imminent attack); Random]
(14 points)
Utility suit:
Alt: Wraith form: Insubstantial 2 [Random]
Alt: Shadow tendrils: Move Object 2 [Sustained ; Random; Precise]
Beast of Bal'Hemoth: Summon 5 [Demon warrior (GG pg. 137) or Monstrous spider (GG pg. 140); Active; Random]
Alt: Blink: Teleport 3 [Accurate, ; Random; Turnabout]
(13 points)
Enchanted coat:
Protection enchantments: Protection 5, Dimensional pockets: Feature 2 [Has extradimensoal storage wher max. mass rank= effect rank]
(7 points)
Precognition [limited to 6 hours]:

(2 points)"

===Equipment===

===Advantages===
Ritualist, Artificer

===Skills===
Athletics (+0), Deception (+3), Expertise: Biology 3 (+10), Expertise: Magic 5 (+12), Insight (+7), Intimidation (+3), Perception (+7), Persuasion (+3), Ranged Combat: Card effects 2 (+7), Sleight of Hand 1 (+6), Stealth (+1), Treatment 1 (+8)

===Offense===
Initiative +1
Ranged card effect +7, Damage See sheet, The effects are numbered 1-8 as listed on the sheet

===Defense===
Dodge 7, Parry 3
Toughness 5 (Def Roll 0), Fortitude 3, Will 9

===Power Points===
===Abilities 46 + Powers 67 + Advantages 2 + Skills 6 + Defenses 14 = Total 135===

===Complications===

===Design Notes===


I am thinking about making two arrays, one for offensive and defensive powers, and one for utility powers. So that way I can still have some utility powers, and it ties in with my random theme, but that way we won't get into combat and all of a sudden, boom I can see in the dark instead of attacking.


I decided to use Ski's excel generator. It has a nice looking output, and it breaks things down step by step. It also has powers being made in terms of componants, which will be helpful in making my array. I have used it once or twice in the past and it seems to work well.


Is there any (non-hero lab) character sheets that you recommend using? Sobran, is there any that you would prefer? I would like one that is fillable, and that can export to PDF fairly easily.


Quote:
I'll have to install the program regardless, so it makes no difference to me

Same for me. Though I have heard that google hangouts tends to be good for roleplaying groups.


Yeah, if someone has a suggestion for the name for my "deck of many things" array, I am all ears. That is just where I got the idea, so it is what I have been tentatively calling it. The majority of the points I think is going to the array, with some points going to increased intelligence, and towards the magic advantages. The only extra thing that I think that I might add is a enchanted jacket or something for some extra protection. My main plan is that as he gets more experience, he will develop new cards for his array, or maybe make some more magical trinkets.


Hey, I'm the other guy from the Reddit thread. Sorry that it took so long for me to get here. My character idea is playing a college kid (or doctoral student) majoring in biology that was also obsessed with magic, and in reading a magic tome he got some magic abilities, notably limited precog. He mainly uses a "deck of many things" where he randomly chooses the effect each time he uses it unless he really concentrates. In terms of armor and stuff, I was mainly thinking that he would use a enchanted duster that can soak up some damage (think Harry Dresden in terms of overall appearance, and basic inspiration).

Current Campaign


"The Meat Grinder:" DM Norv's The Tomb of Horrors (inactive)


The classic adventure that chews up character sheets and spits out legends.

Current Map