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Originally posted by Agent X 1. It wouldn't fly in my campaign but this isn't my campaign.:) 2. I think meditative state would need some defining but I have a hunch it could be found to be limiting if properly defined.3. I like the idea of the damage resistance to cost endurance when it is used. So, any killing attack that connects would force Kunduna to expend energy to resist the attack.:)
1- Pulled the stats out of the EC. 2- Certainly as limiting as "not in intense magnetic fields" However, I took only -1/4 for both the OHID and the Meditative Trace, it's not supposed to come into play every game, but it is supposed to be there as a hook for the Big Bad to possibly use. Also finally got around to filling out the rest of the Disads. Dependence is there (was supposed to be there all along)3- that's the exact thing I was thinking when I put it in. Kunduna must conciously expend energy to reduce the damage taken. This limitation is actually quite bit further reaching that the value implys given that the defenses are assumed to be there all the time, when in fact, they are not. Kunduna would have to activate the DR when needed, either with a held action, or through an abort.As for "point savings tricks" I will grant she is efficient, but there are no spurious limitations on anything that are not within the concept I had in mind: Spiritually enlightened being empowered by meditative bliss and able to reach higher planes of existance at will. Your (Vanderbilt_Grad) arguement could easily expanded to both Dr. Destroyer and Takofanes: the big D has so many points to spend, why does he cheap out and slap OIF limitations on his armor? I would expect that at 2900 points he should just buy the powers raw and be done with it.I completely disagree. Character concept is more than a background or written description. It should also flow through the flavor of the powers and capabilities of a character. No matter how many points there are to build it, if the idea is that they can not be blasting psionic energy at the same time as maintaning an impenitrable barrier, then those powers should be in a multipower framework. Are you sure you're not jealous that you can't touch my efficiency-fu?:D All that being said, here's a newer version of Kunduna:KundunaPlayer:
Val Char Cost
38 STR -2
30 DEX 30
18 CON 16
15 BODY 10
23 INT 13
30 EGO 40
50 PRE 10
30 COM 10
19/49 PD 6
19/49 ED 4
7 SPD 0
25 REC 8
36 END 0
28 STUN 0
4" RUN-41" SWIM-17 1/2" LEAP0Characteristics Cost: 140
Cost Power END
41 Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4)
8 Life Support (Eating Character only has to eat once per week; Extended Breathing; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week)
12 Mystic Meditation: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4)
8 1) Mind over Matter: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4) [Notes: Personal END] 3
14 2) Barrier of psychic energy: Armor (11 PD/11 ED) (33 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4)
8 3) Expanded Barrier of psychic energy: Force Field (15 Mental Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2), Only In Heroic Identity (suitable meditative trance state) (-1/4)
12 4) Breath of immediate satisfaction: +15 REC (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4)
11 5) Levitation: Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4)
12 6) My mind to yours: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x4) (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4)
Mystic Meditation part deux
20 1) Neural Focus: +10 DEX (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4)
20 2) Blissful state of martial awareness: +3 SPD (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4)
20 3) Mystical Aura: +30 PRE (30 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4), Visible (-1/4)
36 Dimensional shunting Mystic powers: Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (suitable meditative trance state) (-1/4)
36 1) Energy siphon: (Total: 90 Active Cost, 72 Real Cost) Absorption 6d6 (energy, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36) plus Absorption 6d6 (physical, 1/2 -> stun; 1/2 -> MP reserve), Uncontrolled (+1/2) (45 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 36)
36 2) Dimensional Rifts: (Total: 92 Active Cost, 72 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x16 Increased Weight (55 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 44) plus Teleportation 13", Safe Blind Teleport (+1/4) (32 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 26) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (-1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 2) [Notes: END Reserve] 8
36 3) Vortex rip: Energy Blast 3d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Armor Piercing (+1/2), Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4), Attack Versus Limited Defense (Power; +1 1/2) (86 Active Points); Only In Heroic Identity (suitable meditative trance state) (-1/4)
44 4) Temporal vortex: (Total: 110 Active Cost, 74 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Physical Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 27) plus Mental Damage Reduction, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (suitable meditative trance state) (-1/4) (Real Cost: 20) [Notes: Personal END] 11
96 Energy creation Mystic power: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-1/4)
10u 1) Psionic Blast: Ego Attack 12d6 (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12
9u 2) Singularity Blast: Energy Blast 19d6, Indirect ( Same origin, always fired away from attacker; +1/4) (119 Active Points); Gestures (-1/4) [Notes: END Reserve] 12
10u 3) Energy Rift: Force Wall (12 PD/12 ED/12 Mental Defense/2 Flash Defense: Sight Group; 3" long and 1" tall), Hardened (+1/4) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12
10u 4) Nimbus of power: Force Field (30 PD/30 ED/20 Mental Defense/20 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items) (120 Active Points); Gestures (-1/4) [Notes: END Reserve] 12
3u 5) Taping into the Life Energy source: Analyze lifeforces (Chi meter) A Class Of Things 19- (no Sense Group), Discriminatory, Analyze, Range, Rapid (x10), Sense, Targeting, Telescopic (+5 versus Range Modifier) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) [Notes: END Reserve] 4
7u 6) Psionic rove: Mind Scan 15d6, +5 ECV (85 Active Points); Gestures (-1/4) [Notes: END Reserve] 8
4u 7) Summon Energy Servant: Major Transform 8d6 (Matter into Energy Servant, When servant's task is completed) (120 Active Points); Limited Target ([Very Limited]; Only vs Inanimate Objects; -1), All Or Nothing (-1/2), Gestures (-1/4) [Notes: END ReserveThis power transforms things into an alternate dimensional energy based form; a semi-intelligent servant. Essentially, Kunduna can create creatures that are capable of doing simple tasks at her command. E.G. She can transform a bulldozer into a servant capable of moving something or digging. A pile of steel girders could be transformed into an energy cage. Game mechanics would vary depending on the item or the desired special effect, but be limited to the DC rolled on the initial transform.] 12
Powers Cost: 523
Cost Martial Arts Maneuver
4 Akido Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Akido Escape: 1/2 Phase, +0 OCV, +0 DCV, 53 STR vs. Grabs
3 Akido Redirection: 1/2 Phase, +0 OCV, +1 DCV, 7 1/2d6 +v/5, Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8 1/2d6 Strike, Target Falls
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
Martial Arts Cost: 19
Cost Skill
16 +2 with All Combat
3 Analyze: Magic 14-
3 AK: Dimensional rifts 14-
3 KS: Occult 14-
7 Power: Control of Mystic energy 21-
3 KS: Mysticism 14-
3 Navigation (Dimensional, Temporal) 14-
3 Bureaucratics 19-
3 Conversation 19-
3 Oratory 19-
3 Persuasion 19-
3 Seduction 19-
3 Tactics 14-
3 High Society 19-
3 Interrogation 19-
3 Paramedics 14-
3 Concealment 14-
Skills Cost: 68
Val Disadvantages
15 Secret ID: (Frequently, Major)
20 Protective of Innocents: (Very Common, Strong)
15 Avoids direct confrontation: (Common, Strong)
20 Code vs. Killing: (Very Common, Strong)
20 Goes out of way to use powers creatively: (Very Common, Strong)
15 Distinctive Features: Glows with a bright column of energy (cf searchlight) when energy powers are used (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Distinctive Features: Small female with pulsing visible aura (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Physical Limitation: Amnesia (Infrequently, Slightly Impairing)
10 Physical Limitation: Small and childlike - does not fit in most apparatus made for standard adult humans (Frequently, Slightly Impairing)
15 Physical Limitation: Must meditate 1 hour each day to maintain powers (All the Time, Slightly Impairing)
35 Hunted: Dr. Destroyer 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
35 Hunted: Takofanes 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Reputation: Peacenik, 11-
40 Dependent NPC: Monks of the Temple of Temporal Enlightenment (poor homeless blokes) 8- (Slightly Less Powerful than the PC; Group DNPC: x128 DNPCs)
10 Dependence: One hour meditative trance -30 Active Points from Affected Power (Common, 1 Day)
5 Dependence: One hour meditative trance Powers Gain 11- Activation Roll (Common, 1 Day)
10 Accidental Change: Meditative trance state lost 11- (Uncommon)
Disadvantage Points: 295

Base Points: 450Experience Required: 5Total Experience Available: 13Experience Unspent: 8Total Character Cost: 750

Height: 1.28 m Hair: White
Weight: 40.00 kg Eyes: Gold-Hazel
Appearance: When not brightly glowing, Kunduna appears as a beatific young girl of approximately 7 or 8 years old. She tends to dress in loose fitting robes that do not restrict her movements. When her powers are manifest, Kunduna glows with varying stages of enlightened brillance, ranging from a pulsating aura to an atmospheric blast of columnar energy.Personality: Kunduna seeks to set others on the path of righteousness and enlightened glory. She has found the world to be a dark place, much in need of her powerQuote:This is not the time nor place for that.Background: Amanda Berring's parents were accomplished archeologists intent on discovery of the real Tibet. Knowing that their explorations would be remote, and lengthy, they chose to take their 7 year old daughter with them on their search for the Temple of Temporal enlightenment. The start of the Great War limited their access into the high mountain ranges of western Asia from war torn Europe, and instead they chose a private caravan to circle through India via the China sea. Thus they embarked on a steamer bound for Tai pei in late 1914. The ocean voyage was apparently doomed, as the ship never arrived at its final destination. Wrecked in the China Sea, Amanda's parents managed to get themselves and her into Mongolia. Through a series of adventures, the Berrings managed to travel through much of rural Asia, visiting with many local mystics and followers of the Dalai Lama. There is still a great deal of uncertianty about the specifics of what exactly happened, but some how the Berrings managed to find the Temple of Temporal Enlightenment and activate a mystic Icon. The resulting explosion destroyed the temple, collapsed half a mountain, killed them, and somehow imbued Amanda with great mystical abilities as the persona Kunduna.Powers/Tactics: Campaign Use: 
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Originally posted by Chromatic

1- Pulled the stats out of the EC.

 

2- Certainly as limiting as "not in intense magnetic fields" However, I took only -1/4 for both the OHID and the Meditative Trace, it's not supposed to come into play every game, but it is supposed to be there as a hook for the Big Bad to possibly use. Also finally got around to filling out the rest of the Disads. Dependence is there (was supposed to be there all along)

 

3- that's the exact thing I was thinking when I put it in. Kunduna must conciously expend energy to reduce the damage taken. This limitation is actually quite bit further reaching that the value implys given that the defenses are assumed to be there all the time, when in fact, they are not. Kunduna would have to activate the DR when needed, either with a held action, or through an abort.

 

As for "point savings tricks" I will grant she is efficient, but there are no spurious limitations on anything that are not within the concept I had in mind: Spiritually enlightened being empowered by meditative bliss and able to reach higher planes of existance at will. Your (Vanderbilt_Grad) arguement could easily expanded to both Dr. Destroyer and Takofanes: the big D has so many points to spend, why does he cheap out and slap OIF limitations on his armor? I would expect that at 2900 points he should just buy the powers raw and be done with it.

 

I completely disagree. Character concept is more than a background or written description. It should also flow through the flavor of the powers and capabilities of a character. No matter how many points there are to build it, if the idea is that they can not be blasting psionic energy at the same time as maintaning an impenitrable barrier, then those powers should be in a multipower framework.

 

I actually agree that concept is the most important thing … but the actual build comes pretty darn close. I’ve seen one ruin the other before and vice versa. It is a beautiful thing when both come together.

 

On #3 … that works for me. Interesting actually. Maybe it should even be a flat -1/2 costs END power.

 

On #2 in this version I see only one thing that would make me consider OIHID a limitation for this PC … the END Reserve. It will be empty when she first transforms & so if she is caught with her pants down in normal ID so to speak she will be in for a world of hurt even if she manages to transform.

 

#1 fantastic! … Though it looks to me like REC and Mind Link might still be there…. :)

 

Now it’s time for me to apologize. I didn’t have time to really word the ending of my last email right. I didn’t mean to imply that my word should be law here or anywhere else. Sorrry.

 

Originally posted by Chromatic

Are you sure you're not jealous that you can't touch my efficiency-fu?:D

 

Positive.

 

But I will note that, were I the GM of this PC, and I’m not, I’m positive that I wouldn’t allow the visible (-1/4) disadvantage on the stats outside the EC. K already glows in hero ID due to the force field. This limitation would be redundant with the OIHID IMO. My 2 cents.

 

Moving your Dimensional Rifts power into the MP might save you a few points too. Since EDM is a full phase action anyway it seems unlikely that K would use this along with the powers from the MP.

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Still has rec, mind link, and absorption in a EC. And visible on characteristics? That's pretty silly, especially visible Presence. :rolleyes:

 

I personally wouldn't allow "cost end only to activate" for damage reduction in a EC. If you want the DR in the EC, then pay full end. But that's just my personal opinion. :)

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Originally posted by Vanderbilt_Grad

I actually agree that concept is the most important thing … but the actual build comes pretty darn close. I’ve seen one ruin the other before and vice versa. It is a beautiful thing when both come together.

 

On #3 … that works for me. Interesting actually. Maybe it should even be a flat -1/2 costs END power.

 

On #2 in this version I see only one thing that would make me consider OIHID a limitation for this PC … the END Reserve. It will be empty when she first transforms & so if she is caught with her pants down in normal ID so to speak she will be in for a world of hurt even if she manages to transform.

 

#1 fantastic! … Though it looks to me like REC and Mind Link might still be there…. :)

 

Now it’s time for me to apologize. I didn’t have time to really word the ending of my last email right. I didn’t mean to imply that my word should be law here or anywhere else. Sorrry.

 

 

 

Positive.

 

But I will note that, were I the GM of this PC, and I’m not, I’m positive that I wouldn’t allow the visible (-1/4) disadvantage on the stats outside the EC. K already glows in hero ID due to the force field. This limitation would be redundant with the OIHID IMO. My 2 cents.

 

Moving your Dimensional Rifts power into the MP might save you a few points too. Since EDM is a full phase action anyway it seems unlikely that K would use this along with the powers from the MP.

#3 ought to be -1/2 if it costs endurance with each killing attack that hits.:) Three killing attacks in one phase could burn a lot of endurance.
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It's funny comparing the characters in this thread with the ones showing up in the 1000 point one. The characters here are remarkably restrained and non-munchkinised. The 1000 pointers all seem to be total combat monsters.

 

I'm feeling much better about 750 point Assault now.

 

But I might work out what he looks like with another 250 points experience...

 

Sadly, he still wouldn't be in the same league as the 1000 point weirdies. Then again, he could probably function quite happily as the team detective and owner of brain-cells. Maybe he should buy an always on area effect intelligence drain.

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Originally posted by assault

It's funny comparing the characters in this thread with the ones showing up in the 1000 point one. The characters here are remarkably restrained and non-munchkinised. The 1000 pointers all seem to be total combat monsters.

 

I'm feeling much better about 750 point Assault now.

 

But I might work out what he looks like with another 250 points experience...

 

Sadly, he still wouldn't be in the same league as the 1000 point weirdies. Then again, he could probably function quite happily as the team detective and owner of brain-cells. Maybe he should buy an always on area effect intelligence drain.

When I saw the guys doing the 1000 point thread I knew the design philosophy wasn't gonna mesh with mine.
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Guest WhammeWhamme
Originally posted by Agent X

Are we gonna follow through on this idea?

 

I'd like to. RL abducted me for a bit... :)

 

Do we have someone to run the big bads?

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