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Konan

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Posts posted by Konan

  1. Re: Campaign: Pulling The Fangs

     

    How's that working out for you?

     

    I couldn't really tell you, since the build that I was using was not really a good one in any aspects of the word, but that's not the fault of the inherant magic system, but of poor character building, and poor playing on my part.

     

    But, the system does seem to be reliable and fun, once I go ahead and shave the build down a bit better. And really the bad time that I had with Soor is not really anyones fault but my own, and especially not the system, so maybe next week once I've had a chance to really see if it's a reliable magic build I'll be able to tell you more.

  2. Re: Help with an Ineffective Ice Mage...

     

    Changed Soor's Multipower, and added 3 Magic CSL's.

     

    Soor Choia 
    Val Char Points Total Roll Notes 
    8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 
    17 DEX 21 17 12- OCV 6 DCV 6 
    10 CON 0 10 11-  
    10 BODY 0 10 11-  
    18 INT 8 18 13- PER Roll 13- 
    10 EGO 0 10 11- ECV: 3 
    18 PRE 8 18 13- PRE Attack: 3 1/2d6 
    16 COM 3 16 12-  
    
    
    2 PD 0 4/12  4/12 PD (2/10 rPD) 
    2 ED 0 4/12  4/12 ED (2/10 rED) 
    3 SPD 3 3  Phases: 4, 8, 12 
    5 REC 2 5   
    20 END 0 20   
    19 STUN 0 19   
    6" Running 0 6"   
    2" Swimming 0 2"   
    1" Leaping 0 1 1/2"  Total Characteristics Cost: 43 
    
    Cost Powers END 
    15 Bele'cor Metieran Style: Multipower, 62-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0) (62 Active Points); all slots Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4)  
    1u 1) Ice Prison: Entangle 5d6, 5 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 2) Chilling hands: Drain SPD 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 6 
    1u 3) Spell Breaker: Suppress Magic SFX 8d6, any Magic SFX power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 4) Walking on Ice: Flight 15" (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 
    1u 5) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2) (62 Active Points); Side Effects (6d6 END Drain; -1), Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 6) Frost in the eyes: Sight Group Flash 6d6 (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 
    1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 8) Bolts of Deep Cold: Energy Blast 4d6+1, Reduced Endurance (1/2 END; +1/4), Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    17 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); IAF (-1/2) 0 
    6 Magic ice armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Side Effects (6d6 END Drain; -1), Requires A Power: Bele'cor Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Spell (-1/2), Gestures (Requires both hands; -1/2), IAF (-1/2), Incantations (-1/4) 0 
    
    Equipment 
    Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 
    Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] 
    Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 
    
    Perks 
    5 Money: Well Off 
    15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
    2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 
    
    Talents 
    12 Combat Spellcasting (all spells) 
    1 Resistance (1 point) 
    3 Lightning Reflexes: +2 DEX to act first with All Actions 
    15 Skill Master (+3 with all Skills based on [iNT]) 
    4 Speed Reading (x10) 
    
    Skills 
    3 Bureaucratics: Bele'cor Hierarchy 13- 
    3 Tactics 13- 
    3 Scholar 
    2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 
    2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 
    2 3) KS: Herbs (3 Active Points) 13- 
    2 4) KS: Legends And Lore (3 Active Points) 13- 
    2 5) KS: Magic in General (3 Active Points) 13- 
    2 6) KS: Mythology (3 Active Points) 13- 
    9 +3 with Magic 
    3 Conversation 13- 
    3 Interrogation 13- 
    9 Power: Bele'cor Style 16- 
    3 Shadowing 13- 
    3 Seduction 13- 
    3 PS: Magic-using Adventurer 13- 
    
    Everyman Skills (Pg. 84 Fantasy Hero) 
    0 1) Acting 8- 
    0 2) Climbing 8- 
    0 3) Concealment 8- 
    0 4) Deduction 8- 
    0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 
    0 6) Language (idiomatic) (4 Active Points) 
    0 7) Paramedics 8- 
    0 8) Persuasion 8- 
    0 9) PS: Shop-keeping (Custom Adder) 11- 
    0 10) Stealth 8- 
    
    Total Powers & Skills Cost: 157 
    
    Total Cost: 200 
    
    100+ Disadvantages 
    10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 
    5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish)
    Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to his true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 
    15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
    Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping his behavior in check. 
    0 Normal Characteristic Maxima 
    10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 
    15 Psychological Limitation: Craves Knowledge (Common, Strong) 
    10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 
    10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group)
    Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 
    10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 
    10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 
    5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) 
    
    Total Disadvantages Points: 100 
    

     

    @Shadowcat1313 - Thanks for the spell Ideas, if I need to modify Soor somemore after this, or when I get some Experience, I'll go ahead and add your ideas.

  3. Re: Campaign: Pulling The Fangs

     

    My friend e-mailed me some more of the log, in which the group's patron mentions that his leg was taken off by a canon ball, and how the things have a tendency to blow up as much as shoot.

     

    I find it hilarious to contrast Soor's comment:

    "This is why technology pales in comparsion to the simplest spell."

     

    with:

     

    Player/GM:

    Energies glow and gather around your hands, but then fizzle into nothingness.

     

    Player/GM:

    MWUHAHAHA! 6D6: 3, 1, 6, 5, 6, 1 (22 STUN, 6 BODY) Wednesday, July 8, 2009 06:53:57.517 PM

     

     

    Sea_Tempest (06:54.07 PM)

    Oh dear....

     

    Narf the Mouse (06:54.26 PM)

     

    Player/GM:

    ...And, one moment later, blow up in your face.

     

     

    I've significantly retooled Acheron, but am holding off on posting him because DusterBoy and I might have a little deathmatch to test out his vampire lord (eep!) vs. "my" vampire hunter.

     

     

    In the meantime, suggestions:

    1) Definitely need to lose that particular Side Effect. Forever. Way too strong. If you REALLY want a Side Effect, I'd suggest and END Drain instead.

     

    2) Cast your defensive spells before you go in the building, fight, whatever. Your first action "combat time" should ideally not be getting your defenses up.

     

    3) How about an ice slick spell? Something to disrupt the movement of your enemies, especially if they're going to be charging at you at high speed from multiple directions.

     

    4) Holy symbols all around. I'd suggest for one on this nice new big kite shield Acheron's getting...

     

    5) In this particular instance, fall back through the door so the vampires have to come at you through the door way. Limits their movements, options, perhaps even down to just one at a time or two crowding a doorway.

     

     

     

     

    Are Hit Locations being used? They didn't seem to be.

     

    I was wondering if I was the only one who thought that Soor's comment turned out to be VERY ironic, maybe a little character development may come a little bit sooner than anticipated...

     

    Anyway I am currently changing Soor's Multipower extensively, with regards to the advice of the Fantasy Hero Forum Gurus.

  4. Re: Genre Conventions & Values

     

    Is the paranormal new to you? Where'd you come from that D-7 recruited you if so?

    If you're old hat, how/why?

     

    No, my character would be a mysterious mage who started out as a normal guy, got sucked into mystic/paranormal events, and played a crucial role in defeating the paranormal creature that was trying to invade, however part of his humanity was destroyed during this and was replaced with parts of knowledge and power from the paranormal creature

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

    Again - morality? Do you want "threats" to be clear, or do you want heavy grey where you're not sure you made the right decision? Threats are clear, and when the division 7 wants to kill paranormals who aren't trying to actively do evil (Or at least seem tamable) He will covertly get them out of the crossfire

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

    Body Count - this time, there will be one, but how heavy? Lowish, for the Heroes/good Paranormals but with surprises along the way to remind the players that they do not live in a pretty world

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

    Are you a good guy trying to save the world, or are you here because they have some Really Cool Toys, maybe it's the Dental? Good Guy saving the world, even if it is against the D-7 guys, for they are merely a means to a greater end.

  5. Re: Help with an Ineffective Ice Mage...

     

    If you're going with the -1 per 20 Active point RSR while not also decreasing your skill roll, I wouldn't bother reducing the Side Effect. At -3 (instead of -6), you will only fail on a roll of 17 or 18... about a 1% chance. Keep the big Side Effect Limitation to save points.

     

    If you're still not that happy with the idea of getting KO-ed by the side effect even 1% of the time, try replacing it with something other than Energy Blast. Given that a character gets no defense against Side Effects, Energy Blast is one of the worst ones you can take. Try a Drain to SPD ("uncontrolled chilling") rather than taking Body and Stun.

     

     

    Multipower overall : The math works slightly differently (and in your favor) if you don't put the "1/2 END cost" on the 50 point multipower (making it cost you 62 points) then make all your slots 50 pointers. It does work out exactly the same -if- none of the slot powers have any other advantages. But since they do, the more accurate method is to put the END advantage into the slots.

     

     

    Individual spell suggestions :

     

    1) Sight Group Flash : First, give it a name :) Maybe "Snowblindness" Second, how often do you really think "Selective" is going to be important on a 1 Hex AoE? I'd drop it in favor of more dice. Third, I wouldn't bother with having this spell be 1/2 END, at ~25 active points, it is only going to cost 2 END anyway.

     

    2) Ice Armor : I'd be concerned that all you can do spellwise while your Ice Armor is up is fly and flash. Consider either moving the Ice Armor spell out of the Multipower, or (more likely) increasing the size of the Multipower pool/decrease the size of the Ice Armor enough to have Ice Armor up AND cast a prime attack spell. Also, a trick to get your caster into action faster is to put Trigger on your primary defence spell so you don't have to spend a phase in combat casting it. Set the trigger as the casting of any of your attack spells. While this one is also ~25 active points, Reduced END is a good idea on it, as you will be using it every phase.

     

    3) Ice Shards : I might be mis-remembering (I dont have my book with me), but I seem to recall that Reduced Endurance Cost is twice the advantage on powers with Autofire, so 1/2 END is a 1/2 Advantage rather than a 1/4 advantage for this spell. However...with an OCV of 6, how often do you think you're going to hit with the 4th and 5th shots? They're pretty much only going to be useful on immensely large or unconscious opponents, and even then only when you roll low. Consider going with Autofire (3 shots) instead. This is a 1/4 advantage rather than 1/2, so it makes up for the Reduced END surcharge.

     

    4) Ice Prison : Reduce the size to 4D6 so that you can cast it while Ice Armor is up.

     

    5) Chilling Hands : The length of an Area Effect Cone side is figured as 1+(Active Points without AoEC/5) Since this spell has 1/2 END (+1/4) its Active points (w/o AoEC) is 31. Your sides should be 7", not 6".

     

    6) Bolts of Deep Cold : No suggestions.

     

    7) Ice Wall : Reduce the size to 7/7 so that you can cast it while Ice Armor is up.

     

    8) Walking on ice : No suggestions.

     

     

    20 (80) (80) Multipower : Bele'cor Metieran Style IAF (-1/2), Gest2H (-1/2) RSR20 (-1/4), Incant (-1/4), Spell (-1/2), Side Effect (6D6 SPD Drain) (-1)

     

    1u (_6) (25) Snowblindness : Flash : 5D6 :

    1u (_6) (24) Ice Armor : FField : 8/8 : 1/2 END (+1/4), Trigger (+1/4)

    1u (14) (56) Ice Shards : RKA (P) : 1.5 : Autofire 3 (+1/4), 1/2 END (+1/2), Penetrating (+1/2)

    1u (12) (50) Ice Prison : Entangle: 4D6 : 1/2 END (+1/4)

    1u (14) (56) Chilling Hands : Drain : 2.5 D6 : 1/2 END (+1/4), Area Effect Cone (+1)

    1u (14) (55) Bolts of Frost : EB (E) : 4D6 : 1/2 END (+1/4), Continuous (+1), Uncontrolled (+1/2)

    1u (13) (52) Wall of Ice : FWall : 7/7 : 1/2 END (+1/4), Hardended (+1/4)

    1u (_7) (30) Walking on Ice : Flight : 12" : 1/2 END (+1/4)

     

    Note : I didnt bother showing individual slot limitations, as the pool limits are enough to get all the slots down to 1 point anyway.

     

     

    Overall, this arrangement will cost you 2 more points, but it allows you to attack while your defenses are up, which is a pretty big advantage.

     

     

     

     

    Edit : jtelson : I think the character originally had a standard -1/10 RSR, but the player has posted a slightly modified version that incorporates the change to -1/20 RSR. And obviously I agree with you that she needs to be able to keep her FField up while attacking! I started my post saying that before yours was up, but since I am at work it can take a long time to finish a longer or more complicated post (I get distracted a lot)

     

     

     

    Edit 2 : Actually, since you need the pendant to cast anyway, why not make it a focus for your END Reserve? Saves you 7 points.

     

    The problem with increasing the pool is that the GM is using the Powerful Hero AP caps, so nothing with over 60 AP's in it, that means that if I want to keep the reduced endurance on the pool I have to keep the pool down to 50 Pool.

     

    I'll go ahead a post a revised version of the pool and see if that's a step in the right direction

     

    Also, because of my Combat Spell Casting, I actually have 9 OCV with Spells.

     

    P.S. The version posted up top currently was updated after hearing suggestions from Shadowcat and observations while in the session.

     

    P.P.S Here is the link for the GM's Campaign Guidelines:

  6. Re: Help with an Ineffective Ice Mage...

     

    what are the limitation requirements on the spells?

    first thing I would do is cut down the damage you take from the SA:

    do you automatically take damage? or just on a failed skill roll?

    if you automatically take damage, you may need to rethink the build

     

    1) I'm not sure what you mean by limitation requirements, please explain?

    2) I cut down the Side-effect damage, I realized I probably needed to do this anyway.

    3) The Damage is only taken a failed roll, but with the -6 to the roll even with my skill mastery it is still a 13-, which is very possible to possible to fail

  7. Re: Fantasy Star Wars.

     

    In any of my games a Force Dragon well only ever be the BBEG, to be allowed to be anything else is simply an offense to Force Dragons everywhere.

     

    (Except the maybe GMPC, guest-star, you know the guy who comes in saves the day and the players grumble about GM powers ;) )

  8. So, I came up with this character concept/background and history I really liked, went ahead a made the character, and to be completely honest she failed, completely.

     

    It went like this:

     

    Phase 6, Dex 19 - Casts Magic Ice Armor

    Phase 8, Dex 19 - Casts Bolts of Deep Cold, RSR Fails, takes 6 Body and 18 Stun, is Knocked Out though only barely.

    Phase 12, Dex 19 - Recovers, stands up and then promptly gets Stunned again by the vampires that were attacking us, my fighter comrade had just fallen and apparently the Militia saved the day.

     

    So Soor obviously needs a rework which the GM has agreed too. And I'm asking the people here at Hero boards to tear her up and put her back together, and make her better.

     

     

    Here she is...

     

    EDIT #1 - Changed Side-effect, Decreased Mp, added Reduced End

    Soor Choia 
    Val Char Points Total Roll Notes 
    8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 
    17 DEX 21 17 12- OCV 6 DCV 6 
    10 CON 0 10 11-  
    10 BODY 0 10 11-  
    18 INT 8 18 13- PER Roll 13- 
    10 EGO 0 10 11- ECV: 3 
    18 PRE 8 18 13- PRE Attack: 3 1/2d6 
    16 COM 3 16 12-  
    
    
    2 PD 0 4/16  4/16 PD (2/14 rPD) 
    2 ED 0 4/16  4/16 ED (2/14 rED) 
    4 SPD 13 4  Phases: 3, 6, 9, 12 
    5 REC 2 5   
    20 END 0 20   
    19 STUN 0 19   
    6" Running 0 6"   
    2" Swimming 0 2"   
    1" Leaping 0 1 1/2"  Total Characteristics Cost: 53 
    
    Cost Powers END 
    18 Bele'cor Metieran Style: Multipower, 50-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0), Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4)  
    1u 1) Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (26 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 
    1u 2) Ice Armour: (Total: 24 Active Cost, 7 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 7) 1 
    1u 3) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (50 Active Points); Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 4) Ice Prison: Entangle 5d6, 5 DEF (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 5) Chilling hands: Drain SPD 2 1/2d6, Area Of Effect (6" Cone; +1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 6) Bolts of Deep Cold: Energy Blast 4d6, Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
    1u 8) Walking on ice: Flight 12" (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 
    20 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0 
    
    Equipment 
    Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 
    Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] 
    Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 
    
    Perks 
    5 Money: Well Off 
    15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
    2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 
    3 Access 
    
    Talents 
    12 Combat Spellcasting (all spells) 
    1 Resistance (1 point) 
    3 Lightning Reflexes: +2 DEX to act first with All Actions 
    15 Skill Master (+3 with all Skills based on [iNT]) 
    4 Speed Reading (x10) 
    
    Skills 
    3 Bureaucratics: Bele'cor Hierarchy 13- 
    3 Tactics 13- 
    3 Scholar 
    2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 
    2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 
    2 3) KS: Legends And Lore (3 Active Points) 13- 
    2 4) KS: Magic in General (3 Active Points) 13- 
    2 5) KS: Mythology (3 Active Points) 13- 
    1 Conversation 8- 
    3 Interrogation 13- 
    9 Power: Bele'cor Style 16- 
    3 Shadowing 13- 
    3 Seduction 13- 
    3 PS: Magic-using Adventurer 13- 
    
    Everyman Skills (Pg. 84 Fantasy Hero) 
    0 1) Acting 8- 
    0 2) Climbing 8- 
    0 3) Concealment 8- 
    0 4) Deduction 8- 
    0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 
    0 6) Language (idiomatic) (4 Active Points) 
    0 7) Paramedics 8- 
    0 8) Persuasion 8- 
    0 9) PS: Shop-keeping (Custom Adder) 11- 
    0 10) Stealth 8- 
    
    Total Powers & Skills Cost: 147 
    
    Total Cost: 200 
    
    100+ Disadvantages 
    10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 
    5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish)
    Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to her true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 
    15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
    Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping her behavior in check. 
    0 Normal Characteristic Maxima 
    10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 
    15 Psychological Limitation: Craves Knowledge (Common, Strong) 
    10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 
    10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group)
    Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 
    10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 
    10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 
    5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) 
    
    Total Disadvantages Points: 100 
    

     

    Any Help, criticisms, critique, advice, etc... that you guys can supply with would be awesome

  9. Re: Campaign: Pulling The Fangs

     

    Your magical robes barely qualify at the upper end of 'cheap magical items'; they're 'Uncommon', by what I wrote, so 3 sp. Not that important. If they had a single point more of PD or ED, they'd go to 'Rare' and that'd be a whole different ball-game.

     

    Only thing left is that powers normally draw off either personal reserve or an endurance reserve. If you want them to work off your endurance reserve, there's a drop-down in each power (It toggles off of wether there is an endurance reserve in the powers section).

     

    I've changed the cost of the robes to 3 sp, and went ahead and changed all of my powers to go ahead and run off of the End reserve, something I forgot to do.

  10. Re: Campaign: Pulling The Fangs

     

    First and major problem I noted is that, as a Powerful Hero, you can have a maximum of 60 Active Points in any power. While I would be able to wave this *To a certain extent* on a *Severely* restricted power, your multipower goes far over that limitation.

     

    Edit: Pages 28 & 29 of 5th Edition, Revised, have the power level guidelines.

     

    Edit: I'm also not sure what is up with your Side Effect on your multi-power.

     

    I've Changed the Pool for my multipower to 60 AP, and the Side-effect means that every time Soor misses her Skill roll she takes a 6d6 Energy Blast

  11. Re: Campaign: Pulling The Fangs

     

    Umm... I'm still interested in playing but hearing nothing from the GM recently I wasn't sure what was happening...

     

    P.S. If you still want to let me play I do have a character Sheet ready, though the background still needs a little work, I'll post it a little later when I have access to the computer it's on...

  12. FarpsyteVal  Char  Cost  Roll  Notes10    STR     0      11-    Lift 100.0kg; 2d6 [1]11    DEX     3      11-    OCV:  4/DCV:  410    CON     0      11-12    BODY    4      11-20    INT       10      13-    PER Roll 13-23    EGO     26      14-    ECV:  818    PRE      8      13-    PRE Attack:  3 1/2d616    COM     3      12-2/27    PD         0      Total:  2/27 PD (0/25 rPD)2/22    ED         0      Total:  2/22 ED (0/20 rED)2    SPD       0      Phases: 6, 128    REC       826    END     320    STUN   -2      Total Characteristic Cost:  63Movement:Running:  6"/12"Leaping:  2"/4"Swimming:  2"/4"Cost  Powers  END70  Mental Powers:  Multipower, 105-point reserve, all slots Reduced Endurance (0 END; +1/2) (157 Active Points); all slots OAF (Focusing Staff; -1), Gestures (-1/4)4u  1) Psychic Barrage:  Ego Attack 4d6 (Human class of minds), Autofire (5 shots; +1 1/2) (100 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4)4u  2) Mental Weakening:  Drain EGO 5d6, Based On EGO Combat Value (Standard Defenses apply; +1) (100 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4)2u  3) Mental Searching:  Mind Scan 10d6 (Human class of minds) (50 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4)2u  4) Mental Scanning/Communication:  Telepathy 10d6 (Human class of minds) (50 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4)1u  5) Altered Perceptions:  Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4)4u  6) Mental Wave:  Ego Attack 4d6 (Human class of minds), Personal Immunity (+1/4), Area Of Effect (5" Radius; +1), Selective (+1/4) (100 Active Points); OAF (Focusing Staff; -1), No Range (-1/2), Gestures (-1/4)4u  7) Illusion Control:  (Total: 100 Active Cost, 41 Real Cost) Mental Illusions 14d6 (Human class of minds) (70 Active Points); OAF (Focusing Staff; -1), Gestures (-1/4) (Real Cost: 31) plus Mental Illusions 6d6 (Human class of minds) (30 Active Points); OAF (Focusing Staff; -1), Mandatory Effect EGO +20 (Must Always Achieve [Particular Effect]; Only for the effect "Deals Stun"; -3/4), Gestures (-1/4) (Real Cost: 10)50  Adaptive Body:  Variable Power Pool, 41 base + 9 control cost, No Skill Roll Required (+1) (81 Active Points); Character Has No Choice Regarding When Or How Powers Change (Always to adapt to the current, immediate danger.; -1), Limited Class Of Powers Available Limited (Only to deal with a current danger; -1/2); all slots No Conscious Control (-2)9  Farseeing:  Precognitive Clairsentience (Hearing And Sight Groups) (50 Active Points); No Conscious Control (-2), Precognition Only (-1), Only Through Dreams (-1), Only Through The Senses Of Others (-1/2) 510  Psycho Kinesis:  Elemental Control, 50-point powers, (25 Active Points); all slots OAF (-1), Gestures (Requires both hands; -1/2)46  1) Psycho Kinesis:  Telekinesis (35 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Standard Defenses apply; +1) (141 Active Points); OAF (-1), Gestures (Requires both hands; -1/2) 614  2) Psycho-kinetic Lockdown:  Entangle 3d6, 3 DEF, Continuous (+1) (60 Active Points); OAF (-1), Gestures (Requires both hands; -1/2) 610  3) Psycho-kinetic field:  Force Field (25 PD/20 ED/5 Mental Defense) (50 Active Points); OAF (-1), Gestures (Requires both hands; -1/2) 54  Counterstrike +2 +2 4d6 Strike, Must Follow Block3  Grappling Throw +0 +2 4d6 Strike; Target Falls; Must Follow Grab5  Grappling Block +1 +1 Grab One Limb, BlockPerks6  Robert:  Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-6  Reputation: Poster Boy for Alien Rights activist (A large group) 14-, +2/+2d6Skills10  +4 with Mental Combat (20 Active Points); OAF (Focusing Staff; -1)3  KS: Governmental Workings 12-3  Conversation 13-5  Persuasion 14-9  Seduction 16-3  Shadowing 13-  Everyman  Notes:  Taken from page 46, 5ed Revised.Under the Modern Everyman list0  1) Acting 8-0  2) AK: Prison for Psychics 8-0  3) Climbing 8-0  4) Concealment 8-0  5) Deduction 8-0  6) Language: English (idiomatic) (4 Active Points)0  7) PS: Diplomat 8-  Notes:  From ironing out problems between inmates in prison0  8) Paramedics 8-0  9) Stealth 8-0  10) WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed CombatTotal Powers & Skill Cost:  287Total Cost:  350200+ Disadvantages15  Hunted: Non-human Rights activists 14- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)10  Distinctive Features: Extreme Beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  Notes:  James is so good looking that he is hard to forget, he also tends to have problems with people (Especially girls) who find him attractive5  Distinctive Features: Psychic Beacon (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses [Mental Awareness or the like])20  Hunted: The Government 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)15  Hunted: Extreme Anti-Alien/Non-human Groups 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)5  Physical Limitation: Telepathic Bleed (Infrequently, Slightly Impairing)  Notes:  Whenever FarPsyte has to make a PER Roll or an INT-based roll (such as an Intellect Skill roll) and there are at least four other minds within 3”, he has to make an EGO Roll. If he succeeds, nothing happens (he ignored the mental babble); if he fails he suffers a -1 on all Skill and Characteristic rolls (due to distraction) for 1d6 Phases or until he’s removed from the vicinity of those people10  Psychological Limitation: Temperal Fugue (Common, Moderate)  Notes:  After a usage of FarPsyte's Precognition, he feels out of place and confused, having difficulty telling the present and future apart, if he fails an EGO Roll to keep it in check, he suffers -1 to all rolls for the next 1d6 segments.15  Social Limitation: Subject to orders. (Frequently, Major)5  Psychological Limitation: Won't directly change someones thinking. (Uncommon, Moderate)10  Social Limitation: Treated as a child (Frequently, Minor)15  Psychological Limitation: Secretly Depressed (Common, Strong)  Notes:  FarPsyte seems on the outside to be a strong, and serenely calm figure, in reality he suffers from a depression that can take over him, this comes from having little-to-no child-hood, being treated as a object and having to cope with things (and lose much of his innocence) long before most children are forced to.However due to his fear of seeming weak, he keeps this to himself and will not admit it if he can.20  Psychological Limitation: Fears being seen as weak (Common, Total)5  Reputation: Psychic, 8-Total Disadvantage Points:  350Background/History:  James S. Smith, was sent from his unknown home planet, from unknown parents who had intentions that are not currently known. He was found by a Governmental team who had been in a near proximity from a crashing Meteorite.This was however, no mere meteorite, and gave off strange power-readings, the team attempted break open the meteorite but their actions were met with futility, the meteorite was made of extremely durable materials which resisted the explosives and weapons that they were using.
    
    The team decided to take the meteorite and load it into their vehicle for testing and storage. They had not even picked up the meteorite when the meteorite opened up, like layers being peeled back, and inside was a small baby boy, but distinctly alien in appearance with yellow-pale skin, Pointed ears, Sharp but beautiful facial features
    
    Clearly realising the baby as an alien, the government team (which was designed to investigate possible alien threats) Took the baby and began to run minor tests. However by the time the vehicle that they were using brought them back to the base, the baby began to change, and by the time they brought the baby to their superiors, the baby had adapted his appearance to mimic that of an extremely handsome young boy.
    
    The government, seeing the possibilities of being able to have a soldier who adapted to his surroundings, took the baby in for testing. They kept him in seclusion for years and he led a life of testing and being taught and mentored by his 'guardian', a man by the name of Roger Hill. At the age of 11, James (A name given to him by Robert, the first time they met) began to have strange visions and his body began to adapt itself to danger, such as starvation, sleep deprivation and the like. At 12 he had a rudimentary ability to read surface thoughts and project illusion. By 14 he had many Psychic powers, including Psycho-kinesis, mind-reading, the ability to alter peoples thoughts and project dangerous illusions, among others.
    
    At the age of 14, it was obviously far top dangerous to keep him in a locked room, so they transfered him to a special Psychic 'Prison' though technically he had done no crime besides being abandoned and being non-human. Surprisingly he became a prominent member of the prison, using uncanny wisdom and foresight to resolve disputes and make sure that things were run fairly. He eventually became known as the diplomat of the prision, and was the one sent to the prison keepers to resolve problems or keep things under control.
    
    Later that year, James became known to the entire world, because of a statement of a former-inmate about how James had helped him be released, but under extreme supervision, because while being a former criminal he had been rehabilited and reformed. The crying masses who disliked the government's treatment of non-humans were set off by the thought of a mere, innocent child being forced to endure the life of a prisoner, with little hope of being let out since he was far to dangerous to be let out.
    
    By James was 16, this had come to ahead, and because of enormous pressure both from the public and from government, James was realeased under a handler, who was Robert Hill, James old mentor, being told that if he proved his worth as a governental Super-hero, he would be able to earn his freedom and be treated as a human being not an experiment or a lab rat.Personality/Motivation:  James is no ordinary 16-year old, he has a strangely calm serenity for someone that was treated as either a science project locked up in a dark cell, or an animal in the psychic prison. He however does not have the innocence or nieviety of a child, that having been ripped away from him...
    
    He acts somewhat of a boy who was forced to adapt and become something stronger but had something important to his devolpment taken away from him. His motivation is to survive, and if doing as he is told will help him survive and be treated well, then he will do that.
    
    He however, has a fierce and strong personality despite his want to just do as he is told, and while certainly not coming off as rebellious he does seem to feel upset by his treatment and somewhat hopeless circumstances, though he would never show it.
    
    But he has a secret side to his personality, one that is of a lost, scared child, who doesn't understand why he is treated as less than what he looks like, and feels like. This part of him is kept secret, for he is far too intelligent to show any weakness, a trait gained from being in a prison camp. He also has problems with being with more than a couple of people, or he starts to feel unconfortable and distracted until he can put mental barriers in place.Quote:  "I foresee... your doom!"
    
    "I can see a better future for us all of us, we have to show them that we can be even better than they are, we have to show that the people who see us as human are not only right but under-estimating! That we can be a great asset to the human race!"Powers/Tactics:  FarPsyte is a powerful psychic with the ability to use psychic energy to great degrees, powerful thought and mind control and Psycho-kinesis.
    
    However he also has the ability to adapt to nearly any danger, though he cannot control this power or can he use it to avoid a danger, he has to be feeling the effects of it. This danger could be anything from a gunshot wound to a mental blast to life-support (If he doesn't die before he can put his defenses into action)
    
    He also has the ability to see into the future, but this is uncontrollable at best, and the visions that he sees are often confusing and vague.
    
    Note: Despite FarPsyte's Psychic ability, his powers function more like psionic powers in that he needs a specially attuned focusing tool, and often incantations and gestures to give him control over his powers.

    FarPsyte's for a darkish Champions game about paranoia and the fear of the unknown, and change. This is my first mentalist, and I wanted to do something different, as you can see, he has no mind-controlling ability. What I'm looking for is people to tell me how I can make him a bit more effective, because I see some problems on how he is. Any feedback/suggestions that anyone could offer will be greatly appreciated.

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