3e OOC - LSH - Dawnfire Rising

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TekHed
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Re: 3e OOC - LSH - Dawnfire Rising

Post by TekHed » Tue Aug 22, 2017 10:58 pm

Yep! Need him to understand the sheer absurdity of the timeline distortions...

Corrigon
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Corrigon » Wed Aug 23, 2017 11:56 am

why do you think Dragonmage was not answering questions

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Bladewind
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Bladewind » Wed Aug 23, 2017 6:00 pm

Trying to think of an appropriate response from Superman as a result.

(As a note, this is the Superman from Legends of the Dead Earth. MOS Annual #5)
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

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Jewel
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Jewel » Thu Aug 24, 2017 1:44 am

Bladewind gave me some tools to help us move forward a little. Thing is, we need to finish my version of Intrepid to do so...

We're working on her now. In the meantime does anyone have any idea were i can find a gender-swap of this costume? I'm also looking to make the red blue like the original Intrepid...

Image Image

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Jewel
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Jewel » Thu Aug 24, 2017 2:38 am

Intrepid
PL11/ 198 PP


Abilities
Strength 13,
Stamina 10,
Agility 3,
Dexterity 2,
Fighting 4,
Intellect 6,
Awareness 2,
Presence 3

Powers
Daxamite Physiology: (81 points)
Flight 14
Alt: Space Flight: Movement 2
Alt: Speed 14 [Linked Quickness 10]
Super Strength: Enhanced Strength 12 [Power Lifting 6],
Dense Skin: Protection 2,
Heat Vision: Damage 11 [Ranged; Distracting (Half Ranks); Precise]
Alt: Super Senses: Senses 15 [Acute and Extended Hearing 3, Extended Vision 4, Infravision, Microscopic Vision, Ultra Hearing, X-Ray Vision ]

Timeless: (11 points)
Temporal Senses: Senses 5 [Analytical Temporal Awareness (Radius, Ranged x2), Time Sense],
Temporal Inertia/ Timeless: Immunity 5 [Temporal Effects - (Natural Aging, Chronal Memory, Chronal Bulwark); Innate]

Equipment
Flight Ring
Removable (-6 points)
Flight 4 [Aquatic, Dynamic]
Dyn: Enhanced Flight: Feature 1 [2 Ranks Enhanced Flight on wearer's existing flight rank]
Dyn: Super Strength: Power-Lifting 9 [Does not stack with existing strength bonuses; Dynamic]
Comm Link: Communication 4
Transsuit
Environmental Independence: Immunity 9 [(Immunity to Disease, Poison, All Environmental Conditions, Suffocation; Selective; Removable -3], Quick Change: Feature 1
Communication
Telepathic Earplug: Comprehend 2 [Understand, Be Understood; Linked to Mental Communication 2, Removable -2

Advantages
Assessment,
Attractive 1,
Benefit 1 [Legion Membership],
Defensive Attack,
Holding Back 1 (Hero High - Gain +4 PL and then become "normal" human),
Initiative 3,
Interpose,
Improved Disarm,
Improved Critical 1 [Unarmed],
Improved Hold,
Improved Smash,
Inventor,
Inspire 1
Jack-of-all-Trades
Languages 1 [Daxamite],
Move-by Action,
Teamwork,
Ultimate Effort [Toughness Checks],

Skills
Acrobatics 3 (+6),
Athletics (+13),
Close Combat: Unarmed 5 (+9),
Deception (+3),
Expertise: Medicine 3 (+9),
Expertise: Biology 3 (+9),
Temporal Mechanics 9 (+15),
Expertise (+6),
Insight 10 (+12),
Intimidation 4 (+7),
Investigation (+6),
Perception 7 (+9),
Persuasion 6 (+9),
Ranged Combat: Heat Vision 9 (+11),
Sleight of Hand (+2),
Stealth 3 (+6),
Technology 9 (+15),
Treatment 7 (+13),Vehicles (+2)

Offense
Initiative +15
Unarmed +9, Damage 13
Heat Vision +11, Damage 11

Defense
Dodge 9,
Parry 10
Toughness 12 (Def Roll 0),
Fortitude 10,
Will 12

Power Points
Abilities 42 + Powers 92 + Advantages 16 + Skills 26 + Defenses 22 = Total 198

Complications
Power Loss - Red Sun. Daxamites lose their power when in the confines of a solar system with a Red Sun
Motivation - Doing Good. Intrepid is driven to do the right thing and to help however she can.
Relationships - Intrepid's parents are veteran Legionnaires Andromeda (Laurel Gand) and the Green Lantern Rond Vidar

Design Notes
Simpler than my telepath and no wonky powers to have to understand. Something satisfying about this type of character and I think I see why Bladewind likes to play them.
Lauren Gand was apparently a child of Laurel Gand and Rond Vidar. I admit not knowing too much about Vidar, but from what I've read, he's smart and quite knowledgeable about time travel and the like. She gets that interest from him.
I figure between Mon-El and Andromeda being cured of their lead weakness and having a father who's a Green Lantern and a genius she should not have that particular weakness. She also gets her Temporal Inertia from her father's expertise, possibly a side effect of his attempts to prevent the lead weakness from manifesting in her DNA...
I also got the 3 PP you all got for the first part of the story...

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TekHed
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Re: 3e OOC - LSH - Dawnfire Rising

Post by TekHed » Fri Aug 25, 2017 2:56 am

Intrepid's jaw almost hits the floor when Bastion makes the declaration of being a partial clone of a Luthor
Correction: son of a partial clone of Luthor and an alternate son of Kal-El.

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Jewel
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Jewel » Sun Aug 27, 2017 11:45 pm

Well, I'm not the comic geek that Bladewind is, but, I'm going to go out on a limb and say...

Oh, all right, that makes it all better. ;)

Oh, and Bladewind says this is pretty much the end of the plot dump he's going to provide me to share. I hope it helps.

In my post, the "he calls it chronal flux iummunuty" was Bladewind. Temporal Inertia was mine.

EpicEclipse
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Re: 3e OOC - LSH - Dawnfire Rising

Post by EpicEclipse » Tue Aug 29, 2017 9:19 am

Hey folks. I offered Bladewind a submission in PM if he wanted to fill in some lost ranks, so I present you Dreamer, daughter of Princess Projectra / Sensor Girl (She doesn't know about the Sensor Girl thing though)

***Beware, massive text wall imminent***
Since the sheet is massive because 198pp buys a shitton of powers, I'll note this here rather than at the bottom. Feel free to point out if I messed up somewhere. Bigger the build, bigger the chances of a mix up somewhere.

Dreamer is designed to be support, rather than a big gun on her own. Much of her offense is reliant on people with strong attacks being around. Deflect is easily her strongest power.... until she hits Holding Back, then she becomes a nightmare. Literally. Sort of (Read the flavor text for it below). Anyways, if anyone sees mistakes or has concerns, please feel free to address them constructively. :)
Image

Name: Princess Genevieve Orisa Gwinevere Dreamurr Vauxhaul
Nickname: Dreamer
Codename: Dream Princess
Gender: Female
Age: 19
Height: 5'9"
Weight: 110lbs
Race: Homo Magi
Home Planet: Orando
Eyes: Heterochromatic (Left: blue-gray, Right: blue)
Hair: Blonde
Skin: Caucasian
Power Level: 11
Power Points: [198/198]
Hero Points: 1
[44]ABI [25]DEF [18]SKI [17]ADV [91]POW

[44]Abilities
Strength: 0
Stamina: 2
Agility: 3
Dexterity: 0
Fighting: 3
Intellect: 2
Awareness: 9
Presence: 3


[*]Combat[*]
Initiative: +3
Unarmed: +3 DC15 Tgh


[25]Defenses
Toughness: + 9(2+4(Adv)+3(Eqp))
Dodge: +13*(3+7+3)
Parry: +13*(3+7+3)
Fortitude: + 8(2+6)
Will: +14(9+5)
* +10 vs enemies without Mind or possess higher Will save


[18]Skills(54sp)
Acrobatics 8(+11), Athletics 5(+5), Deception 4(+7*), Expertise(Int) (Orando) 4(+6), Expertise(Pre) (Singing) 9(+12), Insight 3(+12), Intimidation 4(+7*), Perception 3(+12), Persuasion 4(+7*), Stealth 7(+10), Technology 3(+5)
* +17 vs targets with equal or lower Will


[17]Advantages
Agile Feint, Benefit (Princess of Orando), Connected*, Defensive Attack, Defensive Roll 4, Equipment, Extraordinary Effort, Holding Back 6, Set-Up, Teamwork*, Untapped Potential, Well-Informed*
* Free from Presence

Languages: Interlac, English, Orando

[5/5]Equipment
Combat Costume(Protection 3, Subtle), 1 more equipment point

Freebies:
Benefit: Legionnaire (Ranked, first Rank is free) Rank one is Legion Membership. Additional ranks include the Espionage Squad, Founding Member (Reputation) and others...

Flight Ring: Removable (-6 points)
Flight 4 [Aquatic, Dynamic]
Dyn: Enhanced Flight: Feature 1 [2 Ranks Enhanced Flight on wearer's existing flight rank]
Dyn: Super Strength: Power-Lifting 9 [Does not stack with existing strength bonuses; Dynamic]
Comm Link: Communication 4

Transsuit: Environmental Independence:Immunity 9 [(Immunity to Disease, Poison, All Environmental Conditions, Suffocation; Selective; Removable -3], Quick Change: Feature 1

Telepathic Earplug: Understand, Be Understood (Comprehend 2), Linked to Mental Communication 2, Removable -2


[90]Powers (63pp outside array, 27pp in array and AEs)
-[ 7] Dreamer: Feature 7 (Daydreamer*, Fast Sleeper*, Light Sleeper*, Lucid Dreamer 2*, Prestidigitation**, Projected Display**)
* From Dream Powers Profile for description of benefits
** From Illusion Powers Profile for description of benefits

-[ 2] Precognitive Dreams: Senses 4 (Precognition), Limited to Dreaming
* While asleep, Dreamer is able to glean information about the future and while events are not set in stone, she can sometimes use what she has dreamed to as insight to avoid danger.

-[ 3] Dream Projection: Mental Communication 1, Limited to Dreamers

-[ 4] Dream Reading: Mind Reading 11, Distracting, Limited to Sleeping Subjects, Quirk (Does not affect targets with higher Will save than Dreamer), Quirk (Only affects subjects affected by “Comatose”)
* Dreamer mentally enters the dreams of her subject where she can communicate with the dreamer via her telepathy or control their dream with Dream Control.

-[ 5] Mind Awareness: Senses 5 (Mental Detect Minds, Acute, Danger Sense, Radius, Ranged)
* Dreamer can sense the minds of those around her, but more as a presence, she can’t accurately locate someone by their mind alone, but she can identify individuals by their mind as well as whether they are sleeping and/or dreaming.

-[23] Influence: Perception Affliction 11 (Resisted by Will); Impaired, Disabled; Insidious, Subtle, Sustained, Instant Recovery, Limited Degree, Limited (Conditions only in relation to Dreamer), Quirk (Does not affect targets with higher Will save that Dreamer)
* Dreamer infiltrates the subconscious of her target, making it harder for her subject to resist her powers.

-[11] Comatose: Perception Affliction 11 (Resisted by Will); Transformed(Asleep); Subtle, Sustained, Instant Recovery, Limited Degree(Third only), Limited to Sleeping Targets, Quirk (Does not affect targets with higher Will save that Dreamer), Side Effect
* Dreamer locks a sleeping subject in their sleep, putting them into a sort of coma. If Dreamer actually fails to lock the subject in their dreams, the shock of being forced out gives Dreamer a mental shock (Damage 11, Alt Save(Will)).

-[ 4] Dream Figment: Illusion 2 (Visual, Aural and Tactile), Limited to a duplicate of Dreamer
AE `->[ 1] Concealment 10 (All Senses except tactile), Limited to Living Minds, Quirk (Not truly invisible), Quirk (Does not affect targets with higher Will save that Dreamer), Resistable (Will DC20)
* Dreamer generates numerous “figments”, illusory duplicates of herself that obscure her true location. She can also focus on a single figment to make it a little more substantial.

-[ 3] Figment Defense: -Multiple powers-
Enhanced Dodge 3, Quirk (Not effective against enemies without a mind), Quirk (Does not affect targets with higher Will save that Dreamer)
Enhanced Parry 3, Quirk (Not effective against enemies without a mind), Quirk (Does not affect targets with higher Will save that Dreamer)
Enhanced Advantages 3 (Evasion 2, Hide In Plain Sight), Quirk (Not effective against enemies without a mind), Quirk (Does not affect targets with higher Will save that Dreamer)
* Dreamer uses her figments to obscure her true position, making it difficult to land a solid strike.

--Array--
-[23] Figment Attack: Perception Damage 8, Alternate Save (Will), Sleep, Resistable (Will DC18; Removes Damage), Quirk (Does not affect targets with higher Will save that Dreamer)
* Dreamer uses one of her figments to attack an enemy. The impact is jarring mentally, tricking the target’s mind into psychosomatically believing they have been damaged, but if they realize the trick, then all damage done by Dreamer’s figments is restored. Oddly, as the damage is not real, enemies that would be incapacitated by a figment attack merely fall asleep.

AE `->[ 1](16pp) Self-harm: Perception Damage 11, Indirect 4, Variable Descriptor 2 (Attack descriptors possessed by target), Limited to Living Minds, Limited Rank to attacks possessed by target, Quirk (Does not affect targets with higher Will save that Dreamer)
* Dreamer uses her figments to disorient an enemy into attacking themselves.

AE `->[ 1](23pp) Crossfire: Deflect 12, Reflect, Redirect, Limited attacks made by living targets with minds, Quirk (Does not affect targets with higher Will save that Dreamer)
* Dreamer maneuvers her figments to trick enemies into attacking each other while trying to hit the figments.

AE `->[ 1](19pp) Compulsion: Enhanced Traits 15 (Skills: Deception, Intimidate & Persuasion 5(10sp) each; Advantages: Fascinate: Deception, Expertise(Singing), Intimidation, Persuasion), Quirk (Only against those affected by "Influence")
* By getting into her subject’s mind, Dreamer can compel them with her words more easily.

AE`->[ 1](21pp) Dream Control: Illusion 11(All Senses), Feature (Can be used to influence a sleeping target’s dreams), Distracting, Feedback, Limited to minds, Quirk (Does not affect targets with higher Will save than Dreamer), Quirk (Only affects subjects affected by “Influence”)
* Dreamer can create illusions in a manner similar to her figments, except these more elaborate illusions take more focus to maintain, making it more difficult to defend herself.


Complications:
Motivation (Acceptance): Dreamer left Orando and joined the Legion to pursue her mother, Queen Projectra / Sensor Girl. Having grown up without her parents present and not even knowing who her father is, she decided she needs to be acknowledged by her mother.

Nemesis: All of Dreamer’s powers are reliant on the target having a living mind with a Will comparable or weaker than her own. Against mindless foes, or foes with a superior Will, she is significantly less effective as her powers will not affect such enemies.

Phobia: Dreamer is used to the feeling of minds being around. Being completely alone with no minds she can feel is jarring and frightening to Dreamer. Just the thought of being alone is enough to make her anxious.

Secret: This complication is so secret, she doesn’t even know about it, but it is in regards to her parentage to say the least.


Background:
“Dreamer” as she is known to those close to her is Princess Genevieve Orisa Gwinevere Dreamurr Vauxhaul, daughter of the Legionnaire Projectra, or more recently, Sensor Girl, Queen of Orando. She was born on Orando sometime before Projectra left on her penance, rejoining the Legion as Sensor Girl and never knew her father.

After her first few years, Projectra left on her penance, leaving Dreamer behind to be cared for at home where she began to develop powers. Without her mother’s guidance, Dreamer did the best she could to hone her abilities, in her mind hoping her mother would be impressed and come back if she got good enough.

Eventually that patience gave way to yearning and Dreamer stowed away off Orando and made her way to join the Legion after learning her mother had once been a Legionnaire, thinking this surely must win her mother’s acknowledgment.

Now she adventures with the Legion, always also seeking out her mother. (Note: While Projectra is hiding her identity behind the Sensor Girl persona, she obviously can’t acknowledge Dreamer as her daughter since that would give it away pretty readily.)


Personality:
Given her circumstances, Dreamer is fairly upbeat and prone to daydreaming. One can’t fault her imagination though given it plays a valuable factor in her dream-base illusions. She will typically prefer not to fight if possible but isn’t shy about mixing it up if push comes to shove, but she’ll try her best to disable her opponent and make them sleep to avoid causing unnecessary harm or frustrate them by using their own strength against themselves. Clearly, Dreamer is also an idealist, looking to find good in people though she isn’t completely naive.


Powers and Tactics:
Dreamer’s powers revolve around manipulating a deep part of the mind where dreams reside, implanting figments, illusions that a subject can see even while awake. She can sleep essentially at will and render a sleeping person comatose, locked within their dreams which she may exert control.

Strangely, she also possesses the dream-based precognition common to people of Naltor, but that could just be a coincidence with her powers being what they are.

In combat, she uses her dream figments to defend herself by making numerous duplicates to cause enemies to lose her true position and waste time attacking figments. While thusly hidden, she starts making targets with her Influence to weaken their defenses against her, hindering their ability to fight her further.

From here, she will attempt to disable her foes, either by making them attack themselves or their own allies, or if alone, try to make them sleep with her figment attacks. Once asleep, she will attempt to lock them in their dreams in order to deal with other threats.

A subject locked in their dreams is essentially at her mercy as she may influence their dreams in a variety of ways which can be largely useful in gathering information known by the subject through illusory trickery.


Holding Back:
Dreamer is still young and not yet tapped into her full potential. This is evident enough, but if she were to ever be backed into a life and death situation, something she has not yet been pushed to, her true power might be temporarily glimpsed as the stuff of dreams and nightmares becomes manifest and envelopes her as a writhing, shadowy mass of nightmare. Any who see her in this form see something slightly different, as their deepest nightmares manifest through her illusory powers, unconsciously affecting friend and foe alike in showing them their own personal nightmares they may not even be aware of. Once the situation is abated and the danger neutralized, the strain of drawing on all this additional power takes its toll, rendering Dreamer into a dreamless sleep. (Monsterosity and Inert complications)

While in this form, Dreamer is able to move relatively freely with flight and permeate. She is shrouded in nightmare material that protects her body and also causes the area 30ft in all direction around her to become darker and "thick", difficult to move around in. She can assist those she is aware of to overcome the oppressive atmosphere she is generating. The entire while there is an eerie knell in the air, unnerving on its own, but infusing it with power with her nightmare kneel, it can send shivers into all who hear it.

While most of her abilities get a boost from this power up, the additions of her Nightmare Constructs, Tentacles and Knell are most potent and she'll lean towards their use, throwing out constructs not only for defense, but to lock down enemies as well, separating enemies from each other to pick them off separately. Her Nightmare tentacles ignore all physical barriers to strike anything she can see with her eyes or mind and her knell can paralyze those who hear it in fear, making them easy targets.


+4PL, +60PP [50/60]

[ 6] Boosted Will: Enhanced Will 6 (Total Will +20)

[ 8] Nightmare Cowl: Protection 8 (Total Toughness +17)

[ 6] Nightmare Shroud: Environment 1 (Visibility (2/r), Impede Movement(2/r)), Continuous, Selective, Permanent & Immunity 1 (Own Environment power)

[ 9] Dream-like: Movement 1 (Permeate), Senses 4 (Visual Penetrates Concealment), Immunity 1 (Suffocation while permeating), Flight 1

[ 6] Attuned Senses: Senses 6 (Add Accurate and Extended on Detect Minds, Extended Vision, Darkvision)

[ 1] Nightmare Wail: Feature 1 (An amplified, eerie wail that can be heard over a great distance, negating up to a -20 modifier to hear due to distance on Perception checks. This wail is persistent while Dreamer is in this form)
* From Sonic Powers Profile

[ 8] Enhanced Influence: +4 ranks to Influence power

[ 4] Enhanced Comatose: +4 ranks to Comatose power

[ 9] Adds 3 ranks to Figment Attack, all existing powers in the array are boosted accordingly to their maximum in as far as 32pp total allows. Adjusted array powers as below.
-----
-[32] Figment Attack: Perception Damage 11, Alternate Save (Will), Sleep, Resistable (Will DC25; Removes Damage), Quirk (Does not affect targets with higher Will save that Dreamer)

AE `->[ 1](21pp) Self-harm: Perception Damage 15, Indirect 4, Variable Descriptor 2 (Attack descriptors possessed by target), Limited to Living Minds, Limited Rank to attacks possessed by target, Quirk (Does not affect targets with higher Will save that Dreamer)

AE `->[ 1](29pp) Crossfire: Deflect 15, Reflect, Redirect, Limited attacks made by living targets with minds, Quirk (Does not affect targets with higher Will save that Dreamer)

AE `->[ 1](20pp) Compulsion: Enhanced Traits 19 (Skills: Deception, Intimidate & Persuasion 5(10sp) each; Advantages: Fascinate: Deception, Expertise(Singing), Intimidation, Persuasion), Quirk (Only against those affected by "Influence")

AE`->[ 1](29pp) Dream Control: Illusion 15(All Senses), Feature (Can be used to influence a sleeping target’s dreams), Distracting, Feedback, Limited to minds, Quirk (Does not affect targets with higher Will save than Dreamer), Quirk (Only affects subjects affected by “Influence”)
-----

AEs added to Figment Attack Array
`->[ 1](31pp) Nightmare Construct: Create 15, Continuous, Precise, Feedback
* Dreamer while in the throes of this nightmare form can draw out the stuff of dreams and nightmares to craft constructs reflecting the nightmares of those viewing them in the void-dark surfaces

`->[ 1](32pp) Nightmare Tentacle Strike: Perception Damage 15 & Enhanced Advantage 2 (Takedown 2)
* Dreamer lashes out with tentacles of nightmares. This manifest nightmare material is not bound to the mind as her figments are and are for all intents and purposes “real”.

`->[ 1](30pp) Nightmares Knell: Affliction 15 (Resisted by Will); Dazed, Stunned; Area (Auditory Perception), Cumulative, Selective, Limited to Minds, Limited Degree
* Dreamer can infuse her nightmare wail with additional power, sending out a wave that causes those with minds who hear it to freeze in fear. She can protect those she is aware of from the effects, but even they can still hear the terrible knell of nightmares.

Image

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TekHed
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Re: 3e OOC - LSH - Dawnfire Rising

Post by TekHed » Tue Aug 29, 2017 10:30 am

198 PP...did I miss a point of XP somewhere? I only have 197...

Also, I think we are PL 11 here...how is it that you just gave yourself the ability to boost to PL 15 and get an extra 60 pp???

Lastly...I think her real superpower is that her boobs are bigger than her head and defy gravity!

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StarGuard
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Re: 3e OOC - LSH - Dawnfire Rising

Post by StarGuard » Tue Aug 29, 2017 11:32 am

We are PL12. Her build uses BW's house rule of dropping a PL and adding 15 PP. I think we have been awarded 3EP.

As far as the PL boost I'm betting it's the Untapped Potential advantage from Hero High that was released earlier this year. It's seems a bit dodgy but I've built a couple character using it ... haven't had an opportunity to utilize it so we'll see how it goes in practice.

EpicEclipse
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Re: 3e OOC - LSH - Dawnfire Rising

Post by EpicEclipse » Tue Aug 29, 2017 3:56 pm

TekHed wrote:
Tue Aug 29, 2017 10:30 am
198 PP...did I miss a point of XP somewhere? I only have 197...

Also, I think we are PL 11 here...how is it that you just gave yourself the ability to boost to PL 15 and get an extra 60 pp???

Lastly...I think her real superpower is that her boobs are bigger than her head and defy gravity!
Suit-assisted gravity defiance.
StarGuard wrote:
Tue Aug 29, 2017 11:32 am
We are PL12. Her build uses BW's house rule of dropping a PL and adding 15 PP. I think we have been awarded 3EP.

As far as the PL boost I'm betting it's the Untapped Potential advantage from Hero High that was released earlier this year. It's seems a bit dodgy but I've built a couple character using it ... haven't had an opportunity to utilize it so we'll see how it goes in practice.
Half accurate. It's Holding Back that grants her the added PL and PP in a very strict set of circumstances. Untapped Potential increases the bonus for boosting a power using extra effort. Also worth noting the text in the book for Untapped Potential is probably wrong and meant to increase the bonus to +2, not +3, but was a hold over from 2E where extra effort's boost WAS +2 rather than only +1.
Hero High Revised wrote: With Holding Back, you must spend a hero point and two
conditions must be met before you can access this un-
tapped reserve. Over half the team must be incapacitated
for you to consider making this sacrifice, or many innocent
lives should be at stake (possibly including your own), and
you must make a Will resistance check with a DC of 10 +
your Will defense to overcome your own years of self-de-
privation training. You get a +1 bonus to the roll for each
rank in this advantage after the first (to a maximum of +5
with 6 ranks). If both conditions are met, you have access
to greater powers for that encounter.
So if either half the team is down for the count, or there will be a massive loss of life she makes a DC24 will resistance check. If she succeeds, she gets greater power until the situation is abated then gets to deal with delicious consequences (that do not provide hero points mind you), one of which is she is unconscious (and specifically none of her dream features nor dream procog function at this time. She is OUT out) and she suffers a penalty ona ll presence based checks with anyone who saw her in this transformed state due to the whole nightmare aspect of it bringing to the surface incredibly uncomfortable and possibly also frightening nightmare images.

Long and short, it is something that should not see a ton of use given the circumstances that are required for it to even be used. (Worth noting, Jewel's new Intrepid also has a rank of the same advantage and thus the same ability to tap into higher PL and PP in the same circumstances)

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Bladewind
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Re: 3e OOC - LSH - Dawnfire Rising

Post by Bladewind » Tue Aug 29, 2017 4:48 pm

haven't had an opportunity to utilize it so we'll see how it goes in practice.
Yep. That`s a caveat I`ve used in the past and continue to use. I`m fairly relaxed in that regards, but if something doesn`t work, i'll request a fix in play.

Although she didn`t post the amped up version, Intrepid also has that particular trait. It`s mostly a solar flare allowing her heat vision to jump to the next level. She goes inert - as in powerless - afterwards. We`ll see how that goes as well.

I will be "replacing" Saturn9 in the current encounter with Dreamer.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

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StarGuard
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Re: 3e OOC - LSH - Dawnfire Rising

Post by StarGuard » Tue Aug 29, 2017 5:02 pm

Welcome to the Legikn EE. A Dreamer not related to Dream Girl? That's different. :)

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TekHed
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Re: 3e OOC - LSH - Dawnfire Rising

Post by TekHed » Tue Aug 29, 2017 8:15 pm

If I had known there was an option for a "boost mode" in this system, I would give it to every one of my characters. Just too useful and powerful not to, even if it's incredibly rare and situational.

EpicEclipse
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Re: 3e OOC - LSH - Dawnfire Rising

Post by EpicEclipse » Tue Aug 29, 2017 8:23 pm

That's just it though. It's not that useful. You can't call on it all willy-nilly. Half the team must be incapacitated or there must be an imminent threat of large loss of life (Not implied future threat that if we fail people will die in the future. More if I don't act right this fucking second people will die immediately)

It IS powerful, but it's something thats use needs to almost intentionally be framed. How often do you see games where half the players are down and out for the fight? That means the more likely situation is imminent loss of life, and even that is fairly uncommon and entirely in the GMs control to frame a scene in such a way for a player with Holding Back to use it. (And I'll be fair, the DC isn't hard...it's a will save against your own will+10, meaning it may as well be a straight d20 roll, AND you can get +5 on this roll with extra ranks of Holding Back)

But that's why it's cost is essentially so low, it is very situational. Also keep in mind, it does no good if you're one of the half the team that is incapacitated. Should ALSO mention, the complications you take when Holding Back comes online is up to the GM. I just worked it out with him in advance, and am taking 2 complications that happen afterwards, rather than one that happens during the effect.

(Not to mention, your character should have some viable explanation as to where this power comes from and why they don't use it regularly. it may not even make sense on a number of your characters, saying that without knowing your roster, but in general it's a pretty safe bet for most people)

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