[3E OOC] The J.V. Team

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EpicEclipse
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by EpicEclipse »

He's not saying unreliable would be free points. Unreliable would give you 5 uses of summon. Normally that would be 5 turns of maintaining summon, but as always GM discussion can bend stuff like that. He's saying the same flaw but doubling the number of uses isn't exactly a flaw.

It is questionable how limiting distracting would be considering how Skolldir himself is designed to be as far back from combat as he can be while still releasing and commanding his bomb bots, which is to say, close enough to keep visual on what is going on, which he can realistically do through a monitored camera because of Mental Link.

Unfortunately, there is no good flaw to tack on there, but at the same time, you are reducing the rank, making a flaw less necessary to keep the point budget.

Taking the flaw out, the total power costs 7pp/rank +2 (Hide Minions and Mental Link costing a flat 1pp each). If you reduce the rank to 6, that 44pp total, 5 less than the 49pp you have assigned.
Plan b
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Re: [3E] Toys Will Be Toys (Recruiting)

Post by Plan b »

Resubmitting Bio-hazard, tidied his build up a bit. Any feedback would be nice.
Plan b wrote: Thu May 24, 2018 10:38 pm Image

Real name: Antony Wilde
Codename: Bio-hazard
Concept: Alien hybrid
Gender: Male
Age: 16

Abilities
Strength 6 Stamina 6, Agility 6, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 0

Powers

Regenerate 1 • 1 points

Alien Mentalist: Comprehend 2:understood and understand all languages (limited to living things) • 2 points

Mind Probe: Mindreading 8 (range -2 perception to close, grab based) • 3 points

Bio-morph: Variable 3 (free action) • 27 points

Advantages

Fast Grab, Power Attack

Skills

Acrobatics 2 (+8), Deception 8, Insight 6 (+8), Perception 6 (+8), Stealth 4 (+10)

Offence
Initiative +10
Unarmed +10 Close, Damage +6

Defence
Dodge 10 Fortitude 8
Parry 10 Toughness 6 Will 8


Power Points
Abilities 60 + Skills 17 + Powers 29 + Defences 12 + Advantages 2 = Total 120

Background

For a little more than 15 years Antony led an impressivly average life, his father worked a boring nine til five, his mother stayed home and kept the house, but it wasn't to last. Puberty hit Antony hard, his body erupted in a ever changing mass of flesh, bone, claws teeth. His mother fled, his father on the hand just watch and smiled. He calmed Antony down, and told him was expecting him to change he was so, proud, he far exceeded his hopes. He explaned that he was a grue and his people had come to unify the world and bring everlasting peace to earth. He projected his dream of the glorious conquest of earth.

Antony lashed out at the visions and rammed a 12 ft spike though his fathers chest, the last thing he saw before he passed out was his father face melt in to a red skinned alien. He came around in hospital heavily sedated apparantly his father corpse had disappeared from the morgue and more than a couple goverment agencies had questions, unfortunatly he didn't have much answers.

It wasn't long before before Antony tired of the questions and tests. Seeing the increasing frustration in Antony eventully AEGIS made Antony an offer go to Claremont Academy to train with his powers, get an education and so on, all they wanted in return was for him to attend some weekly meeting with a counselor.

Antony accepted.


Complications

Motive: Acceptance: The discovery of fathers origin and resulting fallout amongest is family, have left Antony seeking a place in the world.

Motive: Thrillseeker: Bio-hazard revels in his powers, and plans to make the most of them.

Big eater: Shapeshifting burns energy, energy has to come from somewhere. Excessive shifting can quickly leave Bio-hazard exhaused.

Name on File:- Antony is known shapeshifter certain goverment agenacies keep an eye and sometimes ear on him.

Prejudice: Even amongest the powered, shapeshifters and psyhics are often mistrusted as both, even more so.


Sample Biomorphs

Tendril Storm: Elongation 6 (no grab bonus), Takedown 2, Extra limbs 4, Multi Attack
Spike burst: 2 strenght based damage (area burst)
Blade Strom: Variable descriptor unarmed damage (physical), Multiattack on unarmed damage, extra limbs 4, improved critical 2 (Arm blades)
Skulking Preadator: Speed 2, Super movement 2 (wall crawling), Concealment (visual and audio, passive, blending), Infravision
Tracking Antenna: Accurate, extended x2 scent
Stinger fist: 2 strenght based damage linked to affliction
Heightened Senses: Extended vision, low light vision, extended hearing, accurate hearing
Bulk up:-Agi -Fight +strenght +protection
Armoured Form: Impervious Toughness
Shapeshifter: Morph 3 (humanoid)
Tentacale Grasp: Elongation 6 (no grab bonus), Extra limbs 4, Fast Grab, Improved Grab, Improved Hold, Grapple Finesse
Wings: Flight 5 (winged)
Last edited by Plan b on Fri Sep 28, 2018 11:55 am, edited 1 time in total.
pathfinderq1
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by pathfinderq1 »

I'm working on an air elemental controller. Should be able to post it tonight or tomorrow.
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Camus
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by Camus »

EpicEclipse wrote: Tue Sep 25, 2018 2:10 pm He's not saying unreliable would be free points. Unreliable would give you 5 uses of summon. Normally that would be 5 turns of maintaining summon, but as always GM discussion can bend stuff like that. He's saying the same flaw but doubling the number of uses isn't exactly a flaw.

It is questionable how limiting distracting would be considering how Skolldir himself is designed to be as far back from combat as he can be while still releasing and commanding his bomb bots, which is to say, close enough to keep visual on what is going on, which he can realistically do through a monitored camera because of Mental Link.

Unfortunately, there is no good flaw to tack on there, but at the same time, you are reducing the rank, making a flaw less necessary to keep the point budget.

Taking the flaw out, the total power costs 7pp/rank +2 (Hide Minions and Mental Link costing a flat 1pp each). If you reduce the rank to 6, that 44pp total, 5 less than the 49pp you have assigned.
Ah I see. Well then, no flaw needed in that case! Thank you
心のコスモ を 抱きしめて 遥かな 銀河 へ
EpicEclipse
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by EpicEclipse »

No problem ;)
Last edited by EpicEclipse on Wed Sep 26, 2018 7:23 pm, edited 1 time in total.
FuzzyBoots
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by FuzzyBoots »

Sorry for my relative silence the last day or two. I'll address character builds posted tonight.

Side note, Hide Minions doesn't cost any points because it doesn't do anything mechanical in the game. It's a convenience thing so that if you have five identical robots, you don't have five entries on the dashboard taking up space.
pathfinderq1
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by pathfinderq1 »

Character submission- Fairwind


Fairwind

PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Amanda Zephyr Kerrigan
Codename/nickname/other aliases: Fairwind, Zee
Concept/archetype: Air elementalist
Gender: Female
Age: 16
Height
Weight
Hair- Black, long and wavy.
Eyes- Brown
Skin- pale golden brown, (caucasian/middle eastern, lightly tanned)

GAME STATS:
Abilities: (30 pp)
STR -1 / STA 4 / DEX 2 / AGI 4
FGT-1 / INT 2 / AWE 4 / PRE 1

Defenses: (13 pp)
Toughness: +4 (0pp, enhanced up to +6)
Parry: +5 (FGT-1, +6pp)(enhanced up to +8)
Dodge: +5 (AGI 4, +1pp)(enhanced, up to +10)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 4, +4pp)

Immunity: Suffocation (all, sustained), Own powers
Immunity (Half effect): n/a

Offense:
Initiative: +4
Close attack: -1
Ranged attack: +4

>Specific attacks:
-unarmed strike -1, DC 14 (-1)
-Wind blast +8, DC 23 (8), ranged
-Suffocation +8, DC 18 FORT
-Flinging gust- Close/ cone area Move Object 8
(+Non-damaging Move Object 1, depending on power selection)


Skills: (18 sp; 9 pp)
>Trained: Acrobatics +5 (1sp; +9 flying- or higher); Athletics +2 (3sp); Insight +5 (1sp); Investigation +3 (1sp); Perception +5 (1sp); Persuasion +3 (2sp); Stealth +5 (1sp); Treatment +3 (1sp); Expertise (mythology and folklore) +4 (2sp); Expertise (magic) +3 (1sp); Expertise (history) +3 (1sp); Expertise (student) +3 (1sp); Expertise (Perform- dance, AGI) +5 (1sp); Expertise (Perform- drumming, DEX) +3 (1sp)

>Untrained: Deception +1, Intimidation +1, Sleight of hand +1, Technology +2, Vehicles +1

Advantages: (17 pp)
>Base: Accurate attack, Agile feint, Equipment x1, Evasion x1, Great endurance, Holding back x1, Improved feint, Languages x2 (Arabic, Farsi), Luck x1, Move-by action, Power attack, Ranged attack x2, Ritualist, Set-up x1, Teamwork

>Enhanced Advantages (bought as Powers): Evasion +1 (2), Improved defense

POWERS: (51pp)
>Commune with the spirits
-Comprehend 2 (spirits), Distracting (2pp)
-Senses 3: Awareness (air), Direction sense, Ranged (touch)(3pp)

>Air spirits blessing
-Flight 1, Precise (3pp)
-Feature- dramatic wind (1pp)
-Immunity 2: Suffocation (all), Sustained (2pp)
-Immunity- own powers (1pp)
-Enhanced trait 2 (Skill): Acrobatics +4 (+9 total), Limited- only while flying (1pp)

>Sheltering winds
-Protection +1, Sustained (1pp)
-Enhanced trait 4 (Defenses): Dodge +3, Parry +1; Sustained, linked to Protection (4pp)
-Enhanced trait 2 (Advantages): Evasion +1 (2), Improved defense (2pp)

>Dancing winds (array)(5+1+1; 7pp total)
-Warding wind- Enhanced traits 5 (Defenses): Protection +1, Dodge +2, Parry +2 (5pp; base power)
-Dance with us- Enhanced traits 2 (Advantages): Skill mastery (acrobatics), Fascinate (Acrobatics); both limited- only while flying; +Enhanced trait 2 (Skill) Acrobatics +4 (+13), Limited- only while flying; +Feature 1 (Soundtrack danceable drumming beat); (1+1+1= 3pp; 1pp AE)
-Mischievous winds- Move object 1, Ranged +1 (Perception), Subtle, Precise (2+1+1+1= 5pp; 1pp AE)

>Forceful winds (Array)(20+1+1+1+1= 24pp total
-Wind blast (Base power): Ranged damage 8, Accurate x2 (+4); Affects insubstantial x2; 16+2+2= 20pp (base power)

-Wind storm (Alternate effect): Environment 3- Impair movement 2, Impair visibility 1, Selective x1, Affects insubstantial x2, +Feature 1 (Impair movement also hinders Acrobatics/Athletics rolls), -Quirk 1 (Impair visibility requires sufficient loose material as chaff); (4/rank x3=12+2+1-1) +Linked Move object 1 (non-damaging), Close range, Selective, Cloud area x1, Affects insubstantial x2, (3/rank x1=3+2); (12+2+3+2=19pp; 1pp AE)

-Lifting winds (alternate effect): Flight +6 (7); +Enhanced STR +6 (5), Limited- only to carry extra weight while flying; (12+8=18; 1pp AE))

-Flinging gust (alternate effect): Move object 8, Close range, Area- Cone, Damaging, Limited direction (away only), Affects insubstantial 2; 2+1-1+1-1+1=2/r x8, 16+2; (18pp; 1pp AE)

-Suffocation (alternate effect): Affliction 8, Ranged; Resist- FORT, recover- FORT (DC 18); Dazed/Stunned/Incapacitated; Accurate x2; 8x2= 16+2 (18pp; 1pp AE)

-Known Stunts: Dizzying spin, Air bubble (power profiles), Nullify (Air/gas); Tornado (area/concentration damage), Air ball (Wind-aided projectile)

BACKGROUND:
History: Amanda, more often addressed by her middle name or Zee, is the daughter of Frank Kerrigan, a swashbuckling archaeologist, and his wife Zamira, a scholar of folklore. They met one of of Frank's earliest adventures (I mean Expeditions) and traveled the world together, even after their daughter was born. Instead of slowing down, they employed Amanda's grandmother (or possibly great-grandmother?) to keep the daughter occupied (and their current campsite or living space in good order. The old woman was a font of wonderful stories about all kinds of incredible things- she was also what most cultures would call a witch, and a powerful one at that. The old woman was happy to help out, especially with her granddaughter- even more so when she found out that the girl had inherited her ability to see and interact with spirits, a rare and powerful gift (and all the more so in the changing modern world).

From an early age, Zephyr was taught to respect the elemental spirits that she could perceive, and was instructed with the same old folktales that her grandmother had been. There seemed to be little room for such spirits in the modern world, but in a campsite in the high desert their presence was both appropriate and welcome. Both of her parents took the news in stride- they were used to dealing in legends, after all, and the spirits, acting through either Zephyr or her grandmother, were quite convincing.

For her twelfth birthday, her grandmother taught her a ritual to attract the attention of nearby elemental spirits (specifically spirits of air), and Zephyr has been working with them ever since, such that some tasks are practically second nature- larger effects are still, well, kind of a work in progress. Over the last few years, her grandmother's health has begun to decline just a bit, leaving the old woman less suited for traveling and so on- and Zephyr's parents definitely aren't ready to settle down. After some debate, they decided to get her some additional training, and some time with kids her own age- and so they packed her off to the Claremont Academy.

Complications:
-Motivation (the Greater Good): Zephyr has been taught that those who possess gifts like hers are supposed to work to protect their community, and the world around them, from threats both mundane and supernatural- up to putting their own lives on the line if needed.In her current view, that applies to the world at large- but also to the Claremont Academy 'community' and of course to her family. In addition, she is a genuinely nice person, and likes to help people, just on general principles.

-Not-so-secret identity: Amanda HAS a codename, but she almost never uses it (except for official Claremont business)- likewise, almost nobody ever calls her Amanda. All the other kids just call her Zephyr, to the point that most people think that IS her codename (Zef and Zee are also used). She doesn't use a formal costume either, though she wears a Claremont uniform when she must. In general, she doesn't put any effort into hiding her identity- supervillains would be just another hassle for her parents (those who could even find her parents, likely on a dig who-knows-where), and any super villain who went after her grandmother would deserve anything they get... On the other hand, it also means she can be a little too casual with other people's secret identities, and she rarely bothers to pretend she doesn't have powers (why walk when you can fly?)

-Power loss: Zephyr's powers require some amount of actual air to manipulate, of course, though the elemental spirits she works with can create air in most environments. Her powers also depend, more importantly, upon the presence of spirits who can do her bidding- certain magical wardings can keep such spirits at bay, and some environments can hinder them as well. Last of all, she requires some degree of freedom of movement to invoke her Arrayed powers- simple handcuffs won't prevent this, but paralysis or more thorough bindings might.

-Melodramatic wind (accident): While her powers are mostly well-controlled, they have been known to cause a bit of chaos from time to time. Especially if Zephyr is startled or in the grip of strong emotions, sudden gusting winds may surge up around her- scattering papers or small objects, slamming doors, etc. This isn't strong enough to really HURT anyone, but it can be startling, or make a mess.

-Responsibility (Spirit's due): Zephyr's powers depend upon the good will of elemental spirits- for the most part they are happy to help. But from time to time,they will want some sort of favor- or other factors may require some degree of ritual will be required to appease them. (For future development, this will progress into Connections and Contacts through spirits)

-Vulnerability (gas/smoke/smog, etc.): While Zephyr has a limited need to breathe, but she and the air spirits she controls are susceptible to impurities in the air around them. Smoke, tear gas, and even unusually thick smog can have unpleasant effects- and she is often reluctant to enter such environments, even if they are not strictly dangerous.

-Space case: Zephyr has a fairly mild case of claustrophobia, and values both the freedom to move about and her own personal space. Riding in a crowded elevator or car would be quite a trial, and a more limited environment might require some convincing.


Description: Zephyr is a bit under average height for her age, and about average weight- she has the sleek musculature of a trained dancer. She tends to wear her dark wavy hair long and loose, and her skin is a light golden brown- the slight olive tone of Mediterranean or Middle Eastern heritage accented by a light tan, the look of someone who spends most of her time outside. She does not have a formal costume yet- while she does wear the standard Claremont class uniform when needed, she usually wears loose-fitting comfortable clothing on her own time.

Point Accounting: Abilities 30pp; +Defenses 13pp; +Skills 9pp; +Advantages 17pp; +Powers 51pp=120/ 120pp
Last edited by pathfinderq1 on Sat Jan 09, 2021 1:23 pm, edited 4 times in total.
EpicEclipse
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by EpicEclipse »

FuzzyBoots wrote: Wed Sep 26, 2018 1:52 pm Side note, Hide Minions doesn't cost any points because it doesn't do anything mechanical in the game. It's a convenience thing so that if you have five identical robots, you don't have five entries on the dashboard taking up space.
But the question is whether you would allow it as a Feature extra or not to function in the way Camus thought it did. :P
FuzzyBoots
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by FuzzyBoots »

EpicEclipse wrote: Wed Sep 26, 2018 7:24 pm
FuzzyBoots wrote: Wed Sep 26, 2018 1:52 pm Side note, Hide Minions doesn't cost any points because it doesn't do anything mechanical in the game. It's a convenience thing so that if you have five identical robots, you don't have five entries on the dashboard taking up space.
But the question is whether you would allow it as a Feature extra or not to function in the way Camus thought it did. :P
Hmm... as was discussed on the RPG SE, this could be seen as something like Subtle or Insidious, making it difficult for people to realize you were doing the thing, or that the thing had been done. If I were to house rule it as a Feature, I'd probably say that the target could attempt a Stealth roll, or you could attempt Sleight-of-Hand if the concept was hiding the summon on your person.
EpicEclipse
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by EpicEclipse »

Mmm, you do bring up a good point.

Subtle = Effect is difficult to notice being used
Insidious = Effects of using an effect are difficult to notice

Between the two you end up having minions that are effectively hidden when they come out since it's difficult to notice you using summon, much less what happened after you did.

Making a check makes sense too though!
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Doctor Malsyn
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by Doctor Malsyn »

"Subtle, insidious, Limited: Requires Sleight of Hand check"?
Am I dead? Am I alive? The answer may surprise you!
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FuzzyBoots
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by FuzzyBoots »

Doctor Malsyn wrote: Wed Sep 26, 2018 8:00 pm "Subtle, insidious, Limited: Requires Sleight of Hand check"?
That could definitely work. Seems like the sort of thing you'd have for an agent dropping the autonomous camera out of his sleeve to scurry off into the vents.
EpicEclipse
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Re: [3E OOC] Toys Will Be Toys - Recruiting thorugh 2018-Sep-29

Post by EpicEclipse »

Requires Check exists, that's not a "Limited" kind of thing :P

Subtle, Insidious, Check Required: Slight of Hand (DC10+Rank of Check Required)
FuzzyBoots
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Re: [3E] Toys Will Be Toys (Recruiting)

Post by FuzzyBoots »

Plan b wrote: Tue Sep 25, 2018 2:17 pm Resubmitting Bio-hazard, tidied his build up a bit. Any feedback would be nice.
....
Alien Mentalist: Comprehend 2:understood and understand all languages (limited to living things) • 2 points
Given non-living things already have their own slot for Comprehend, I'm not certain what you feel this flaw covers.
Plan b wrote: Tue Sep 25, 2018 2:17 pmMind Probe: Mindreading 8 (range -2 perception to close, grab based) • 2 points
This would be 3 PP in cost unless I'm missing something. 8 * (2 - 3 -> 1/3), rounded up.
Plan b wrote: Tue Sep 25, 2018 2:17 pmBio-morph: Variable 3 (free action) • 27 points
Variable is a tricky power to adjudicate. Be aware that I may veto any particular power build you provide outside of the ones you've already cleared, which look alright.
FuzzyBoots
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Re: [3E] Toys Will Be Toys (Recruiting)

Post by FuzzyBoots »

EpicEclipse wrote: Sat May 26, 2018 2:55 am Name: Hope McKnight
....
[ 8pp] Sound Projection: Illusion 8 (Aural) (250cft area)
[ 1pp] (AE, 7pp) Expand Absorption: Enhanced Power (Attack and Area(Burst) 2 (60ft) added to Sound Absorption) and Immunity 10 (Sonic Descriptor), Limited (Half Effect)
While, as before, I'm not bean-counting costs, that's 8 PP of effects in the Illusion, and 9 in the Expand Absorption.
EpicEclipse wrote: Sat May 26, 2018 2:55 am[ 5pp] Reactive Psionic Armor: Protection 7, Sustained, Noticeable(Bright glow and audible tone at impact site), Quirk(Not effective against attacks Hope is not aware of)
Given Sustained Protection is already Noticeable by default, this would be extra-so. You could probably make the Quirk a full Flaw given it means you more or less lose that Toughness bonus if struck by a Stealthed opponent or against Subtle attacks. So it would come out to 3 PP total.
EpicEclipse wrote: Sat May 26, 2018 2:55 am[ 1pp] (AE, 7pp) Psionic Armor: Create 11, Continuous, Feature(Generates light), Precise, Close Range, Limited(Sheathing existing solid matter), Limited to Increased Volume 3, Proportionate
As per your later comment, making it Create 10, Proportionate 8, Close, Limited to Sheathing Existing Matter, Continuous, Feature, for 7 PP, works fine for me.
EpicEclipse wrote: Sat May 26, 2018 2:55 am[ 1pp] (AE: 7pp) Imprisoning Armor: Affliction 8 (Resisted by Dodge, Overcome by Damage; 3rd: Paralyzed), Improved Critical 4, Limited Degree(3rd only), Resistible (Strength)
This seems alright. So only third degree counts, the initial resistance is avoiding getting hit (attack roll versus Parry), followed by a Dodge save and a Strength save, either of which could avoid the effect entirely. Improved Critical 4 is pushing it a bit, but I'm willing to give it a go.
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