Adventures Assemble! OOC

For all of your Play-By-Post games.
User avatar
kenseido
Posts: 3911
Joined: Fri Nov 04, 2016 8:13 pm
Location: Kansas City
Contact:

Re: Adventures Assemble! OOC

Post by kenseido »

Spellbinder - PL12

ABILITIES:
Strength 5/1, Stamina 6/2, Agility 2, Dexterity 2, Fighting 10, Intellect 6, Awareness 3, Presence 3

SKILLS:
Close Combat [Small Blades] 4 (+14), Expertise [Magic] 9 (+15), Expertise [Magical Community] 4 (+10),
Investigation 4 (+10), Insight 4 (+7), Perception 4 (+7), Persuasion 6 (+9), Ranged Combat [Sorcery] 5 (+10)

ADVANTAGES:
Artificer, Attractive, Equipment 3, Fearless, Improved Initiative, Languages 1 (Latin, Base: English),
Luck 1, Ranged Attack 3, Ritualist, Well Informed

POWERS:
Magical Affinity Array [10pp+3AE]
Amplify: Increase Sorcery 10pp
Mana Blades: Damage 5 (Alternate Resistance - Will)
Blink: Teleport 4 (500 feet, Change Velocity, Change Direction)
Fade: Concealment 10 (All senses, Passive)

Magical Vision Array [5pp+2AE]
Aura Reading: Senses 5 (Detect Emotional State & Physical State, ranged; Psychic Awareness)
Detect Magic: Senses 5 (Detect Magic, acute, analytical, extended, ranged])
True Sight: Senses 5 (Radius Vision, Counters Illusion [Visual], Counters Concealment [Visual])

Sorcery Array [30pp+4AE]
Afflicto: Ranged Damage 14 (Affects Insubstantial 2)
Forzare: Move Object 14 (Precise)
Portare: Teleport 7 [10] (120 miles [1000 miles], Accurate, Easy, Extended Only)
Protego: Create 12 (Impervious, Stationary; Close Range)
Solvos: Nullify 10 [13] (Broad [Magic], Simultaneous)

Alien Physiology [4pp]
Longevity: Immunity 1 (Aging) [1]
Polymath: Enhanced Advantages 2 (Beginners Luck, Jack of All Trades) & Quickness 2 (Mental only) [3]

Magical Costume (Removable, -2pp) [6pp]
Deep Pockets: Feature 2 (extradimensional storage of 200lbs) [2]
Gliding: Flight 1 (Gliding) [1]
Immaculate: Feature 1 (Costume is always immaculately clean and in perfect condition) [1]
Infinite Wardrobe: Feature 2 (Quick Change 2) [2]
Warm and Cozy: Immunity 2 (cold & heat environments) [2]

Magic Tattoos [21pp]
Armor: Protection 4 (Subtle) (5pp)
Strength: Enhanced Trait 16 (STA +4, STR +4, Permanent) (16pp)

EQUIPMENT:
Twin Daggers (DMG +1, Improved Crit, Split, Silver) (4ep)
Maxwell Sanctum: (11ep)
Size: Large, Toughness: 10
-Features: Concealed, Library, Living Space, Security System, Workshop

OFFENSE:
Initiative +6
Close +10 (Unarmed DC 20 TOU)
Small Blades +14 (Mana Blades DC 20 WILL, Twin Daggers DC 21 TOU [Crit 19-20])
Ranged +5
Sorcery +10 (Afflicto DC 29 TOU, Forzare DC 24 DOD; Praepedio DC 24 WILL)

DEFENSE:
Dodge 14, Parry 14, Fortitude 10/6, Toughness 10/2 , Will 14

TOTAL COSTS:
Abilities 58 + Skills 20 + Powers 85 + Advantages 14 + Defenses 31 = 208

COMPLICATIONS:
Enemies: Arcanis made a lot of enemies and many of them would like to take some revenge on Jason. While they usually don't get violent, the Order of Merlin won't accept Jason leaving and keeps trying to get him back under their control.
Fights for the underdog: Jason tends to side with the underdog in most situations. This can cause him to choose the wrong side at times.
Motivation - Family Honor: Jason wants to protect and uphold his father's legacy.
Power Loss: Jason must be able to gesture and move his hands to use Sorcery Array
Reputation: Jason is well known in the magical community as the son of the magical hero, Arcanis. Some blame Jason for Arcanis' retirement. Also, Jason's association with the Order of Merlin for the past few years will color his interactions with the magical community.

BACKGROUND:
Arcanis was a powerful wizard who served with the Justice Guild in the eighties and nineties. When he retired with a child to raise, everyone just assumed he adopted a lost child on one of his adventures.

Jason spent his first few years growing up in seclusion. His father's mind was slipping, and he was too proud to ask anyone for help. So he locked the two of them away in his sanctum. Jason was tutored by magical creatures and spirits conjured by his father. And at night, he would often dream about high adventure. He would join a party of adventures, fight monsters and dragons, and save kingdoms.

On his tenth birthday, a woman who was a dead ringer for one of the characters in his dreams arrived. Selby was a witch from another dimension. She explained that she met his father many years ago, and they shared many adventures together. On one of those adventures, they conceived Jason. Selby insisted his father raise him because she could see his infirmity beginning to show, and he needed a reason to retire. The dreams Jason had were her connecting to him while he slept, the only way she could be with him.

However, his father's infirmity was becoming dangerous, especially to young Jason. So she brought the two of them to her world. Jason quickly learned that Selby's world was just like in his dreams, with heroes fighting monsters with sword and spell. Not wanting to disappoint her son, Selby cast magical wards on Jason to protect him from harm.

For many years, Jason lived and adventured in this magical world while his father regained some of his faculties and was able to live a somewhat normal life. But eventually, his father passed away, his dying wish was to be buried back on Earth, the world he loved and protected. So Jason and his mother returned with his father's remains and had them buried on Earth.

At the funeral, he was approached by the Order of Merlin. When asked how his father had died, Jason chose to protect his father's legacy and say he died defending Phoenix Bay in the recent invasion. The Order asked him to join them, to take his father's place. Deciding it was a great way to honor his father's legacy - and with his mother's permission, Jason agreed. His mother returned to her world and Jason began his life back on Earth.

For the next couple of years, Jason served with the order and learned from them. He chaffed under their arrogance and rigid adherence to tradition. They wanted to turn him into a junior version of his father, even so far as giving his a costume like the one his father wore. Still they helped him expand his magical knowledge. Recently, he discovered they knew about the invasion weeks in advance but didn't warn anyone. When he confronted them, they told him it was no big deal, none of their order were threatened. This infuriated him, causing him to leave the Order and go on his own. The Order is not willing to accept this as he has many of their "secrets."
Last edited by kenseido on Sat Jan 13, 2024 5:09 pm, edited 18 times in total.
User avatar
Gilliam
Posts: 1170
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: Adventures Assemble! OOC

Post by Gilliam »

Nightbird
PL12


Image

Artwork is from T-Nelson's thread on the Superbuddies Website

Abilities
Strength 2, Stamina 3, Agility 6, Dexterity 2, Fighting 10, Intellect 1, Awareness 3, Presence 1

Powers
Hand to Hand Expert:
Marital Strike: Damage 7 [Str Based], Finding the Weak Spot: Enhanced Advantages 3 [Improved Critical - Unarmed]
Alt: Stunning Attack: Affliction 9 [daze/stun/incapacitate, fort resists; Improved Critical]
(11 points)
Sweet Singing Voice:
Birdy Wail: Damage 12 [Sonic; Area: Cone]
Alt: Birdy Screech: Affliction 12 [Resisted/Overcome by Fortitude; 1st: Hearing Impaired, 2nd: Hearing Disabled, 3rd: Hearing Debilitated, Extra: Cone Area [60 ft cone]; Cummulative; Limited - Hearing only]
Alt: Birdy Blast: Blast 12 [Sonic Attack]
Alt: Birdy Rust: Weaken 12 [Weaken Toughness; Affect Objects Only]
(27 points)

Equipment
Mask
Mask: Senses 2 [Dark Vision Mask]
Standard Equipment
Costume Protection 3; Subtle, commlink) (4 ep), Motorcycle (Size - M, Str 1, Flg 8 Alt - Spd 8 Subtle, Def 10, Tough 8, Features 4 - Navigation System, Hidden Compartments, Security System, Remote Control) (24 ep), Swingline (Movement Swinging) (2 ep)

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 4, Equipment 6, Evasion, Hide in Plain Sight, Improved Critical 3, Improved Disarm, Improved Feint, Improved Initiative 1, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Set-up 1, Skill Mastery [Acrobatics], Skill Mastery [Stealth], Startle, Takedown 2, Teamwork, Uncanny Dodge [Auditory], Contacts, Luck

Skills
Acrobatics 10 (+16), Close Combat: Unarmed Attack 5 (+15), Deception 6 (+7), Expertise: Streetwise 11 (+12), Insight 9 (+12), Intimidation 13 (+14), Investigation 12 (+13), Perception 8 (+11), Sleight of Hand 6 (+8), Stealth 8 (+14), Vehicles 6 (+8)

Offense
Initiative +10
Unarmed Attack +15, Damage 9
Sweet Singing Voice +12, Damage 12

Defense
Dodge 14, Parry 14, Toughness 10 (Def Roll 4), Fortitude 10, Will 11

Power Points
Abilities 56 + Powers 38 + Advantages 32 + Skills 47 + Defenses 27 = Total 200


COMPLICATIONS
MOTIVATION - Killpatrick. Imogen wants to honour the memory of her mentor and is willing to help any of his friends.
MOTIVATION - Do Right. Imogen will always try to do her best to help others she meets, no matter what the odds she finds herself against.
HONOUR - Imogen will always keep her given word.

BACKGROUND
As a child Imogen was pushed into ballet and gymnastics at the urging of her mother, she proved to be a gifted gymnast winning age group competitions until she was told she was getting too tall to be a gymnast and round the same time her brother decided to smash all the windows in their house.

Well to be honest Imogen always had a very piercing spine tingling scream as a child. Her older brother thought it was great fun and would always goad her into screaming louder claiming he couldn't hear her until the time she blew out all the windows in the lounge. Collapsing in a heap she missed her brother confessing to breaking the windows to their parents and being grounded until hell froze over. Later at the urging of her brother Imogen started to practice using her sonic blasts as according to him it was a gift and she had to use it to help people and she needed something to do now gym was no longer an option.

Inspired by stories of the Homefront and the Upstarts and encouraged by her brother Imogen started to intervene in street crime in her neighbourhood in her late teens. At first very successful Imogen got caught out when a pair of muggers did not fall over after her sonic attack and would have been in a whole lot of trouble if not for the sudden appearance of a hooded man whom defeated the muggers with a few well placed blows.

About to offer her thanks to the man, Imogen was surprised when the man told her to go home and play with her Barbies. Without thinking Imogen gave him a very direct response to his comments. After she finished the man with a slight smile offered to teach her how to handle herself if she thought she was up to it.

Over the next couple years Imogen learnt hand to hand combat and other skills from the former hero Hustler now known as Killpatrick and went on a couple of adventurers with other companions and students of Killpatrick.

Then the alien invasion of Phoenix City happen, ignoring Killpatrick's demand that she stay hidden with her family Imogen joined the fight doing what she could to drive back the aliens in her neighbourhood. While the fighting wasn't as intense as in the centre of the city Imogen still screamed herself horse and would have been blasted by an alien soldier except that another person took the full force of the blast.

Imogen can't remember much of what happen afterwards only that police or maybe her brother found her crying over the dead body of Killpatrick. Over the last year Imogen has pushed herself hard determined to protect Phoenix City and honour Killpatrick's memory.

Imogen has developed a reputation as a dangerous and scary opponent and can be both feared and admired by the residents of Phoenix City, she has continued to push herself to her limits and beyond and now has found a sort of peace after the battle with Lucienne the would be God and the Incarnate of War. However it now means she will risk even more to ensure people are safe from harm.
User avatar
stavaros_the_arcane
Posts: 538
Joined: Sat Mar 17, 2018 9:17 pm

Re: Adventures Assemble! OOC

Post by stavaros_the_arcane »

Ysariel wrote: Fri May 21, 2021 6:34 am kenseido, that looks alright for now. I do have some mild concern about how this character will function in a power loss situation, as he doesn't seem to have a very strong focus outside of his magic arrays; however, I'll reserve judgment until we have seen how things work out in actual play, and if necessary, I will bring up any issues after this adventure. Consider your character accepted under probation for the first adventure.

For the rest of you, you have until the 31st of May to submit PL 12, 200pp builds (or ask for an extension of deadline). If I receive no response in this thread by then, you will be assumed to have dropped out. If you have friends you want to recommend, I'm willing to consider them as players, but otherwise, I won't be specifically looking to recruit anyone.
*Realizes I'm about to miss a deadline.*

Sorry, I got totally bogged down with other stuff and haven't had a chance to update Gelert to PL12 yet.
That was poor time management on my behalf but I'm still interested in the game. I'll get that finished as quickly as I can.
User avatar
stavaros_the_arcane
Posts: 538
Joined: Sat Mar 17, 2018 9:17 pm

Re: Adventures Assemble! OOC

Post by stavaros_the_arcane »

Gelert, the Hound of Hope

Image
Gelert
PL: 12
STR -1 STA 2 AGI 2 DEX 2 FIG 2 INT 1 AWA 3 PRE 4

Skills: Athletics 5 (+4), Deception 4 (+8), Expertise: Therapy Dog 6 (+7), Insight 7 (+10), Intimidation 6 (+8), Investigation 9 (+10), Perception 7 (+10), Persuasion 13 (+17), Ranged Combat: Power Ring 9 (+11), Stealth 6 (+12), Treatment 6 (+7)

Advantages: All-out Attack, Evasion, Fascinate (Persuasion), Inspire 2, Interpose, Power Attack, Precise Attack (Ranged, Cover), Set-up, Teamwork, Uncanny Dodge, Leadership, Improved Initiative, Luck 2

Powers: Comprehend 2 (Animals - Speak To, Animals - Understand) (4pp)
Senses 5 (Accurate: hearing, Acute: smell, Tracking: smell 1: -1 speed rank, Ultra-hearing) (5pp)
Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent) (8pp)

Blue Ring of Hope (Removable, -17pp) (66pp)
-Blue Ray of Hope Array (30pp+7pp)
-AE: Blast: Damage 13 (DC 28; Increased Range: ranged, Precise, Variable Descriptor: close group - laser or concussion)
-AE: Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
-AE: Create 10 (Volume: 500 cft., DC 20; Movable)
-AE: Healing 10 (Increased Range: ranged)
-AE: Line Area Damage 12 (DC 27; Line Area: 5 feet wide by 30 feet long, DC 22, Precise, Split 3: 4 targets)
-AE: Move Object 13 (200 tons; Precise)
-AE: Move Object 14 (400 tons)
-AE: Stun: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)

-Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood) (6pp)
-Flight 8 (Speed: 500 miles/hour, 1 mile/round) (16pp)
-Immunity 10 (Life Support) (10pp)
-Protection 12 (+12 Toughness) (12pp)
-Quick Change: Feature 1 (1pp)
-Restricted: Feature 1 (1pp)

Offense: Initiative +6, Close +2, Ranged +2, Power Ring +11;

Damage: Unarmed -1, Blast DC28, Shapeable Blast DC25, Line Area DC27, Stun DC20

Defense: Dodge +10, Parry +10, Will +12, Fortitude +12, Toughness +14/+2

Abilities 32 + Skills 39 + Advantages 15 + Powers 83 + Defenses 31 = 200/200

=============================
Complications:

Man's Best Friend: All of Gelert's act of heroism stem from the inbred canine love of humans. Not helping humans in whatever way he can is an idea that he does not understand, even with his boosted levels of intelligence.

Every Little Dog ought to have a human: While Gelert has a list of 'friend-humans' longer than he can count, there are two he holds above all others; His trainer Tabitha Sierra, and her Daughter (his bestest best friend forever) Dorothy Sierra.

Ruff language: Gelert's ability to speak human languages is the result of his power ring which is essentially translating his thoughts and animal means of communication into human speech. A side effect of this can be erratic pacing of speech, unusual or childish vocabulary, and sudden distractions or shifts of topics. Also should his ring be removed he is no longer able to speak.

Now pay attention this is very important... SQUIRREL!: While gifted with human level intelligence by the forces that granted him his power ring, Gelert is still a dog. As such even as smart and well trained as he is he has a tendency to behave like a dog. This can mean being distracted by a noise or smell, sniffing things or people he encounters, and occasionally going to the bathroom in public places (he is housebroken though, and with his powers he does clean up after himself).

Adorable Alias: As expected of a dog that spends time with a lot of different children of varying ages, Gelert has picked up a long list of nicknames he often ends up called by. These include but are not limited to: Toto, Mr. Fuzzums, Snookums, Old Geller, Lerty Pie, Princess Fluffypants (despite the fact Gelert is male and does not wear pants), Captain Snuggles, Doctor Adorable, Professor Puppykins, and 'good boy'.

============================
Backstory:

Gelert is a white four year old Corgi mix. Beyond that this little dog is many things... trained from puppyhood, Gelert is a certified therapy dog at the Bernard Clairvaux Medical Centre in Phoenix Bay. He has a gentle temperament and a stellar history of service and is beloved by patients and staff alike, especially in the children's ward.

His trainer, Mrs. Tabitha Sierra , has been Gelert's long time friend and caretaker, raising him and helping him become the caring animal that he is today. Growing up under the care of the Sierra Household meant that Gelert met his best friend... Dorothy Sierra, Tabitha's young daughter. While Gelert has been friends to many children, Dorothy has always had a special place in his little doggy heart. Which made the little dog take his duties as hospital therapy dog all the more seriously when Dorothy was hospitalized with a rare disease which often leaves here weak and bedridden.

This was Gelert's life before the Armada invasion... And it was during that more dire of times that the little Dog's life changed dramatically.

No part of the city was spared from the ravages of the Armada and the Medical Centre was no different. Patients too risky to evacuate were moved to more secure lower levels of the building, including Dorothy. In such a tense and panicky situation Gelert instinctively knew that he was needed here to help the scared humans.

And that was when the building was hit. Badly. Most of the Building collapsed, leaving those safe on the lower levels trapped beneath the rubble. While there was enough emergency power to ensure all of the machines for the patients were still running, this left patient and staff alike buried with only a few emergency lanterns to break the almost total darkness.

The crushing claustrophobic darkness made keeping calm a struggle, the sense of not knowing when or if they would be rescued slowly building the level of panic. This may have devolved into a tragic catastrophe if not for one thing. One little beacon of hope.

Gelert did what he was trained to do, what he was born to do... gave comfort and hope to those in need. Where ever a child was being consumed by fear, they would find a small head resting on their lap. Where ever a patient wanted to give up into despair they would find a canine tongue licking their hand or face. Where ever a nurse or doctor felt the stress overwhelming them, they would find a happy bark at their feet spurring them on.

And what little time he wasn't doing that, Gelert did one other thing that kept those people holding on. He dug, paws scratching against the dirt that separated them from the outside world. It was a futile and impossible gesture for such a small dog to move that much rubble, but it was enough. The efforts of one little dog kept hope alive in that dark dusty hole, letting each and every person down there know that everything would be alright. And that was when it happened.

It was subtle at first. The shadowy rooms seemed just a little bit brighter, a little bit less scary. Then a little more. Soon there seemed to be an almost visible glow around Gelert as he made his rounds. And soon it was more than that. the faint blue glow followed the little dog everywhere he went growing brighter the more he helped. Until the glow became a full presence that was enough to even give the dedicated dog pause from his duties.

The presence spoke, not with true words but in a way that Gelert fully understood.

"Gelert, you stand as a beacon of hope during the darkest hour, you are a caretaker of those lost in despair, you have the potential for great things. Take our power and our blessing for you are worthy."

The Blue force formed into a ring which fit itself onto Gelert's tail. Power and knowledge filled him as the people he helped looked on in amazement. His service dog vest was replaced with a blue uniform and he turned and said, in a way that his human friends could for the first time understand... "All will be well."
--------
The rescue crews trying desperately to get through the rubble of the hospital to find some survivors of the attack were shocked when a beam of blue light smashed its way through, and chucks of concrete were wrapped in a blue glow and moved aside. They were dumbstruck to see a little white dog wrapped in a blue glow wagging his tail and panting in the newly formed hole in the rubble leading to the hospital shelters.
One of the rescue workers just blurted out what was on everyone's mind "What the heck was that?"
Gelert tilted his head and said simply. "I am a dog."
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

Hello. I am sorry for the unreasonable delay, however I've been under unusual pressure IRL this past month. This is just real-life stuff, among them the pandemic and employment and money issues, and has nothing to do with any of you. I still intend to try and run the next adventure as planned.

Unfortunately I am occupied for the rest of my day today, but I will get to replying to your messages and looking at your builds as soon as possible, before proceeding with the next adventure. I don't expect any serious issues buildwise for this group, so that shouldn't take too long.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

Psistrike wrote: Sat May 22, 2021 2:25 am Moonlight
Generally, immunity in arrays is problematic because immunity is costed based on frequency: the more powerful (i.e. frequently useful) your immunity is, the more points are tied up when it can't be used. That said, 2pp is a small amount so I am tentatively willing to overlook this as a swimming power.

I notice your Nature Powers array has 2 continuous duration powers in it. Normally continuous powers aren't allowed to be arrayed. That said, I vaguely recall exceptions surrounding transform and create specifically and long-lasting transformations become impractically costly under this ruling.

My suggestion is to houserule that continuous duration transform and create behave as follows: you transform the material and the transformation persists even when you switch the array, but you also can't revert it at will (as you normally would be able to with a continuous power). You have to use the transform power again, and the object gets a resistance check if it is attended. We'll see how this works out in play for 1 adventure, and at the end of the adventure I will ask for feedback from kenseido to see what he thinks and whether we will continue this ruling going forward.

Your complications seem fine and I think this version of the character is more focused in theme than previous ones, which is good. I note your flavor traits outside of core powers - nature/survival skills, some stealth and persuasion, moderately high abilities and several minor but thematic flavor powers, all of which are useful to build a scene on even in situations where your main power arrays are not usable, which is good. So, your build is approved.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

kenseido wrote: Mon May 24, 2021 11:21 pm JASON MAXWELL - PL12
I don't understand how your Amplify AE on Personal Magic works, can you clarify that?

The intent seems to be 2 arrays, with an option for the first to give its pp to the second. This is fine in principle, and Amethyst's suit has something similar where her variable can add extras and ranks to some of her powers. However, please note how the powers of Sorcery will use the extra pp when Amplify is selected.

I note a good selection of flavor and non-combat traits - theology, investigation, persuasion, trance and ritualist, all of which are useful in constructing a scene outside of both your main magic arrays, so that is good.

I note your power loss complication applies only to the Sorcery array, not to Personal Magic. That means that Jason is actually very powerful even in a power loss scenario - in fact, he is still PL 12, at least as long as he is in range to use his daggers. This is fine and not a bad thing. However, since you do not decrease in PL in a power loss scenario you will receive less HP compared to other characters.

Complications are slightly scarce. However, considering this is a new character for you, that is not as big of a problem. As his story develops you may be able to think of future rivalries, responsibilities, or weaknesses that you like to develop.

Finally, there is just one problem - I don't allow more than 1 rank of Luck. I think this was actually a houserule from the earliest days, and I have enforced it in all game I ran as well. So you can have Luck 1, and add an AE or anything you like somewhere else. Other than that, I don't see any problems and you are approved.
User avatar
kenseido
Posts: 3911
Joined: Fri Nov 04, 2016 8:13 pm
Location: Kansas City
Contact:

Re: Adventures Assemble! OOC

Post by kenseido »

Ysariel wrote: Wed Jul 07, 2021 1:15 am I don't understand how your Amplify AE on Personal Magic works, can you clarify that?

The intent seems to be 2 arrays, with an option for the first to give its pp to the second. This is fine in principle, and Amethyst's suit has something similar where her variable can add extras and ranks to some of her powers. However, please note how the powers of Sorcery will use the extra pp when Amplify is selected.
Yes, the smaller array feeds into the larger array. There are really only two powers it can adjust as everything else is capped. Teleport and Nullify have the second PR in [] which is the rank when he has applied the Personal Magic.
Ysariel wrote: Wed Jul 07, 2021 1:15 am I note a good selection of flavor and non-combat traits - theology, investigation, persuasion, trance and ritualist, all of which are useful in constructing a scene outside of both your main magic arrays, so that is good.

I note your power loss complication applies only to the Sorcery array, not to Personal Magic. That means that Jason is actually very powerful even in a power loss scenario - in fact, he is still PL 12, at least as long as he is in range to use his daggers. This is fine and not a bad thing. However, since you do not decrease in PL in a power loss scenario you will receive less HP compared to other characters.
I also imagine there will be anti-magic scenarios, villains immune to magic and such which apply to both arrays. But yes, I totally understand that a snare isn't as debilitating to Jason as traditional mages.
Ysariel wrote: Wed Jul 07, 2021 1:15 am Complications are slightly scarce. However, considering this is a new character for you, that is not as big of a problem. As his story develops you may be able to think of future rivalries, responsibilities, or weaknesses that you like to develop.
Yeah, I haven't really thought how I was to apply the Order of Merlin moving forward. Are they trying to bring him back or are they going to be villain. You are welcome to use them and introduce enemies he doesn't even know he has through his father. Also, his mother was hiding stuff from him, so there are ideas that can come from there.
Ysariel wrote: Wed Jul 07, 2021 1:15 am Finally, there is just one problem - I don't allow more than 1 rank of Luck. I think this was actually a houserule from the earliest days, and I have enforced it in all game I ran as well. So you can have Luck 1, and add an AE or anything you like somewhere else. Other than that, I don't see any problems and you are approved.
I will reduce Luck.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

Gilliam wrote: Mon May 31, 2021 10:05 am Nightbird
As usual I have no complaints about Nightbird's build. You are the team's stealth, investigation, acrobatics and driving expert and also have good Intimidation, high abilities and a wide selection of combat advantages. Note that you will encounter enemies that are weak against or suffer additional effects against the use of combat advantages, so keep this in mind during your scenes.

I like that Nightbird has a greater selection of sonic attacks now. You are starting to get into the upper limit of PL for costumed adventurers so it's worth exploring other ways in which you can believably fight high-PL foes.

I note your costume has a commlink. Characters are given commlinks for free so this is not strictly necessary. However, if you chose to keep it, it will keep working even when your normal team commlinks don't work, although as equipment it can still be separately disabled.

You are approved!
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

stavaros_the_arcane wrote: Tue Jun 01, 2021 2:27 am Gelert, the Hound of Hope
Your build has not given me any issues in the past, so I don't expect it to start now. Without the ring Gelert still has social skills (all 3, in fact, notably including intimidation this time round), medical skills including expertise, and investigation. That's more than enough to construct a scene around so that's fine.

The problem with Gelert lies in his complications. I have had some trouble working with Gelert's complications in the past and it's hard to find and trigger complications that make for interesting scenes. To take some of your existing complications, for example, Gelert being called silly names neither makes for a real disadvantage nor an interesting scene.

This is not an immediate problem since this is the first adventure of a new season and so a kind of soft reboot in terms of tone and direction. However, going forward you should be thinking of the kinds of complications you are actually interested in playing with. With that caveat your build is tentatively approved.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

kenseido wrote: Wed Jul 07, 2021 1:31 am Yes, the smaller array feeds into the larger array. There are really only two powers it can adjust as everything else is capped. Teleport and Nullify have the second PR in [] which is the rank when he has applied the Personal Magic.
Ok, that makes sense. In that event your character is fine.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel »

I have been busy writing the opening post and preparing the starting scenes for each of your characters, and now that all PC's are approved, we'll move ahead with the start of the adventure once I finish writing.
User avatar
stavaros_the_arcane
Posts: 538
Joined: Sat Mar 17, 2018 9:17 pm

Re: Adventures Assemble! OOC

Post by stavaros_the_arcane »

Ysariel wrote: Wed Jul 07, 2021 3:26 am
stavaros_the_arcane wrote: Tue Jun 01, 2021 2:27 am Gelert, the Hound of Hope
Your build has not given me any issues in the past, so I don't expect it to start now. Without the ring Gelert still has social skills (all 3, in fact, notably including intimidation this time round), medical skills including expertise, and investigation. That's more than enough to construct a scene around so that's fine.

The problem with Gelert lies in his complications. I have had some trouble working with Gelert's complications in the past and it's hard to find and trigger complications that make for interesting scenes. To take some of your existing complications, for example, Gelert being called silly names neither makes for a real disadvantage nor an interesting scene.

This is not an immediate problem since this is the first adventure of a new season and so a kind of soft reboot in terms of tone and direction. However, going forward you should be thinking of the kinds of complications you are actually interested in playing with. With that caveat your build is tentatively approved.
I can certainly give Gelert's complications another go over. Enough has happened in story since I wrote the original set that they can certainly be changed to be more... Complicated.
User avatar
stavaros_the_arcane
Posts: 538
Joined: Sat Mar 17, 2018 9:17 pm

Re: Adventures Assemble! OOC

Post by stavaros_the_arcane »

Okay I'm keeping Gelert's old Complications Man's Best Friend and Ruff Langauge but removing the rest. I have two preliminary new complications for him that might give more room for adventure hooks.

Last of a rare breed/One Last Hope: The relentless campaign of violence and conquest by Kaak-Shar the Incarnate of War has left the ranks of Blue Ring Bearers completely devastated. Across the galaxy Bearers are dead and rings lie broken. While Kaak-Shar has been defeated, this has left Gelert as the last champion of the Light of Hope, with all the responsibilities and burdens that entails.

Protector of the Underdog: Phoenix Bay has become something of a sanctuary city; in addition to human minorities and vulnerable populations, the city is now host to alien refugees and survivors of the assault on Shambala. Gelert has been quick to make friends among these new groups and is invested in their well-being. However this had made Gelert a lot of enemies as well as friends: Groups that seek to either destroy, expel, or exploit the new arrivals quickly find Gelert in their way, whether he knows it or not.
User avatar
kenseido
Posts: 3911
Joined: Fri Nov 04, 2016 8:13 pm
Location: Kansas City
Contact:

Re: Adventures Assemble! OOC

Post by kenseido »

If Jason chooses to try and grab it with Move Object instead of shoot it down, is there still a penalty?
Post Reply