NetherWar: Master of Earth (OOC)

For all of your Play-By-Post games.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

Zero Prime wrote: Sun Aug 23, 2020 11:04 am Junior, Wally Thompson, Jr.
Some curious changes, moving him from less of an offensive area attack setup to controlling the environment around him, but we'll see how that goes. :) Is the Create meant to be him able to move a thousand cubic feet of whatever in the space of a combat round or is it something more mystical where he calls the earth and trees into place?
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

So it looks like we will have a full docket (actually one more student than usually shows up). The action starts with Seven, so JDRook, would you be OK with starting next week?
pathfinderq1
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: NetherWar recruiting (OOC)

Post by pathfinderq1 »

>Okay, this should be ready.

Charger


Image


Real name: Allison Jane Sullivan ("AJ")
Codename: Charger
Concept: Flight speedster (KE manipulation)
Gender: female
Age: 16
-5'8"; 125 lbs (tall for her age, but skinny as a beanpole)

PL 8; 120/ 120 pp

GAME STATS:
Abilities: (40 pp)
STR -1 / STA 5 / DEX 1 / AGI 6
FGT 6 / INT 1 / AWE 2 / PRE 0

Defenses: (11 pp)
Toughness: +5 (0pp)(Enhanced to +6)
Parry: +8 (6 base, +2pp)(Enhanced to +10)
Dodge: +8 (6 base, +2pp)(Enhanced to +10)
Fortitude: +6 (5 base, +1pp)
Will: +8 (2 base, +6pp)

Immunity: (Friction heat, own slams)
Immunity (Half effect): Aging, Sleep, Disease, Poison

Offense:
Initiative: +10 (6 base, +Improved initiative 1)
Close attack: +6
Ranged attack: +1

-Specific attacks:
>Unarmed strike: +6, DC 14 (-1)
-Jet punch: +10, DC 21 (crit 19-20; +Multiattack; Force)
-Jet pressure: Close Affliction, +8, DC 18 FORT resist; DC 18 FORT recover; Dazed +Impaired/Stunned +Disabled/Incapacitate; (reach 5', Force)
-Jet blast: Close, 30' cone; Damaging Move Object 8

Skills: (18 sp= 9 pp)
>Trained: Acrobatics +8 (2sp)(+12 while flying); Athletics +7 (1sp); Investigation +2 (1sp); Perception +5 (3sp); Persuasion +2 (2sp); Technology +2 (1sp); Vehicles +2 (1sp)

>Combat skills: Close combat- Jet power (Array) +8 (2sp); Ranged combat- throwing +2 (1sp)

>Expertise Skills: Student +2 (1sp); Outdoor survival +2 (1sp); Mechanic +2 (1sp); Tomboy +2 (1sp)

>Untrained: Deception +0; Insight +2; Intimidation +0; Sleight of hand +1; Stealth +6; Treatment +1

Advantages: (14 pp)
>Base: Agile feint; Attractive x1; Benefit x1 (Athletics based on AGI); Equipment x1; Evasion x1; Great endurance; Improved initiative x1; Luck x1; Move-by action; Power attack; Quick draw; Takedown x2; Uncanny dodge

>Enhanced Advantages (bought as Powers): Favored environment (Flying- open air), (+Others- limited)

POWERS: (46pp)
>Hyper-efficient metabolism:
-Regeneration 1, Persistent; Quirk: Slow (heals 1 per hour, not per minute); (1+1-1= 1pp)
-Immunities 4 (Half effect): Aging, Sleep, Disease, Poison (2pp)

>Born to fly
-Flight 2, Precise, Subtle (4+1+1= 6pp)
-Feature 1: Dramatic wind (1pp)
-Senses 4: Direction sense, Distance sense; Vision- extended x1, Rapid x1 (4pp)
-Quickness 1 (1pp)
-Enhanced skill 2: Acrobatics +4 (limited- only while in flight); (1pp)
-Enhanced Advantage 1: Favored environment (Flying- open air); (1pp)
-Enhanced Advantage 2: Evasion +1, Improved defense; (Limited- only while flying); (1pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; (Limited- only while flying); (2pp)

>Slip field
-Protection +1, sustained (1pp)
-Immunities 3: Friction heat, own slams (Linked; 3pp)

>"Jet power"(Array; base +3 AE))(17+1+2+1+1)
-Jet boost (Dynamic): Enhanced Flight +6 (8 total), Loses 'Subtle'; +Enhanced Flight ++ 4 (12 total), -Distracting, -Quirk (Slip field must be active); +Enhanced STR +3 (2 total; lift 200 lbs), -Limited- only to carry extra weight in flight)(11+3+3= 17pp, base power, +1 Dynamic)
-Jet strike (D/AE): Close damage 6 (Force), +Multiattack 6, +Accurate 1 (+2= +10 total); +Affects insubstantial 2, +Enhanced Advantages 2 (Improved critical x1, Improved Smash); (6+6+1+2+2= 17pp; +2pp/ DAE)
-Jet blast (AE): Move Object 8, Close range, Area- Cone x1; Damaging; Limited- only to push away; +Affects Insubstantial x2 (Limited- Only against Insubstantial level 1-2); (16+1= 17pp; +1pp/AE)
-Jet pressure (AE): Affliction 8; Close range; Resist- FORT; Recover-FORT; Dazed +Impaired/Stunned +Disabled/Incapacitated; Extra condition; +Reach 1; Force descriptor; (8x2= 16 +1= 17pp; +1pp/ AE)
(TO ADD/ Stunts): Jet lift (Strength/ Power-lift), Jet storm (Burst damage or Affliction)


BACKGROUND:
History: AJ's parents met when they were serving in the US Air Force- her father Jack was a mechanic from west Texas, and her mother Cathy was from rural North Carolina; she was also one of the first female fighter pilots, a truly amazing aviator. The two of them fell in love almost immediately, and while they wanted kids, their life together took a back seat to Cathy's flying career- Jack mustered out at the end of his term so he could follow his wife to a series of bases around the world. When Cathy finally mustered out after 12 years, they moved in with her parents on the family farm in Henderson County, and they had their first child, a boy they named Mack. After a year or so, Cathy was hired by a major defense contractor to work as a test pilot for the next generation of combat aircraft (Secretly using some stolen alien technology). She shuttled back and forth to the west coast, while Jack and Mack stayed on the farm- but the project kept dragging on for years... Cathy never even realized she was pregnant again, until one of her frequent routine physicals found it out- by then she was more than a month along, and who could say what energies she had been exposed to by then. Her employer gave her a generous leave, but when it was over they wanted her back in the cockpit. Unfortunately the project kept hitting snags, financial and otherwise, and it still wasn't complete 5 years later. The official story is that Cathy died when her test plane crashed in the Nevada desert- but in truth she simply disappeared in a burst of unknown energy when the propulsion system 'exploded' (and certainly NOT because the company had begun cutting corners on safety to expedite the testing). The whole family was devastated, and their relationships definitely suffered. Mack had always been close to his grandparents, and only grew closer (and further from his father and sister)- he spent all his time working around the farm, and when the time came for him to go off to college he didn't go far; he ended up just down the road at UNC Asheville, studying Sustainable Agriculture so that he could take over the farm when the time came. AJ on the other hand, had always been her Daddy's darling- they both loved hiking and camping, and AJ grew to share his interests in cars and racing. When she wasn't in school or running around with the other kids in town, she was likely to be in the garage where her father spent almost all his time. She was driving ATVs, tractors, and the farm truck by the time she was 12- and even went with her father whenever NASCAR was at a racetrack nearby. That sort of thing was just a fun hobby, but it kept her close to her father over the years. While she had answered to "Allie" as a child, she started using "AJ" instead, after the legendary driver/owner who was one of her father's idols.

Like most metahumans, AJ first manifested her powers in her early teens, in a particularly stressful moment. In her case, she was 13, and hiking in the mountains with a group of friends (an informal, more adventurous outing than the REAL Girl Scouts ever enjoyed- and AJ didn't like the cookies much either...). The trail was wet and slippery, and AJ was at the back of the group when her friend Debbie started to slip- towards a 300-foot drop. AJ dove for her hand- and came up inches short, as Debbie went over the edge. Without thinking, AJ scrambled and lunged, just brushing Debbie's fingertips before she slid over the muddy edge herself.

Ten seconds of chaos and disorientation later, AJ flew back up over the edge where her friends were still wide-eyed with terror, holding Debbie in a clumsy carry. THAT story made the local papers, made her the subject of tales for the rest of middle school. But no matter how much she enjoyed flying, and no matter how much the other kids JUST WOULD NOT SHUT UP about it, she didn't show off where other could see her- both her father and her grandparents were quite insistent. That doesn't mean she didn't practice, or go flying just for fun- the rural mountains were full of places where nobody was watching, as long as she kept her altitude and speed to reasonable levels... (She even remembered her mother's old jokes about "never break the sound barrier near population"). High school was a whole new world- and a much larger crowd of kids to fade into, especially since she didn't join any of the sports teams, and she wasn't really a prep or a brain. The fact that her older brother had just graduated, as a top student AND a football star before he went to college made her beneath most notice. For most of the year anyway...

The last week of school was low-key, and the whole freshman class signed up for a field trip down into Raleigh to see some sights and museums and so on. Some of the kids had never even left the county, so it was a big deal for them. In fact, it started to turn into kind of a bust for everybody when their bus blew a tire on I-40. Most of the kids ended up having an impromptu picnic sitting by the side of the highway watching airplanes heading in to land at RDU. And once again, everything turned in one terrible moment...

Along with everyone else in her class, AJ was watching when a small business jet, a Learjet 40, was heading in- and its left engine simply exploded. For just a second or two it wobbled- and then it started falling out of the sky, engine fragments having wrecked some of its control surfaces. Most of AJ's classmates screamed, and some of them covered their eyes- AJ had seen some terrible NASCAR crashes so she didn't turn away. Time seemed to slow, and she had enough of a chance to look around as her startled schoolmates reacted in stunned horror- except her friend Debbie, who was looking straight at AJ, who knew what to do, what she HAD to do.

She dropped her jacket and her hat on the ground, took two running steps, and was in the air. She didn't QUITE break the sound barrier- but she was beside the struggling plane in seconds, close enough to see the terrified people inside the windows, and close enough to realize there was no way the plane could land safely. Unless it had some help... AJ slid in under the damaged wing, and pushed upwards- it wasn't anything like she had tried before, and the effort was almost unbearable for few seconds before something shifted, and suddenly it just felt natural, like any other kind of workout. A minute later and the plane touched down on the runway- AJ tumbled to a stop, nearly unconscious from the strain. The plane belonged to a major research company executive who had been flying in for a meeting in RTP, and there were press members waiting for him. The resulting photo of a fireman cradling AJ in a safety blanket by the side of the runway made national news- it pretty much destroyed any hope of her having a normal high school life in Henderson County, but it got the attention of some folks far outside of North Carolina. After a bit of debate, she was packed off to Claremont Academy in Freedom City. She has only recently joined the Next Gen squad, and she isn't quite sure what she thinks of some of her new teammates- but she is anxious to prove herself.

Complications:
-Tomboy/ Spirit of adventure (motivation): AJ is pretty athletic and quite competitive. She can get into all kinds of trouble by getting into competitions with classmates, friends, or random other people- and she can get into almost as much trouble all on her own, if she overestimates her own abilities. It also means she is long on planning or analyzing things- she likes to jump right in. Given her tendency towards physical solutions, she might even REALLY hurt somebody, without meaning to- especially since she seems to be getting stronger... On a lighter side, she has a lot of typically 'boy' oriented interests (cars, hiking, sports), and dresses like a boy to boot (she hasn't worn a skirt since she started climbing trees at the age of seven), which might lead some people to make certain (incorrect) assumptions about her habits. She also tends to think of problems and solutions in a very straightforward, physical fashion- complicated scenarios or diplomatic interactions aren't really her style (she is totally the type to try out her Leatherman on that there Gordian Knot thingy).

-Country girl (prejudice): Annie is rather proudly a country girl, the product of rural America, in speech, dress, and attitudes- in fact, she tends to play up some of those details almost reflexively, as something she is proud of. In a cosmopolitan setting like Freedom City (and a snooty private school like the Claremont Academy) she definitely stands out. And in a situation like high school where cliques and social status are the order of the day, she is bound to make some waves (and have some trouble fitting in).

-"Raised right" (Motivation): Annie was raised with a strong moral code and fairly traditional standards of good behavior. She is very honest, doesn't swear, and doesn't have any of the bad habits that many kids her age have picked up. She believes in fighting fair (for the most part), and hates liars and bullies of all stripes. Her habits may put her in opposition to less "good" classmates, and make her easy to anticipate (or even manipulate) in many situations- she is rather naive, and by most modern standards she is easily shocked by a lot of things that a jaded 'city kid' wouldn't bat an eyelash at (and conversely, she has seen a lot of bloodshed and violence close up, either at butchering time or in car crashes, so such things don't bother her as much). And her attitudes aren't the sort of thing she could hide very well, even if she wanted to. She also likes helping people out, even if they don't ask for it (And sometimes even if they don't need or want her help).

-(Not so) Secret (identity): Since the Claremont Academy has many super-powered students, and AJ is a terrible liar, she is pretty open about the fact that she has powers- though as far as the school and most of her fellow students know, she is just a fairly fast, agile flier- she doesn't show off her more esoteric abilities (the rest of her array). And like many of her fellow students, she is SUPPOSED to keep her abilities under wraps when off campus, and out in public. She didn't grow up wanting powers, but she loves having them, and she wants to put them to use- like, you know, for a good cause and all. She kept her identity under wraps for a couple of years at home (mostly), but at this point she isn't as cautious as she probably should be- she thinks nothing of flying from place to place, for instance. In rural North Carolina there aren't a lot of people to see her- but Freedom City is a whole different world.

-Melo-Dramatic wind (Accident): The same air movement that can work to her advantage for a dramatic entrance or stunt can also work against her. Particularly when she is angry or stressed (even a 'pleasant' stress, like the attention of a cute guy), things around her are subject to a sudden burst of air- enough to slam doors, scatter papers or hats, or upset someone's tray in the lunchroom. It isn't enough to actually HURT anyone, but it can make quite a mess, and somehow it draws attention in AJ's direction.

>Relationships (Family)(More RP hooks than real Complications, presented for completeness)
-Idolizes the memory of her mother (and so would likely respect women in a military/police role, even more than one might expect)
-Adores her father, wants to make him proud of her- also maintains shared interests to keep their strong connection
-Fond of her big brother (and doesn't know that he has begun to have friends who are strongly anti-metahuman)
-Distant but basically positive relationship with her grandparents- she was never their favorite grandchild, even before THAT DAY, and they weren't shy about showing it. Even so, their rural hardworking lifestyle is a central part of her personality.


Description: AJ is pretty tall for her age, but currently as thin as a beanpole- she has grown into most of her height, but hasn't filled out yet. She has wavy strawberry blonde hair, just past shoulder-length- she keeps it tied back in a simple braid or pony tail most of the time so it doesn't get in the way. She also has green eyes, a wide engaging smile, and the healthy tan (dotted with a few freckles) of someone who spends most of her life outside. AJ tends to dress in a simple, functional fashion- shorts or jeans, sneakers or cowboy boots, tee shirts- and occasionally a denim vest or flannel shirt. She usually wears a hat (baseball cap or straw cowboy hat) and sunglasses, and often carries a set of heavy work gloves "just in case". Around school, she usually carries her books and stuff in a battered leather backpack, far more suited to a camping trip than a classroom. Since her enrollment at the Claremont Academy, she has somewhat reluctantly acquired a costume- in her case, a bright red jumpsuit with a stylized white horse (similar to the Ferrari logo) on the upper left side of the chest.

Point Accounting: Abilities 40pp; +Defenses 11pp; +Skills 9pp; +Advantages 14pp; +Powers 46pp= 120/ 120pp

Future planning: Improve Flight/ speed/ agility; Improve STR and array, boost defenses and combat advantages.

Equipment: Multitool, Basic cell phone, Team commlink, Flash goggles (Flying goggles)

-Base Flight= 2 (8mph, 120 feet/move), +Precise, +Subtle
-Jet boost 1: Flight 8 (500mph, 1 mile/move)
-Jet boost 2: Flight 12 (8000mph), Distracting, Slip field must be active
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

pathfinderq1 wrote: Sun Aug 23, 2020 3:34 pm >Okay, this should be ready.

Charger
Since she has Immunity to her Slam Damage, her base amount isn't going to break PL caps, which I think caps her to 10 before adding the +1 for charging, and the +1 if she does her full movement distance of 4 miles. It's only 2 ranks, but I wanted to be clear on that before the situation occurred.

And, since it usually takes a minute of rest to regain a health condition, I assume that the hour-long regeneration is more for Persistent than assuming that she'll go for a full hour without getting a chance to rest for a minute?
pathfinderq1
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: NetherWar recruiting (OOC)

Post by pathfinderq1 »

FuzzyBoots wrote: Sun Aug 23, 2020 6:56 pm
pathfinderq1 wrote: Sun Aug 23, 2020 3:34 pm >Okay, this should be ready.

Charger
Since she has Immunity to her Slam Damage, her base amount isn't going to break PL caps, which I think caps her to 10 before adding the +1 for charging, and the +1 if she does her full movement distance of 4 miles. It's only 2 ranks, but I wanted to be clear on that before the situation occurred.

And, since it usually takes a minute of rest to regain a health condition, I assume that the hour-long regeneration is more for Persistent than assuming that she'll go for a full hour without getting a chance to rest for a minute?
Correct on the Regen. In both cases, she is built for future advancement (even though that won't be happening here, since it is a one-shot). The Regen is 'heals faster than a normal person, but not (yet) super-fast. I don't think I've ever really used the Slam immunity, but I end up putting it on many of my Speedster builds just in case. I do have a specifically Slam-oriented scrapper build in my folder, but I think Miss Kitty fills the Scrapper role so I didn't pitch that one.
User avatar
JDRook
Posts: 407
Joined: Fri Dec 30, 2016 11:57 pm
Location: The Calgary Rift - City of Monsters

Re: NetherWar recruiting (OOC)

Post by JDRook »

FuzzyBoots wrote: Sun Aug 23, 2020 1:41 pm So it looks like we will have a full docket (actually one more student than usually shows up). The action starts with Seven, so JDRook, would you be OK with starting next week?
Sure, what day?
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

JDRook wrote: Sun Aug 23, 2020 8:09 pm Sure, what day?
Would tomorrow be too early?
User avatar
JDRook
Posts: 407
Joined: Fri Dec 30, 2016 11:57 pm
Location: The Calgary Rift - City of Monsters

Re: NetherWar recruiting (OOC)

Post by JDRook »

FuzzyBoots wrote: Sun Aug 23, 2020 10:27 pm Would tomorrow be too early?
I should be good for tomorrow.

Would you mind if I posted Seven with a few tweaks to her spells? I'm going through them and there are some names and functional differences I'd like to address.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

JDRook wrote: Sun Aug 23, 2020 11:46 pm
FuzzyBoots wrote: Sun Aug 23, 2020 10:27 pm Would tomorrow be too early?
I should be good for tomorrow.

Would you mind if I posted Seven with a few tweaks to her spells? I'm going through them and there are some names and functional differences I'd like to address.
As with others who've asked, just don't go too crazy.
User avatar
JDRook
Posts: 407
Joined: Fri Dec 30, 2016 11:57 pm
Location: The Calgary Rift - City of Monsters

Re: NetherWar recruiting (OOC)

Post by JDRook »

Seven - PL 12

Strength 0, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 3, Awareness 4, Presence 3

Advantages
Benefit 4: Master Mage, Inspire 2, Languages 3, Ritualist, Trance

Skills
Athletics 2 (+2), Deception 6 (+9), Expertise: History 4 (+7), Expertise: Magic 7 (+10), Insight 5 (+9), Perception 5 (+9), Ranged Combat: Magic 10 (+11), Stealth 4 (+5)

Powers
Defensive Magic
. . Fourth Wheel of Weyan: Burst Area Deflect 11 (Burst Area: 30 feet radius sphere, DC 21)
. . Shining Shield of Sirrion: Protection 11 (+11 Toughness; Impervious, Sustained)
. . Third Wheel of Weyan: Deflect 11 (Reflect)
Magic
. . Abjurations of Abbridon: Nullify 8 (Counters: Magic, DC 18; Broad, Precise, Simultaneous)
. . Baleful Bindings of Bal'Hemoth: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Affects Insubstantial: half ranks, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Crooked Path of Kar'Kradas: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Accurate, Subtle: subtle; Medium: Shadows)
. . Elemental Mastery of Ghorummaz: Move Object 12 (air, earth, elemental, water, 100 tons; Subtle: subtle)
. . Magic of the Modrossus: Damage 12 (DC 27; Affects Insubstantial: half ranks, Increased Range: ranged)
. . Second Wheel of Weyan: Remote Sensing 22 (Affects: Visual Senses, Range: 16000 miles; Dimensional 3: any dimension; Feedback, Medium: Reflective Surface)
. . Shining Suns of Sirrion: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged; Limited: Vision)
Mystical Senses: Senses 2 (Awareness: Magical, Extended: Magical Awareness 1: x10)
Whirling Winds of Weyan: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +1
Abjurations of Abbridon: Nullify 8, +11 (DC Will 18)
Baleful Bindings of Bal'Hemoth: Affliction 12, +11 (DC Dog/Fort/Will 22)
Elemental Mastery of Ghorummaz: Move Object 12, +11 (DC 22)
Grab, +5 (DC Spec 10)
Magic of the Modrossus: Damage 12, +11 (DC 27)
Shining Suns of Sirrion: Cumulative Affliction 12, +11 (DC Will 22)
Throw, +1 (DC 15)
Unarmed, +5 (DC 15)

Complications
Insecurity: Unsure she is ready to inherit the title of Master Mage
Motivation: Responsibility: Heroic magicians tend to have a lot of responsibility. Their knowledge and power come with the duty to use those abilities in the service of the greater good. A sense of responsibility is the most common motivation for mystic
heroes. Indeed, some feel it so keenly they wish they could lay down their burden, at least for a while, and live a normal life, which is forever denied them.
Power Loss: Can't fly or cast spells when she can't speak or gesture.

Languages
Atlantean, Latin, Native English, Sanskrit, Spanish

Defense
Dodge 10, Parry 9, Fortitude 7, Toughness 14, Will 9

Power Points
Abilities 40 + Powers 65 + Advantages 11 + Skills 22 (43 ranks) + Defenses 22 = 160


Note than none of these changes affect the final cost, mostly due to underfilled AE slots
- Changed the name of the Reflect power to match the spell
- Abj. of Abbr. gets no use from Precise unless it is also Simultaneous. I'm torn between using the Precise version at rank 8 or the Broad non-simultaneous single target version at 12. Leaning toward Precise and stunting for the big one.
- Elemental Mastery of Ghorummaz allows for Air Control, which to my thinking is basically raw MO requiring enough air to lift something, so my view it's best treated as non-Flawed MO with descriptors in Air/Earth/Water and plenty of possibilities for stunts.
- Second Wheel of Weyan with both Feedback and Medium ends up costing only 10p for 20 ranks, so I pushed it up to 22 to cover the whole earth and added Dimensional as an advanced version of the spell. Another option might be to get rid of Feedback, since technically any attacks on the RS point would be defended by a Toughness 20+ check, so it hardly seems like a Flaw.
- EDIT: I'd also like to add Subtle to both the Shadow Teleport and Elemental Mastery


I don't want to get too far into her future and spoil the story, so can I get a sense of where she is in her personal history? IE what's the last major event that happened to her before this adventure?
Last edited by JDRook on Mon Aug 24, 2020 5:35 am, edited 1 time in total.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

JDRook wrote: Mon Aug 24, 2020 3:19 am Seven - PL 12

....

Note than none of these changes affect the final cost, mostly due to underfilled AE slots
- Changed the name of the Reflect power to match the spell
- Abj. of Abbr. gets no use from Precise unless it is also Simultaneous. I'm torn between using the Precise version at rank 8 or the Broad non-simultaneous single target version at 12. Leaning toward Precise and stunting for the big one.
- Elemental Mastery of Ghorummaz allows for Air Control, which to my thinking is basically raw MO requiring enough air to lift something, so my view it's best treated as non-Flawed MO with descriptors in Air/Earth/Water and plenty of possibilities for stunts.
- Second Wheel of Weyan with both Feedback and Medium ends up costing only 10p for 20 ranks, so I pushed it up to 22 to cover the whole earth and added Dimensional as an advanced version of the spell. Another option might be to get rid of Feedback, since technically any attacks on the RS point would be defended by a Toughness 20+ check, so it hardly seems like a Flaw.
- EDIT: I'd also like to add Subtle to both the Shadow Teleport and Elemental Mastery



I don't want to get too far into her future and spoil the story, so can I get a sense of where she is in her personal history? IE what's the last major event that happened to her before this adventure?
Those seem like reasonable changes.

Trying to match the timeline of this adventure with Freedom City makes things slightly screwy, but the simple version is that Seven graduated in 2008 from Claremont Academy, became Eldritch's apprentice, and was inducted into the Freedom League in 2012. This adventure is set in 2013 (some of the NetherWar material places the "current" time at eight years later than this adventure, making them somewhere in 2021, seven years after the latest event listed in the Freedom City book, but really, it can be pretty fluid as long as some time has passed). The mantle of Master Mage passed to Seven mere days ago, something which should only be possible with Adrian Eldrich's death, but all of the Freedom League's resources have been unable to locate his body or determine exactly what happened to him, although Seven has been able to sense his astral presence somewhere out there, again to be expected after his death, but has been unable to actually contact him. At the start of the adventure, most of the Freedom League is off on a mission involving activity by The Green Man in Iowa, and Seven is standing guard over Freedom Hall. :) That's where things will be picking up tomorrow.
Zero Prime
Posts: 158
Joined: Mon Jun 12, 2017 4:40 pm

Re: NetherWar recruiting (OOC)

Post by Zero Prime »

FuzzyBoots wrote: Sun Aug 23, 2020 1:16 pmSome curious changes, moving him from less of an offensive area attack setup to controlling the environment around him, but we'll see how that goes. :) Is the Create meant to be him able to move a thousand cubic feet of whatever in the space of a combat round or is it something more mystical where he calls the earth and trees into place?
I had originally built him with the idea that he is a big powerhouse, I love the create to brace bridges, or create shields to protect innocents, so that is just him ripping a rock, a wall, or a car. The Environment power isn't working like I thought, I figured it was the aftermath of a big foot stomp or something, broken and shattered with a small cloud of dust, obscuring the vision. Issue is it is a standard action to create it, and since it's distracting, he's at 1/2 Dodge/Parry while in it, and if he switches the array it goes away, so I may just get rid of it and pick another AE.

The mystical connection idea is something I can totally see him growing into. But based on the image I had the idea of a mix between Hank McCoy and the personality reminded me of Colossus, so I just envisioned straight strength stunts.
User avatar
JDRook
Posts: 407
Joined: Fri Dec 30, 2016 11:57 pm
Location: The Calgary Rift - City of Monsters

Re: NetherWar recruiting (OOC)

Post by JDRook »

Zero Prime wrote: Sun Aug 23, 2020 11:04 amPowers
Choke Hold: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Grab-based)
. . Debris Field: Environment 2 (Alternate; Impede Movement (2 ranks), Visibility (-2), Radius: 60 feet; Distracting)
. . Makeshift Wall: Create 10 (Alternate; Volume: 1000 cft., DC 20; Limited: Material Toughness of surrounding Objects, Permanent, Reduced Range: close)
Zero Prime wrote: Mon Aug 24, 2020 7:38 pm
FuzzyBoots wrote: Sun Aug 23, 2020 1:16 pmSome curious changes, moving him from less of an offensive area attack setup to controlling the environment around him, but we'll see how that goes. :) Is the Create meant to be him able to move a thousand cubic feet of whatever in the space of a combat round or is it something more mystical where he calls the earth and trees into place?
I had originally built him with the idea that he is a big powerhouse, I love the create to brace bridges, or create shields to protect innocents, so that is just him ripping a rock, a wall, or a car. The Environment power isn't working like I thought, I figured it was the aftermath of a big foot stomp or something, broken and shattered with a small cloud of dust, obscuring the vision. Issue is it is a standard action to create it, and since it's distracting, he's at 1/2 Dodge/Parry while in it, and if he switches the array it goes away, so I may just get rid of it and pick another AE.

The mystical connection idea is something I can totally see him growing into. But based on the image I had the idea of a mix between Hank McCoy and the personality reminded me of Colossus, so I just envisioned straight strength stunts.
I really like the Makeshift Wall. That's an excellent STR-based Power Stunt.

If Fuzzy allows it, you could make that an AE right off you STR Damage; then it could be a 10p base and you could keep it Ranged so you could throw "walls" to provide cover or block exits at a distance. An Array of STR stunts would actually open up a few more points for you.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

JDRook wrote: Mon Aug 24, 2020 10:31 pm I really like the Makeshift Wall. That's an excellent STR-based Power Stunt.

If Fuzzy allows it, you could make that an AE right off you STR Damage; then it could be a 10p base and you could keep it Ranged so you could throw "walls" to provide cover or block exits at a distance. An Array of STR stunts would actually open up a few more points for you.
I like the general concept of this power, and Create makes sense. How quickly it happens makes sense as a Superman-level stunt, maybe even Hulk, but Junior had struck as a bit closer to the "realistically really strong" sort versus the "shake a ripple in the street pavement to trip the other guy" sort of stunt. :) But I'm OK with allowing for it.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: NetherWar: Master of Earth (OOC)

Post by FuzzyBoots »

Oh, and IC post is up. It's mainly Seven for the moment, but everyone else is basically on-deck. :)
Post Reply