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Posted: Sat Feb 21, 2009 6:26 pm
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Posted: Sat Feb 21, 2009 8:02 pm
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Posted: Sat Feb 21, 2009 8:10 pm
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Posted: Sat Feb 21, 2009 8:14 pm
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Posted: Sat Feb 21, 2009 8:25 pm
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Dark Bunny Lord wolf4life13 My thinking was to have him be an alien organism that is considered dangerous but rare and then use a few levels of minions to create keepers/ scientists that follow him around and observe his behaviors then step in to assist if they feel his life is endangered. I figure a group of 3-5 'guards' with different focuses would work to protect and in some situations contain him to prevent him from putting himself in danger. Right now it's all conceptual as I wait to see the rest of the powers but he's going to have a physical stat focus and decent charisma but low int and wisdom because he's little better than an animal though his nature grants some surprising skills. Well I'll tell you know, for the summon power (what my character Sykes has) you can only have two. It's a bit cheaper to buy the Minion feat, though with that once your minions are KO'd they're out out until a scene goes by. (A scene just so you know is basically what it would be like if your RP was on TV, where the current bit your where roleplaying was taking place. If the camera suddenly cut to later in the day (or a few days later even) once said "scene" was finished then the scene would end. So to put it simply, having 3-5 at PL 1 will mean one of two things. Either A) The minions will be extremely weak or B) You'll have pretty much no powers and they'll still be a tad bit weak. Also not to give commands to a minion it takes a move action. So at most you can give two commands a turn, meaning having anything more than 2 minions just means extra cannon fodder should others die, kinda like backups OR if they had separate powers just options you could pull from. The main point being you wouldn't be getting more than two of them to do one thing a turn.
Honestly I figured I'd only need one doing anything a turn and that would be rarely. My thinking was 1 researcher and 2 guards and add more researchers or others later. Also I'll be starting with minimal powers and skills but a few feats and good Str, Dex, Con to reflect that he is naturally a predator and not a tool user or planner. My feats will favor the same melee basis and real powers and skills would manifest later as he feeds to gain traits. (gains pp)
I realize that he'll be weak to traps, tech, and psychic types but it seems like it will be fun to play an intelligent animal that goes from an apex predator in it's own environment to an unknown place with odd creatures (super heros and villians) that can introduce it to pain and make it evolve over time. I'm starting with Int and Wis of a child and plan to increase it at certain points as he begins to learn the benefit of things like ambushes, avoiding traps, etc. I think it has a lot of RP potential.
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Posted: Sat Feb 21, 2009 8:38 pm
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Posted: Sat Feb 21, 2009 8:46 pm
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Posted: Sat Feb 21, 2009 8:59 pm
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wolf4life13 Yeah, honestly I don't fully understand the difference between flaws and drawbacks but I'm setting Int and Wis at 6, Leaving Cha at 10, then boosting str to 12, con to 14, and dex to 18 if those numbers work out. Still trying to understand everything. I want him to be agile and tough more so than strong so I figured that would work out well. Right now my numbers leave me with 11 to spend on powers and feats so once all the powers are up I'll decide what to do. I have decided to hold off on the minions at the start and instead introduce them to my story as I go so that I can start out as a rogue entity then develop the specifics during RP's. I'm thinking of adding one or two of the minions after each big event. I'll explain real quick here.
Okay, a power costs a certain number of pp per rank you have in it. The more ranks you have in a power the more effective it is.
Now then, flaws are more serious than drawbacks. A flaw reduces the powers pp cost per rank (generally by 1 per rank) A drawback reduces the TOTAL finished cost of the power (generally by 1)
So for example. Lets say I make a summon power. Summon is 2pp per rank. I place two things on it, for one I place the "action flaw" on it. -This flaw makes it a full round action instead of a standard action. Thus the flaw makes the summon now 1pp per rank.
Next I place the "fanatical" extra, making my minions fanatically devoted to me. This increases the cost by 1pp per rank. The summon power at this point is 2pp per rank once more (one extra, one flaw).
Lastly I place the Drawback "Obvious" on the power. This means that when I summon, it's quite obvious that the summons appear. Aka I can't be in a dark room and summon without it being GLARINGLY obvious by making a loud sound or shining a bright light or what have you. This drawback reduces the overall cost of the power by 1.
So lets say I buy 3 ranks of the power. It's 2pp per rank so I spend 6pp, then with the drawkback I reduce that by one meaning I spend 5pp. You can't however reduce a cost to 0.
Flaws though can be played interestingly, if a flaw would reduce the cost from 1 to 0pp per rank, instead drops it to 1/2 meaning 1pp buys you two ranks. A further flaw would reduce it to 1/3, then 1/4, etc, etc.
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Posted: Sun Feb 22, 2009 5:59 am
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Posted: Sun Feb 22, 2009 12:49 pm
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Posted: Sun Feb 22, 2009 1:57 pm
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Posted: Mon Feb 23, 2009 2:33 pm
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Posted: Mon Feb 23, 2009 9:47 pm
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