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Grace, Rise of the Supers

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D20 based role playing game 

Tags: Super, powers, heros, villans, dice20 

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wolf4life13

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PostPosted: Sat Feb 21, 2009 6:26 pm
I had a question about the benefit feat. Would something like endangered species be viable? Working along the lines of diplomatic immunity but with the conditions being that killing the character is frowned on not harming them.  
PostPosted: Sat Feb 21, 2009 8:02 pm
wolf4life13
I had a question about the benefit feat. Would something like endangered species be viable? Working along the lines of diplomatic immunity but with the conditions being that killing the character is frowned on not harming them.
If you could somehow make it make sense sure.
However clearly laws such as "the creature attacked me or was a threat" would still prove as viable defenses for killing it.
Though, if you did make it make sense, and you DID get hunted down and killed, more than likely Vatsu would rp police that went after the person for their crime.
That being said it's not great since most people that would do that are already villains whom would more than likely not only be able to sweep cops away like nothing (well eventually, cops are about PL3 though without powers they equate to about PL1) would have the cops after them anyways.

It just really depends on how you justify having it, and how you work it in to gameplay.  

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wolf4life13

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PostPosted: Sat Feb 21, 2009 8:10 pm
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.  
PostPosted: Sat Feb 21, 2009 8:14 pm
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.  

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wolf4life13

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PostPosted: Sat Feb 21, 2009 8:25 pm
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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.  
PostPosted: Sat Feb 21, 2009 8:38 pm
Yep, also note flaws on powers, drawbacks on powers, etc which can make them cheaper and thus free up more space for them.
For example, almost all of "Sykes" powers are noticeable making them 1pp less to use, but glaringly obvious when he uses them (like when he mind controls someone, their face become like his, bright white orbs of light for eyes and huge smiles plastered across their faces). I also made his dimensional travel take a full turn to do rather than a free action, which made it 2pp PER rank cheaper which is a huge cost saver albiet making his retreat a bit slower and clunkier.
I also lowered his strength from 10 (the starter) to 8 to represent him being a bit gaunt, free'ing up some more pp to re-allocate elsewhere.  

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wolf4life13

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PostPosted: Sat Feb 21, 2009 8:46 pm
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.  
PostPosted: Sat Feb 21, 2009 8:59 pm
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.  

Dark Bunny Lord
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Dark Bunny Lord
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PostPosted: Sat Feb 21, 2009 11:48 pm
Inked rawr:
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PostPosted: Sun Feb 22, 2009 1:06 am
Finished, well mostly, heading off to bed. Night.
I should also have Sykes profile up sometime tommorow, so everyone can get a look at the layout of them.
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wolf4life13

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PostPosted: Sun Feb 22, 2009 5:59 am
Thanks, it makes a lot more sense to me now and gives me some ideas for how to min max my character early.  
PostPosted: Sun Feb 22, 2009 12:49 pm
You know, after reading up on some more of the threads and thinking about my concept I realize that it would be better to start my character with few skills, and just a couple powers and feats then add as I go. Rereading the feats and skills I realized that there is a lot of RP possibilities and development that I can do if some of what I want is learned later. For now I'm thinking a predator focus would be good with a focus on concealment with flaws, basic comprehension of animals and languages, and maybe one or two others but all feats are focused on what I think a predator should have. This is sort of fun to plan out.

I can't wait until more of the sections are finished so I can get a good grasp of alternate powers, arrays, and variable set ups. I feel like with my genearl character concept those would be a perfect fit.  

wolf4life13

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PostPosted: Sun Feb 22, 2009 1:57 pm
Yeah, all I really hope to finish up is combat and devices.
Vatsu was supposed to do the powers.... but yeah... at this rate looks like I'll be doing most of those as well >_>  
PostPosted: Mon Feb 23, 2009 2:33 pm

I have a question, I'm wanting to play a character with MPD and had a Villan as well as a Hero persona, would this technically be allowed? xD
 


A Smol Potato


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PostPosted: Mon Feb 23, 2009 9:47 pm
The way you play your character doesn't matter.
Their stats though must be worked into the system however.
There are no real "villain" or "hero" labels, you can be any alignment you want.
If you want two separate power sets look over things like shapeshifting and what not when they come out.  
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Grace, Rise of The Supers

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