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  #31  
Old 04-03-2017, 01:51 PM
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Backstory: Matthew was born to a white-collar family, a lawyer and a nurse in Arizona. He showed very high aptitude in math and science from a tender age. He learned prettymuch everthing put in front of him, but had no real passion for it outside nanotechnology (which was essentially building his own toys). This all changed when his mother was diagnosed with a currently-untreatable form of cancer. This gave the young man purpose to go along with his capability. After a furious period of study and liquidation of most of the family's assets, he was able to cobble together a marriage of cloned tissue and nanotech, and put her cancer into remission.

Of course, many MANY rules, statutes, and federal laws were transgressed to make this happen. His father's skill at negotiation, plus Matthew's research, materials, and supervised service to the government were enough to buy his parents' freedom and a first-rate government coverup of the whole situation.

Matt's "Miracle Cure" proved somewhat less than a revolutionary breakthrough. In the beginning it wasn't reusable at all, having to be calculated from scratch for each prospective cure. Matt's unorthodox working methods made it difficult for most scientists to collaborate with him, so development was ponderously slow and usually delayed by the need to cure some wealthy and politically-connected person.

Worked for seven years there, and despite setbacks managed two revisions of process, each marginally more broad - spectrum and reusabe than the last. One day a bioweapon being engineered elsewhere in the facility broke containment, killing many and tainting the third biomass revision. Succumbing to thd weapon himself, Matt threw everything he could together, then sealed himself in the treatment chamber and initiated.

He overengineered by a few degrees, being not only cured but awakening with new abilities. Owing to he chaos of the event, and his swapping security badges with a technician, he walked away from the facility a free man, presumed dead. With only his clothes, he is currently travelling though small towns in Arizona and New Mexico, working as an orderly, nurse assistant, or med student at walk-in clinics, trying to figure out what happened to him, and to reason out who in his former life he can trust, in order to contact them for help.
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  #32  
Old 04-03-2017, 02:31 PM
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Quote:
Originally Posted by WhovianBeast View Post
Mechanics are imported to character table. If you'll make a proper backstory (what you have now are just scraps), you'll be done.

I added a secondary save to those which only had the option for half effect. This secondary save has a +7 DC to whatever the DC to save at half effect is. (if DC for half effect is 15, DC to resist/dodge completely is 22)
So hall effect doesn't mean folks are always taking half damage. It means half ranks to the save vs. Effect after they successfully dodge the cloud. Am I reading that right?
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Old 04-03-2017, 03:26 PM
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Backstory looks... good enough. Look for a game thread later tonight or tomorrow morning.

Half effect means that the effective rank of the effect is divided by 2 (Heck, let's round up).

I do not understand the second part. I am under the impression that if they dodge the cloud at the +7 DC, they're home free for that turn. If they dodge it at the half-effect DC, they need to make an appropriate defense check as if the effect had half the real rank. If they do not dodge it, they need to roll against full rank.
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  #34  
Old 04-12-2017, 09:12 PM
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The main recommendations I have for your character are thus:
Change Darkness to limiting Visual senses, instead of Aural+Visual

You spent a lot of points on your Burst Area Affliction but it doesn't do much against powerful characters. I'd sacrifice the entire area and continuous aspect to have a concentrated affliction on one target, probably one that can be maintained with a free action on your part. Perhaps limit the degree to 2.

These two changes should free up some points. I'd spend them on a movement and/or a defensive ability. Right now, you can hide but you can't run. A portal teleportation through a darkness medium would work well conceptually.

No idea how much these would save/cost, but it should help. I'll mock it up in hero lab at some point.

Quote:
Originally Posted by Tover View Post
OOC: I was considering a shadow teleport when designing him in the first place so that would make sense to me and fit thematically. I'm thinking I would want to focus more on the Darkness control as well, less on the melee abilities (I was too focused on making it like the character I was modeling him after). Maybe model the powers after a normal elemental controller and just use darkness as my "element". Let me find an example. I will link it. Similar to this sample one from the SRD, swap flight for the shadow portal and force-field for the affliction? See how we can get that to work points-wise. Throw extra points from removing the immunity into fine-tuning control of the darkness?
Do you want to keep the affliction the way it is, or change it as I suggested? Are you picturing a long-range teleport or more of a combat teleport? What do you want to alt off Damage 12?
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Last edited by WhovianBeast; 04-12-2017 at 09:19 PM.
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  #35  
Old 04-13-2017, 09:36 AM
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I think making the change you suggested for the affliction makes the most sense. I was picturing medium range teleport. I was thinking we might be able to alt off the ability to manipulate darkness/shadows, maybe remote sensing like awareness of whats in the darkness? Is the energy aura going to the concealment? I figured that would be kept, I would say that is central to his powers.
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  #36  
Old 04-13-2017, 09:46 AM
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Make a list of which powers you would like and the rough outline of what you want them to do, and we can sort it out from there. I'm having trouble understanding what you want atm.
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  #37  
Old 04-13-2017, 10:00 AM
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Darkness Cloud Concealment: Visual Senses conceal cloud around him that he can control shape of with Darkness Control, lasts while he concentrates on it
Darkness Control: Damage 12 short/medium range, more fine control over the the darkness, send it in specific directions, if possible it lasts while he concentrates as well? (I would like to have him be able to fire off smaller clouds that stick around to use as deception, not necessary just a smaller want)
Darkness Regeneration: regenerate a bit in darkness (this is not super necessary either)
Nightmare Illusions: single target affliction
Darkness portal: TP through shadows in sight
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Last edited by Tover; 04-13-2017 at 10:35 AM.
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  #38  
Old 04-13-2017, 11:08 AM
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Reach of Shadows: Concealment 2: Normal Vision. DC 12, Shapeable area 5: 500 cft, Attack: Dodge DC 12, Increased action 2: Standard. 10pp.

So a shapeable (but contiguous) cloud that gives your enemies a -5 attack penalty to you if they fail a DC 12 perception check, a -2 if they fail a DC 17 perception check. It can be used as an attack (i.e. envelop somebody in darkness and give them a -5 to all attacks, not just ones against you), but has a DC 12 Dodge check to avoid. Cost: 10pp. Takes a standard action to create and a free action to maintain. Darkness counts as 'shadows' for all power purposes.

Darkwork Bolts: Damage 10, Homing 2: 2 extra attempts, Increased Range 1: Ranged, Diminished range 2. Range: 50/100/250 feet, DC 25. 20pp.
Homing is a neat extra. You still only make one attack per round, but if you miss, you get another chance the next round for a free action AND you can make another attack. You can dismiss a Homing attack by not taking the free action to maintain it.

Alt: 1pp. Shadow Step: Teleport 5.
 

The teleport lets you teleport two others with you against a DC 15 Parry Save. It also lets you teleport up to 3200 pounds 900 feet through shadows as long as you can see your destination

Darkness' Embrace: Regeneration 5, every 2 rounds, Source: Darkness (Any darkness) Limited: Half efficiency (every four rounds) if a Your hand, your face, your foot, etc. Not fingers, toes, ears, etcsmall but significant portion of the body is exposed to Clothing does not prevent this. Your darkness does.bright light. Does not work at all if you have no access to darkness. 2pp

Living Nightmare: Cumulative Affliction 10. DC 20 Will Save. Limited Degree 1. Extra Condition 2. Dazed+Impaired+Vulnerable, Defenseless+Prone+Stunned. Cumulative, Extra Condition 2, Instant Recovery, Limited Degree 1, Feature 2: Allows you to speak inside the target's mind. Cost: 22pp

Total Cost: 55pp.

This brings the cost down to 55pp from 84pp. I'll help you spend the remaining 29 pp however you want. Improve your powers, defenses, advantages, skills, whatever.
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Last edited by WhovianBeast; 04-13-2017 at 11:32 AM.
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  #39  
Old 04-13-2017, 11:26 AM
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Wow. Yes. This is amazing. Thank you so much. I was probably going to swap out some the advantages I took(Uncanny Dodge, Close Attack) for some ranged ones like Accurate attack and precise attack. And then throw some more points into the ranged combat skill, bring it up to like 10-12, and the rest, unsure. Probably more into defenses and skills mainly. Maybe grabbing the Fearless advantage would make sense character-wise? Animal empathy for Shadow?

I tried to throw more RPXP your way for this because honestly, this is incredible, but I need to give it elsewhere first. So... just you wait.
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Last edited by Tover; 04-13-2017 at 11:27 AM.
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  #40  
Old 04-13-2017, 11:34 AM
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Ranged combat can only be brought up to 10 for now due to PL limits. Thematic advantages are up to you.

You're welcome.

You may also want to consider the quick change feature the energy controller has. It's cheap, and it's handy.
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Last edited by WhovianBeast; 04-13-2017 at 11:35 AM.
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  #41  
Old 04-13-2017, 12:14 PM
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Right right, I knew that! Err... At some point I knew that. lol.

Quick Change sounds good to me. 1pp

So lets do Ranged combat to 10, intimidation to 10, Stealth to 10, Insight to 10, and investigation to 5: total that will cost 8 pp
Animal Empathy - 1 pp
Fearless - 1 pp
Fortitude to 8 - 4 pp
Uncanny Dodge > Accurate Attack - 0
Close Attack > Precise Attack - 0

That SHOULD leave me with 14 remaining pp. Could we use that to buff the Reach of shadows somehow, increase Perception DC? The powers are what I have a tougher time with.
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Last edited by Tover; 04-13-2017 at 01:29 PM.
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  #42  
Old 04-13-2017, 12:21 PM
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Skill ranks cost 1/3 pp each.
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  #43  
Old 04-13-2017, 01:29 PM
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Fixed it.
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Old 04-13-2017, 01:39 PM
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I am unsure how to increase the DC of a visual power by the rules. I mean, I could just fiat it and say that increasing the resistance DC costs 1 point per increase and set some max cap (say, 20) for this power. Would you like me to raise the perception DCs to 20 and 25 for a cost of 8pp?
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Last edited by WhovianBeast; 04-13-2017 at 01:40 PM.
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  #45  
Old 04-13-2017, 02:02 PM
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That would be fantastic. Leaving 6 pp. So lets throw some more advantages in there, Uncanny dodge is back, if critting with the Darkwork Bolts is a thing: Improved Critical +2 on them, and Evasion. Then we can throw the last two points into Will. If I cannot crit, then... another point of stamina should cost 2 pp, right?
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