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Virulent Lover

Dangerous Lover

PostPosted: Fri Apr 01, 2011 10:00 pm
If this was something I had books for, I'd be interested.
Ah well, can't afford to spend monies right now.


Actually, if someone will be around Sunday to assist me with turning an idea into a mechanically sound character, I should be able to be ready Sunday/Monday.  
PostPosted: Fri Apr 01, 2011 10:40 pm
Virulent Lover
If this was something I had books for, I'd be interested.
Ah well, can't afford to spend monies right now.


Actually, if someone will be around Sunday to assist me with turning an idea into a mechanically sound character, I should be able to be ready Sunday/Monday.
What's the idea? We can think on it tomorrow and maybe have some mechanics for you Sunday.  

Mackie the Knife

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Virulent Lover

Dangerous Lover

PostPosted: Fri Apr 01, 2011 11:06 pm
Hmm, a friend has a copy of the book for me to look at. Anyways, think about someone who controls one or two elements, sort of like a mini version of the Avatar from Avatar, the Last Airbender.  
PostPosted: Fri Apr 01, 2011 11:36 pm
Virulent Lover
Hmm, a friend has a copy of the book for me to look at. Anyways, think about someone who controls one or two elements, sort of like a mini version of the Avatar from Avatar, the Last Airbender.
That would be the Energy Control power, as shown in the Energy Controller archetype in the book. You would just need to scale it down from Power Level 10 to Power Level 5.  

Mackie the Knife

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Virulent Lover

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PostPosted: Fri Apr 01, 2011 11:59 pm
Now to definite idea a bit and mix it up. Let's make the character earth based.
And, instead of elemental control do earth based strikes with earth themed density, making the character more like the thing.


Gonna reflavour the idea after a night's worth of thought. Instead of made of earth, let's have the character composed of bone. Let's make him use strikes instead of blasts and modify it with mighty. Add in Density. Alternate form is interesting, thematically fitting but costly. And, different powers that effect the same things starts to confused my mind on how they interact. Need to add the cost of some base stats fitting of a melee fighter in here, say 16 str, 16 con, 10 int, 10 wis, 12 cha, 12 dex. Not really sure what sort of pp total were looking at here, as is.

Would probably like to add intimidate in, attack spec., all out attack, sense motive and assessment, with a possibility of rage.

Doing a bit of math below, for the purpose of PP usage.

Stats: 6+6+2+2 = 16.
Striking: Not sure how many ranks would be good to start with. Suggestions?
Density: 6 ranks? That's 18 pts(12 with permanent)
Rage: 3pts(One of which modifying duration)
Attack Spec: 1pt
All out attack: 1pt
Sense motive 8 ranks: 2pts
Intimidate 8 ranks: 2pts
Assessment: 1pt
Attack Bonus: +5
Toughness bonus: +5

16+18(12)+2+2+1+1+1+3+5+5 = 54(4 cool

Correct anything that's wrong here, eh? I have plans just about all day/evenings, then work tonight. May not be back on until Sunday.  
PostPosted: Sat Apr 02, 2011 9:37 am
Due to Power Level limitations, your maximum Damage bonus is +5, which you can get with Str 20. Each rand of Density gives you +2 Str, so with 6 ranks (Permanent) you need to start with a base Str of 8. 6 ranks of Density also gives you 2 ranks of Impervious Protection which stacks with your base Toughness of +3 (from Con 16). 3 more points makes your base Toughness Impervious also. Density 6 also gives 2 ranks of Immovable, 2 ranks of Super-Strength, and quadruples your mass (approx.). The added Str doesn't improve your Climb or Swim skills or the distance you can jump. In fact, you automatically fail Swim checks with Density 3+. One other thing, the Permanent Flaw affects powers with a duration of Continuous, and Density is Sustained. You need the Duration extra, at +1, which brings the cost back up to 18.

So now we have:

Stats: -2+6+2+2=8
Striking: Not needed
Density 6 (Duration + Permanent) 18
Impervious on base Toughness 3
Rage 3: gives +0 Str, +3 Fort, +3 Will, -2 Def for 10 rounds (Worthwhile?) 3
Attack Spec (Fists): 1 (Gives +2 Attack to specific attack)
All-Out Attack: 1
Assessment: 1
Skills (Intimidate +8, Sense Motive +8 ): 4
Attack +3 : 6
Defense +5: 10
Toughness +5: 0
Fortitude +7: 4
Reflex +7: 6
Will +7: 7

Str 8 (20)
Con 16
Int 10
Wis 10
Cha 12
Dex 12

Attack Bonus (Melee unarmed): +5
Attack Bonus (Melee weapon): +3
Attack Bonus (Ranged): +3
Damage Bonus: +5
Defense Bonus: +5
Toughness (Impervious): +5

Total: 69  

Mackie the Knife

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Rain Yupa
Captain

Enduring Member

PostPosted: Sat Apr 02, 2011 2:31 pm
You can have an attack bonus OR damage bonus higher than +5. However, the total of both bonuses must be +10 or less (so their average is +5 or less).

Same with defense bonus and toughness save.  
PostPosted: Sat Apr 02, 2011 4:31 pm
Welp, a bit of time before work...

Drop rage off, as it's of limited useless. So, that leaves 5pts? Hmm...
Ideas?  

Virulent Lover

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Mackie the Knife

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PostPosted: Sat Apr 02, 2011 5:07 pm
Actually, I looked at it again and found a mistake. Only 6 points to boost your Reflex save to +7 instead of 7 points. So you have 6 points to spend.
Possibilities include: a movement power, Immunities, more skills, more feats  
PostPosted: Sat Apr 02, 2011 6:58 pm
By the look of it, Toughness is currently +6 (3 con, 3 density)

Not a problem if you just bring your Defense to +4 (freeing up 2 more points).

Also, I recommend skills. If I recall correctly, there is a rather substantial skill deficit, which might come back to bite y'all in the butts ^-^

Immunities or movement powers are both also good options.  

Rain Yupa
Captain

Enduring Member


Virulent Lover

Dangerous Lover

PostPosted: Sun Apr 03, 2011 8:09 am
I snagged intimidate for interactions? >>
As far as the other characters, what do we have?
I know there's one dex based...
I had another idea but if this character fills a potential 'gap', why bother.

Toughness or defense... I'm not too familiar with the system, so is there a preference, as far as what's best?
How many points would the immunity for not needing to breath be?  
PostPosted: Sun Apr 03, 2011 9:52 am
Immunity to suffocation (not needing to breathe at all) costs 2 points.  

Mackie the Knife

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Mackie the Knife

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PostPosted: Sun Apr 03, 2011 10:02 am
As far as other characters go, most of us are primarily ranged attackers (2 Gadgeteers, a Battlesuit, and a gun-based Weapon Master). A melee fighter would be quite useful.  
PostPosted: Sun Apr 03, 2011 10:17 am
So, dropping the stats def by 1(2pts), and adding immunity suffocation I'm at 6 pts.
Immunity Zombism would bring me to 1pt.

Hmm... I'm also thinking about giving the character a drawback, but I'm not fully certain how they work.
Can someone explain the benefits of drawbacks? I understand the cons already.  

Virulent Lover

Dangerous Lover


Mackie the Knife

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PostPosted: Sun Apr 03, 2011 10:27 am
The benefit is that you gain more Power Points to build your character with. For example, the Noticeable drawback, which makes a Continuous, Permanent, or mental power noticeable is some way. In your character's case, his Density might be noticeable because of his bony appearance. Noticeable is worth 1 point.  
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