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03:15, 4th May 2024 (GMT+0)

Initial Thread.

Posted by ConducterFor group archive R
TBD2
player, 8 posts
Tue 7 Jan 2020
at 07:17
  • msg #32

Initial Thread

So many posts to respond to.

TBD1:

No.  No bringing minors to a super-battle. :P



TBD3:  *sigh* typed a bunch of stuff, without seeing a reply that invalidated a bunch of it.

The 'wizard' sounds a bit too problematic.

Huh, silly me mixing up Robotman and Machine Man.  And trying to keep from thinking too much about his incarnation in Nextwave.  A brick is always nice to have around.  Would want to hear a little bit more on his background.

I kinda like the Green Hornet homage most.  Partly, I was hoping somebody would have a character with resources, to help explain our base and vehicles.  Also, you can throw some Blue Beetle(Ted Kord) and Owlman nods in there.  Would the Storm be more Black Beauty or Quinjet?



TBD4:

Other than having Bruce Lee as a sidekick, the Green Hornet's shtick is that he is a hero with bad publicity.  Most people believe he is a villain, which lets him infiltrate criminal enterprises more easily.

The mystic archer or magic power armor could be interesting.  But sounds like you are leaning into the pyro-demi-demon.  Who might be our face.  Is daddy a generic demon, or a named demon with some infernal hierarchy?  Or is it a demon mommy, to do something different?



TBD5:

Hello, welcome to the game.

John Constantine mashed with Harry Dresden and played by Ron Perlman?  Alrighty then.  Not sure whether it would make more sense for your girl to be a follower than as written.

Seems you've got a strong idea what you want to play.  I'm pretty sure the GM was hoping we could build our characters together, and try to get a somewhat balanced team.  So, can we count on you to be our master detective?



Conductor:

SoCal sounds nice.  Not much potential for swinging, but oh well.  Does mean we should get plenty of fame, being in the media capital of the planet.
TBD4
player, 6 posts
Tue 7 Jan 2020
at 12:47
  • msg #33

Re: Initial Thread

TBD2:
Other than having Bruce Lee as a sidekick, the Green Hornet's shtick is that he is a hero with bad publicity.  Most people believe he is a villain, which lets him infiltrate criminal enterprises more easily.

The mystic archer or magic power armor could be interesting.  But sounds like you are leaning into the pyro-demi-demon.  Who might be our face.  Is daddy a generic demon, or a named demon with some infernal hierarchy?  Or is it a demon mommy, to do something different?

If Bruce Lee is his sidekick, the Green Hornet must truly be among the strongest heroes. ^_^

And anyway, I've been assuming the demon in question must be someone fairly important; I really, really hope Hell's rank-and-file aren't so powerful that their half-human offspring are strong enough to be superheroes!

I was actually thinking the same thing, that it would be interesting if my character's mother was the demon.  I've only seen that done...once, I think.  Of course, that means Mom's human disguise must be pretty good.  Perhaps she's a lawyer.

Okay, here's my first rules question: which power is suitable for the ability to shut down an existing fire?  Like, let's say a building is on fire (and it's not my fault), which power would my character be using if she can somehow reach out and shut down the flames?  (I'm assuming that this is one of the first things a conscientious fire-tossing hero tries to learn.)
TBD5
player, 4 posts
Tue 7 Jan 2020
at 14:37
  • msg #34

Initial Thread

TBD2:


TBD5:

Hello, welcome to the game.

John Constantine mashed with Harry Dresden and played by Ron Perlman?  Alrighty then.  Not sure whether it would make more sense for your girl to be a follower than as written.

Seems you've got a strong idea what you want to play.  I'm pretty sure the GM was hoping we could build our characters together, and try to get a somewhat balanced team.  So, can we count on you to be our master detective?



Conductor:

SoCal sounds nice.  Not much potential for swinging, but oh well.  Does mean we should get plenty of fame, being in the media capital of the planet.


Ron Pearlman was the only character I could find that worked for me as a scruffy type pic

she is a ghost so buying as a follower w/desolid always on would be a PITA for her attacks
this way attacks go through her and strike John Dresden
she could also be banished for a period of time

he has Bureaucratics 13-,Conversation 13-,Persuasion 13-,Criminology 13-,Deduction 13-,PS: Mage: all in practioner of the dark arts 12-,Streetwise 13-
so he could pull off that role


SoCal is my home stomping grounds as I drive all over SoCal for a living
so no Problem for me
Conducter
GM, 8 posts
Tue 7 Jan 2020
at 17:40
  • msg #35

Initial Thread

@TBD4
There are two Powers that immediately jump to mind for shutting something down: Drain and Dispel. Dispel costs less per 1d6 of effect (3 Active Points), but if you don't match or exceed the Power's Active Points, you have no effect. For naturally caused fires, I would probably establish some kind of "Active Point" pool you need to beat to shut it off with such abilities. Since Dispel is all-or-nothing, you're probably looking more at Drain: twice as expensive as Dispel, but every point of effect you roll immediately weakens the targeted Power or Characteristic. Drain also stacks its effect with every roll you make.

If there were a raging building fire, you would probably have to roll Drain multiple times to put it all out; but you wouldn't be relying on the luck of the dice to score a high enough Effect Roll to put it out immediately. Dispel also has the cool bonus of, if you Hold a Phase, you can react to someone attacking with a Dispelable Attack; you can Dispel that Attack by using your Held Phase, and you automatically hit it (though still must beat its Active Points, of course). One last thing: Fire-based Attacks could be defined as multiple kinds of Powers; Killing Attacks and Blasts are the most common of course, but even then you're hamstrung if you can't affect both. It would pretty lame to have to say "Sorry boys, this isn't my kind of fire, so you're on your own." You'll almost certainly want to apply Variable Effect (+1/2) as an Advantage so you can effect any Fire-based Power, one at a time. You might also want to get Expanded Effect (+1/2 per level) to effect multiple Fire-based Powers at a time, though that one is entirely up to you; each level of Expanded Effect lets you affect one additional gameplay element at a time.

Finally, one last distinction to keep in mind between Dispel and Drain: you can Drain the user of a Power itself to prevent them from causing the Power again; Dispel only helps until that character's next Phase when they can restart the Power, and can only target the "projectile" of an Attack, or any continuing effects. For unattended flames, if you don't completely Drain them, they would recover; however if you Drain them fully, I would allow them to stay gone for good. Drain is recovered from at a rate of 5 Active Points per Turn, though with Delayed Return Rate (+1) you can make it take 5 Minutes to recover 5 Active Points; you can delay the return rate by 1 additional level down the Time Chart after that for every 1/4 you add to the value of the Advantage.

@TBD5
I don't live in SoCal, I just know it from afar. Prepare to get disappointed, I guess, maybe? In any case, I have thoughts about you character but must come back to that later; life is pressing in for the day.
TBD3
player, 7 posts
Tue 7 Jan 2020
at 19:06
  • msg #36

Initial Thread

TBD2:
I kinda like the Green Hornet homage most.  Partly, I was hoping somebody would have a character with resources, to help explain our base and vehicles.  Also, you can throw some Blue Beetle(Ted Kord) and Owlman nods in there.  Would the Storm be more Black Beauty or Quinjet?


Yes, I'll admit it. I'm a Blue Beetle fan. I've even got digital copies of the really old ones (the cop wearing chain mail and taking mega vitamins). Besides, Owlman WAS Blue Beetle. Ted Kord's retired namesake had been retired the hard way, and the bug (Kord's vehicle) had the same shape (and abilities) as Owlman's. So, I guess my homage is to all three. Fact is, I've pretty much decided to go with that guy.
He'll be a media mogul (like the original Green Hornet) but instead of a newspaper this media will be social (in college, he started a site where his buddies could share information on the girls they dated, and called it 'consort profiles', now confiles has billions of subscribers). One of his bodyguards will turn out to be a distant relative and the two uncover some unusual secrets about their family, which inspire them to build the car, gadgets, costumes, et al, and begin fighting crime.
This message was last edited by the player at 21:21, Tue 07 Jan 2020.
TBD1
player, 6 posts
Tue 7 Jan 2020
at 19:17
  • msg #37

Initial Thread

As the hidden owner of Boone Munitions, Sharpshooter is also a man with some resources, though not to a great extent.
TBD2
player, 9 posts
Tue 7 Jan 2020
at 22:10
  • msg #38

Initial Thread

TBD4 & Conductor:

Yeah, looking in Champions Powers for the appropriate power, "Extinguish Fire" is Dispel fire, Variable effect (any one fire power at a time, +1/2).  And has a pointer 6E2, p150 for rules on natural fires.  And yes, Dispel has an all-or-nothing nature.  It suggest the Cumulative advantage if you want to be able to whittle down bigger fires.



TBD3:

Okay.  I'll admit, I don't know that much about solo Beetle.  Most of my exposure has been Giffen & DeMatteis Justice League.

Though, as topical as Mark Zuckerburg is, I just want to say that confiles sounds kinda creepy and misogynistic.  A website for guys to talk about girls they date?  Have you seen the creeps on the internet?  The kind of shaming and rumor-mongering that a site dedicated to that kind of thing would generate?

Maybe you could do something along the lines of picking up your family's struggling newspaper and radio station right out of college, and pivoting them hard into online and social media right as those picked up?
This message was last edited by the player at 07:16, Wed 08 Jan 2020.
TBD4
player, 7 posts
Wed 8 Jan 2020
at 02:36
  • msg #39

Initial Thread

Sounds like Dispel (with Variable Effect and maybe Cumulative, I'll need to look at the rules/numbers) makes more sense than Drain.  There's no reason my character would be able to turn off someone else's ability to throw fireballs, and that's really not the point anyway -- mostly I want her to be able to put out fires if she accidentally starts them (although putting out fires in general is good humanitarian work).  Thanks for the help, folks.

Incidentally, is it considered bad form to stick a large STR increase in the same Multipower as your other attack powers?  I didn't originally have any plan to do that, but it sounds like this team might not actually have a brick-type character at all (I think that's a first in my supers gaming experience), and inhuman strength does fit for the scion of a powerful demon.  You never know when you might need someone to lift large objects and put them down.  But if you'd rather I stick closer to theme, I don't blame you at all.

GM, is there any particular format you prefer for character sheets?  (I do like how TBD5 is organizing things; I might need to look up how to do tables on RPOL.  It's been a while.)

Also, I'm trying to understand the distinction between social skills.  Do I correctly understand that Charm is the "make people like me" skill, Conversation is "extract information (politely)," and Persuasion is "make people actually do/believe something?"  (I can't help but feel like there are more social skills in this game than strictly necessary.)




TBD3:

Honestly, I'm with TBD2 on this one.  If you want to keep the social media focus, you could have Confiles starting out as a more general dating site or something?
TBD3
player, 8 posts
Wed 8 Jan 2020
at 05:35
  • msg #40

Initial Thread

I'm trying to color his social media platform in a specific way. If face book is the suburbs, con files is the trailer park. Face book is the golf course, and con files is the bowling alley. Face book is a ball park bratwurst, and con files is a boiled hot dog. The backstory for the social media platform should show this. Incidentally, this will also serve as the reason he can't pull KS's out of thin air by claiming the material is available to him through his company. Con files doesn't have any good information.
This message was last edited by the player at 05:39, Wed 08 Jan 2020.
TBD2
player, 10 posts
Wed 8 Jan 2020
at 07:16
  • msg #41

Initial Thread

In reply to TBD4 (msg # 39):

Yup, that's how the skills are.  And yeah, the skills are maybe more granular than they need to be.  There are legacy reasons, and issues with trying to make and balance a universal system.

As for STR in a multipower, it's a little suspect, but doable.  It should have a good justification for being there, as opposed to just point efficiency.  For instance, in the official Champions Universe, there is a villain named Lady Blue, who is an inventor with fancy force field technology.  She has a multipower with some energy blasts and brick-level STR.  And I can dig that her tech can be set to repulsor beams OR no range telekinesis.  OTOH, demon fire and STR just because we don't have a brick?  Not so much.
Conducter
GM, 9 posts
Wed 8 Jan 2020
at 07:36
  • msg #42

Initial Thread

My thoughts for TBD5's character:
1)
Your ghost girlfriend Multipower is currently purchased with No Conscious Control. I don't really think this matches the Special Effects at play here; after all, she came back from the afterlife to help you so she must be pretty enamoured, enough to help when you really need it at least. You should remove No Conscious Control; you could replace it with Requires a PRE Roll to represent that you can ask for aid at any time, but have to cajole her for help, but without either Limitation would be good too, I think. Alternatively, what I'd really recommend is making her a Follower or Summon.
2)
Can you give me a book and page number for Suffocation and Stunning for Change Environment? I'm guessing they're in some supplement, some where. You can also just describe them to me, but I'd rather go to the source so I can read it does for myself.
3)
Regarding your morning rituals, I have a question for you. Do you really want to be assassinated in your sleep? That's pretty much the only way the theme is limiting. It doesn't really fit with more comic-y superheroes. Maybe for other genres like Dark Champions. Maybe it seems like I'm presenting that they don't work in too few situations; but really, if someone wants to just capture you, non-lethal options won't be hindered anywhere near as much by the fact your defenses deactivate. Entangles and Mental Powers are both very good for incapacitating a sleeping person; if they're just relying on surprise for the STUN modifier bonus, defenses help, but they won't save you if you're properly snuck up on. Unless you're willing to take them as -0 Limitations, you should remove the Extra Time, Concentration, Gestures, and Limited Power. It's fine if your Special Effect is that you renew these Powers every morning. It's fine if you want your vision to remain mechanically; but I will not kill you in your sleep, so those Limitations won't ever be limiting. Kidnap you, maybe. But not kill. (also, in any case, the Limited Power should have been made using 1 Continuing Charge lasting 24 Hours)
4)
Related to note 3, you are over Defense Maxima. Your PD and ED, with your Resistant Defense, has a total of 75 Points value; and you bought 10 Points of Mental Defense besides. You must lose 15 Active Points of defenses.
5)
As your character is not a Mentalist, it is not appropriate to sell some of your OMCV; while you could build Powers in your VPP with ACV, you don't have any other Powers that use OMCV, and so OMCV is all but a useless Characteristic for you; and you shouldn't get points back for something that won't have a negative impact.
6)
Personal Pocket Dimension should not be built as a Custom Power. You should build a Base Perk, which itself is constructed on another plane of existence; then, you purchase Personal Pocket Dimension as Extra-Dimensional Movement at the base 20-Point level. This also means you'll sell one of your Fixed Locations for your Dimensional base. You might want to apply Increased Mass Adders to that Extra-Dimensional Travel, and possibly build your Extra-Dimensional Travel like a Gate (see 6E1 301 for more on that).
7)
I feel like I've been kinda hard in some of my criticisms so far, so here's a much softer one. Since your ring is a magical artifact, I don't feel it's necessary to have it stop working on hallowed ground; still if you want to keep that you can.
8)
Your VPP breaks the Active Point Maxima by a lot. If you had basically no other Powers but a VPP, I might allow a 120 point VPP at the max; as it is, you also have your ghost to help you, so it should accommodate the 100 Active Point Limit. Moreover, you do not have a Power Skill marked down; it looks like you might be trying to use Inventor in replacement, but to change VPPs in combat, you must have the Power Skill, which can be based off any Characteristic you prefer. You do get an Everyman Power Skill, so even if you don't purchase one at least you aren't totally in the hole, I guess. Fortunately, you can switch VPPs during Non-Combat Time, if you plan on not buying a Power Skill. The VPP Attack Powers you have all or almost all break DC Maxima. Keep in mind Advantages like Reduced END don't affect the number of dice in one DC; but Advantages like Area of Effect do. So a 6d6 Mental Blast doesn't violate DC Maxima; a 6d6 Mental Blast with 1m Area of Effect does violate DC Maxima.
9)
PS: Mage is under the heading "General Based Skills" but is listed as having 12-; it should only have 11-.
10)
You have a large area in your character sheet that has the header Equipment, but it has a bunch of powers that break Maxima, as well as some Skills and more. I'm guessing this was kind of like a sketchboard of sorts for you, or a wishlist of things you want to improve in the future? When your final character sheet is approved, it should have this area removed regardless, for improved readability.
11)
Your Complications don't seem to match my guidelines for what I'd like to see out of Complications. Also, even if approved of, Smart Mouth is not a Psychological Complication; it's an Occasional, Minor Social Complication. Hunted: Eldritch Powers is a good Relationship Complication. Psychological Complication: Protective of Mortals could be fine as your Moral Code, though keep in mind it costs 2 Points to have it at the Strong level.



I don't know how I feel about you having Area of Effect: Thin Cone on almost every Attack Power. On one hand, it makes realize I should have added a Damage Maxima clause for using Area of Effect Attacks mostly, not just a Combat Value clause for Area of Effect Attacks. But in particular, the fact you made them almost all Thin Cones kind of screams to me like you were trying to min-max range, damage, defense, and Active Points. Everyone wants their character to be effective, obviously, but there needs to be some moderation.

Especially, I ask you to keep this in mind: the balance of the game is strongly weighted on things that save you Character Points coming back to bite you in some way. That's why you can't get any Limitation value out of your Morning Rituals taking Extra Time, Concentration, Gestures, and 1 Continuing 24 Hour Charge but you can take them at -0 values if you like. If you don't get value for those Limitations, you don't have to be punished for them: they're part of the roleplay only.

Ultimately, part of the fun of GMing sometimes IS punishing Limitations. But like how I don't want you to Limit your Morning Rituals the way you have because punishing it would be out of line with the tone I have in mind, I don't want you to have all your Cones be thin, or even all your Areas of Effect be Cones, because I don't necessarily want to have to punish that. It could get to annoying levels of finicky if so many of your options are Cones, and Thin Cones at that, as they are right now; and that would be unfun for me, and the ultimate goal of roleplaying games is that the players and GM all have fun.

So I hope you can understand. I do feel like my tone may have been overharsh during part of this; and I'm sorry for that. Though, I don't want to necessarily go back and make them less harsh because I have been writing and editing this post for entirely too long. So take my thoughts, work on at least some of them, and we'll come back for round two a little later.




In response to TBD4s questions:

You could use Drain with the Special Effect that, when you Drain an enemy directly, you're just preparing to Drain any fire effect they produce, taking an appropriate Limited Power Limitation to reflect they can generate new phenomena at full power if you aren't able to respond to their production of effects. I'd probably rate that a Power loses one third of effectiveness or more Limitation, for a -1/2 effect on Real Cost.

Slightly unrelated, but out of curiosity, do you have Hero Designer?

Strength is a Standard Power, and as such it can be put in Power Frameworks (AKA a Multipower or Variable Power Pool). The one thing I'd say is whether I approve it for sure depends on Special Effect; if the Special Effect is that you're super-strong as the child of a demon, I probably wouldn't allow it into a Fire-Manipulation Multipower. If the Special Effect is somehow something along the line of you use the force of roaring flames to move something, I'd allow it in the Multipower, though that's uh... It's an odd one, to be sure, but odder ones have been made. Irregardless, I don't know exactly how you're building your character yet, so I will not pass a formal judgement yet. Maybe your Multipower isn't Fire-Manipulation; I don't know, I eagerly await finding out.

Persuasion is like the generic starting point; you go out and tell someone IDEA X is good for REASON Y. You both roll and see whether you were persuasive enough to convince them. Conversation is like Persuasion, but if successful, the target doesn't necessarily know they've been manipulated by an Interaction Skill. Interrogation is another modified form of Persuasion; usually, the REASON Y is something along the lines of "You don't want to get waterboarded, do ya?", brainwashing, or other mental abuses. (Can you tell I have a negative opinion of Interrogation?) If Interrogation is Persuasion tailored to take advantage of imprisonment conditions, High Society and Bureaucratics are Persuasion tailored to take advantage of snooty, rich people conditions, and governmental conditions, respectively. Oratory is kind of like your ability to use Persuasion on a whole group of people. Charm is like Persuasion, but REASON Y is something along the lines of "Because I'm your friend", or because you gave them favors. Of course, each of these flavors of Persuasion are more tailored to getting different IDEAs X as well; Interrogation is to get confessions or information. Wait, sorry: "information"; Charm is usually more to get personal types of help; Bureacratics is to get bureaucrats to do helpful things for you, like in a governmental sense. I think you get the picture at this point.
TBD2
player, 11 posts
Wed 8 Jan 2020
at 07:49
  • msg #43

Initial Thread

Anyway, to finally get around to elaborating on my character concept:

Flex

Ashley Long thought she was just stuck with a connective tissue disorder (EDS), where double-jointed starts going from neat party trick to quality of life issues, what with the random dislocations.  But then one day, some anti-mutant creeps got their hands on a mutant detector, and were kidnapping mutants they found with it, including Ashley.  She was rescued when their fifth find that day was a superhero out of costume.  She was left with two take-aways:  one, there are some serious creeps out there, picking on innocent people.  Two, she got so gypped!  The mutant power to dislocate her hip?  That's why she became a scientist, researching genetics and biochemistry - she was going to find out why she got such a lame power, and maybe fix it.  And then she did.  Maybe stretchy powers wouldn't be her first choice, but at least she now has legit superpowers.  And a formula to boost superpowers that she illegally tested on herself.  Now that she's no longer angry at the world, she's worried about what she has created.  But at least she can protect innocents like that superhero who rescued her...


I was thinking that maybe in addition to normal stretchy stuff, she could have a bit of growth and/or density control.  Which would help cover that brick slot some.
This message was last edited by the player at 07:53, Wed 08 Jan 2020.
TBD1
player, 7 posts
Wed 8 Jan 2020
at 09:51
  • msg #44

Initial Thread

Conductor, I don't understand your commentary. Have you opened character sheets to the others so they can start building something you can review?
TBD4
player, 8 posts
Wed 8 Jan 2020
at 12:18
  • msg #45

Re: Initial Thread

Conducter:
You could use Drain with the Special Effect that, when you Drain an enemy directly, you're just preparing to Drain any fire effect they produce, taking an appropriate Limited Power Limitation to reflect they can generate new phenomena at full power if you aren't able to respond to their production of effects. I'd probably rate that a Power loses one third of effectiveness or more Limitation, for a -1/2 effect on Real Cost.

That could work.  On the other hand, "stand ready to counter enemy fire power" is a really oddly specific power slot.

Speaking of which.  Do I correctly understand that, if you buy a Power Tricks skill you can roll it to attempt things that aren't specifically in your Multipower array or whatever -- but if you want to keep attempting the same trick, you damn well need to spend actual points on it?

Conducter:
Slightly unrelated, but out of curiosity, do you have Hero Designer?

I just bought it last night!  It seemed like it would save a bit of time.

The download has failed seven times now.  I might just start typing up my character in Notepad and see where I get with it.  I've done GURPS characters this way, I'll manage.

Conducter:
Strength is a Standard Power, and as such it can be put in Power Frameworks (AKA a Multipower or Variable Power Pool). The one thing I'd say is whether I approve it for sure depends on Special Effect; if the Special Effect is that you're super-strong as the child of a demon, I probably wouldn't allow it into a Fire-Manipulation Multipower. If the Special Effect is somehow something along the line of you use the force of roaring flames to move something, I'd allow it in the Multipower, though that's uh... It's an odd one, to be sure, but odder ones have been made. Irregardless, I don't know exactly how you're building your character yet, so I will not pass a formal judgement yet. Maybe your Multipower isn't Fire-Manipulation; I don't know, I eagerly await finding out.

I was probably going to name it something like "Infernal Powers."  My thought was that "Hellfire Blast" and "Unholy Strength" do both fit that theme, but I'm okay with leaving strength out of it.  ("Infernal" is broad enough conceptually that it might be too cheesy, honestly.)

I had also been considering a few ideas similar to stuff TBD5 has listed under their VPP array, like otherworldly hellfire blasts that strike at the mind/soul.  Mostly because I wanted to have some option besides just "do fire damage at the bad guys."  I could probably get more creative, though; maybe my character can Entangle enemies with chains made of solidified fire (or superheated brass) or something.

(I was actually considering other options related to the super-charisma theme, but I'm not sure what that would entail other than a creatively limited form of Mind Control, and if I do take such a power I don't intend it to be something that can be used in the middle of a fight anyway.  If our heroine, who I'm tentatively naming Wildfire, has actual Mind Control at all, it'll probably have an Extra Time limitation so she needs an actual conversation in order to talk someone around to her point of view.

I definitely understand if that doesn't belong in the same Multipower as her actual combat abilities in any case, though.)

Conducter:
Persuasion is like the generic starting point; you go out and tell someone IDEA X is good for REASON Y. You both roll and see whether you were persuasive enough to convince them. Conversation is like Persuasion, but if successful, the target doesn't necessarily know they've been manipulated by an Interaction Skill. Interrogation is another modified form of Persuasion; usually, the REASON Y is something along the lines of "You don't want to get waterboarded, do ya?", brainwashing, or other mental abuses. (Can you tell I have a negative opinion of Interrogation?) If Interrogation is Persuasion tailored to take advantage of imprisonment conditions, High Society and Bureaucratics are Persuasion tailored to take advantage of snooty, rich people conditions, and governmental conditions, respectively. Oratory is kind of like your ability to use Persuasion on a whole group of people. Charm is like Persuasion, but REASON Y is something along the lines of "Because I'm your friend", or because you gave them favors. Of course, each of these flavors of Persuasion are more tailored to getting different IDEAs X as well; Interrogation is to get confessions or information. Wait, sorry: "information"; Charm is usually more to get personal types of help; Bureacratics is to get bureaucrats to do helpful things for you, like in a governmental sense. I think you get the picture at this point.

I think I get it, yes, although I still don't get why Charm and Persuasion are separate skills.  The distinction sounds like a stretch.

Fortunately, I do not intend to take Interrogation.  If my character wants to spook someone, I assume that's what Presence Attacks are for.

TBD1:
Conductor, I don't understand your commentary. Have you opened character sheets to the others so they can start building something you can review?

TBD5 has a partial character sheet in their character description.
Conducter
GM, 10 posts
Wed 8 Jan 2020
at 17:49
  • msg #46

Re: Initial Thread

@TBD1
If you click on The Cast on the top bar of the screen, you'll see that TBD5 has a blue name. Click it to see his sheet.

@TBD4
Yes, you understand the Power Skill properly. I'd say something along the lines of if you something more than once through the Power Skill, you'll start getting EXP assigned towards having that full time. Well, maybe if there's a big enough temporal distance, more than just more than once, but you get my drift.

That's very odd that it won't download properly for you. It is a very nice time saver, though sometimes you have to do things outside of its normally allowed bounds.

I'm going to be honest, it does sound a lot like your Strength is something kind of innate to you due to your demonic birth, which makes me think it should be outside the Multipower. Strength has a lot of uses, outside of just bludgeoning faces, so if you do want to get Strength, I'd recommend putting it outside your MP anyways. Though you could almost certainly do a Limitation to make it only work when you're suited up, if you want; kind of like you have a human guise that's not supernaturally capable, and a half-demon form that is. Ultimately, if you are determined to put Strength in your MP, I'm not determined to stop you; I feel like part of my reaction might be lingering hold-over from Fifth Edition.

Otherwise, I think an Infernal Powers MP makes perfect sense, and if you want to define Powers like Entangle as being made of solidified fire that either doesn't actively burn chained targets, or is Linked to a Damage Shield or something like that; well, be my guess. An out-of-combat Mind Control based on super-Charisma would also be completely fine in such an MP as well.

Presence Attacks and Presence Rolls can function, but one of the general rules of HERO is that less specific Powers are less helpful in specific situations. A GM might allow a character to roll Dexterity instead of Breakfall because they lack the Skill; but such a Roll should be done probably with penalties to the Roll, and even a successful result shouldn't be as good as a less talented character succeeding with the Breakfall Skill itself.

So, at least in the sense of specific being better in its situations, there's a distinction between Charm and Persuasion; but more over, Charm is more like building trust with someone by offering companionship or favors; Persuasion is like trying to win an argument with someone, or trying to tell a convincing lie.

@TBD2
Making yourself primarily a Brick sounds like an excellent idea to help out the 3 Energy Projectors and one Gadgeteer(?).
This message was last edited by the GM at 20:48, Wed 08 Jan 2020.
TBD5
player, 5 posts
Thu 9 Jan 2020
at 02:12
  • msg #47

Initial Thread

will come up with a different character
too much to change to keep the spirit of what I want

next will be a tele based martial artist
Conducter
GM, 11 posts
Thu 9 Jan 2020
at 03:15
  • msg #48

Initial Thread

I mean I don't have any problems with the character's concept at all. Just the mechanical construction. You are, of course, free to change the character you want to make. I guess just keep in mind the feedback I gave if you do, okay?
TBD5
player, 6 posts
Thu 9 Jan 2020
at 03:27
  • msg #49

Initial Thread


Precision


ValCharCost
35STR5
18DEX16
25CON15
13INT3
13EGO3
13PRE3
10OCV35
9DCV30
3OMCV0
3DMCV0
6SPD40
15/25PD0
15/25ED0
10REC6
45END5
12BODY2
60STUN20

ValMovementCost
12mRUN0
4mSWIM0
4m/82mLEAP0

    Characteristics Cost
  • 183


Active CostReal CostEND Cost/ChargeDescription
    Tele Master powers   
30   1)  Telekinetic Strength:+20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)   
24   2)  Telekinetic passive feel:Combat Sense (Discriminatory) 16-   
16 0 3)  Telekinetic realinegment:Regeneration (1 BODY per Turn)   
39 0 4)  Telekinetic Force field:Resistant Protection (13 PD/13 ED)   
10   5)  Telekinetic Force field:+10 PD   
10   6)  Telekinetic Force field:+10 ED   
         
44   Tele Cloak Manipulation:Multipower, 55-point reserve,  (55 Active Points); all slots Only In Alternate Identity (-1/4)   
2f 2 1)  Portal attacks:Stretching 31m, Reduced Endurance (1/2 END; +1/4), Indirect (Source Point is the Character, path can change with every use; +1/2) (54 Active Points); Instant (-1/2), Limited Body Parts arms (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Only In Alternate Identity (-1/4)   
3f 1 2)  Stooge Fu Slap for mass fighting:(Total: 55 Active Cost, 30 Real Cost) Stretching 10m, x2 body dimension (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12) plus +8 with a large group of attacks (40 Active Points); Limited Power Power loses about half of its effectiveness (only to offset sweep mods; -1), Only In Alternate Identity (-1/4) (Real Cost: 18)   
4f 2 3)  Slingshot/spring boarding:Leaping +78m (4m/82m forward, 2m/41m upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (55 Active Points); Only In Alternate Identity (-1/4)   
4f 5 4)  Super slingshot/spring boarding:Leaping 68m (x8 Noncombat), Rapid Noncombat Movement (+1/4) (55 Active Points); Only In Alternate Identity (-1/4)  [Notes: max leap 544m x 272m 3 phases to complete 181.3m x 90.6m  per phase  90.6m x 45.3m per segment]
2f 0 5)  Gliding 50m, x4 Noncombat (55 Active Points); Gliding (-1), Only In Alternate Identity (-1/4)   
2f 2 6)  Telepathy 4 1/2d6, Alternate Combat Value (uses OCV against DCV; +0), Reduced Endurance (1/2 END; +1/4), Cumulative (108 points; +1) (52 Active Points); No Range (-1/2), Perceivable (-1/2), Only In Alternate Identity (-1/4)   
4f 5 7)  Teleportation 50m, x2 Increased Mass (55 Active Points); Only In Alternate Identity (-1/4)   
         
2   Moral Code, all slots: Common Adder   


    Powers Cost
  • 196



4Fast Strike+2+012d6 Strike
5Flying Dodge--+4Dodge All Attacks, Abort; FMove
5Killing Strike offense+1-2HKA 4d6, Strike
3Martial Grab-1-1Grab Two Limbs, 60 STR for holding on
3Legsweep+2-111d6 Strike, Target Falls
5Takeaway+0+0Grab Weapon, 60 STR to take weapon away
12+3 HTH Damage Class(es)   

|  1 |  Weapon Element:  Default Element, Whips | | |  |

    Martial Arts Cost: 38




    Talents

Talent CostTalentNotes
6+2/+2d6 Striking Appearance (vs. all characters) 
3Absolute Range Sense 
3Bump Of Direction 

    Talents Cost: 12




CostSkillRoll
 Dex Based 
31)  Acrobatics 13- 
32)  Breakfall 13- 
33)  Stealth 13- 
 Int Based 
31)  Navigation 12- 
32)  Mechanics 12- 
 Pre Based may get +2 for Striking apperance 
31)  Acting 12- 
32)  Streetwise 12- 
 Everyman skills 
01)  Charm 8- 
02)  Concealment 8- 
03)  Conversation 8- 
04)  Deduction 8- 
05)  Electronics 8- 
06)  CK: Los Ange;es 8- 
07)  AK: SoCal 8- 
08)  Language:  English (idiomatic; Custom Adder, literate) 
09)  Paramedics 8- 
010) Persuasion 8- 
011) tele Power 8-8-
012) PS: Stunt Man (Custom Adder) 11- 
013) Shadowing 8- 
014) TF:  Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
    Skills Cost
  • 21




Total Character Cost: 450

PointsDisadvantage
5Distinctive Features Suit:  Dashing attitude (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20Hunted(relationship moderate):  to be named later Infrequently (Mo Pow; NCI; Harshly Punish)
10Social Complication(relationship moderate:  Secret Id Infrequently, Major
20Psychological Complication Moral Code(major):  Code vs killing (Very Common; Strong)
15Psychological Complication Moral Code (moderate):  Loves playing the knight in shinig armor (Common; Strong)
5Rivalry (Compulsion Minor):  Professional (swashbucking types; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 75
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Conducter
GM, 12 posts
Thu 9 Jan 2020
at 04:19
  • msg #50

Initial Thread

Okay, I like what you did here a lot. Mostly just some questions.

1)
Your Strength is pretty high, for a non-Brick; I set the max for Strength to 80, but that was mainly intended for Bricks. Also, with the DC modifiers of your Martial Arts and Martial Art HTH Damage Classes, your Martial Art attacks will currently break DC Maxima. Reducing your non-Advantaged Strength from 35 to 20 would address both of those qualms; and you get 15 more points to do anything else cool that you might like to. I would suggest maybe putting some of that into more Recovery and/or Endurance, it looks like you could run out in just a Turn, Leaping all over and hitting everyone.
2)
I really like the Special Effects going on with your Multipower; I'm imagining your Leaping is kind of like Thor's flight, holding onto his hammer as it flies. Of course, your Combat Sense doesn't work within Stretching range; just 1m. Of course, you can teleport somewhere and hope an enemy is within 1m if you're relying on the Combat Sense. Is your Teleportation caused by the cape, like by twirling it around? One thing I am confused about is that you have Telepathy. Is this like a Martial Artist/Mentalist hybrid?
3)
I would like a quick explanation of where your Bump of Direction and Absolute Range Sense come from; what's the Special Effect of how they work; how did you gain them? Similarly, I need to know a little more about your Striking Appearance. What exactly is the noteworthy appearance? A police officer might have a Striking Appearance because of their badge, which helps them perform interactions to convince people to obey the law, or helps them solicit help from witnesses; that kind of deal.
4)
Complications are looking much better this time; still some concerns. Your Distinctive Features must have at least a 10-Point value; it would be appropriate to make it Concealable, since you need your Distinctive Features to use your Powers (I'm sure your costume is more than just the cape, but it's obviously important). You should redefine Psychological Complication: loves playing the knight in armor to Social Complication (Occasionally, Minor): loves to play the knight in shining armor, which is a 5-Point Quirk, to be more honest to its gameplay/roleplay effects. Your Moral Code is solid, though.
I'm not really a fan of Rivalry's that are defined as against a group; however, I could come up with some kind of arch-nemesis character, and that could be the subject of your Hunted, and the subject of a Psychological Complication: hunts rival (Common, moderate) as your Minor Compulsion. Your Hunted is a Major Relationship Complication; Moral Codes don't count as a Major Complication, Moderate Complication, or Minor Complication for terms of the Complications you must take. You still need an Exploit Complication; you could play around with the value of the hunts rival Complication a little to make it a Moderate Complication, allowing you to make your Exploit a Minor Complication; or you can take my version of Hunts Rival (or make it Uncommon instead of Common), and make your Exploit a Moderate Complication.
TBD5
player, 7 posts
Thu 9 Jan 2020
at 05:13
  • msg #51

Initial Thread

1)He only does 12d6(your soft cap)(total str and MA + extra DCs) and a max of 72dcs out of 80dcs for a turn
he would barely be a demi brick when 80 str is possible

2)the Tele cloak acts as glide wings ala batman
  replacing Combat sense with this
  Telekinetic sensory web:  Detect A Class Of Things 14- (Touch Group), Discriminatory,(360 Degrees), Range,Telescopic:  +4
  His stchik is that all of his powers are based on those that start with Tele(teleport,telekinesis,telepathy)

3)bump of direction just 1 of those things you learn
  Absolute Range Sense based on Telekinetic sensory web
  +2/+2d6 Striking Appearance (vs. all characters)He is just that good looking(he should be in movies....  oh he is)
  I will be buying most of the Pre skill w/ exp

4)he can fight with out the cloak
  the cloak just gives him more versatility
  Disads redone



Precision


ValCharCost
35STR5
18DEX16
25CON15
13INT3
13EGO3
13PRE3
10OCV35
9DCV30
3OMCV0
3DMCV0
6SPD40
15/25PD0
15/25ED0
10REC6
45END5
12BODY2
60STUN20

ValMovementCost
12mRUN0
4mSWIM0
4m/82mLEAP0

    Characteristics Cost
  • 183


Active CostReal CostEND Cost/ChargeDescription
    Tele Master powers   
30   1)  Telekinetic Strength:+20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)   
24 0 2)  Telekinetic sensory web:Detect A Class Of Things 14- (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic:  +4   
16 0 3)  Telekinetic realinegment:Regeneration (1 BODY per Turn)   
39 0 4)  Telekinetic Force field:Resistant Protection (13 PD/13 ED)   
10   5)  Telekinetic Force field:+10 PD   
10   6)  Telekinetic Force field:+10 ED   
         
44   Tele Cloak Manipulation:Multipower, 55-point reserve,  (55 Active Points); all slots Only In Alternate Identity (-1/4)   
2f 2 1)  Portal attacks:Stretching 31m, Reduced Endurance (1/2 END; +1/4), Indirect (Source Point is the Character, path can change with every use; +1/2) (54 Active Points); Instant (-1/2), Limited Body Parts arms (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Only In Alternate Identity (-1/4)   
3f 1 2)  Stooge Fu Slap for mass fighting:(Total: 55 Active Cost, 30 Real Cost) Stretching 10m, x2 body dimension (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12) plus +8 with a large group of attacks (40 Active Points); Limited Power Power loses about half of its effectiveness (only to offset sweep mods; -1), Only In Alternate Identity (-1/4) (Real Cost: 18)   
4f 2 3)  Slingshot/spring boarding:Leaping +78m (4m/82m forward, 2m/41m upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (55 Active Points); Only In Alternate Identity (-1/4)   
4f 5 4)  Super slingshot/spring boarding:Leaping 68m (x8 Noncombat), Rapid Noncombat Movement (+1/4) (55 Active Points); Only In Alternate Identity (-1/4)  [Notes: max leap 544m x 272m 3 phases to complete 181.3m x 90.6m  per phase  90.6m x 45.3m per segment]
2f 0 5)  Gliding 50m, x4 Noncombat (55 Active Points); Gliding (-1), Only In Alternate Identity (-1/4)   
2f 2 6)  Telepathy 4 1/2d6, Alternate Combat Value (uses OCV against DCV; +0), Reduced Endurance (1/2 END; +1/4), Cumulative (108 points; +1) (52 Active Points); No Range (-1/2), Perceivable (-1/2), Only In Alternate Identity (-1/4)   
4f 5 7)  Teleportation 50m, x2 Increased Mass (55 Active Points); Only In Alternate Identity (-1/4)   
         
2   Moral Code, all slots: Common Adder   


    Powers Cost
  • 196



4Fast Strike+2+012d6 Strike
5Flying Dodge--+4Dodge All Attacks, Abort; FMove
5Killing Strike offense+1-2HKA 4d6, Strike
3Martial Grab-1-1Grab Two Limbs, 60 STR for holding on
3Legsweep+2-111d6 Strike, Target Falls
5Takeaway+0+0Grab Weapon, 60 STR to take weapon away
12+3 HTH Damage Class(es)   

|  1 |  Weapon Element:  Default Element, Whips | | |  |

    Martial Arts Cost: 38




    Talents

Talent CostTalentNotes
6+2/+2d6 Striking Appearance (vs. all characters) 
3Absolute Range Sense 
3Bump Of Direction 

    Talents Cost: 12




CostSkillRoll
 Dex Based 
31)  Acrobatics 13- 
32)  Breakfall 13- 
33)  Stealth 13- 
 Int Based 
31)  Navigation 12- 
32)  Mechanics 12- 
 Pre Based may get +2 for Striking apperance 
31)  Acting 12- 
32)  Streetwise 12- 
 Everyman skills 
01)  Charm 8- 
02)  Concealment 8- 
03)  Conversation 8- 
04)  Deduction 8- 
05)  Electronics 8- 
06)  CK: Los Ange;es 8- 
07)  AK: SoCal 8- 
08)  Language:  English (idiomatic; Custom Adder, literate) 
09)  Paramedics 8- 
010) Persuasion 8- 
011) tele Power 8-8-
012) PS: Stunt Man (Custom Adder) 11- 
013) Shadowing 8- 
014) TF:  Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
    Skills Cost
  • 21




Total Character Cost: 450

PointsDisadvantage
10Distinctive Features Suit:  Dashing attitude (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20Hunted(relationship major):  to be named later Infrequently (Mo Pow; NCI; Harshly Punish)
20Psychological Complication Moral Code(moderate):  Code vs killing (Very Common; Strong)
10Social Complication(relationship moderate:  Secret Id Infrequently, Major
10Rivalry:  Professional (swashbuckling types), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5Unluck: 1d6

Disadvantage Points: 75
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
TBD2
player, 12 posts
Thu 9 Jan 2020
at 05:40
  • msg #52

Re: Initial Thread

In reply to TBD4 (msg # 45):

Charm and Persuasion is roughly the same as the difference between Diplomacy and Bluff in MnM/d20.  HERO does have a few more skills, but they aren't created equally.  And it divides some things up differently.  Also, High Society and Streetwise get to be full skills instead of just Knowledge specializations.

Also, there is an export file format that outputs HERO characters in table format for RPOL.  Does anyone have the link to that somewhere convenient?
TBD2
player, 13 posts
Thu 9 Jan 2020
at 05:57
  • msg #53

Initial Thread

In reply to TBD3 (msg # 40):

Where do I even start this argument.

College guys with a platform dedicated to talking about their girlfriends will quickly start to have phone numbers and addresses posted on it.  And lists of who will have sex on a first date, and who the "stuck up bitches" who won't are.  And there will be a few creeps who use that to enable stalking and harrassment.  And no, you can't filter that.  Horribly finds a way.  Long before you hit a million accounts, there will be lawsuits, and you will be shut down.  Confiles is a horrible, shitty, dumpster-fire of an idea.

Is any part of this getting through to you?



Yes, I feel this strongly about it, and do not regret my tone.
TBD3
player, 10 posts
Thu 9 Jan 2020
at 06:31
  • msg #54

Initial Thread

Oh. You don't know. Zuckerberg's first platform was 'facemash', set up to allow visitors to compare two female student pictures side by side and let them decide who was more attractive. What you see isn't the idea that 'confiles' is based around, it's the player paralleling history from RL in his character's back story.
All I'm attempting to do is suggest that for each Nancy Kerrigan on facebook, there's a Tonya Harding on confiles. I'm not trying to describe what confiles actually does, because the only part of it that affects the character is the fact that it makes him boatloads of money.
TBD5
player, 8 posts
Thu 9 Jan 2020
at 06:53
  • msg #55

Re: Initial Thread

TBD2:
In reply to TBD4 (msg # 45):



Also, there is an export file format that outputs HERO characters in table format for RPOL.  Does anyone have the link to that somewhere convenient?

I have it and am using it, but I do not remember where I got it
It is not in the hero games exports downloads

look for RPOLTXR.hde
TBD3
player, 11 posts
Thu 9 Jan 2020
at 12:53
  • msg #56

Re: Initial Thread

It's crude, but somewhat effective. The following link downloads the file as soon as you click it.
https://www.dropbox.com/s/9bsg...9i/RPOLTEXT.hde?dl=1
This message was last edited by the player at 13:06, Thu 09 Jan 2020.
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