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  • #46
    Re: Rush's Characters (new: The Cast Redux)

    Originally posted by Rush View Post
    Thanks! He's actually a combination of Multiple Man and Nightwing from when some friends and I were trying to come up with new Amalgam characters some years back. He's a blast to play if you can get into the mindset that they're not clones, they're all equally "the real him."
    Way way back on the old Atomic Think Tank, I did a cross between Multi-Man (of the Hanna Barberra cartoon the Impossibles) and Mister Fantastic.

    Yours is very cool and clean.
    The ATT member formerly known as both MorningKnight and Power-Glove.
    Just call me Doug.

    Comment


    • #47
      Re: Rush's Characters (new: The Cast Artwork)

      I just commissioned an artist to draw up The Cast for me. I chose the pose and details, and the result was this beauty:



      The artist is Peter Saga, and for anyone interested, you can check out his work here.

      I'll likely have him do one or two more pieces for me.
      My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
      Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

      Comment


      • #48
        Re: Rush's Characters

        EXTRA MAGIC AEs FOR DRACO
        (for game where the base power is 26pp)

        Freezing Whirlwind (Damage 8)
        Cylinder Area, Alt. Resistance: Fortitude

        Blizzard (Environment 5)
        Extreme Cold, -5 Visibility Modifier, -1 Movement Modifier, 500 ft. radius

        Hailstorm (Damage 5)
        250 ft. radius; Cloud Area 5, Distracting, Indirect 2, Activation: Move Action

        Gas/Smoke Neutralization (Nullify 8)
        Counters: Airborn gases & particulates; Simultaneous, Burst Area, Subtle

        Freeze (Transform 8)
        Unfrozen object/substance to frozen object/substance (1 thing > 1 thing) (200 lbs.); Continuous, Subtle

        Icy Stare (Damage 6)
        Alt. Resistance: Fortitude, Perception Range, Subtle

        Flame Counter (Immunity 5)
        Fire/Heat Damage; Affects Others, Affects Objects, Burst Area, Selective, Sustained, Subtle

        Ice Control (Move Object 10)
        Perception Range, Limited: Ice/Snow Only, Precise, Subtle, Split 1

        Ice Shard Blast (Damage 5)
        Ranged, Multiattack, Penetrating 3, Indirect 3, Accurate 6, Quirk: requires either Move action activation or available ice



        Learned Spell: Healing (Healing 12)
        Persistent, Stabilize, Check Required 10: Expertise (Magic)

        Learned Spell: Levitation (Flight 6)
        120mph, 1800 ft/rnd; Affects Others, Burst Area, Selective, Check Required 5: Expertise (Magic)

        Learned Spell: Magic Missile (Damage 10)
        Perception Ranged, Check Required 10: Expertise (Magic)

        Learned Spell: Unpolished Traveling Gate (Teleport 10)
        1000 miles in 2 move actions; Portal, Extended Only, Medium: Surface of Ice/Snow required, Inc. Mass 1, Check Required 5: Expertise (Magic)

        Learned Spell: Translation (Comprehend 1)
        Understand All Languages; Extra Ranks 4; Lasts 260 seconds in a shrinking area; Affects Others, Cloud Area 3, Continuous, Fades, Subtle, Check Required 5: Expertise (Magic)

        Learned Spell: Cloak (Concealment 10)
        All Senses, If not fully cast then user is revealed to random senses; Affects Others, Cloud Area, Concentration, Check Required 5: Expertise (Magic)

        Learned Spell: Conjure Water (Create 8)
        Creates water; Perception Range, Permanent, Innate, Check Required 15: Expertise (Magic)

        Learned Spell: Air Gusts (Move Object 8)
        6-ton objects; Burst Area, Check Required 15: Expertise (Magic)

        Learned Spell: Accrue Wealth (Linked Effects)
        Detect Precious Metals (Senses 7)
        Detect 2: Precious Metals (Smell), Acute, Accurate, Extended 2
        Opportunity Edge (Enhanced Traits 12)
        Perception 9, Deception 9, Persuasion 9, Intimidation 9; Check Required 5: Expertise (Magic)
        Prosperous Vision (Senses 4)
        Precognition; Limited: Only to avoiding wealth-related misfortune or seeing profitable occurrences
        *NOTE: Requires a total skill check roll of DC+6 (21) to activate and get full Detect Precious Metals, full Prosperous Vision and 7 ranks of Enhanced Traits (5 ranks in each skill)




        ELEMENTAL DETAILS



        In Draco's world, there were 10 elements: Earth, Fire, Air, Water, Lightning, Wood, Ice, Metal, Light and Void. Dragons had one central element (never Light or Void,) but could--with varying degrees of difficulty--cast spells using any of the ten elements except their personal opposite. For Draco, using magic spells that directly manipulate elements other than Ice involves at least a Check Required 10, usually 15, sometimes 20. Manipulating Earth or Metal directly is effectively Check Required 30, and his internal magic cannot be used for Fire-based spells at all. While normally a simple illumination spell would only involve Check Required 5 for Draco, because it's sole purpose and effect is the generation of Light, it is actually Check Required 20. Consequently, the only non-Ice elemental spells Draco ever bothered to learn were a couple of Air and Water spells (listed above,) the mentioned simple illumination spell, and a single basic Lightning spell.

        "Aggressive" Elements: Fire, Wood, Lightning, Ice
        "Passive" Elements: Metal, Earth, Air, Water

        "Hard" Elements: Metal, Earth, Wood, Ice
        "Soft" Elements: Fire, Lightning, Air, Water

        Dragon Details:
        Element Coloration Tendency Specialty
        Fire Red to Reddish-Orange Chaotic Evil Raw Power
        Earth Brown to Tan Neutral Good Strength
        Wood Shades of Green Chaotic Good Regen/Healing
        Water Shades of Blue Lawful Evil Intelligence
        Ice Pure White Chaotic Neutral Easy Magic
        Air Shades of Light Purple/Pink Lawful Neutral Effortless Flight
        Lightning Yellow, normal to neon Neutral Evil Speed
        Metal Very Dark Grey to Black Lawful Good Toughness

        RULES FOR BUILDING/USING NEW AEs

        Cold/Ice Magic:
        Spells primarily manipulating the Ice element (including cold-themed spells) are readily available to Draco. He can invent new applications for this magic on the fly, freely crafting AEs as stunts, using the full 26pp available to him. Do not apply the Check Required flaw. The magic comes to him so easily that usually these spells have the Subtle and Precise extras.

        Other Elemental Magic:
        Spells primarily manipulating any other of the ten elements (excluding Fire, which Draco can't wield) must be learned and either listed or referenced here before use, or taught in-game. Must apply the Check Required flaw, at least 10 ranks, usually 15 or 20. Earth or Metal spells demand Check Required 30. Can only make use of his pool of 26pp BEFORE the discount from the Check Required flaw. Currently only knows 4 other-elemental spells (Air, Water, Light, Lightning.)

        Non-Elemental Magic:
        Spells that aren't focused on manipulating energies/material that would be considered a fundamental element in Draco's world are readily available to him. He must learn the spell, but knows many that aren't listed; crafting a new AE would simply be him remembering one he had learned ages ago (although he can also be taught more in-game.) Must apply the Check Required flaw, at least 5 ranks, usually 10, possibly more at GM discretion based on the difficulty and complexity of the spell. After application of the flaw, each non-elemental spell can use all 26pp.

        Transformation Magic:
        Due to the binding spell in place on Draco, he cannot make use of any spells that would transform him physically in any significant way. This includes but is not limited to: elongation, shrinking, growth, regrowth, intangibility, form/appearance change, age manipulation, and temporal-shift spells.


        FINAL NOTE ON THE MAGIC OF DRACO'S WORLD

        There are 7 supernatural forces (types of "magic") on Draco's world: Psychic Power, Elemental Magic, Summoning, Supplication, Alchemy, Magecraft, and Chi (which is really just disguised Light/Void Elemental Magic innately usable by humans. Dragons there get a kick out of humans not realizing this.) Most magics can emulate the other types (except Supplication) to some degree, and so for innate Elemental Magic users, most other magic is treated nearly the same--as a single category of "non-elemental" magic.

        The takeaway is that most magic and spells in this world fall into one of the other categories of magic on Draco's world, and so by treating it as "non-elemental" he can still make use of most of it without much difficulty.
        Last edited by Rush; 12-20-2017, 02:47 PM. Reason: Tweaked Ice Shard Blast
        My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
        Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

        Comment


        • #49
          Re: Rush's Characters (new: Cicero the Mage)

          Yes, I know I already have a character with this name. This is an extreme variant; a young PL 10 Potter-esque mage who changes up the power and uses it to create a character I really like. Of particular note is The Heggu... it's based on a 2-dimensional symbolic language I just had an urge to start working on years ago, and hope to continue developing until it's a complete system. I expect it to give a certain depth to the character as he makes use of it. Also... his background is more suited to our custom setting, Earth-Q. Should I use the character in a game on the forum, I'll alter the background a bit and make him a little older.


          CICERO
          Young academic symbol-magic user

          PL 10, 150pp
          Real Name: Maxwell Greyson
          Occupation: Mage
          Height: 5ft. 8in. Weight: 160lbs.
          Hair: Black Eyes: Grey
          Age: 20 Sex: M
          Personality: ESTJ, "The Executive"

          ABILITIES
          Strength 0 (+0), Stamina 0 (+4), Agility 0 (+0), Dexterity 2 (+2)
          Fighting 0 (+0), Intellect 6 (+6), Awareness 5 (+5), Presence 0 (+0)

          ADVANTAGES
          Artificer, Language 2 (Latin, American Sign Language), Ritualist, Skill Specialization (Expertise: Science) - Information Theory*, Skill Specialization (Expertise: Science) - Math & Programming*, Skill Specialization (Expertise: Science) - Quantum Mechanics*, Skill Specialization (Expertise: Science) - Symbology*, Speed of Thought
          *Skill Specialization is a houserule Advantage that I've borrowed from ??? here. It ...


          SKILLS
          Deception 5 (+5), Expertise: Heggu Magic 14 (+20), Expertise: Magical & Arcane Forces 2 (+8), Expertise: Science 4 (+10), Insight 4 (+10), Intimidation 6 (+8), Perception 4 (+14), Persuasion 3 (+3), Sleight of Hand 1 (+3)

          POWERS

          Mage Cloak (Device) - 20pp
          Armor Spell (Protection 10) - 10pp
          Freefall Spell (Movement 1) - 2pp
          - Safe Fall
          Safety Spell (Enhanced Trait 12) - 12pp
          - Dodge 6, Parry 6
          Storage Spell (Feature 1) - 1pp
          - Dimensional Pocket
          Magic Staff (Device) - 24pp + 1pp for Indestructible
          Staff Strike (Strength-Based Damage 4) - 5pp
          - Accurate 1
          Heggu Spells (Array) - 21pp + 4pp for AEs
          *Base: Electric Arc Spell (Ranged Damage 8)
          - Accurate 5
          *AE: Flying Spell (Flight 10)
          - Subtle
          *AE: Barrier Spell (Create Force Constructs 9)
          - Impervious, Close Range, Movable, Limited: Only flat walls/barriers, Stationary, Tether, Reach 1 (Melee)
          *AE: Transmutation Spell (Transform 5)
          - Broad > 1 Thing - Solids into pure water, 25 lbs.; Continuous, Subtle
          *AE: Light Spell (Linked Effects)
          Illumination (Environment 1) - Bright Light, 30 ft.; Quirk: only one specific wavelength of yellow light
          Flashlight (Affliction 4) - Vision Impaired, Vision Disabled, Visually Unaware; Overcome by Fortitude; Cumulative, Cone Area, Sustained, Alt. Resistance (Dodge)
          Mage Amulet (Summonable) (Container) - 16pp
          Heggu Obfuscation Spell (Feature 1) - 1pp
          - Causes Heggu symbols visible on his person to appear as blurs whenever recorded
          Teleportation Spell (Teleport 2) - 11pp
          - 50lbs., 4 miles; Accurate, Easy, Extended Only, Subtle, Change Direction, Change Velocity
          Translation Spell (Comprehend 2) - 4pp
          - Speak All Languages, Understand All Languages
          Heggu Tattoos (Container) - 17pp
          Breathing Spell (Immunity 2) - 2pp
          - Suffocation (All)
          Compass Spell (Senses 1) - 1pp
          - Direction Sense
          Durability Spell (Enhanced Stamina 4) - 8pp
          Heggu Detection Spell (Senses 1) - 1pp
          - Awareness: Heggu Effects (Mental)
          Marking Spell (Feature 1) - 1pp
          - Allows drawing Heggu symbols with just fingers on almost any solid surface
          Words of Magic (Array) - 21pp + 2pp
          ANGUISH (Damage 7)
          - Perception Area (Hearing), Alt. Resistance (Will), Subtle, Quirk: only free of visual effects; word must be spoken fairly loudly
          BEHOLD (Nullify 10)
          - Counters: Concealing or Illusory Effects; Burst Area, Close Range, Simultaneous, Subtle
          FETTER (Move Object 10)
          - 25 tons per object; Burst Area, Close Range, Limited: Only grabbing & holding, Custom: Independent, Custom: Auto-hit (no Dodge Save), Subtle
          Wand Spell Stunts (Alternate Effects to Heggu Spells)
          *AE: Transmutation Spell (Transform 5) - Same as normal, only with a single target substance other than water
          *AE: Nuclear Flame Spell (Damage 18) - Accurate 1, Affects Insubstantial 2; Requires extra effort due to safety concerns
          *AE: Light Spell (Linked Effects) - Same as normal, only with a different specific wavelength of light (non-visible wavelengths have different effects)


          OFFENSE
          Initiative +6
          Staff Strike +2 (DC 19 vs Tough)
          Electric Arc Spell +12 (DC 23 vs Tough)
          Light Spell: Flashlight (Cone Area DC 14 vs Dodge) (Affliction DC 12/14 vs Dodge)
          Transmutation Spell +0 (DC 15 vs For)
          Unarmed +0 (DC 15 vs Tough)
          Throw +2 (DC 15 vs Tough)
          Grab +0 (DC 10 vs STR/Dodge)

          DEFENSE
          Dodge 0 (+6)
          Parry 0 (+6)
          Toughness (+14)
          Fortitude 4 (+4)
          Will 3 (+8)

          POWER POINTS
          Abilities 26 + Advantages 9 + Skills 15 + Powers 97 + Defenses 3 = 150

          BACKGROUND

          The Greyson clan—along with a handful of carefully selected outsiders—has been the developer and protector of Heggu magic since the patriarch discovered the Tome of The Heggu shortly after the end of WW2. Among all his family, Maxwell Greyson is the most adept student of the art. A brilliant, studious academic, he showed great promise even at a young age, and quickly grew to master the concepts behind the “family business” and to make his own noteworthy accomplishments.

          The Heggu is essentially a system of symbol-based “magic.” More specifically, it is a collection of runes, and rules for their use, that treats the universe as being comprised of information rather than matter and energy, and allows processing and altering this information via a sort of magical programming. The result is, that through crafting and activating complex runic “spells,” (literally programs for hacking the universe,) Heggu allow for repositioning objects, altering environmental traits, transmutation, binding spells to devices or even different symbols, and a large number of other amazing effects.

          Despite being only a couple generations into their development of Heggu magic, the Greysons have already established a rigorous academic family culture, and a number of traditions. One has it that upon their 20th birthday, after rigorous training and study, a Greyson becomes a Heggu Mage, tasked with the responsibilities of helping teach and develop the art, and to combat threats to the family, their knowledge, and the wider community as well. To this end, each mage is equipped with a protective cloak, an amulet for teleportation and a few other utilities, and a staff, wand, or other tool for more dangerous and combat-applicable spells. In addition, each mage is expected to have their own set of additional spells bound to symbols they can easily produce on their own. Most bind them to hand gestures, although a few relatives have made use of musical notes, math formulae, dance routines, and even colors. Max however, is the first in the family to successfully bind spells to spoken words. It is for this reason he has chosen the “magename” Cicero.

          Unbeknownst to the rest of the family (as it would be considered ill-advised and frowned upon,) Max has also had several useful Heggu spells tattooed on his body (although they’re only visible under UV light.) His personal justification is that they’re to provide a necessary edge, as he intends to combat threats not just to his community, but to his region and even the world if need be. Ambitious, confident, generous, and a little arrogant, Max has set out to expand development of Heggu magic and to be a hero as needed.

          COMPLICATIONS

          Ignoble History?
          Max and the rest of this family believe the origin of their family’s power as told by the finder of Tome of The Heggu, Claudius Greyson. But the truth is, it wasn’t just a serendipitous find... there’s a darker truth to how Claudius got his hands on the Tome, and that story may at some point come back to bite the family, hard.

          Motivation: Responsibility
          Max feels that his role as the world’s premiere Heggu Mage grants him a responsibility to employ his abilities in the service of mankind, both in advancing knowledge and in facing threats that he feels warrant higher power levels.

          Power Loss: Speech
          Max must be able to speak in order to use a Word of Magic. He also needs to be able to speak the trigger word when using any of his non-Tattoo, non-Cloak spells (except for Translation, Obfuscation, Flying and Light.) Additionally, he must also be able to speak the target substance when using Transmutation.

          Quirk: Sheltered
          In some respects, Max had a number of “free- range” elements to his childhood. He was allowed a good deal more independent travel than is common today (albeit often accompanied by cousins and siblings,) and he grew up learning to wield Heggu in a time period where many parents are concerned at the prospect of kids having unlimited access to a simple chemistry set. Still, his environment was somewhat isolated and sheltered. He did not experience most typical youth milestones or go through a formal schooling system, and while he has a strong moral compass and is knowledgeable in how dark the world can be, he still hasn’t experienced much of it, and occasionally his naivete can cause issues.

          Quirk: Word Exclusivity
          Once Max binds a spell to a Word of Magic, he can no longer utter the word without activating the associated spell, and using the associated power. This rarely comes up, as the words tend to be obscure or archaic. Even so, there is the possibility of an issue arising due to this.

          Responsibility: "Family Business"
          The Greyson clan exerts a lot of influence over the family members, and Max is no exception. Despite his achievements and the deference often given to him, he is still expected to follow the family obligations as a Heggu Mage, including instruction, occasional research, and overseeing the development (and continuation) of Heggu magic in general.
          My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
          Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

          Comment


          • #50
            Re: Rush's Characters

            I like the archaeologist and the genie, but could you please tell me what a container is? I'm kinda new here, thx
            [IMG]https://thumbs.gfycat.com/VictoriousWateryIberianmole-size_restricted.gif[/IMG]

            Comment


            • #51
              Re: Rush's Characters

              Originally posted by RMD48 View Post
              I like the archaeologist and the genie, but could you please tell me what a container is? I'm kinda new here, thx
              A Container is a power structure like an Array but without any pool sharing; basically just a grouped set of powers, each of which can be used whenever. It was introduced in 2e Ultimate Power and for whatever reason the term was never brought over officially into 3e.

              It's commonly used for things like Alternate Forms or particularly complex Devices. The Container was a containing structure that actually had a rank (or Level in 2e terms) with 5 points per level to describe how many points of power it could hold. It also allowed applying Modifiers to the whole container. This is actually the reason that Removable is priced differently than any other Flaw; Devices are effectively 5p/rank containers that allow for the Removable Flaws but nothing else officially.

              With the 3e change, I don't think any official non-Device container power structures are used. Hero Lab has an option called -Multiple Effects- which allows for a basic Container structure, although it doesn't allow for adding modifiers.
              My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
              My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
              [/URL]
              I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

              Comment


              • #52
                Re: Rush's Characters

                Originally posted by RMD48 View Post
                I like the archaeologist and the genie, but could you please tell me what a container is? I'm kinda new here, thx
                Sorry about that. That's a term from 2e, which should have been explicitly kept in 3e (particularly since Green Ronin's material uses a 3e-style version of it, just without naming it.)

                It's just a bundling of powers that can all be "accessed" at once.
                My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                Comment


                • #53
                  Re: Rush's Characters (new: Photon)

                  I've tried building different variants of a "living hologram" hero, and each time the point expenditure required has resulted in something rather clunky. I think this may be the first time it actually feels somewhat balanced, with a viable character behind the powers.




                  PHOTON
                  The Living Hologram

                  PL 10 (150pp)
                  Real Name: Paul Swanson
                  Occupation: Unemployed (Recent College Grad)
                  Personality: ESFJ ("The Consul")
                  Height: 5ft. 4in. Weight: 140lbs.
                  Hair: Black Eyes: Brown
                  Age: 22 Sex: M

                  ABILITIES
                  Strength 0 (+0), Stamina 0 (+0/None), Agility 0 (+0), Dexterity 0 (+0)
                  Fighting 0 (+0), Intellect 2 (+2), Awareness 2 (+2), Presence 0 (+0)
                  *Note that Stamina is absent when in Hologram Form

                  ADVANTAGES
                  Eidetic Memory, Improved Aim, Improved Initiative, Teamwork

                  SKILLS
                  Deception 1 (+1), Expertise: Economics 5 (+7), Expertise: Math 4 (+6), Expertise: Politics 2 (+4), Insight 4 (+6), Investigation 1 (+3), Perception 6 (+8), Persuasion 4 (+4), Technology 2 (+4), Treatment 1 (+3) - 30 ranks total

                  POWERS

                  Superhuman Vision (Senses 5) - 5pp
                  Infravision, Low-Light Vision, Ultravision, Analytical (Vision)

                  Photon Manipulation (Array) - 30pp + 5pp in AEs
                  Laser Blast (Ranged Damage 10)
                  Accurate 5, Indirect 4, Precise

                  AE: Blinding Flash (Affliction 10)
                  Vision Impaired, Vision Disabled, Visually Unaware, Overcome by Fortitude; Perception Range, Alternate Resistance: Dodge

                  AE: Controlled Flight (Flight 15)
                  64,000mph, 120 mi/rnd

                  AE: Holograms (Illusion 6)
                  Affects Vision, 500cft., 60 ft. wide, DC 16; Illusion Area 3

                  AE: Illumination (Environment 10)
                  Bright Light, 2 mile radius; Selective

                  AE: Microwave Burst (Weaken 10)
                  Affects Electronics, Resisted by Fortitude; Burst Area, Ranged, Subtle, Quirk: Doesn't affect shielded electronics
                  Hologram Form (Container) - 77pp
                  *Stamina is Absent - +10pp refund

                  Energy Integrity (Protection 12) - 6pp
                  Limited: Energy Only

                  Full-Spectrum Absorption (Senses 12) - 12pp
                  Detect Radiowaves 2, Detect Microwaves 2, Microscopic Vision 2 (cell-sized), Radius Vision, Vision Penetrates Concealment (X-rays, stopped by lead)

                  Made of Light (Insubstantial 3) - 15pp
                  Energy, Immune to Light Damage; Permanent

                  Not Carbon-Based (Immunity 30) - 30pp
                  Fortitude Effects

                  Photon Replacement (Regeneration 2) - 2pp
                  Once every 5 rounds; Persistent, Source: Bright Light

                  Space Flight (Movement 1) - 2pp
                  Space Travel 1: Within the solar system

                  Increased Speed (Enhanced Trait 16) - 16pp
                  Dodge 8, Parry 8; Permanent

                  Weightless (Flight 1) - 4pp
                  4mph, 60 fpr, When Incapacitated: floats motionless; Continuous, Subtle

                  OFFENSE
                  Initiative +4
                  Laser Blast +10 (DC 25 vs Tough)
                  Blinding Flash (Perception) (DC 20 vs Dodge)
                  Microwave Burst (DC 20 Burst) (DC 20 vs Fort.)
                  Unarmed +0 (DC 15)
                  Grab +0 (DC 10)
                  Throw +0 (DC 15)

                  DEFENSE
                  *Stats are when in Hologram Form
                  Dodge 0 (+8)
                  Parry 0 (+8)
                  Toughness (+12)
                  Fortitude 0 (Immune)
                  Will 6 (+8)

                  POWER POINTS
                  Abilities 8 + Advantages 4 + Skills 15 + Powers 117 + Defenses 6 = 150


                  POWER SPECIFICS

                  Paul's power allows him to generate and manipulate photons, even at range, and with an impressive degree of control. He can do so with photons of any wavelength in the EM spectrum, from radio waves to gamma rays. This allows him to generate laser blasts from nearly any arbitrary point in space, fashion holographic illusions, illuminate his environment, and perform a host of wavelength-specific feats. In addition, his eyes are able to detect both infrared and ultraviolet wavelengths, can precisely identify wavelengths and intensity, and can see well even in dim light.

                  And then there's his "Hologram Form." Somehow, possibly via some sort of quantum phase-shift, Paul is also able to transform in a flash of light into a living hologram. In this form, he resembles his human form rather well, including whatever clothes he was wearing when he transformed, all in various suitable colors of light. As a being of light, he is freed from the constraints of a physical body, is faster, and his photon control is even stronger. He also becomes able to absorb and see all wavelengths of light, anywhere around him, all at once, improving his visual acuity even further. And... he can actually fly, at light speed if desired (although he reserves that for traveling through outer space.)

                  The downside is that, while he is a living hologram, his body is unable to interact directly with the physical world--meaning he cannot touch objects, speak, or even use his senses of hearing or smell. In fact, even when using Photon Manipulation, he remains eerily silent, unable to generate sound at all.

                  COMPLICATIONS

                  Power Loss: Human Form
                  Paul can use Photon Manipulation while in human form, but only at half strength (and Controlled Flight is useless while solid.) When forced to use his powers without transforming to his Hologram Form, it may warrant a Hero Point.

                  Limitation: Reflective & Transparent Targets
                  Paul's Laser Blast uses visible-spectrum light in order to inflict damage. However, opponents/targets with a very reflective surface usually take no damage from the attack; if anything, the blast is likely to cause collateral damage after bouncing off the shiny surface. Similarly, transparent opponents/targets typically have laser blasts go right through them, only damaging whatever is behind, if anything. Either case may require that Paul stunt a different attack using a non-visible wavelength in order to affect the target.

                  Disability: Lack of Physical Interaction
                  While in Hologram Form, Paul cannot interact directly with most physical objects via his holographic body. This means he cannot generate sound, cannot hear, and can't even smell. He typically has to construct holograms of text to communicate with others in any detail. At times this disability may warrant a Hero Point.

                  Motivation: Responsibility
                  Paul has a strong sense of responsibility to do his part in making the world a better place, and once he acquired his powers, he came to realize he had a much bigger role to play.

                  Motivation: Doing Good
                  Paul was raised to do the right thing, even when the cost is high. This has been his motivation both for wanting to be a superhero, and for helping others in general.

                  BACKGROUND

                  Adopted as an infant, Paul grew up never knowing about his biological parents, and having no clue he was or would ever be anything other than normal. And really, he grew up with no major life issues, and had a rather average, but happy childhood and youth, with a loving family environment that instilled a sense of responsibility and a strong moral compass.

                  His life took a turn during college, however. Paul was always a rather "geeky" kid, and while he chose to study economics, he also had something of a layman's interest in technology. This was how he found himself with friends watching one of the school's more oddball professors performing an experiment. Unexpectedly, it went horribly wrong--the device the professor was testing exploded, the professor vanished before he could even cry out, and those watching were all bathed in a strange quantum energy for a few seconds. While the incident got the attention of the authorities, and nearly ruined the college, the students in the lab all were unharmed. All except, for some unknown reason, Paul.

                  He quickly discovered he could generate and control light... not a very useful talent for a budding economist, but possibly a useful power for a new superhero. However, despite finding time to practice with his abilities, studying took precedence, and it wasn't until after graduation, while on a celebratory outing with his family, that he was prompted to revisit the idea. He had finally decided to show his parents his abilities and, while attempting to push his powers, there was a flash of light, and he was suddenly a translucent floating image before them... a living hologram. After a brief panic before realizing he could change back, the family discussed his situation, coming to the (somewhat grudging) conclusion that Paul should at least examine the possibility of superheroing. After all, power implied responsibility, and that required determining how far that path might go.
                  Last edited by Rush; 07-31-2017, 10:46 PM. Reason: Added new Complication (Limitation: Reflective & Transparent Targets)
                  My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                  Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                  Comment


                  • #54
                    Re: Rush's Characters (new: Photon)

                    I see Photon has Protection 18 and an effective Toughness of 13. Does Photon actually have STA -5, or no STA at all (the 10p discount remains the same) in his holoform? If the latter is true, then you don't have to buy up his STA from -5 (so Protection 13 is enough). That's because he's essentially a construct when using his holoform, and a construct's basic toughness is 0 (not -5).
                    https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

                    Comment


                    • #55
                      Re: Rush's Characters (new: Photon)

                      Originally posted by Bothrops View Post
                      I see Photon has Protection 18 and an effective Toughness of 13. Does Photon actually have STA -5, or no STA at all (the 10p discount remains the same) in his holoform? If the latter is true, then you don't have to buy up his STA from -5 (so Protection 13 is enough). That's because he's essentially a construct when using his holoform, and a construct's basic toughness is 0 (not -5).
                      Ah! Thanks for pointing that out; yes, my actual intention was for Photon to have NO Stamina while in Hologram Form. Apparently in my rush to build the character, I completely neglected that option.

                      Now to make a few changes....
                      My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                      Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                      Comment


                      • #56
                        Re: Rush's Characters

                        Originally posted by JDRook View Post
                        A Container is a power structure like an Array but without any pool sharing; basically just a grouped set of powers, each of which can be used whenever. It was introduced in 2e Ultimate Power and for whatever reason the term was never brought over officially into 3e.

                        It's commonly used for things like Alternate Forms or particularly complex Devices. The Container was a containing structure that actually had a rank (or Level in 2e terms) with 5 points per level to describe how many points of power it could hold. It also allowed applying Modifiers to the whole container. This is actually the reason that Removable is priced differently than any other Flaw; Devices are effectively 5p/rank containers that allow for the Removable Flaws but nothing else officially.

                        With the 3e change, I don't think any official non-Device container power structures are used. Hero Lab has an option called -Multiple Effects- which allows for a basic Container structure, although it doesn't allow for adding modifiers.
                        Originally posted by Rush View Post
                        Sorry about that. That's a term from 2e, which should have been explicitly kept in 3e (particularly since Green Ronin's material uses a 3e-style version of it, just without naming it.)

                        It's just a bundling of powers that can all be "accessed" at once.
                        So what's the difference between an array and a container?
                        [IMG]https://thumbs.gfycat.com/VictoriousWateryIberianmole-size_restricted.gif[/IMG]

                        Comment


                        • #57
                          Re: Rush's Characters

                          Originally posted by RMD48 View Post
                          So what's the difference between an array and a container?
                          With an Array, you have the base power (say, 25pp,) and then you build other powers called Alternate Effects off of that. Each AE reuses the power points, so an AE can use up to the same number of points as the base power (25pp in this case) but only actually costs 1pp to add to the build.

                          You normally can't use the different powers in the Array at the same time; you have to switch to one specific power during your turn. So the Array represents a power that can be fashioned and used in different ways; it's the same power, just applied differently. An example Array:


                          TELEKINETIC POWER (ARRAY)
                          Telekinesis (Move Object 10)
                          Accurate 5
                          AE: Telekinetic Flight (Flight 10)
                          AE: Telekinetic Punch (Ranged Damage 10)
                          Accurate 5
                          AE: Telekinetic Shield (Protection 10)
                          Sustained, Impervious


                          You would break this down like so:

                          Part of Array Power Name Actual Effect Extras & Flaws PP Used Build Cost
                          Base Power Telekinesis Move Object 10 Accurate 5 25 25pp
                          Alternate Effect Telekinetic Flight Flight 10 none 20 1pp
                          Alternate Effect Telekinetic Punch Damage 10 Increased Range 1, Accurate 5 25 1pp
                          Alternate Effect Telekinetic Shield Protection 10 Sustained, Impervious 20 1pp
                          TOTAL BUILD COST = 25pp + 1pp + 1pp + 1pp = 28pp

                          A character with this power could use his Telekinesis to catch a falling pedestrian and move them safely out the way, then switch to Telekinetic Flight in preparation to fight a flying opponent. Next round, he could fly to the opponent, then switch to Telekinetic Punch to attack. On his third round, he could attack again, then switch back to Telekinetic Flight to avoid falling, and simply land on the ground closer to his opponent. Finally, on his fourth round, he could switch to Telekinetic Shield to block his opponent's attacks. It can get the job done, but is more cumbersome than a Container, and requires careful timing since you can only switch the Array to a new slot once per round.

                          You can technically add as many powers to an Array as you like, each only costing 1pp, but realistically you'll probably want to limit it.


                          A Container is a collection of powers, all available at the same time, and usually bundled together for thematic purposes. Each power is simply paid for in full, and the cost of the Container is simply the cost of all the powers it contains. Use them in any combination desired. An example Container:

                          TELEKINETIC POWERS (CONTAINER)
                          Telekinesis (Move Object 10) - 25pp
                          Accurate 5
                          Telekinetic Flight (Flight 10) - 20pp
                          Telekinetic Punch (Ranged Damage 10) - 25pp
                          Accurate 5
                          Telekinetic Shield (Protection 10) - 20pp
                          Sustained, Impervious
                          TOTAL BUILD COST = 25pp + 20pp + 25pp + 20pp = 90pp

                          A character with this Container of powers would have a much easier time than if the powers had all been Arrayed. He could activate Telekinetic Shield for free, take to the sky immediately with Telekinetic Flight, and attack with Telekinetic Punch. Next round, he could fly closer, then grab a falling pedestrian with Telekinesis and hold him in place as he closed the gap with his opponent. Third round, while hovering and still holding the pedestrian, he could again attack with Telekinetic Punch, and for his move action set the pedestrian on the ground. And his Telekinetic Shield would remain active the entire time.

                          This extra versatility comes at a much higher cost. A common, simple character design is to buy defenses, movement, and utility powers individually, possibly lumping them into one or more Containers, and then make the attack power an Array, with attack variations and other tricks being the Alternate Effects.
                          My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                          Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                          Comment


                          • #58
                            Re: Rush's Characters (new: Photon)

                            Then is it possible to have an array inside a container and/or vise versa?
                            [IMG]https://thumbs.gfycat.com/VictoriousWateryIberianmole-size_restricted.gif[/IMG]

                            Comment


                            • #59
                              Re: Rush's Characters (new: Photon)

                              Originally posted by RMD48 View Post
                              Then is it possible to have an array inside a container and/or vise versa?
                              Yes, and in fact both situations are normal and not at all uncommon.

                              Some players make their entire powerset into one Container, especially when the character, say, has to transform to use their abilities (such as Captain Marvel, aka Shazam.) In this case, usually the main attack power will still be an Array, but within the Container.

                              And it's not uncommon for a character with an Array to have an Alternate Effect that's just a Container of, say, boosted traits. As long as the total points used within the Container is less than or equal to the main power of the Array, it still only costs 1pp.

                              Even Containers within Containers can be done, and that's usually harmless, although if the power groupings don't make sense it could be awkward or confusing.

                              It's Arrays within Arrays that are the problem. While technically legal, it's often a shortcut for skimping on Power Points, and many GMs really wouldn't approve. And usually, you don't NEED such a complicated arrangement, since it takes a pretty odd case for the Array not to make sense just moving the powers of the inner Array out as Alternate Effects of the outer Array.
                              My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                              Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                              Comment


                              • #60
                                Re: Rush's Characters (new: Zenith Redux)

                                Now that a "full" version of this character has already been statted out, I've decided to tweak a more online-friendly version in the hopes of submitting the character for forum games.





                                ZENITH
                                Thrill-seeking psychomimetic

                                PL 10 (150pp)
                                Real Name: Kyle Moss
                                Occupation: Sales
                                Height: 5ft. 10in. Weight: 180lbs.
                                Hair: Brown Eyes: Green
                                Age: 22 Sex: M
                                Personality: ESFP ("The Entertainer")

                                NOTE: The below stats show Zenith when he is using the Diffuse Reading variant of his power, and with no configuration set for Acquired Skills.

                                ABILITIES
                                Strength 2 (+2), Stamina 2 (+2), Agility 2 (+2), Dexterity 2 (+2)
                                Fighting 2 (+2), Intellect 2 (+2), Awareness 2 (+2), Presence 0 (+0)

                                ADVANTAGES
                                Assessment, Close Attack 6, Defensive Roll 2, Equipment 5, Jack-of-all Trades, Ranged Attack 6, Takedown 2, Teamwork
                                Italicized Advantages are from powers

                                Equipment:
                                Electric Motorcycle (Alarm 1, Subtle; 12ep)
                                Heavy Pistol (Damage 4)
                                Multi-tool
                                Steel Billy Club (Damage +2)
                                Undercover Shirt (Protection 2)



                                SKILLS
                                Acrobatics 0 (+2), Athletics 2 (+4), Close Combat: Zenith Style 4 (+16), Deception 4 (+10), Expertise: Current Foreign Culture 0 (+8), Insight 4 (+12), Intimidation 4 (+10), Investigation 0 (+2), Perception 4 (+10), Persuasion 4 (+10), Ranged Combat: Firearms 4 (+16), Sleight of Hand 0 (+2), Stealth 0 (+2), Technology 0 (+2), Treatment 0 (+2), Vehicles 0 (+2) - 30 ranks total

                                POWERS

                                Telepathic Absorption (Container) - 85pp
                                Normally draws upon everyone within about 250 feet (Distance Rank 3)
                                Acquired Languages (Comprehend 3) - 6pp
                                Read All, Speak All, Understand All

                                Acquired Skills (Variable 1) - 7pp
                                Action 2: Free, Limited: Normal human skills & abilities, Uncontrolled

                                Attack Anticipation (Enhanced Trait 18) - 18pp
                                Dodge 8, Parry 8, Defensive Roll 2

                                Enhanced Skills (Enhanced Trait 7) - 7pp
                                Deception 4, Insight 2, Intimidation 4, Persuasion 4

                                Improved Attacks (Enhanced Trait 12) - 12pp
                                Close Attack 6, Ranged Attack 6

                                Mind Detection (Senses 5) - 4pp
                                Detect 2: Minds (Mental, Ranged), Acute, Accurate, Quirk: Limited to 30 feet

                                Scope Adjustment (Array) - 30pp + 1pp

                                *Diffuse Reading (Default) (Container)
                                Alertness (Senses 1) - 1pp
                                Danger Sense (Visual)

                                Cultural Awareness (Enhanced Trait 3) - 3pp
                                Expertise: Current Foreign Culture 6

                                Expanded Awareness (Enhanced Trait 6) - 6pp
                                Deception 2, Insight 2, Intimidation 2, Persuasion 2, Perception 4

                                Fighting Edge (Enhanced Trait 4) - 4pp
                                Close Combat: Zenith Style 4, Takedown 2

                                Foresight (Senses 4) - 2pp
                                Precognition; Uncontrolled

                                Hear Directed Thoughts (Senses 3) - 3pp
                                Detect 2: Thoughts Directed at Zenith (Auditory, Ranged), Acute

                                Improved Shooting (Enhanced Trait 2) - 2pp
                                Ranged Combat: Firearms 4

                                Mental Resilience (Enhanced Trait 6) - 6pp
                                Will 6

                                Psychic Awareness (Senses 1) - 1pp
                                Awareness: Psychic (Mental)

                                Sense Minds (Senses 2) - 2pp
                                Detect 2: Minds (Mental, Ranged)
                                *AE: Focused Reading (Container)
                                Concentrated Mind Reading 5 - 18pp
                                Concentration, Cumulative, Effortless, Sensory Link, Insidious, Subtle 2, Limited: Only within 30 feet

                                Sure Hit (Damage 6) - 12pp
                                Perception Range, Limited: Only within 30 feet, Precise, Quirk: limited to weapons on hand

                                OFFENSE
                                Initiative +2
                                Sure Hit (Perception, 30 ft.) (DC 21)
                                Heavy Pistol +16 (DC 19)
                                Steel Club +16 (DC 19)
                                Unarmed +16 (DC 17)
                                Grab +8 (DC Spec. 12)
                                Throw +8 (DC 17)

                                DEFENSE
                                Dodge 4 (+14/6)
                                Parry 4 (+14/6)
                                Toughness (+6/4)
                                Fortitude 2 (+4)
                                Will 4 (+12/6)

                                POWER POINTS
                                Abilities 28 + Advantages 8 + Skills 15 + Powers 85 + Defenses 14 = 150


                                POWER SPECIFICS

                                Zenith's telepathy is one-way only, and almost entirely passive; in fact, it's more akin to a powerful (albeit localized) psychic variant of "morphic resonance."

                                He absorbs the nearby psychic energy of people that "leaks" from their minds, carrying vague surface feelings, inclinations, some skills, and emotions. His mind pulls this from the air effortlessly, without conscious thought, and indeed isn't really even able to ignore it. Only unconsciousness turns his power off. Anyone within roughly 250 feet will have their subconscious knowledge and more absorbed by Zenith. For people closer to him, within roughly 30 feet, Zenith begins to feel their emotions and knowledge more strongly, to the point where he can locate and pinpoint a nearby mind. At this closer range, he can also focus on a specific individual, and draw more from them, ignoring input from others; this allows him to effectively read their mind and even land solid, unavoidable attacks, with the downside of losing his defensive edge--even mentally--against anyone else.

                                Anyone who is aware of Zenith's power can consciously try to "quiet" their mind and limit his access to their traits. Obviously, those with training fare better at this... and those with psionic shielding abilities can succeed completely.

                                The upshot of all of this is that when Zenith walks into a room, he automatically appears to be the smartest, wittiest, most skilled and most knowledgeable person there. He accumulates the skills and fighting ability of everyone nearby, and can even integrate knowledge from numerous others and synthesize conclusions that others might miss. He's not really able to choose what he learns--it depends on the knowledge of the people around him--although he can dig for specific information by focusing on a single target. He also gets flashes of insight akin to premonitions from those nearby. For example, if someone is planning a serious crime, the impending act is hard to keep out of their thoughts, and while Zenith might not be able to identify who was thinking of it, or many specifics, the general impression often gets passed on to him.

                                BACKSTORY

                                Kyle Moss was the sixth of eight children. Growing up in a semi-rural area, it was a relatively uneventful life until Kyle hit puberty at age 12 and his power of "Telepathic Absorption", as he called it, developed.

                                For a bright and cheerful but otherwise overlooked boy, the power was the best thing Kyle could have imagined. Simply by being near people, he passively absorbed the thoughts, emotions and knowledge of others. And for those close, he could pick up even more. He had instant, effortless access to the skills, languages, fighting ability, academic knowledge and more of almost his entire school. He could integrate knowledge from several others at once, and was even able to sense his classmates' nearby minds and moods. His popularity soared, and he went from class clown to the kid everyone wanted to be like. Passing his power's effects off as his own competence and skill, he breezed through high school, and started to wonder what he could *really* do with his ability.

                                He decided during his senior trip to the big city, where the entire class was witness to a major hero stopping a robbery... and receiving praise and adulation afterwards. That settled it... he could do good and have the thrill of a lifetime in the process. Kyle knew money wouldn't be a problem with his power, so he decided he'd graduate and move to the big city and become a superhero.

                                Kyle immediately landed a job in sales, making fairly decent money; with the extra time his job allowed, he then sought out an established crime-fighting hero for physical training. His high school athletics helped, but it took nearly 3 years before he reached the point where his mentor felt he was physically ready. It was then, after a rough start (but a flashy introduction,) that he entered the limelight. Soon enough, he was saving lives, stopping crimes and making waves as the "bad-ass" superhero, Zenith.


                                COMPLICATIONS

                                Motivation: Thrills
                                Zenith loves what he can do, and enjoys using his power. He gets a particular rush out of being around superheroes, military, or any group of active people who get things done. A large part of his motivation for superheroing is to make use of his ability and enjoy the thrill of overcoming significant challenges.

                                Power Loss: Lack of Minds
                                In a busy city, Zenith normally doesn't have to worry about his powers weakening. However, should he find himself with notably fewer people near him, or only near people with generally lower skill levels, then he can lose ranks of Dodge, Parry, Close Attack, etc. (along with other elements of his power) at GM discretion. Note that it does not matter if Zenith is aware of anyone nearby, only that they are within his range.

                                Power Loss: Unreadable Opponents
                                Most of Zenith's combat bonuses come from his power and only apply to those he is reading. Attacking or being attacked by people further than about 250 feet away, or by mindless automatons, or even by foes who can shield their minds, gives him a penalty versus them as he can’t read them.

                                Power Loss: Focused Reading
                                The downside of Zenith choosing to focus on the input from one person’s mind (besides the 30 feet range) is that all of his power bonuses become applicable to only that person, and that he can only get the bonuses for 1 person per round. Switching focus means waiting until the next round for full effectiveness.

                                Quirk: Comm-Tech Aversion
                                Due to the nature of his power, Zenith is very used to communicating with people directly, and very uncomfortable with indirect visual or verbal communication. He is likely to refuse to do it if he doesn't feel it absolutely necessary. Note that he isn't bothered by texting or any written/typed form of communication (or by watching or listening to recordings of others, such as voice mail, or video footage.)

                                Quirk: Mass Influence
                                By getting a read of a crowd, Zenith usually undergoes small, subtle personality shifts, aligning himself somewhat with the crowd if it's fairly homogeneous. However, this has a dark side; should he find himself around a very homogeneous group for an extended period, he has a tendency to unwittingly pick up their habits and beliefs as if they were his own, eventually mimicking a Compelled condition. The effect can be reversed by withdrawing from such groups, but clearly he's not one you should send on long-term undercover missions inside terrorist training camps.

                                Pride
                                Zenith considers himself a "bad-ass"--and he's not really wrong. He's quite proud of what he can do, and all he can accomplish. The problem with this is, he’s still rather young, and isn't as smart or knowledgeable as he sometimes thinks he is. This can cause him to be overconfident, and to overestimate his abilities, even coming to wrong conclusions and refusing to listen to correction or criticism.

                                Identity & Relationships: Family
                                While they live in a different city and don’t interfere much with his life, Zenith has family--parents, siblings, extended relatives--all of whom have no idea that he is a superhero. They also, in theory, could wind up being in danger were they to be exposed as related to him.
                                Last edited by Rush; 09-14-2017, 12:55 PM.
                                My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                                Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

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