Avatar of Genni
  • Last Seen: 6 yrs ago
  • Joined: 11 yrs ago
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    1. Genni 11 yrs ago
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8 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
11 yrs ago
Round and round and round we go...

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@Behemoth542 hasn't been online for 8 days. So I don't think we should wait for him.

In all honesty I'm not. He'll have the chance to return and post, if he doesn't before the others have then Sigma will be mothballed until his return.

He'll still have the opportunity to level the robot up if he does, and he'll be allowed to gain the minimum required XP to bring him up to the same level as the lowest player at that point, but I won't be holding up the missions waiting.

That means we just need @Shadowman215's report and we're done.

I also noticed Nightingale is afraid of fire now.

For a caring medical practitioner, having to watch so many people being burnt to death and not being able to do anything to prevent it was highly traumatic, so she's currently suffering from a form of PTSD.

Perhaps we should send Deimos over to give her some interactive therapy sessions before the next mission? Along with a couple of video cameras, for training purposes.



IRIS has now been learned
Shinobi's Precision has now been learned. 2 SP spent to reduce cost to 4 Energy
Health has increased to 35
Defense has increased to 7
Attack has increased to 11

4 points on new skills, 2 points on upgrades, 2 points on Health, 3 points on Defence and 4 points on Attack?
Hey @Genni. When are The R.A.T.S. getting their next mission?

Just waiting on confirmations from Sigma @Behemoth542, Void @Shadowman215 and Vex @Leolycan in character to confirm their final upgrade choices.

In the meantime, the Support Characters (now each on level 8) have been given the following upgrades:

Nightingale
Increase Driven effect (+1 Energy) -2
Increase Healing Hands effect (+2 Health) -2
Decrease Combat Triage Energy cost x2 -4
Increase All Better Now range x2 -4
+4 Attack -4
+4 Defence -4

Nightbeast
Upgrade Vicious Slash effect (+10% Bleeding) -2
Gained Kill Frenzy ability -2
Gained Gloves Are Off! trait -2
Gained Unstoppable Rampage trait -2
Gained Uncanny Reflexes trait -2
+10 Attack -10

Ironside
Upgrade Replication (+1/3 Health) -2
Upgrade Sabotage effect (+1 drain) -2
Decrease Sabotage Energy cost -2
Upgrade Upgrades effect (+1 boost) -2
+5 Health -2
+10 Unused Points

Fandancer
Gained Dust Dance ability -2
Gained Reviving Rains ability -2
Gained Whirling Dervish trait -2
Upgrade Fire Dance effect x3 (+150% Damage) -6
+6 Defence -6
+2 Attack -2
Depends on the perquisites needed to summon the Hell-forged Blade. Can Heretic willfully summon it whenever he wants, or will you be maintaining when he can summon it? Such as when he's Demonized and what-not.

It wouldn't need to be summoned at all, since it was an SMG melted down and reforged by Kharn while he was possessing Heretic. Currently it's lying on the rooftop waiting for someone to claim it, although its demonically infused metal would probably burn the hand off of anyone other than Heretic who tries to touch it.

For 1 Skill Point Heretic could claim the blade and get a +4 Attack bonus, but could be forced to drop the blade at any time. The blade would be Mystically-powered though, so would be indestructible by conventional means, so Heretic could always pick it up again after dropping it.

For 3 Skill Points Heretic could Soulbound the blade, allowing him to instantly summon it back to his hand without needing to spend an action whenever he drops it or it's taken from him.

For 2 Skill Points you could take it as an ability, as you suggested, but it would only take 1 Energy/Turn to maintain the blade, rather than 4. If you use this option the weapon would still be classed as Soulbound, since Heretic would be spending Energy to maintain the blade and so it would be permanently tied to him.

With the Armed status effect you get the limit that you can't use targeted abilities on opponents while Armed, but since you don't have any targeted abilities which would need to be used that shouldn't be a problem.
Ohs and if I went with your Upgrades @Genni with the teleporting thing how many points would I have left?

Soulbound Blade and Teleporter Frenzy would be two points each, leaving you with five points to spend.

With so many high cost abilities I'd recommend taking a trait to increase your Energy Regeneration, so you'll have the power to actually trigger them frequently enough, rather than spending most of your time hanging back trying not to get killed too quickly. Four points would get you +2 Energy/Turn, and you could add a kicker to that for an extra +1 Energy in exchange for some sort of penalty.

Or get a supercharged magical fist to the face from Void.

Supercharged magical fist? ...that explains why Psy-Warp likes him so much...
@Eklispe
With Logia-Type the damage reduction would be rounded down when halved, so if someone hit him with Attack 11 he'd only take 2 Damage.

(11 Attack/2 = 5.5 - 3 Defence = 2.5 Damage = 2 Health Loss)

With Energy Sap it would only be the damage Flare suffered which would charge him up, not the damage caused by Blazing Blood or any other traits.

Did you want to take Fuel For The Fire? It's not on your character profile.

5 Skills = 10 Skill Points, 1 Defence = 1 Skill Point, 1 Attack = 5 Skill Points, 15 Health = 3 Skill Points? Or is it just 4 Skills, +1 Defence, +1 Attack and +15 Health?



@GodOfWar
Did Heretic want to keep his Hell-forged Blade at all? I'd be willing to offer a +4 Attack bonus while Armed with it in exchange for 1 Skill Point.
Or steal Deimos's girlfriend and run off with Nightingale to breed a family of little demon babies.
Who's Rocksteady?

The mutated rhino from TMNT? he's about 8ft tall and heavily armoured, which would make him a Large opponent.

How many points do I have left with your reccomendations?

That depends on whether you were going to go with the Soulbound Blade and Teleporter Frenzy skills I suggested or not.

At the moment you have Distortion Vortex (-25% Defence, -25% Attack, Marked status effect), Warrior of the Void (Armed (Void Saber): +4 Attack) and Valiant Protector (any wounds inflicted on Psy-Warp are transferred to Void when he's close by). That would be 6 points in total spend, leaving you with 9 to play with.
@General Scales

Just as a quick guide, when Psy-Warp is using her Telekinetic Throw ability I'd be using the following rules for Energy use calculation:
  • Tiny objects - Anything smaller than a standard suitcase, 1ft tall or weighing less than 10kg - 0 Energy (can be moved as a narrative event if not attacking or treated as a standard attack if used in combat)
  • Small Objects - Upto half average human size, 3ft tall or weighing less than 50kg (midgets, dwarves, halflings, Psy-Warp when she's dieting, etc.) - 2 Energy
  • Medium Objects - Average human size, 6ft tall or weighing less than 100kg (most goons, minions and thugs) - 4 Energy
  • Large Objects - Upto twice average human size, 12ft tall or weighing less than 200kg (Demon-Heretic, Rocksteady when he's binge eating after killing innocent people with crashing helicopters) - 6 Energy
  • Huge Objects - Upto five times average human size, 30ft tall or weighing less than 500kg (cars, trucks, crashing helicopters on fire, etc.) - 8 Energy
  • Massive Objects - More than five times the size of an average human (buildings, fire engines, ships, Nightbeast's temper, etc.) - Cannot be thrown

Although Psy-Warp couldn't throw a building with her ability, she could try and rip[ an unstable wall off a building and use that as a projectile for 8 Energy, or some other similar use if explained in her narrative with enough detail to be acceptable.

Similarly Psy-Warp's Telekinetic Blast would throw anything upto Medium size, would Stagger Large and Huge sized opponents and would irritate Massive sized opponents. Seriously though, if facing a Massive sized opponent you'd have other things to worry about other than whether you could throw them telekinetically or not.

If Psy-Warp upgrades either of these abilities her power level could be pushed up by one size class per upgrade, decreasing the cost of the Lift and increasing the impact of the Blast with each upgrade purchased.1

This table will also apply for any other impacts, abilities or actions which other characters try and make when gauging their ability to lift, carry or attack stationary objects or pieces of terrain. And each other.
1 - Yes, that does mean if she upgrades TK Blast three times she could use the ability to demolish small buildings.
This used to say 50 XP.


...yeah... that's because I originally copied the 'mission complete' text from the last encounter where you gained 50 XP for defeating the SWAT Officers. While I was awarding the XP for this mission I granted 100 for defeating the Hell's Bitches and Cheerleaders, but then forgot to amend the text. When @KabenSaal asked about the XP totals I noticed my error and corrected the entry.
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