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Orzel
2010-08-08, 05:41 PM
This is based of my idea of regulators (http://www.giantitp.com/forums/showthread.php?t=163208). It's very incomplete but I'd love feedback on what I got so far. I won't bother with a chart yet since I'm nowhere close to done.

The Dynamo

Adventures – Often dynamos are lone wanderers due to their destructive nature. Most have a story of being cast out of a community due to a mishap or flare of emotion. Those who were created for military reasons adventure under the orders of their superior officers.
Characteristics – Dynamos are fast, aggressive and powerful. They Lack the potent defensive moves of the other class, Dynamos strike hard and attempt to defeating their opponent before their targets. Depending on the energy type they carry other other strategies and methods like healing.
Alignment – Dynamos can have any alignment. Some show a high degree of discipline and self control to wield their powers. Others are as wild and unpredictable as the energy they control.
Religion – Due the most common methods of becoming a dynamo, most are individualistic and do not profess any strong religious beliefs. But those who see their powers as a curses or suffered great loss due to their powers often refer deities that promise protection.
Background – Dynamos who are born out of mysterious reasons such as a cosmic event learn their craft through experiences gained as they wanderer the world. Those who are breed as soldiers receive their training through the military.


Abilities – Constitution is the most important ability for Dymanos, as it governs the save DC’s for some of their regulations and the amount of focus points. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their ranged attacks. Charisma is important too as it governs bonus focus points emergencies and conversion.

Hit Dice – d6
3/4 BAB
Good Fortitude and Reflex
Poor Will

Class Skills – Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information, Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0| Focus

2nd|
+1|
+3|
+3|
+0|

3rd|
+2|
+3|
+3|
+1|

4th|
+3|
+4|
+4|
+1|

5th|
+3|
+4|
+4|
+1|Release flow 1/day

6th|
+4|
+5|
+5|
+2| Swift conversion

7th|
+5|
+5|
+5|
+2|

8th|
+6/ +1|
+6|
+6|
+2|

9th|
+6/+1|
+6|
+6|
+3|

10th|
+7/+2|
+7|
+7|
+3|Release flow 2/day

11th|
+8/+3|
+7|
+7|
+3|

12th|
+9/4|
+8|
+8|
+4|

13th|
+9/+4|
+8|
+8|
+4|Quick release

14th|
+10/+5|
+9|
+9|
+4|

15th|
+11/+6/+1|
+9|
+9|
+5|Release flow 3/day

16th|
+12/+7/+2|
+10|
+10|
+5|

17th|
+12/+7/+2|
+10|
+10|
+5|Opened Release

18th|
+13/+8/+3|
+11|
+11|
+6|

19th|
+14/+9/+4|
+11|
+11|
+6|

20th|
+15/+10/+5|
+12|
+12|
+6|Release flow 4/day[/table]

Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Weapon and Armor Proficiency – A dynamo is proficient with all simple weapons, short swords, longswords, and light armor but not with shields.

Focus
Each Dynamo has a energy type used a focus. They may choose fire, cold, electric, sonic, positive or negative. Their focus determine the damage type of their regulations if there is damage dealt. Once chosen, this cannot be changed.

In addition, if the dynamo chooses fire or electric; damage dealt by his regulation can set flammable items alight. If the dynamo chooses cold or sonic; damage dealt by his regulations can cause unattended items to become slippery or even fall. If the dynamo chooses positive or negative; the dynamo as a free action a cause their regulation to heal half the damage they intended to dealt to living creatures (positive) or undead (negative).

A Dynamo can only control a number of focus points equal to 5 + his Constitution modifier. They can be either open, readied, or committed. As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1)..

Regulations
A dynamo directs regulations which are drawn from the dynamo regulation list. The Difficulty Class for a saving throw against a dynamo’s regulation is 10 + 1/2 the regulation's level + the dynamo's Constitution modifier.

A dynamo need not prepare his regulations in advance. He can direct any regulation he knows at any time, assuming he has enough focus points in the correct phase as the regulation requires.

The dynamo starts with 4 regulations of their choice. At the 2nd level and every level afterward the dynamo may learn an additional regulation. The dynamo must choose which focus the regulation applies to upon learning it.

At the 5th level, the dynamo can learn signature regulation. A dynamo can only know 1 signature regulation per 5 levels.

Release flow
At the fifth level, the dynamo can unlock more of energy within himself at the cost of his health. Once a day, as a move action, the dynamo gain an additional number of readied focus points equal to his Charisma modifier. During this causes him to take damage equal to twice his regulator's level.

These additional readied focus points last until the regulator's turn. If these points were used to sustain an effect or construct, the effect ends at the end of the regulator's turn.

Every five level after the fifth level, the dynamo gains another use of Release flow.

Swift conversion
At the 6th level, you may convert focus points as a free action once per turn.

Quick release
At the 13th level, the dynamo can use release flow as a free action. A dynamo can do this a number of time per turn equal to his Dexterity modifier.

Opened Release
At the 17th level, the dynamo can choose to gain open focus points with release flow.

Regulations:

Each regulation has a cost and a result value. Some of them possibly and sustain value. The Cost value determines how many focus point will change phase and from which phase. The regulator must has enough focus points of the correct phase to start a regulation. The Result value shows which phase the points in the cost become. If the cost value is listed as X, the regulator can use any number of available focus points of that

If the regulation has one, the Sustain value shows how many and which phase must remain in order for the effects of the regulation to last. If the regulation has a sustain value, the regulator must assign that much focus points to that regulation. If the assigned focus points is ever used for another regulation or is converted to another phase, the original regulation automatically ends.

Dynamo Attack Regulations:


Energy Ray
Cost: 3 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 25ft
Save: None

A ray of energy projects from your pointing fingers. You must make ranged touch attack to deal 1d6 damage per 2 regulator level (minimum 1d6).

Energy Splash:
Cost: 3 Open
Result: Readied
Sustain: None
Area: Cone shaped burst
Regulating Time: 1 standard action
Range: 10ft
Save: Reflex halves

A cone of energy shoots from your palms or mouth. Any creature in the area of the blast takes 1d6 damage per 2 regulator level (minimum 1d6).


Energy Fist
Cost: 4 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: touch
Save: Reflex halves

You hands swirls with energy. You must succeed with a melee touch attack to deal 1d4 damage per regulator level.

Energy Storm
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: Two 10-ft. cubes per level in a spread
Save: Reflex halves
Any other creature within the area takes 1d6 points of damage per 5 regulator levels (maximum 4d6).


Energy Ball
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: 20-ft.-radius spread
Save: Reflex halves
You eject an explosion of energy that detonates with a low roar and deals 1d6 points of damage per 2 regulator level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure



Support powers

Energy Resist
Cost: X Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 standard action
Range: Personal
Save: None (harmless)

A dull glowing aura grants you limited protection from damage of your focus. You gain energy resistance against damage of your focus equal to 5 times the number of open points used in the regulation. This aura protects your equipment as well.


Dazing Energy
Cost: 2 Open
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Will negates

Your regulations become violently bright when they appear. Creatures damaged by your regulations must make a Will save or be dazed for one round.


Exhausting Power
Cost: 3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates

Damage from your regulations drain the body. Creatures damaged by your regulation must make a Fortitude save or be fatigued for 10 minutes or when this regulation ends.

Blast Evade
Cost: 1 Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

A swift blast to the side is ready to push you from dangerous energy. You gain evasion as the rogue ability.

Minor Energy Construct
Class: Dynamo
Cost: 4 Readied
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none

You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 15, Dex 15, Con Ø, Int Ø, Wis 11, Cha 10. Energy constructs can be given feats but only feats you know.

As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The Energy construct is instantly destroyed if the regulation ends.

Energy constructs are not summoned; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Energy Constructs deal damage similar to the focus used to create it (a fire construct deal fire damage). In addition, any attack against a construct that deals damage similar to the focus used to create it. heals 1 point of damage for every 3 points of damage it would otherwise deal.

Focus Charge
Class: Dynamo, Maestro
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 swift action
Range: Personal
Save: None

When you charge, You get a +4 bonus to Strength checks to Bull Rush opponents
Using this regulation is a swift action. You cannot use this regulation when it isn’t your turn.


Energy Construction
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:

This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, One side of the wall, hemisphere, pillar, or sphere; selected by you, sends forth waves of energy. This deals 2d4 points of damage to creatures within 10 feet and 1d4 points of damage to those past 10 feet but within 20 feet. In addition, the wall deals 2d6 points of damage +1 point of damage per regulator level (maximum +20) to any creature passing through it. The construction deals this damage when it appears and on your turn each round to all creatures in the area.

If you evoke the construction so that it appears where creatures are, each creature takes damage as if passing through it.

Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level.

Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level

Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels

Focus type
If a construction made of fire takes cold damage greater than twice the regulator's level in 1 round, it goes out. (Do not divide cold damage by 4, as normal for objects.) Constructions made of cold, positive, or negative energy have a similar reaction with different energy types (fire damage puts out a cold construction, negative damage puts out a positive construction, positive puts out negative)

Focus Leap
Class: Dynamo
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 move action
Range: Personal
Save: None

You make a jump as part of this regulation. You get an enhancement bonus on the Jump check equal to 10 + your regulator level.


Intensity
Level: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates; see text

The energy of your focus intensifies. The next time you deal damage with a regulation, the target must make a fortitude save or suffer an additional effect:

Fire
The target’s clothes or hair catch fire. He takes 1d6 points of fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.

Electricity
The target’s clothes or hair catch fire. He takes 1d4 points of electric damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d4 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire. The target suffers a -2 penalty to his saving throw due to the paralyzing effect of the electricity.

Cold
The target becomes trapped in a ice thin pillar of ice. Attempting to break free is a full-round action. A trapped creature must make a Strength check or a Escape Artist check to do so. The DC for both check is equal to 10 + 1/2 regulator level + Con modifier.

Positive or Negative
The target gain 1d2 negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your regulator level (maximum 15 hours).

Sonic
The target is deafened and confused for 2d6 rounds.

Orzel
2010-08-10, 04:54 AM
Dynamo MetaRegulations

Empowering
Cost: 2 Open
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of your regulations are increased by one-half.

Heightening
Cost:X Open
Result: Committed
Sustain: X Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
The saving throw DCs of regulation increase by 2 for each open point sustained.

Maximizing
Cost: 3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of you regulations are maximized.

Quickening
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You may perform your regulations as quick actions. You are still only allowed one quick action per round.

Broadening
Cost:3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Any numeric measurements of the regulation’s area increase by 100%

Chaining
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When your regulation strike a target, it can strike others. After the primary target is struck, the regulation can arc to a number of secondary targets equal to your regulator level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Opportunity Strike
Cost:3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When you make an attack of opportunity, you can use any regulation you know with a range of touch, if you have at least one hand free.

Splitting Strike
Cost:1 Open
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Rays created by your regulations split. The split ray affects any two targets that are both within the regulation’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Twinning
Cost:6 Open
Result: Committed
Sustain: 6 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You regulations happen twice. You regulations to take effect twice on the area or target, as if you were simultaneously created the regulation two times on the same location or target. Any variables in the regulation (such as number of targets, and so on) are the same for both of the resulting regulations. The target experiences all the effects of both regulations individually and receives a saving throw (if applicable) for each.


Delaying
Cost:1 Open
Result: Committed
Sustain:1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Your regulation may be delayed up to 5 rounds.

Enlarging
Cost:2 Open
Result: Committed
Sustain:2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
The range of your regulations double

No Condition
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You can create an regulation when you are dazed, confused, nauseated, or stunned.

Lengthening
[Cost: X Open
Result: Open
Sustain: X Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

The range of you regulations increase by 30ft for each open point you sustain for this regulation.

Orzel
2010-08-10, 08:39 PM
Signature Regulations

Energy Jets (Signature)
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None
Effect:

Jets of raw energy shoot from your feet. The force created allows you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor, or if you carry a medium or heavy load). You can ascend at half speed and descend at double speed, and its maneuverability is good. As a experienced regulator, flight requires only as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load.

Should you be aloft when the regulation ends, you fall normally.

Regulation Transport (Signature)
Class: Dynamo, Maestro
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 Standard action
Range: Personal
Save: Reflex Negates

You transform into a being of pure focus and instantly transport to a nearby destination, which may be as distant as 100 feet. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three regulator level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Any creature grappled you or any creature you transport must make a Reflex save or be dealt 1d6 damage of your focus.

You must able to see the destination.

Incorporeal Form (Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 Standard action
Range:Personal
Save: None
Effect:

You become a being of pure energy. You are incorporeal for 1 round per 1/5 regulator levels. You can end incorporeality prematurely as a free action.

Incorporeal Form (Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 Standard action
Range: Touch
Save: Fortitude negates (harmless)
Effect:

The being turned into a being of pure energy and returns to it's true from. The target’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the regulation is used, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 1d20 rounds otherwise.

Regenerate also cures 1d6 points of damage +1 point per regulator level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead) or creatures resistant to your focus damage type (other than you).

Elemental Summon (Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 Standard action
Range:Personal
Save: None
Effect:

You open a portal to another Plane and summons from it. You may can choose the plane. You can summon a number of creature whose combined HD do not exceed twice your regulator levels.

The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals.

If your focus is fire, you can summon fire elementals. If your focus is cold, you can summon water elementals. If your focus is electricity or sonic, you can summon air elementals. If your focus is positive or negative, you can summon outsiders that match your alignment.


Elemental Form (Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 Standard action
Range:Personal
Save: None
Effect:

You take a form similiar to an elemental. You gain darkvision out to 60 feet. are immune to poison, sleep effects, paralysis, stunning and the damage type of your focus. You also are not subject to critical hits or flanking.

If your focus is fire, you gain the fire subtype. If your focus is cold, you gain the cold subtype. If your focus is electricity or sonic, you gain the air subtype. If your focus is positive or negative, you gain the subtypes of your alignment.

Energy Construct(Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: Will disbelief (if interacted with)

Same as Minor Energy Clone, but the Construct can have a number of HD up to your regulator level. Regulations may originate from the construct instead of you. It gains either a swim speed, burrow speed, or fly speed of 20 feet.

Also the Construct can take the image of you or any creature you are very familiar with. It touched, a creature gets a +4 bonus to disbelief the illusion.

IcarusWings
2010-08-13, 05:02 PM
It seems really interesting, I love how you can make it so that a character stays specific to only controlling a certain type of energy without limiting them.

I would suggest though, that force is another of the Dynamo's foci. I know it's more powerful than the other energies, but all the other ones have perks (e.g. fire and electric ignite objects, positive and negative heal etc. etc.) and force could be balanced by not having one.
It's just that telekinesis is a quintessential energy manipulation that would be sad to leave out.

EDIT: on second thought, Force should be something to be pickable by any regulator, I can imagine people firing blasts of force (dynamo territory), trapping people and moving objects with it (Maestro territory), and pretty much anything air can do (class C territory).

lightningcat
2010-08-13, 09:10 PM
I hate to be the one who nitpicks, but could you use a table. It makes things much easier to understand.

IcarusWings
2010-08-14, 09:41 AM
I would suggest that you have the dynamo's level affect their amount of focus points as well as constitution. Not sure how you would do it without being overpowered, but otherwise people could just dip the class, get 4 regulations and have loads of focus points cos' of a high con. I would suggest half your con modifier and a third of your dynamo/regulater(if you want them to be able to mix between classes) level for focus points.

I also think they should get more regulations, make it a new requlation every level at least, bringing it to 23 rather than 14. It cuts out the dead levels and makes them more versatile.

I would also add in a clause that, when multiclassing, a dynamo's foci are treated as seperate classes, so you could be a fire dynamo5/negative energy dynamo 3 for instance, for people who wish to be able to control both. And that you may only use a specific energy on regulations learned from that instance of your dynamo class, to prevent people from taking a 1 level dip and being able to apply that energy to all their regulations.
Focus points should stack between regulator classes rather than being divided into seperate pools.

Will there be regulations specific to certain foci (e.g. a fire-only regulation)? As some energies have things that the other can't do (such as fire having say, some form of causing people to combust), and it would be a shame to leave them out.

I also don't get why sonic blasts can cause objects to be slippery.

*(and I second the table request)

Starbuck_II
2010-08-14, 04:02 PM
Can you give an example of a Level 1 Dynamo using his focus.
Let us make him a Dwarf with 18 Con (16 +2 Racial is easily to get). So he has 8 Focus.

Move action to make his open points not open.

What is the regulating time?

How does he combine the regulations?
A good example will help clear up how to use class.

Orzel
2010-08-16, 05:51 AM
The table will come eventually (when I finally post when not fighting sleep or about to go to work)

Force is too powerful as a base choice. Maybe as a PrC.

Multiclass dipping shouldn't be too much of a problem. You'll be a lot of CON and many regulation to use the class effectively at high levels. A dip would give you a weak ray attack and a form of Evasion with on a d6 HD. A regulation per level might work though.

Nice clause too. I'll add it after work.


For visuals I'm use O's R's and C's.
A Dwarf fire dynamo with 18 Con actually has 9 (5+4) focus points.

Spicule the dwarf fire fire dynamo has Energy Ray, Energy Blast, Lengthening and Blast Evade.

He leaves the inn with 9 open focus.
OOOOOOOOO

He uses Blast Evade just in case of danger. The DM doesn't start any conflicts or combats, so the move action is ignored. One open point is converted into readied and sustained. Spicule glows slight a slight orange.
OOOOOOOOR

Later Spicule with his party has a violent encounter with a large group of goblins. On his first turn, Spicule backs away (move) and uses Energy Ray (standard). 3 open points are converted into readied and some goblin is toasted.
OOOOORRRR

Repeat performance next turn. Miss.
OORRRRRRR

"Screw this!" shouts Spicule. He moves in and uses Energy Blast.
OORRRRCCC

Now for the Leader. Another Energy Blast (standard) would leave him with no open and readied points for offense. So he converts 2 (Cha 14) committed points back to readied first (move).
OORRRCCCC

The Leader is almost dead due to focus fire from the party but alive due to some bad rolls. Sensing the battle coming to a close, Spicule does another Energy Blast (standard) but uses the sustained readied point for his Blast Evade. This ends his blast Evade but the enemy is dead.
OOCCCCCCC

With the battle over he uses 4 conversions to get his point all open.
OOOOOOOOO

During the start of a the next battle, he needs to fire a long 100ft+ shot. He does a 3 point Lengthening (move) and a Energy Ray (standard). Lengthening adds 90ft to Energy ray and he hits the far away target.
OOOOOORRR

Orzel
2010-08-28, 06:35 AM
TABLE!!

I has it, man.

Orzel
2010-09-02, 05:41 AM
Bump for near completion.

Any balance problem seen of spotted?

Suggestions for new regulations?