I wanted to go for a more intelligence/charisma build but it seems we are a spandex wearing type of hero and that doesn't seem to match up much at all.
Eh?

There's a plan which is charisma/intelligence, and the plan you're voting for was soft veto'd (its been reformatted as a different plan.)

Although I'm not sure the type of hero has been defined at this stage spandex or otherwise.
 
Vote Tally : Rising to the Call Superhero | Page 3 | Sufficient Velocity [Posts: 58-78]
##### NetTally 2.2.0

[X] Plan The Lady and her Watchmen
-[X][Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)
-[X][Skills] The way of the Mind: You were raised in a household steeped in learning, and your studies with the spirits have only aided that. (Intellect increased, expertise science, medicine and history increased.)
-[X][Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)
-[X][Name] Maeve McAllister
-[X][Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
No. of Votes: 6

[X] Plan: Piper powered punching!
-[X][Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
-[X][Skills] The way of the Sight: Always watching, always listening. Hearing things only you could hear, has taught you how to see things others overlook whether you like it or not. (Awareness increase, Investigation, perception, Insight increase)
-[X][Spirit] The Piper: In actuality the Piper of Edinburgh Castle is Alexander McAchtur who was executed under the Castle for agitating rebellion against the King in the 12th century. The real piper as it turns out was more of a minstrel, although given his abilities with a claymore and pipes it is easy to see why most thought him some kind of evil demon. (Contract the spirit of Alexander McAchtur of Clan McAchtur)
-[X][Name] Morag MacMannanan
-[X][Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
No. of Votes: 3

[X] Plan Talk To The Hand
-[X][Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
-[X][Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)
-[X][Spirit] The Piper: In actuality the Piper of Edinburgh Castle is Alexander McAchtur who was executed under the Castle for agitating rebellion against the King in the 12th century. The real piper as it turns out was more of a minstrel, although given his abilities with a claymore and pipes it is easy to see why most thought him some kind of evil demon. (Contract the spirit of Alexander McAchtur of Clan McAchtur)
-[X][Name] Morag MacMannanan
-[X][Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
No. of Votes: 1
[◈] Plan: Talk To The Hand
[X] Varano

[X] Plan The Watcher
-[X][Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
-[X][Skills] The way of the Sight: Always watching, always listening. Hearing things only you could hear, has taught you how to see things others overlook whether you like it or not. (Awareness increase, Investigation, perception, Insight increase)
-[X][Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)
-[X][Name] Maeve McAllister
-[X][Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
No. of Votes: 1
[◈] Plan: The Watcher
[X] Captainwolf


Total No. of Voters: 11
 
It means that there's already [REDACTED] so this character in that style would be a bit...samey.

Its not your you don't know that of course...
That is a bit...
Well, that sounds disingenuous, to tell the truth.

Now, before I say anything else, I want to make sure that it is understood that I do not care which vote wins, nor am I at any point doubting your capability to deliver a fun and entertaining romp.
All I am concerned with, in this post, is keeping it (what I perceive as) fair.

The combination of choices/build is perfectly valid, yes?
Not a single one is any kind of write-in after all. All are taken directly from you.

Is it not the job of GM/QM to deal when the players throw them a curveball, especially when they do so without overtly breaking any of the rules?
Giving out even a soft veto on what should be a valid action comes off as the worst kind of railroading - telling the players how and what to play.
I don't know about anyone else, but that kind of goes counter to the principle of role-playing for me.
Good or bad, so long as it is not illegal by the rules of the game, players' choice(s) should be honored, and bring forth whatever comes down the line.

Now, again, I do not care if the plan wins or not.
I am just arguing that, whatever else, it should be allowed the same chance to win or lose as every other plan.
 
The combination of choices/build is perfectly valid, yes?
Not a single one is any kind of write-in after all. All are taken directly from you.

Is it not the job of GM/QM to deal when the players throw them a curveball, especially when they do so without overtly breaking any of the rules?
Giving out even a soft veto on what should be a valid action comes off as the worst kind of railroading - telling the players how and what to play.
I don't know about anyone else, but that kind of goes counter to the principle of role-playing for me.
Good or bad, so long as it is not illegal by the rules of the game, players' choice(s) should be honored, and bring forth whatever comes down the line.

Now, again, I do not care if the plan wins or not.
I am just arguing that, whatever else, it should be allowed the same chance to win or lose as every other plan.

I think the problem here is that Doomed Wombat used the term 'veto' instead of 'warning' for some reason I don't get. As you have pointed out, your plan is perfectly valid, made from provided options and there is no reason to veto it. Frankly as far as I know, it hasn't been vetoed despite Doomed Wombat's choice of wording.

That said, it has turned out surprisingly similar to one of the NPCs that Doomed Wombat has created (I know this because I have been helping them by looking over their character sheets for them) so I do see why Doomed Wombat might wish to warn you about that fact. It isn't really a problem in my opinion, but I can see why the QM would want to give you the heads up that you are picking the same build as existing NPC character.
 
Is it not the job of GM/QM to deal when the players throw them a curveball, especially when they do so without overtly breaking any of the rules?
Its
I think the problem here is that Doomed Wombat used the term 'veto' instead of 'warning' for some reason I don't get. As you have pointed out, your plan is perfectly valid, made from provided options and there is no reason to veto it. Frankly as far as I know, it hasn't been vetoed despite Doomed Wombat's choice of wording.

That said, it has turned out surprisingly similar to one of the NPCs that Doomed Wombat has created (I know this because I have been helping them by looking over their character sheets for them) so I do see why Doomed Wombat might wish to warn you about that fact. It isn't really a problem in my opinion, but I can see why the QM would want to give you the heads up that you are picking the same build as existing NPC character.
Pretty much this.

And yeah I really shouldn't have used the term "soft" veto since that's not even a thing it should have been a mention about these similarities and I am sorry for the confusion.

The intent was to give a heads up about this, if I'd veto'd the idea I'd have asked you to remove the plan entirely, I have not and its still getting votes to attest to this.
 
Inserted tally Alright vote closed and once again I'm sorry for my idiocy. It won't happen again.

I'm putting up the city and villian info on the front page in a few secs then character sheet then update.
Adhoc vote count started by Doomed Wombat on Aug 22, 2019 at 2:00 PM, finished with 32 posts and 15 votes.

  • [X][Origin] From the New: From the New Town, the refuge of the rich away from the squalor of the poor.
    -[X][Origin] You were born and raised here, as were your parents, and your grandparents, and those before them. From the first days of the University, your family had been part of the university, and before that they had all lived here for as long as could be remembered. Heavy expectations lie upon you as a student, not only to do well, but to excel like your forebears had.
    [X][Powers] You are haunted by spirits from an early age, and of late, can lend them your strength to manifest in the material world, or borrow from their strengths, chief of which is the spirit of the University itself upon your enrolment. Unfortunately, the spirits have their own will, and must be talked into(or for the inhuman ones, lawyered into) going against thair nature. The wisdom of ages sounded a lot cooler when it didn't come with the ghosts of your grandparents enquiring about great grandchildren!
    [X] Plan: Piper powered punching!
    -[X] [Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
    -[X] [Skills] The way of the Sight: Always watching, always listening. Hearing things only you could hear, has taught you how to see things others overlook whether you like it or not. (Awareness increase, Investigation, perception, Insight increase)
    -[X] [Spirit] The Piper: In actuality the Piper of Edinburgh Castle is Alexander McAchtur who was executed under the Castle for agitating rebellion against the King in the 12th century. The real piper as it turns out was more of a minstrel, although given his abilities with a claymore and pipes it is easy to see why most thought him some kind of evil demon. (Contract the spirit of Alexander McAchtur of Clan McAchtur)
    -[X] [Name] Morag MacMannanan
    -[X] [Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
    [X] Plan Talk To The Hand
    -[X] [Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
    -[X] [Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)
    -[X] [Spirit] The Piper: In actuality the Piper of Edinburgh Castle is Alexander McAchtur who was executed under the Castle for agitating rebellion against the King in the 12th century. The real piper as it turns out was more of a minstrel, although given his abilities with a claymore and pipes it is easy to see why most thought him some kind of evil demon. (Contract the spirit of Alexander McAchtur of Clan McAchtur)
    -[X] [Name] Morag MacMannanan
    -[X] [Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
    [X] Plan The Lady and her Watchmen
    -[X] [Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)
    -[X] [Skills] The way of the Mind: You were raised in a household steeped in learning, and your studies with the spirits have only aided that. (Intellect increased, expertise science, medicine and history increased.)
    -[X] [Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)
    -[X] [Name] Maeve McAllister
    -[X] [Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
    [X] Plan The Watcher
    -[X] [Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)
    -[X] [Skills] The way of the Sight: Always watching, always listening. Hearing things only you could hear, has taught you how to see things others overlook whether you like it or not. (Awareness increase, Investigation, perception, Insight increase)
    -[X] [Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)
    -[X] [Name] Maeve McAllister
    -[X] [Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.
 
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Information on criminals and civilians is on the front page, currently unfinished for now, next update will both move us into active territory and finalise some things (like costume).
 
The hero has arrived, the character sheet is now on the front page, check out what your choices have gotten you (including the first of your ghostly legion.)
 
omg a doggie! I love this~
 
A skye terrier to be exact.

Lovely dogs, and exceptionally loyal, if unfortunately endangered in the modern day :(.
Now while they are very pretty dogs.

10/Spiritual Watchdog (Magic-Spiritual): Penetrating Damage 3 (Linked to Unarmed Attacks), Enhanced Advantage (Improved Critical IV: Unarmed,)
4 levels of crit? R u mad? :V:rofl::lol:
Every other fight will end with doggo hanging off our enemies crotch.
I take back my threatening comment, the people of Edinburgh will learn to fear this terrier.
Not Immunity to Magic
Could you clarify this, precise lets us shift only certain body parts I guess but Not Immunity?
Do you mean that as part of the descriptor magic isn't affected by this power or is this a Limited effect?
 
They're very intimidating when they're glowing and growling :D


Precise means you can materialse your arm to sock someone in the face.

Not immunity to magic means that a magic sword, or a spell will still hit you in the face.
Right, given that Insubstantial doesn't by the rules give you immunity to magic here, perhaps use a word that doesn't the same mechanical implications? I'd suggest "affected by".
 
Could you clarify this, precise lets us shift only certain body parts I guess but Not Immunity?
Do you mean that as part of the descriptor magic isn't affected by this power or is this a Limited effect?

When you take rank 4 of the Insubstantial effect, you need to pick a relatively common thing to still work on you while you are incorporeal. For Maeve McAllister, she is still normally effected by magic whilst she is in her spirit form.

Choose one other reasonably common effect or descriptor that works on you while you are incorporeal.

Right, given that Insubstantial doesn't by the rules give you immunity to magic here, perhaps use a word that doesn't the same mechanical implications? I'd suggest "affected by".

Yeah, I could have used better wording. (Character sheet creation consists of Doomed Wombat coming up with a rough character sheet of what they want the character to look like and then I turn it into something workable).
 
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Yeah, I could have used better wording. (Character sheet creation consists of Doomed Wombat coming up with a rough character sheet of what they want the character to look like and then I turn it into something workable).
Ah I see.
@Doomed Wombat I'm sorry for suggesting that you could have possibly made a mistake, I should have known this was Oshha's fault all along.:mad: The random features giving us social bonuses and Will resistances are a dead give away. :V:V:V
Interesting char all things considered. Will be tricky to play right given that the two powers that we're going to depend on are both part of the same array.
Knowing when to summon Bobby and when to go insubstantial will be a bit of a learning curve I suspect.
Mind if I ask what can we expect to fall under the variable as "Spirit powers" seems a little vague and could cover everything from a damage effect to changing the environment like a poltergeist or banks of fog.
 
Mind if I ask what can we expect to fall under the variable as "Spirit powers" seems a little vague and could cover everything from a damage effect to changing the environment like a poltergeist or banks of fog.
At the moment you're figuring it out as much as the MC is, however I will say there will be a choice between figuring out purely innate stuff and contracting new spirits.

Character sheet creation consists of Doomed Wombat coming up with a rough character sheet of what they want the character to look like and then I turn it into something workable).
I promise I'm trying to learn the system as fast as possible! I PROMISE!
 
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