Emerald City Knights (Inactive)

Game Master Xzaral

An adventure set in the pacific northwest in the World of Freedom

Combat Map


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Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

All right everyone, I'll be doing an audit of stats and will post anything of note. I'll try to have the first gameplay thread up by Monday, but would like to get any potential issues resolved first. Feel free to dot!

EDIT: Also just wanted to mention another (and more important) reason is so I have a good idea of what everyone's capable of mechanically. I am pretty new to M&M and this helps me learn all the powers and whatnot.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Zouron, reviewed Nanael and looks good mechanically!


Android

Checking in. I'll try to clean up my character sheet to make all the point values and such more clear, and get rid of the variable power version that is still mucking up the profile.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Gerald, reviewing The Evil Eye, I see the following things could be further clarified, please.

Cause Fear, I need to have an idea of what effects you want it to produce condition wise. I took the liberty of linking it on the SRD for ease. What I need is the conditions for 1st, 2nd and 3rd degree, as well as what it saves against (I assume Will since fear, just need it spelled out). I also need to know how many ranks it has.

Nullify, I just need to know how many ranks it has in it.

Field of Darkness, I need to know how it's broken down as well. Here's the link

Remember, alternate powers can have a cost of up to 24 PP and still only cost 1 PP that are based on Spellcasting.

I'm also seeing you as 2PP short. My assumption at present is that you are listing Cause Fear and Field of Darkness as 2 points spent, not sure why. If there's a reason, please enlighten me (I'm still learning, after all).

You also need 2 complications, link provided.


GM Xzaral wrote:
Zouron, reviewed Nanael and looks good mechanically!

weee, sounds good :)


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Nightstrike

Shadowmeld, Concealment against a visual sense requires at 2 ranks for 1 sense, or 4 ranks for all visual senses. As such this power will cost 2 points for 2 ranks. Link

Shadowjump, As written, this power should cost 9 PP. The Accurate extra increases the cost by +1/rank, where the other three are a flat +1. Link

Shadowsight, This should cost 5PP. Darkvision requires 2 ranks, where the other 3 require 1 rank. Link

Shadowcrawler, Wanted to point out that 1 rank devoted to wallcliming means you move at reduced speed and are vulnerable (it takes 2 ranks for full speed and not vulnerable). Also I have a slight reservation regarding the flaw you gave it and it's description. At first I thought the flaw may be a bit debilitating, but then reading the description wasn't sure it was debilitating enough. As it stands, I'm going to let it stay as it and see how it plays out.

Tendrils, The Multiattack should modify strength, not extra limbs. This would result in 1 PP given back to you. Alternatively you can have it modify damage and give 2 PP back. I'd recommend the second :P

For Quickness, you still have to pay some PP. In this case each PP spent gives you 2 ranks. So that costs at least 1 PP.

Acrobatics and Stealth at 10 ranks each is actually wasting PP since your agility is 12. It maxes at a +20 total. So if you drop both by 2 that helps free up PP too.

You have 5PP overspent. Now if you modify Multiattack off Damage and drop both skills by 2, that leaves you 1 PP over cost. So you still need to find a way to lose 1 PP.

EDIT: Complications. I wasn't sure which was your motivation (at least it didn't stand out to me in my mechanics befuddled state).


Android

Clean up is done. Feel free to have a look.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Breakneck,

You only have 147 PP spent. It looks like you didn't add skills correctly, chargin 2 PP for 2 ranks for Acrobatics, Athletics and Treatment.

You're parry is 3 over your cap. 10 for fighting, 5 for power, -3 for cap. This is in part because your toughness is 8.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

I'll review the other four tomorrow. Can't focus anymore tonight, so sleep time.


Draft .30

I'm looking at my build in profile it seems I missed a few points, my toughness I lowered to 7 and 7 + 13 = 20 I overlooked some changes I made a while ago in my Fight ability which meant I needed to lower my parry bonus, along with Defenisve bonus so that is where exceeding the cap by +3 comes from.

a) Error I now noticed and corrected: Defense Roll is now +2 and Attractive:1 is in Advantages, not sure how that happened.

b} Error: Parry bonus reduced from +5 to +3.

b) Error: I changed the modifier for my skill rolls in acrobatics, athletics, and treatment but did not change the Rank. Those skills are now rank 2 but may be changed for more contacts see c.

c) I need to know how you want to handle the Important NPC's listing in the Setting Extras Section in Tee's life. Should any, some, or all be contacts(minions it seems) that I buy? Or are they relationsships that should go into complications? Or neither, or both? I know I can make some choices here but I'd like your opinion. This topic seems a bit less developed in M&M than in some other SHrpgs I've seen.

d) The PL/4 version of Tee overtops the cap, so he is built a little inefficient. That's OK though, Tee is a very good MA but not really yet a tip-top master (goes double for a superhero world). He needs to rebalance himself sometime to become great without superpowers.

Way past bedtime, lost focus before you did I think, running on empty. I'm at 148 with two points unspent. Will work on tomorrow sometime. Let me know how you want me to handle Tee's family and friends. Also is the revised origin ok? Any issues at all besides point totals? I'll stop babbeling and go to bed now. :)


I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.


Checking in, DM. I made changes, hopefully getting it right this time. Let something is still off, let me know.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Regarding family and friends. This is largely a decision up to you. My personal advice would be to not make them minions as they aren't supers themselves and it's a ranked advantage, but that's up to you.

Now how you choose to rank them will affect how I choose to use them. For example, you could simply add them to your background. That would require no mechanical distinction, simply dressing. Now you could also add it as an advantage. For example adding Contacts, you could name some of them and state in game that's who your calling. Adding as a minion is similar to having a sidekick under your control (though as it still is an NPC, I'm the final arbiter, especially if your action is to use it as a human shield). Adding it as a complication is a 'green light' for me to utilize them as an adverse story element from time to time.

If you need further help clarifying them, feel free to ask.

And for those last two PP, if I may make a suggestion. I'd increase Dodge. Seems to fit the concept, at least.

Also the background seems fine!

Breakneck wrote:


Draft .30

I'm looking at my build in profile it seems I missed a few points, my toughness I lowered to 7 and 7 + 13 = 20 I overlooked some changes I made a while ago in my Fight ability which meant I needed to lower my parry bonus, along with Defenisve bonus so that is where exceeding the cap by +3 comes from.

a) Error I now noticed and corrected: Defense Roll is now +2 and Attractive:1 is in Advantages, not sure how that happened.

b} Error: Parry bonus reduced from +5 to +3.

b) Error: I changed the modifier for my skill rolls in acrobatics, athletics, and treatment but did not change the Rank. Those skills are now rank 2 but may be changed for more contacts see c.

c) I need to know how you want to handle the Important NPC's listing in the Setting Extras Section in Tee's life. Should any, some, or all be contacts(minions it seems) that I buy? Or are they relationsships that should go into complications? Or neither, or both? I know I can make some choices here but I'd like your opinion. This topic seems a bit less developed in M&M than in some other SHrpgs I've seen.

d) The PL/4 version of Tee overtops the cap, so he is built a little inefficient. That's OK though, Tee is a very good MA but not really yet a tip-top master (goes double for a superhero world). He needs to rebalance himself sometime to become great without superpowers.

Way past bedtime, lost focus before you did I think, running on empty. I'm at 148 with two points unspent. Will work on tomorrow sometime. Let me know how you want me to handle Tee's family and friends. Also is the revised origin ok? Any issues at all besides point totals? I'll stop babbeling and go to bed now. :)


Well my family is a special case, so I did spend on minion ranks for him.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
Straightjacket wrote:

I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.

The key thing to keep in mind is that when you add together your attack bonus and effect modifier (in this case damage), they have to be equal to or less than twice the PL.

In this case, the PL is 10. So when adding damage and strength together it maxes at 20. In this case your attack bonus is 10 (from 10 fighting), and your damage is 15 (10 strength, +5 from growth to make 15). This is 25. So somehow you need to lower your attack bonus or your damage bonus.

Also I'll be auditing your sheet next and if I come across any more I'll let you know.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Also, Extra Effort is what I believe you were looking for.


Android
Straightjacket wrote:

I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.

You give yourself strength 10, and then a power for Enhanced strength 5 with the Limitation Lifting Only (-1/Rank]. This way you'll lift like a strength 15 character, but only have a +10 damage.

You can play with the numbers if you don't want to do that much damage, but the principle is the same.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Straightjacket,

Growth, aside from the attack/damage aspect, it also increases your Toughness/parry to high.

Parry 10fighting -2size = 8
Toughness 5 Stamina + 5 growth +5 protection = 15
Total 23.

So somewhere this needs to be remedied as well.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
Prime 691 wrote:
Straightjacket wrote:

I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.

You give yourself strength 10, and then a power for Enhanced strength 5 with the Limitation Lifting Only (-1/Rank]. This way you'll lift like a strength 15 character, but only have a +10 damage.

You can play with the numbers if you don't want to do that much damage, but the principle is the same.

That is indeed another way to do it.


Prime 691 wrote:
Straightjacket wrote:

I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.

You give yourself strength 10, and then a power for Enhanced strength 5 with the Limitation Lifting Only (-1/Rank]. This way you'll lift like a strength 15 character, but only have a +10 damage.

You can play with the numbers if you don't want to do that much damage, but the principle is the same.

That's how it works. In herolab you can use the "power-lifting" power as a shortcut if you don't want the extra click.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Prime691,

Yours was fun to review :p

Okay, it looks like I see two issues. Your 2 points over on skills and your toughness is 1 point over cap when in Defense Protocols.

Eliminating Defensive roll would take 1PP down, but not sure about the other.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Gumshoe,

I see a couple issues when using your alternate abilities.

When using growth, this causes your throwing damage DC to be 2 points too high.

Ranged combat +10 attack
Thrown DC 8 Advantage + 4 Strength = 12
Total 22

It also increases your toughness by 1 point too much

Dodge 10 agility -1 size = 9
Toughness 6 stamina +2 trait +4 Defensive Roll = 12
Total 21

~~~~~~~~~~~~~~~~~~~~~~~~~

Shrinking has a similar issue.

Dodge 10 agility +1 shrinking = 11
Toughness 4 stamina +2 trait +4 Defensive Roll = 10
Total 21

~~~~~~~~~~~~~~~~~~~~~~~~~

Not sure how best to fix that at present.


GM Xzaral wrote:

Straightjacket,

Growth, aside from the attack/damage aspect, it also increases your Toughness/parry to high.

Parry 10fighting -2size = 8
Toughness 5 Stamina + 5 growth +5 protection = 15
Total 23.

So somewhere this needs to be remedied as well.

OK, I'll get this figured out. I can always dump more points into the minion (or maybe I should change him to sidekick, not sure if there is a mechanical difference).


Android

Glad you enjoyed the review. If you enjoyed this version, you would loved reviewing the Variable Power version, where every mode was a 70 point delight, filled with great combinations of alternate powers. The bookkeeping alone was a good reason to switch to this version.

In regards to your comments, I cant find the same issues myself... I recounted my points in skills and they look spot on to me. As for the issue with defensive roll, I spotted that myself a while back and thought I had eliminated the Advantage. If it is still in the profile somewhere, please point it out to me and I'll fix it.

If there is something I'm not seeing with skills, let me know what the specific problem is and ill address it right away. I was doing some cleaning up on the profile last night, so please refresh the profile if you haven't recently to make sue you have the most recent version.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Locke,

Looks good! I do have a question about your feature: Freshen Air though. How do you plan for this to work?

EDIT: Actually, 1 thing. I need an alias.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Prime 691,

I had Defensive Roll and Evasion in as advantages. I removed those and your good now.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
The Evil Eye wrote:
Checking in, DM. I made changes, hopefully getting it right this time. Let something is still off, let me know.

I'm not quite sure you understand how alternate powers work.

In the case of Spellcasting, you have it set to Damage 12 (ranged) with the increased Ranged Extra. This gives it a total cost of 24 PP.

With alternate powers, you can choose to take another power you cannot use at the same time as the main power for the cost of 1 PP with the limitation that it cannot cost more than the main power. So for example your Cause Fear.

You listed Cause Fear at rank 1 which would cost 1 PP. You could take that all the way up to rank 12 and it still only cost 1 PP. You just can't use Cause Fear and Spellcasting for ranged Damage at the same time. In fact you could add an extra to is and bring it's cost up to 24 PP and it still only cost 1 PP.

The same goes for Nullify and Cloud of Darkness. In fact, you could take Teleport and add it as an alternate power of Spellcasting for only 1 PP up to rank 10, and still have 1 PP for another power.

If you'd like to leave it as is, that is up to you, but I don't want you to short change yourself on PP either if it's just a misunderstanding.


Gold Final Version 1.0!

Breakneck is ready to play.

Did buy the Dodge up as you say it fits and it's simple.

Looking forward to gaming.

Edit: Not so final, funny you should mention Evasion ...

Evasion Bonus breaks Dodge cap at 21. I'll think of something for Version 1.1.


Android
GM Xzaral wrote:

Prime 691,

I had Defensive Roll and Evasion in as advantages. I removed those and your good now.

Ah, that's it then. I did have those there until I noticed that they were ranked abilities and not just flat feats. I then transferred the points into skills.


Here's Locke, checking in. :)


GM Xzaral wrote:
The Evil Eye wrote:
Checking in, DM. I made changes, hopefully getting it right this time. Let something is still off, let me know.

I'm not quite sure you understand how alternate powers work.

In the case of Spellcasting, you have it set to Damage 12 (ranged) with the increased Ranged Extra. This gives it a total cost of 24 PP.

With alternate powers, you can choose to take another power you cannot use at the same time as the main power for the cost of 1 PP with the limitation that it cannot cost more than the main power. So for example your Cause Fear.

You listed Cause Fear at rank 1 which would cost 1 PP. You could take that all the way up to rank 12 and it still only cost 1 PP. You just can't use Cause Fear and Spellcasting for ranged Damage at the same time. In fact you could add an extra to is and bring it's cost up to 24 PP and it still only cost 1 PP.

The same goes for Nullify and Cloud of Darkness. In fact, you could take Teleport and add it as an alternate power of Spellcasting for only 1 PP up to rank 10, and still have 1 PP for another power.

If you'd like to leave it as is, that is up to you, but I don't want you to short change yourself on PP either if it's just a misunderstanding.

Okay, thanks DM. I'll make some changes. If its not completely obvious, I'm a total newbie with the system! If I goof up, keep letting me know until I catch everything...


Thanks for the review. Frankly, I'm surprised I came as close as I did to the point buy. I'm going solely of of the SRD, with only minor experience in a previous edition to give me a frame of reference.

All your suggestions look great. I'll have the revisions up in an hour or two.


Ok, changes made.

I lowered the skills, dropped Quickness and reduced my Presence to get 2 extra points.

I decided to upgrade Shadowmeld with the 2 extra points so that Nightstrike is invisible to cameras and stuff too.

I also changed the wall-stick flaw problem. I figure that you'll tell me if it's dark enough for it to work or not.

Can you give me another point audit so I know I'm straight now? Also, I have no idea how to figure my attacks and damage in this new system. Can anyone help me with that?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

While reviewing your sheet again Nightstrike, I came across something else. I was figuring out your attack/damage bonuses and realized it was violating the power level. For some reason Hero Lab wasn't picking it up, and I just figured it out. You have to set close combat skills with which attacks they affect. Doh!!

So I tried figuring it out to help maximize your benefit.

It seems if you change Close Combat 10 to the following, it evens out:

Close Combat Unarmed 7
Close Combat Tendrils 2

Which leaves you 1 skill point left over.

Also you gain the benefit of Improved Grab from having the extra limbs power, so you could actually change this advantage.

This is what it would look like.

Nightstrike - PL 10

Strength 3, Stamina 5, Agility 12, Dexterity 7, Fighting 10, Intellect 1, Awareness 2, Presence -2

Advantages
Equipment 1, Fast Grab, Grabbing Finesse, Hide in Plain Sight, Improved Grab, Improved Grab, Improved Hold, Move-by Action, Takedown 2

Skills
Acrobatics 8 (+20), Athletics 6 (+9), Close Combat: Tendrils 2 (+12), Close Combat: Unarmed 7 (+17), Expertise: Military 4 (+5), Intimidation 10 (+8), Perception 6 (+8), Stealth 8 (+20), Technology 4 (+5)

Powers
Leaping: Leaping 2 (biological, mutant, Leap 30 feet at 8 miles/hour)
Shadowcrawler: Movement 3 (bestowed, biological, mutant, technological, Safe Fall, Swinging, Wall-crawling 1: -1 speed rank; Limited: Does not work in bright light)
Shadowjump: Teleport 3 (extradimensional, mutant, 250 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout; Medium: Can only teleport from one shadow to another)
Shadowmeld: Concealment 4 (extradimensional, mutant, All Visual Senses; Limited: Only works in shadows or darkness )
Shadowsight: Senses 5 (biological, mutant, Danger Sense: Choose Sense Type, Darkvision, Infravision, Low-light Vision)
Tendrils
. . Damage: Strength-based Damage 2 (DC 20; Multiattack)
. . Elongation: Elongation 1 (Elongation: 15 feet)
. . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab; Projection)
. . Multi-Tool: Feature 1 (Notes: as Equipment, but built into arms)

Equipment
Flash Goggles

Offense
Initiative +12
Damage: Strength-based Damage 2, +14 (DC 20)
Grab, +12 (DC Spec 17)
Throw, +7 (DC 18)
Unarmed, +17 (DC 18)

Complications
Light-Blind: Nightstrike's eyes do not handle bright light well. He normally wears tinted Flash-Goggles or sunglasses to protect himself, but if he is caught without them then it becomes difficult for him to see. The brighter the light the more blind he is in it.
Phobia: Fear of Hospitals: After so many medical procedures, Nightstrike has a deep fear of medical facilities. He hates to be in them, and can't even watch surgery performed in movies. He has been attempting to conquer his fear by watching television shows like House and Scrubs, but he has yet to make it through an entire episode.
Phobia: Traumatized: Being kidnapped, brainwashed with mind-altering chemicals, image repetition and painful reinforcement and being the subject of terrible surgical experimentation has left Nightstrike with severe PTSD. He is secretly extremely afraid that his programming is still in effect, manipulating his reactions and thoughts in ways he doesn't realize.

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude 5, Toughness 5, Will 2

Power Points
Abilities 76 + Powers 37 + Advantages 9 + Skills 28 (55 ranks) + Defenses 0 = 150

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.


Android

Can't wait for this to hit the ground! When do we start?


I'm at version 1.1. of Breakneck, swapped out the Evasion for Trance to not bust cap.

I was going to answer NightStrike but a phone call interrupted and the GM was on the job. So in that suggested build NS's has good grabbing tendrils or he could punch and kick with his hands well. Also with 1 point giving two ranks of skill checks how do you get CC:Unarmed +7 for 3.5 points spent, can you have 1/2 points buys? Just curious.

Edit: I've added a alternate format from the spreadsheet MM char gen I found.


Looks good. I'll go with that.

To those that know the system, does this look like a good close-combat character, or is there some glaring weakness I'm not seeing? In my head, Nightstrike fights like a cross between Nightcrawler and Wolverine and should be pretty scary. I just don't know if I did it right.

I don't see where I have one point left over. What am I missing?

Profile Updated.


I'm not sure you do have a point left over, Nightstrike, I think there may be a rounding problem in the skills, I'm not seeing how he got a +7 skill mod when you get +2 ranks for 1 point.

Look like a good and different close combat guy, no glaring weakness that I see. He's vulnerable to will based attacks, much less effective in lit areas, I'm not sure how much use move-by action is for you, you do not have much ground movement. (I can't see teleport applying but maybe it does.) His amazing grab ablities can make some villians very unhappy. Only real problem I see is him wanting darkness all the time. He also seems a bit of a lone wolf, could be interesting to get him to team-up.


I don't mind him not being in darkness. He's pretty dangerous and mobile without it. He's just better with it.


a little low on damage, really low on toughness, your average toughness role is 25, fortitude is also very low, finally will is downright abysmal which will come to haunt you.


Think of toughness as your hit points, you are suppose to have a +10 modifier if you are good it should be +12 and if you are not so good it should be +8 in Pathfinder terms that means a +12 is a d12 barbarian hp, +10 is d10 and +8 is d8... +5 is... two steps down d4 hp

Liberty's Edge

Male Human Commoner 2
GM Xzaral wrote:

Gumshoe,

I see a couple issues when using your alternate abilities.

Not sure how best to fix that at present.

Ok, well, how about I use the following alternate abilities instead of the extra limbs, growth and shrinking:

Slimy (Insubstantial 1 (Liquid, Absent Strength))

Alt: Jelly (Immunity 4, Critical hits, suffocation(all)

Alt: Sticky (Enhanced Trait 4 (Close Combat(Grab) 5(+7), Fast Grab, Improved Grab, Improved Hold)
and

Alt: Solid (Strike 4 Strength-Based)

So he basically has 4 alternate form-altering abilities, one where he's liquid, one where he's sticky and good at grabbing and holding, one where he become jelly-like, and one where he solidifies enough his fists hit extra hard.

I think that works better thematically anyway. What do you think?

Liberty's Edge

Male Human Commoner 2

Actually, I had my Herolab configured to 5 skill points per point, so I had to cut back a good number of points. Here is Gumshoe revised:

Spoiler:

Gumshoe - PL 10

Strength 2, Stamina 4, Agility 10, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 2

Advantages
Benefit, Security Clearance: Police, Benefit, Wealth 2 (indepently wealthy), Contacts, Defensive Roll 4, Evasion 2, Fast Grab, Fearless, Improved Grab, Improved Hold, Improved Initiative, Move-by Action, Throwing Mastery 8, Uncanny Dodge, Well-informed

Skills
Acrobatics 2 (+12), Athletics 1 (+3), Close Combat: Grab 2 (+6/+4), Close Combat: Unarmed 1 (+3), Deception 1 (+3), Expertise: Criminal 2 (+6), Expertise: Forensics Science 2 (+6), Expertise: Law Enforcement 2 (+6), Expertise: Popular Culture 1 (+5), Expertise: Streetwise 2 (+6), Insight 4 (+8), Intimidation 1 (+3), Investigation 4 (+8), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Throw 8 (+10), Sleight of Hand 1 (+3), Stealth 1 (+11), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+3)

Powers
Bouncy: Leaping 5 (Leap 250 feet at 60 miles/hour)
Gummy (Advantages: Throwing Mastery 8)
Enhanced Ability: Enhanced Agility 6 (+6 AGL)
Enhanced Ability: Enhanced Stamina 2 (+2 STA)
Enhanced Trait: Enhanced Trait 2 (Traits: Toughness +2 (+10))
Slimy: Insubstantial 1 (Fluid; Absent Strength)
Jelly: Immunity 4 (Alternate; Critical Hits, Suffocation (All))
Sticky: Enhanced Trait 4 (Alternate; Traits: Close Combat +2 (+6), Advantages: Fast Grab, Improved Grab, Improved Hold)
Unrecognizable Features: Feature 1
Snapback
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 10 (Aging, Alteration Effects, Disease, Poison, Sleep, Starvation & Thirst)
Regeneration: Regeneration 5 (Every 2 rounds)
Super Roll (Advantages: Defensive Roll 4, Evasion 2, Improved Initiative, Uncanny Dodge)
Movement: Movement 4 (Safe Fall, Slithering, Wall-crawling 2: full speed)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Equipment
- Custom Equipment - 0

Offense
Initiative +14
Grab, +6 (DC Spec 12)
Throw, +10 (DC 25)
Unarmed, +3 (DC 17)

Complications
Identity
Motivation: Doing Good

Languages
Native Language

Defense
Dodge 10, Parry 2, Fortitude 4, Toughness 10/4, Will 4

Power Points
Abilities 44 + Powers 76 + Advantages 7 + Skills 23 (46 ranks) + Defenses 0 = 150


Thanks. I'll look into moving some points around. He shouldn't be that fragile.


Android

To be fair, this is on a scale of Super Hero toughness... a big handgun like a Desert Eagle is a Damage 4 in this system, so even a +5 is potentially able to shrug that off.

Damage is determined by rolling your toughness vs. the Damage rating of the attack +15. So being shot with that aforementioned Desert Eagle would need a DC 19 to resist. Success means you shrug it off with no effect. For every 5 by which you fail, the wound inflicted is considered more severe.

Your +5 would have a 30% chance of ignoring that attack as though it never happened; not even a flesh wound, more like a scrape. Of course you also have a 20% chance of failing by 4 degrees, which is considered to be pretty much max damage a wound can inflict. By the default rules, there is no instant-death level of failure, but if there was, that would be it. I think you're incapacitated at that level.

Average Super Hero Toughness for PL 10 would be 10. That would be a 55% chance of ignoring the attack, no damage, and the worst he could score would be an 11, or failing by 2 degrees (dazed for a turn and -1 on future Toughness Saves).

Super hero toughness is relative, and some might even have only a +5. I'd probably think of someone like spiderman having a low Toughness, and You could even put him down at something like 5. Guns are definitely a threat to spidey. Of course, his dodge would be high enough to compensate, at +15 (Toughness + Dodge should = 20). It's hard to hit spidey with a gun, but if you did, he'd likely be pretty hurt.

Damage Rules:
HeroSRD wrote:

Toughness vs. [Damage rank + 15]

Success : The damage has no effect.
Failure (one degree): The target has a –1 circumstance penalty to further resistance checks against damage.
Failure (two degrees): The target is dazed until the end of their next turn and has a –1 circumstance penalty to further checks against damage.
Failure (three degrees): The target is staggered and has a -1 circumstance penalty to further checks against damage. If the target is staggered again (three degrees of failure on a Damage resistance check), apply the fourth degree of effect. The staggered condition remains until the target recovers (see Recovery, following).
Failure (four degrees): The target is incapacitated .
The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks against Damage, each with one degree of failure, has a total –3 penalty.
If an incapacitated target fails a resistance check against Damage, the target’s condition shifts to dying. A dying target who fails a resistance check against Damage is dead.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Just a quick post from work.

TO answer a previous questions, I plan to start as soon as all characters are ready. I'm fairly lenient about making modficiations after we start if things are quite what you expected. I'd rather everyone is having fun than anything else.

When I said one point left over, there's 1 skill point left, or half a PP. So you could add it to any one skill. And 1 PP gives 2 skill ranks, which don't necessarily have to go in the same skill.

I'll do some more reviews tonight when I get home and see where we're at.


Ah, yes that makes since 1 skill point left over, should have seen that.

As for building character defenses and stuff keep in mind the Power Level Limits, A.K.A. the caps.

A For skills: max mod of 20 (PL 10+10)

B For Attack and Effect: The best sum of attack roll and effect (usually damage) cannot exceed 20. If no attack roll needed effect cannot exceed 10.

C Dodge and Toughness: Sum of dodge and toughness is maxed at 20.

D Parry and Toughness: Sum of Parry and toughness is maxed at 20.

E Fortitude and Will: Sum of Fort and Will is maxed at 20.

So I'd worry about a combo that fell short of the cap by 5 or more, and be concerned about a combo more than 2 or 3 short of cap. The skill cap gap can be wider, many skill uses are against a fixed DC rather than opposed.

So for my char its:

A Max skill +9, a bit low, we'll see how it works.

b 15 I'm worried that I might have trouble being effective. Want to see it in play before making adjustments.

c 19 I'm good, strong dodge makes up for modest Toughness.

d 20 I'm maxed out, Go parry, Toughness is passable, see note.

e 16 I'm a bit concerned, Fort and will are not outstanding but likely passable.

Note: My good regeneration helps a lot with low toughness, give me a minute and I'll recover from most things. If no regen, then think twice about a low Toughness.


Android

Cool. I'd like to officially check in as 'ready'.


The spidey comparison makes sense. Is there a skill for boosting dodge?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Any defense can be boosted for 1PP for each point upgrade.

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