Zion High

Game Master EltonJ

Welcome students to Zion High. One of the most prestigious schools for training gifted children. A Mutants and Masterminds campaign.


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Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Unlike the green flames of his Flames of Flight and Greek Fire Cloud Aura, the fire damage from Volcanic Eruption is from spurts of lava that emerge from the Earth.

With the retweak, his top flight speed is 6 (instead of 4) so he did the race in about a 1/4 of a second.


Female Human

Her flight is also on 6. But so far she hasn't used powers barring her transformation


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

For pure racing in the sky they will be matched.

But during combat Parker will be considerably slower.

With all three of his Favored of the Fire Gods powers active, they will each be at 1 rank.

With his fire aura active his Flight rank is at 2 ranks.

Without his aura active and making use of Volcanic Eruption his Flight rank will be either 2 or 3.

His biggest damaging effect (volcanic eruption) is a power he does not know he has...yet. Rank 5 with it when it is the only power active, and rank 2 or 1 when he is flying without the aura.

Selective/area(cylinder)/Perception range. So not a huge 30'radius and 30' tall cylinder from the ground, but rather smaller spurts of lava within the area bursting through the earth.

I was going to try to make the eruption power its own power with free acton and uncontrolled flaw so Elton could have fun using it as a plot device, but even getting it down to something like 5 points/rank (for 1 rank) I did not have enough points to shave off. Shaved 8 points from other sections for the +8 cost for the dynamic power array.

He will not be as good at bluffing (+13 down to +7) as I originally made him and he only able to set-up for one ally instead of 2.


Female Human

Jess would only need her wings if fighting in the air. She's a melee primary. Her beam weapon is 2nd

Her melee weapons are hardlight weapons. So similar to lightsabers

Damage is ok. But high penetration and amazing Crit value


I need someone with more build mastery to check my character; is my build viable, or is it weak?

The big difference is that she's not designed to be a frontline combatant but a debuffer and healer.

It's fine if I'm not mechanically strong, but it'll be important that it's acceptable for the party.


Female Human

Wish I could say I'm a fundi. But alas. I'm still new


Male Human Psion 10/Atlanteologist 10
Miss Calaveras wrote:

I need someone with more build mastery to check my character; is my build viable, or is it weak?

The big difference is that she's not designed to be a frontline combatant but a debuffer and healer.

It's fine if I'm not mechanically strong, but it'll be important that it's acceptable for the party.

You can ask GM Supertumbler about your character. He's offered to help this crew with their characters. Mechanically, it looks fine to me, and GM Supertumbler can offer advice on how to tweak it.


Miss Calaveras wrote:

I need someone with more build mastery to check my character; is my build viable, or is it weak?

The big difference is that she's not designed to be a frontline combatant but a debuffer and healer.

It's fine if I'm not mechanically strong, but it'll be important that it's acceptable for the party.

Go to Mystic which starts on page 76

Go to Offensive powers on page 77

Take...

Magic Spells: Array (24 points, plus 5 points of Alternate
Effects)

...and add Alternate Effects [Things that you can cast] at 1 point a piece (on the same page). You can add things like

Speaks with the Bones: Miss Calaveras can convince the bones of the target to simply stop doing what the target wishes, freezing them in place. Ranged Cumulative Affliction (Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), 7 ranks (21)

Speaks with the Dead: She can speak with those who have passed before, gaining knowledge about an area’s history, or about what has been left undone.
• Senses (Postcognition and Spiritual Awareness) (5)
• Comprehend (Spirits), 2 ranks (4)

Bargaining with Death: She can plead with Mictecacihuatl to stave off wounds inflicted on others. Restorative Resurrective Healing, 6 ranks (24)

For 1 point a piece

Next,
I would jack up your protection with invulnerability. (since you'd have more points available)

But I'm no expert


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
CucumberTree wrote:


Miss Calaveras wrote:
I need someone with more build mastery to check my character; is my build viable, or is it weak?

CucumberTree makes some great suggestions.

My main advice is do not include any of your powers that you would like to always have affecting you are not part of any power array.

As your character is more 'casting spells' type, I would suggest you do not need to make any of the array powers dynamic powers.

I will take a look at your character later today after I finish up the retweak for my "Power of Pele" power (volcanic eruption power) and with what you have so far will type up your current powers (that make sense as 'spells' as needed) as a power array for you, so you have the the leftover to buy new things/improve existing things. I agree with Cucumber Tree's suggestion to using them to bump up your protection. We want our healer to not drop after all. :)


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@Wrong John Silver:

Are the numbers you have in the skill section the number of ranks in the skill or the total modifier for the skill (including the relevant attribute)?

btw awesome main profile handle.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@Wrong John Silver:

I missed where you had your tally earlier.

You spent 17 points on skills, not 16. So spend one of the points you will regain from combining some of the powers into an array for to cover that extra 1 point's worth of skills you missed.

I am still working on looking at and typing up suggestions for you character. Just finished the Attributes, Defenses, and Advantages.

While no suggestions for Defenses (yet), and only one suggestion for Attributes, several for Advantages (working with your character concept for Miss Calaveras):

Miss Calaveras

Attributes:

Strength 1
Stamina 0
Agility 3
Dexterity 2
Fighting 4
Intelligence 3
Awareness 4
Presence 6

Total Cost of Attributes: 46

Suggestion: Possibly drop Strength from rank 1 to rank 0 to recoup 2 power points if needed for powers or advantages.

Defenses:

Dodge 3
Fortitude 5 (5 points)
Parry 4
Toughness 15 (From Protection power)
Will 10 (6 points)

Total Cost of Defenses: 11

Suggestions: none currently (need to see where power points will be after working on power array)

Advantages:

Attractive (1 rank)
Languages (1 rank, Spanish)

Total Cost of Advantages: 2

Suggestions: ones in bold are the highly suggested ones

Diehard (have not looked at your powers yet to see if this would be redundant or not, if not redundant than it is highly suggested, otherwise not suggested at all)

Fearless (as she might have seen some/plenty of spirits who were killed in gruesome ways, but make her more adapted to things that would frighten a typical human).

Improved Defense (the spirits are actively trying to keep you safe by surrounding you)

Improved Initiative ranks (as the spirits call out dangerous situations to her)

Inspire ranks (the spirits knowing your allies are also pivotal to keeping you safe aid them)

Jack-of-All Trades With the ability to talk to spirits, even with skills she is not proficient in, nearby spirits help her out by guiding her what to do (particularly useful for skills that can not be used untrained).  

Uncanny Dodge (as the spirits call out to warn you of the danger).

Ritualist

Second Change (Trip): As Soledad is always present, she might put her hands out to prevent you from falling.

Sidekick: A good way to establish some concrete abilities of her great-grandmother Soledad.  Two main powers would be invisible (that has the always on flaw, with feature you always see her) and Insubstantial 4 ranks (incorporeal) that has the always on flaw.  I am nowhere familiar enough with the system to know if this could work ---Scratch that...your great-grandmother might be better suited as a Summon power.  Of course this is if you want to represent Catrina's great-grandmother to have specific game-rules effects she can do   Building Soledad as the baseline power for the power array could work quite nicely.  Catrina's ancestor is the one that is the one who has been training her to use the powers so that having her as the baseline power in the power array could work both functionally and thematically.

Skill Mastery (Treatment): to be able to make routine checks for your healing powers that require you to make a Treatment check.

Trance: the fact that you can appear dead might work with your character concept (I am not familiar enough with the mythos - is that part of it?)


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@Wrong John Silver:

Nearly finished. Think you will like the adjustments to the powers.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Presenting an updated Miss Calaveras for your approval, WJS.

Attributes (no change): 46 power points:

Strength 1
Stamina 0
Agility 3
Dexterity 2
Fighting 4
Intelligence 3
Awareness 4
Presence 6

Defenses (no change): 11 power points:

Dodge 3
Fortitude 5 (5 points)
Parry 4
Toughness 15 (From Protection power)
Will 10 (6 points)

Skills (fixed the math, otherwise no change to skills): 17 power points:

Intimidation 6
Persuasion 5
Deception 5
Athletics 2
Acrobatics 4
Insight 2
Perception 6
Expertise (Horse Riding) 4

Non-Power Array Powers: 30 power points:

The Calaveras Look: The costume of Miss Calaveras appears as needed from Mictlan, the Land of the Dead.
Feature: Quick Change, 1 rank (1)

She Will Choose the Time: Death cannot be summoned against Miss Calaveras; only the goddess Mictecacihuatl may choose.
Immunity (death/necromantic effects), 5 ranks (5)

Speaks with the Dead: She can speak with those who have passed before, gaining knowledge about an area’s history, or about what has been left undone.
Senses (Postcognition and Spiritual Awareness) (4+1=5)
Comprehend (Spirits), 2 ranks (4)

The Spirits’ Favor: Spirits of the dead will come to her aid, protecting her from blows.
Protection (necromantic), Sustained, 15 ranks (15)

Power Array Powers: 41 power points:

(base power) Bargaining with Death: She can plead with Mictecacihuatl to stave off wounds inflicted on others.
Restorative Resurrective Healing, 10 ranks (40 base power points)
Alternate Power: Speak with the Bones (1)

Total Cost of Power Array: 41 (and alternate powers can have maximum of 40 power points each)

(alternate power) Speaks with the Bones: Miss Calaveras can convince the bones of the target to simply stop doing what the target wishes, freezing them in place.
Ranged Progressive Affliction (Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), 10 ranks (40)

Speaks with the Bones at 10 ranks with Cumulative was 30 points. I upgraded Cumulative to Progressive for a total of 40 points. It also frees you up from needing to make additional attacks against the target to increase the condition by 1 degree, as they have to continue to make saves on subsequent rounds, and the condition increases to the next degree if they fail the resistance check. They remove the Affliction completely when they succeed at the resistance check.

Advantages you already have: 2 power points:

Attractive (1 rank)
Languages (1 rank, Spanish)

Total Power Points for all the above: 147 power points.

Suggestions for your remaining 3 points:

1 point: Diehard advantage

1 point: Trance advantage

1 point: alternate power: Summon* (former) Miss Calaveras (she manifests her great-grandmother from the spirit world to help her in the corporeal world).

If I recall correctly, Catrina's grandmother is still teaching her how to use her powers. The above option for being able to manifest her grandmother adds potential drama scenes for you (backed up by crunch) by Catrina's grandmother fading out as you switch the power array to use the healing or paralzying power.

*Summon 10 ranks (150 power points to create her)
Action: Standard
Range: Close
Duration: Sustained
Base Cost: 2/rank (2 cost/rank)

Resistible flaw (-1 cost/rank)
Continuous extra (+1/rank)
Heroic extra (+2/rank)

What the resistable flaw does is: Your mininon gets a resistance check (typically Will) against DC (10 plus Summon rank) to avoid being summoned. If they successfully resist, you cannot attempt to summon them again in that scene without using Extra Effort.

You would have to check with Elton if he is okay with the heroic extra for Catrina's Summon (great-grandmother) or if he would want you to use the Active extra (+1/rank) instead. That is if you like the idea of have power that specifically lets you summon (manifest) her, of course.

I did not get much sleep last night, so please forgive the incorrect uses of 'you/Catrina' and 'your/her' with regards to Catrina and her grandmother I might have used in this post.


Thanks for the help! I had a power outage from the heat so it'll be a couple days before I'm able to sit down and make my final decisions and understand what the changes mean, but I'll get it finalized ASAP. For now, I'm happy to use Greekfyre's build and spend the three points later if needed.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

You are welcome. :)

I will not be upset in the slightest if you decide against using the suggestions for the remaining 3 power points (the two advantages fit the theme, and your immunity power does not help you the way the Diehard feat would.

The trance advantage so she can appear dead if people fail the check to realize she is not actually dead.

Should you like my suggestion for the third alternate power I suggested...I am working on a build for her, that you can tweak of course (and that's if you decide you like the idea - though she is resistant to being summoned, and Catrina would only have a 30% chance to successfully manifest her (phasing her from the spirit world to the corporeal world - still have some ideas that though she is in the corporeal world, others still cannot see her).

Summon (the former) Miss Calaveras:

Summon (former) Miss Calaveras (10 ranks)
Action: standardRange: closebase Duration: Sustainedbase Cost: 2 points/rank

Continuous extra (+1 cost/rank)
Heroic extra (+1 cost/rank)
Resistable flaw (-1 cost/rank)

Total cost/rank: 4

[spoiler=Attributes]

Strength -2 (elderly)
Stamina -2 (elderly)
Agility -2 (elderly)
Dexterity -2 (elderly)
Fighting -2 (elderly)
Intelligence 4 (1 rank higher than Catrina, as Catrina cannot "outsmart her")
Awareness 7 (non-powered human max)
Presence 7 (non-powered human max)

Total points for Attributes: 16

Defenses:

I went with the suggested maximum difference between paired defenses of 50%, and worked with the high-end of matched pairs being Toughness and Will.

Dodge (9 ranks) +7
Fortitude (9 ranks) +7
Parry (9 ranks) +7
Toughness  (0 ranks) -2 [working with 15 ranks of Protection power] ==> +13
Will (6 ranks) +13 

Total Points for Defenses: 33
Total Points for Attributes & Defenses: 49

Skills:

Deception (13 ranks) +20
Insight (13 ranks) +20
Perception (13 ranks) +20
Persuasion (13 ranks) +20

Total Points for Skills: 26
Total Points for Attributes, Defenses & Skills: 75

Advantages:

Diehard
Eidetic Memory
Fearless
Hide in Plain Sight 
Jack-of-all-Trades
Languages (1 rank) (Spanish)
Ritualist
Second Chance (mind control)
Teamwork
Trance
Uncanny Dodge
Well-Informed

Total Cost for Advantages: 12
Total Cost for Attributes, Defenses, Skills and Advantages: 87


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@Wrong John Silver.

Moving the Feature (quick feature) from the non-power array powers section to the power array powers section. This will increase the maximum number of power points for powers in the power array by 1. You only need to include this as part of either the Healing or Affiction power of the power array. The power you apply it to will be the base power of the power array. Which of the two powers you do not apply the Feature (quick change) to gains a single +1 flat-cost extra (in a later post I will put some suggestions for +1 flat-cost extras to choose from).

The above does not affect the overall power point cost for Catrina's build (as it merely shifts 1 point of cost from the non-power array powers section by 1 and increases the the cost for the power array powers section by 1).

I did not catch the following yesterday when I was deciding on which of Miss Calaveras powers are ones that should be a non-power array power or a power array power.

5 points of Immunity provides immunity only to necromantic/death damage (not all necromantic/death effects).

Immunity to all necromantic/death effects (incuding damage) costs 10 points of Immmunity.

To adjust for that (working with you wanting her having immunity to all necromantic/death effects) is as follows:

Dropping the ranks of her dynamic power array powers to 9 (instead of 10) drops power cost of the array by 4 points (and the max power point total cost for alternate powers of the power array by 4 points) [this makes up 4 of the 5 points she needs for increasing immmunity (necromantic damage) to (all necromantic effects), which leaves only 2 power points instead of 3 (which covers the remaining point needed to bump the immunity (necromantic damage) to the full 10 points she needs for Immunity (all necromantic effects).

With above change, her ranks in everything are the same as how you originally had her except for the following:

Her ranks in Healing and Afflicton are each 9 ranks (and are part of a power array).

Her Affliction power has the Progressive extra instead of the Cumulative extra (which covers what the Progressive extra does without requiring Catrina to have to use additional standard actions for the target to have to make another resistance checks on subsequent turns (if they were affected by the initial use of the power of course).

With the remaining 2 power points remaining, the following are my suggestions.

First suggestion:

(2 points) Making both powers in the power array dynamic. This means (since both powers have the same cost/rank (with Affliction having the progressive extra instead of the cumulative extra) that she just decides how to split the 9 ranks of effective power between the two dynamic powers as a free action at the start of her turns.

Second suggestion:

(1 point): Diehard advantage
(1 point): Trance advantage

Third suggestion:

(1 point): Diehard advantage
(1 point): alternate power (not dynamic) for the power array: Summon (former) Miss Calaveras*. Having her as the active power of the power array means Catrina cannot use the other powers of her power array (but those the former Miss Calaveras can use her powers).

Fourth suggestion:

(1 point): Trance advantage
(1 point): alternate power (not dynamic) for the power array: Summon (former) Miss Calaveras*. Having her as the active power of the power array means Catrina cannot use the other powers of her power array (but those the former Miss Calaveras can use her powers).

* The alternate power for Summon (former) Miss Calaveras would also include the Feature (quick change) (but applied to her instead of Catrina), leaving 9 ranks of the Summon power (with a total 4 cost/rank of summon) to create her (135 power points).


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@Wrong John Silver:

Updated suggestion for Power Array (incorporating useful extras for the Healing power)

Base Power of the Power Array:

Restorative Resurrective Healing (8 ranks) (32 points)
Affects Insubstantial extra (2 ranks) (+2 flat-cost)
Persistent extra (+1 flat-cost)
Stabilize extra (+1 flat-cost)

Total Cost of base power of Power Array: 36 points

Alternate Power [Ranged Progressive Affliction (9 ranks)] (1 point)

Total cost of power array: 37 points

*
I am not sure if the Feature (quick change) is allowed to be part of a power of the power array.

*

Affects Insubstantial extra so she can heal Parker while he is incorporeal (as well as her being able to heal anyone he is making insubstantial to protect them from taking additional damage from corporeal sources).


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

@everyone.

Elton wants us to be within the 50% disparity window for the paired traits. After you halve the higher value, round up to determine minimum value for the lower of the paired traits.

Attack/Effect
Dodge/Toughness defenses
Parry/Toughness defenses
Fortitude/Will defenses.

@Wrong John Silver:

Catrina's dodge/toughness and parry/toughness were not within the 50% disparity window. I adjusted her defenses and Protection power, so her less than 5 defenses (Dodge & Parry) are bumped up to 5 each, with the Protecton power lowered to 10 (so that the defenses are all within the 50% disparity window).

I will adjust her again and post it to you here.

I am working with the most recent Miss Calaveras' Affliction and Healing powers waning in power as the new Miss Calaveras' Affliction and Healing powers grow.

I am nearly done with the Summon (former) Miss Calaveras alternate power, for Elton to look over and approve. Do not worry, you do not need to summon her for her to be present around you (as she can travel to/from the spirit world at will to wherever you are on Earth and typically only Catrina can see/hear/smell her unless she wants others to hear/see/smell her). You will not always succeed at attempting to summon her though.


Hi Greekfyre,

I appreciate everything you're doing here, and it looks great. I do want to go with the Summon, but I don't think I'll summon my great-grandmother.

Instead, I'd like to summon a skeletal ghost horse, instead. That's traditional.

We can say that she doesn't have the power immediately, but it gets taught after this first day.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Humidity caused me to wake with a leg cramp. Going to be trying to head back to sleep after I post this.

As I still need to retweak Catrina for you a bit (to adjust the defenses so they fall within the 50% disparity windows for the paired defenses), I could also work in so she has two Summon alternate powers powers for her power array (one for the traditional skeletal horse and one for her great-grandmother, the former Miss Calaveras).


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Updated Miss Calaveras is done and has been sent to Elton (for approval) and to WJS.

Now to get back to the game....


Thanks to GM_Drake (Greekfyre) for the Miss Calaveras rebuild! I've updated my sheet with it.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Miss Calaveras wrote:
Thanks to GM_Drake (Greekfyre) for the Miss Calaveras rebuild! I've updated my sheet with it.

You are welcome. :)

Between the early wake-up and humidity I might be failing my RL fort save against humidity-induced sleep. Glad I got the build completed for you before failing such a save.

Caught a few typing mistakes (not the math/powers) I made.

Such as in the Power Array - The Kindness of Death section.

"All powers in the the array are dynamic so as Catrina (including the future Summon Mount Spirit Horse dynamic alternate power) so that she Catrina can make use the Healing and/or Afflction powers while Soledad Catrina actively has Soledad and/or the spirit horse actively summoned."


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Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Regarding the scene when Parker got out of the station wagon...

The Greek woman and the Japanese woman appeared to be in their sixties (grandmothers of Parker). The Hawaiian woman and Korean woman appeared to be in their eighties (great-grandmothers of Parker).

Regarding when he got startled by Jaime's sudden appearance...

The memory of his Greek grandfather who died of a heart attack was his Greek great-grandfather.


Did Jessie want to talk to the MIB?


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

So the rest of you know how one of Parker's advantages interacts with you:

Set-Up advantage wrote:

"You can transfer the benefits of a successful combat use of an interaction skill to your teammate(s). For example, you can feint and have your target vulnerable against one or more allies next attack(s), rather than yours. Each rank in the advantage lets you tranfer the benefit to one ally. The interaction skill check requires it normal action, and the affected allies must be capable of interacting with you (or at least seeing the set-up) to benefit from it."

Parker currently only has 1 rank in Set-Up.

When Parker uses his standard action to successfully feint (for the Set-Up) it allows whichever ally (allies) he (successfully) set-up the target for to have an easier time to succeed on their attack against the target.

Vulnerable: A target who is vulnerable halves his active defenses (rounding up). So Parker's Set-Ups can help you gain higher degrees of success with your attacks.

My leveling-up plans including increasing his ranks in Deception (to eventually reach the maximum Deception modifer) and increasing his ranks in Set-Up to 5 ranks so he gains the ability to set-up a target for all of you when he makes a successful feint against the target.

@Elton: Feint does not specifically say close combat ("to mislead an opponent in combat"). I think that was intentional so that ranged damage power blasters can feint by firing their blast near the target for the feint (possibly using extra effort to gain a second standard action to make a second blast against the (possibly now vulnerable) target. Is that how you view Feint working in this system?

Does everyone else have an attack they can use in combat that would benefit from a target being vulnerable?

For Catrina, her spirit horse's hooves attack would benefit from Parker's set-up.

For Jaime, who can get in FAST, can make close combat attacks against the vulnerable target.

For Jessie, Arm Blades as well as (pending Elton's answer) her ranged blast attack.

For Wayne, his vibroslam as well as (pending Elton's answer) his ultrasonic blast (if the attack is against an active defense...is it?)

For Timothy, Telekinetic Grab & Telekinetic Snare (both against the active Dodge defense).

The active defenses are Dodge and Parry (and ranks of the Defensive Roll advantage for the Toughness defense).


not sure how combat works. Do we roll init?


Male Human Psion 10/Atlanteologist 10
CucumberTree wrote:
not sure how combat works. Do we roll init?

Yes, you do. The best of your d20 + initiative modifier. However, this is play by post, so Cable and the Zoanoids go after you all post your turn for the action round.


cool beans


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Righteous Wrath wrote:

[dice=To hit]1d20+6
Telekinetic Hammer: Ranged Burst Area Damage 8

The Area extra removes the attack roll.

From the Area extra modifier section:

"No attack check is needed; the effect simply fills the designated area, based on the type of modifier. Potential targets in the area are permitted a Dodge resistance check (DC 10 + effect rank) to avoid some of the effect (reflecting dodging for cover, dodging out of the way, and so forth). A successful resistance check reduces the Area effect to half its normal rank against that target (round down, minimim of 1 rank)."


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Was my Taunt (standard action) before or after 'initiative' was 'rolled'?

Seems like it was when the talking MIB got paralyzed was the the trigger for initiative, so not sure if Parker already did his first combat turn or not.

Clarify, please.


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:

Was my Taunt (standard action) before or after 'initiative' was 'rolled'?

Seems like it was when the talking MIB got paralyzed was the the trigger for initiative, so not sure if Parker already did his first combat turn or not.

Clarify, please.

It happened before "initiative" was rolled. It looks like the fight begins after the three MiBs turned into Ramatiths.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

From the Damage power write-up:

Damage Resistance Check

Toughness vs [Damage rank + 15]

Success: 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 effect. The Staggered condition remains until the target recovers.

Failure (four degrees): The target is incapacitated.

The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks, each with 1 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.

* *

From Area extra:

Targets gain a Dodge resistane check (DC= 10 plus Damage effect rank) to reduce the Damage effect rank to half (rounded down, minimum 1 rank).


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

During combat, Parker's cloud fire aura lingers for 1 round for having the typical cloud shape extra. Outside of combat he can have it linger for 30 seconds (from the 2-point flat-cost extra for the cloud-writing perk).


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Greekfyre wrote:

From the Damage power write-up:

Damage Resistance Check

Toughness vs [Damage rank + 15]

Success: 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 effect. The Staggered condition remains until the target recovers.

Failure (four degrees): The target is incapacitated.

The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks, each with 1 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.

* *

From Area extra:

Targets gain a Dodge resistane check (DC= 10 plus Damage effect rank) to reduce the Damage effect rank to half (rounded down, minimum 1 rank).

Elton, could you post a copy of this (and other oft-used rules) in the Campaign Info tab so we can quickly find it during combat no matter how many pages the gameplay and discussion tabs gain?


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:
Greekfyre wrote:

From the Damage power write-up:

Damage Resistance Check

Toughness vs [Damage rank + 15]

Success: 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 effect. The Staggered condition remains until the target recovers.

Failure (four degrees): The target is incapacitated.

Edit: Added. Which others do you need on the Que Card?

The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks, each with 1 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.

* *

From Area extra:

Targets gain a Dodge resistane check (DC= 10 plus Damage effect rank) to reduce the Damage effect rank to half (rounded down, minimum 1 rank).

Elton, could you post a copy of this (and other oft-used rules) in the Campaign Info tab so we can quickly find it during combat no matter how many pages the gameplay and discussion tabs gain?

I can.

Edit: Added. What others do you need on the que card?


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

How the social interact skills work: Demoralize, Feint, Taunt.

As I think of more I will post them here. :)

Sometimes I will type them up by hand (that was not a copy and paste above), depending on my time availablity. Sometimes I will just list the key words like I did above. Do you have easy copy and paste capability on your end? I do not for Mutants and Masterminds.

I did read in the Damage power section (which I did not include above) that unattended objects/items auto-fail the dodge resistance checks.


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:

How the social interact skills work: Demoralize, Feint, Taunt.

As I think of more I will post them here. :)

Sometimes I will type them up by hand (that was not a copy and paste above), depending on my time availablity. Sometimes I will just list the key words like I did above. Do you have easy copy and paste capability on your end? I do not for Mutants and Masterminds.

I did read in the Damage power section (which I did not include above) that unattended objects/items auto-fail the dodge resistance checks.

Acrobat Pro does allow copying text, and I can paste it here. I don't know if your version of Adobe Acrobat allows you to do that.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

I am using the anyflip.com webpage, which does not allow me to select/copy from it. Hence more time-consuming for me to type the words up by hand.


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:
I am using the anyflip.com webpage, which does not allow me to select/copy from it. Hence more time-consuming for me to type the words up by hand.

Then I can tell you what helps. If you tell me in the M&M Deluxe Handbook which (I have both versions, by the way) page you are referring to; that would help a lot.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)

Will do. :)

Taunt Advantage: page 140

Feint skill use: page 119

Demoralize skill use: page 122


fyi. I have this for hold

Improved Hold: –5 circumstance penalty to escape from your holds.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Righteous Wrath wrote:

fyi. I have this for hold

Improved Hold: –5 circumstance penalty to escape from your holds.

@Elton: clarification, please.

I think that advantages are for non-powered abilities. See the Benefit advantage (page 134) and Feature power (page 160 and page 192) to see the differences.

So if that is correct, the Improved Hold advantage is referring to physical holds you personally make in close combat and does not apply to Powers you have.

For Improved Hold to apply to Powers you would have to apply it as a power Feature to any power that benefits from the circumstance penalty to escape from holds you make against them using that power.

As spending 1 point for a non-powered advantage to have it apply to all powers is broken, you can get what you envision by doing the following:

Remove Improved Hold from his advantages section (regain 1 power point)

Then spend that power point to do the following:

Add a 1 point flat-cost extra to Telekinesis (base power, which increases the maximum power points for the alternate effects of Telekinesis by 1 point).

Use that 1 point to add Improved Hold as a 1 point flat-cost extra (Feature) to each of the Telekinetic Grab and Telekinetic Snare alternate powers.

Add a 1 point flat-cost extra to apply to Telekinetic Hands alternate power.

Add a 1 point flat-cost extra to apply to Telekinetic Hammer alternate power.

The above suggestion makes your alternate telekinisis powers, Telekinetic Grab and Telekinetic Snare, harder to escape from (which seems like was your reasoning for taking the Improved Hold advantage) and nets you a 1-point power benefit each for the base Telekinesis power and the remaining two alternate powers of Telekinesis.


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i have to laugh

In this game we are talking about change and how things work etc, in another game, at this very moment, im playing a character that has no interest or believe that change is in any form useful as all things die in the end....

the duality of RP


Seth86 wrote:

i have to laugh

In this game we are talking about change and how things work etc, in another game, at this very moment, im playing a character that has no interest or believe that change is in any form useful as all things die in the end....

the duality of RP

... and I am playing a speedster whose player has been overwhelmingly slowed down. By COVID. The ironies abound. Sorry team :(


1 person marked this as a favorite.
Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Mach 3 wrote:
... and I am playing a speedster whose player has been overwhelmingly slowed down. By COVID. The ironies abound. Sorry team :(

Hope you recover from it quickly.

In-game maybe Jaime is speeding through the school to look for something to use against the zoanoids?


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:
Righteous Wrath wrote:

fyi. I have this for hold

Improved Hold: –5 circumstance penalty to escape from your holds.

@Elton: clarification, please.

I think that advantages are for non-powered abilities. See the Benefit advantage (page 134) and Feature power (page 160 and page 192) to see the differences.

Checking. Give me a second . . .

It seems Advantages are supposed to work like Feats in Pathfinder. They modify what you do for non-powered abilities, but they don't affect the power effects one has. The Feature power is supposed to modify powers.

Quote:
So if that is correct, the Improved Hold advantage is referring to physical holds you personally make in close combat and does not apply to Powers you have.

Exactly. You have it right.


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
EltonJ wrote:


Unless Catrina's spell says differently, they are paralyzed for ten rounds, about a minute.

The target makes a resistance check at the end of each of its turn. Since her power (with the change was upgraded to Progressive extra from the Cumulative extra), a failed resistance check moves the target to the next negative effect tier. A successful resistance checks removes all the effects of Affliction at once.

Pages 149 and 150.

A reminder to John that Catrina only needs to make a single Affliction attack per single foe, as the (greater) Progressive modifier causes the affected targets to have to continue to make resistance checks on their turns, with success ending the Affliction and failure progressing the Affliction to the next tier of success. Whereas the (lesser) Cumulative extra would have required her to spend an action to try to upgrade the Affliction success tier affecting a given foe.

Any foe affected by Affliction makes a resistance check at the end of their turn to remove the Affliction (no matter which success tier was affecting them), and failing against Catrina's Affliciton bumps them up to the next Affliction success tier.

A foe would have to fail the initial resistance check with three degrees of failure to be paralyzed when Catrina uses the power against them.

A future upgrade could be applying the area (and selective) extras, so with a single standard action she can affect multiple foes, as opposed to needing to make a standard action against each individual foe she tries to affect with her Affliction power.

The effects of Catrina's Affliction power (resisted by Will) are:

(1 degree of failure): Impaired

(2 degrees of failure): Disabled

(3 degrees of failure): Paralyzed


Defenses: Dodge +7 (+12 Evasion); Parry +4; Fortitude +7; Toughness +7 (Defensive Roll, Uncanny Dodge); Will +8; Hero Points Gained: 1; Current Hero Points: 2 (second line) (third line)
Greekfyre wrote:

A future upgrade could be applying the area (and selective) extras, so with a single standard action she can affect multiple foes, as opposed to needing to make a standard action against each individual foe she tries to affect with her Affliction power.

Or with Elton's okay, if you want to adjust the Dynamic Affliction power the following way:

Add the Area (+1/rank) and Selective (+1/rank) extras, to make the total cost per rank of Affliction be 6.

Which would put it at Affliction rank 4 when it is her only dynamic power active (24 points/28 points for dynamic powers)

Each rank of Affliction for dynamic power combos would use up 6 points of the 28 points.

So (without Soledad summoned via the dynamic power combo):

4 points for the Healing flat-cost extras.
4 points for 1 rank of Healing.
6 points for 1 rank of Affliction
leaving 14 points left over to bump up ranks in Healing and/or Affliction.

4 points per addditional rank of Healing.
6 points per additional rank of Affliction.

So with a Healing/Affiction dynamic power combo (not useful currently [unless she uses Extra Effort to take an extra standard action] but could be with how she improves the powers in the future):

1 rank of Afflicton (6 points) and 4 ranks of Healing (16+4=20 points) =26/28 points

1 rank of Healing (4+4=8 points) and 3 ranks of Affliction (18 points) = 26/28 points.

The Area & Selective modifiers added to Affliction above would mean you just need to select which shape from the Area extra her Affliction power uses.

Have we been gaming like Catrina's Affliction power has the Area extra, even though her power does not have it?

The Shapeable area is 30 cubic feet (volume rank 5) that has to be contiguous. An average size human (volume rank 2) takes up 4 cubic feet of the 30 cubic feet. So up to 7 average-sized humans within an area covered by the contingunous 30 cubic feet.


Male Human Psion 10/Atlanteologist 10
Greekfyre wrote:

Have we been gaming like Catrina's Affliction power has the Area extra, even though her power does not have it?

No, we have not.

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