Ironperenti wrote:
OK. I read that differently. After you rolled the active defense, which could be a passive DC based on the imp's Defense, Sigil successfully hit. Then instead of your rolling an active effect of my Strength from Move Object, above reads, "If successful (hitting), the target (the imp) makes a resistance check against your Strength (or the rank of a grabbing effect) using the better of Strength or Dodge." So, I read that as you (the imp) rolls (a resistance check) against the DC based on the Move Object power level. Bottomline, I think M&M generally gives the attacker one roll (to hit) to effect vs a DC based of the target's Defense. And, the target gets one roll to resist vs the DC based on the attacker's Power Level effect. I think you're adding two extra rolls in there. One to determine the DC of the target's Defense. And a second, to determine the power level effect of the attack. We can do that, but it will 1) double the number of rolls per attack and 2) reduce the probability of successfully attacking. You're the GM to decide how we play. I just wanted to point out the RAW (as I understand it), so we are all aligned for a great game!
Ironperenti wrote: Since I switched to 3e that no longer applies but I'd still be interested in adding a REF save with a base from Agility instead of using the Dodge for such saves. What do you guys think? Adding another save would cost points. My two points...Here's what I don't understand about you rolled:
I don't know what "Sigil grab Imp" is. I rolled 23 to hit.
Then, the Imp failed resist the Grab of 14 vs 21 (11 +10 Move Object), so I don't know what the "Sigil grab Imp" is. thanks EDIT: OH! I get it. That Sigil grab Imp, was an active Grab of the Move Object! Yeah, I think that it is too many rolls IMHO.
OK Two votes for Sigil. Didn't know about the previous team. I'm going to investigate... OK the Guard is the Avengers / Justice League equivalent. So, I would say that my character is a known independent hero, local to Vibora Bay, probably a reserve member of the Guard. Meaning, he would show up for Vibora Bay disaster response (Shadow World invasion, Elder Worm invasion, hurricane, etc.) and be occasionally consulted on magical threats.
Ok. The Shadow World was more undead than I was thinking, so I'm going to pivot. In the timeline, there's "1940: Hydra reopens the Bifrost bridge to the lands of Asgard. Using the hypno-wash, the Red Skull (Johann Schmidt) is able to dominate Asgardian ogres and brings them over to fight for the Axis powers. Thor soon returns to midgard to deal with the ogres." and "1945: The Red Skull is defeated by Captain America and apparently dies in his booby trapped chateau. The explosion destroys the connection to the Bifrost pulling the ogres and Thor back to Asgard." So, I'm going to run a Dökkálfar who sneaked over the Bifrost and emigrated to Florida after the war. He currently runs that curio shop in Vibora Bay and has recently joined the team after the hurricane to help his new neighbors. @Ironperenti I'm probably going to need the weekend to finish the character, but I'll get a profile together and a Gameplay post asap. Thanks
@Ironperenti First, I love your timeline. Marvel, DC and Champions all mashed together. I stopped regularly playing Champs before the Millennium stuff, so I enjoyed the development to recent years, especially the reveal of Achilles as the leader of both UNTIL and Hydra! Second, the Gameplay thread indicates that the group starts in Vibora Bay and infers that that location is near the Florida panhandle. Is Vibora Tampa? With the heroes that are already declared, I was thinking about bringing in a magic-based utility/sneaky hero. I found in the timeline, "2012: An extra dimensional invasion from the shadow realm is stopped by a group of independent heroes in Vibora Bay." So, I was thinking that a shadow realm denizen who did not support the invasion but maybe went along with it to escape the shadow realm deserted and stayed in Vibora Bay. After observing the locals, they set up a supernatural tourist shop and introduced themselves as an immigrant from Europe. That was about seven years ago. Then, when the local superhero group starts working together, my character joins up. Would appreciate all feedback, especially about the Shadow Realm. I was thinking it's like the Fey Court or Dark Elf realm of Norse, but would greatly appreciate your perspective, so I can align. Cheers
What's the setting? I thought I read DC universe, but the Gameplay has Cable in it. Is it mash-up? Can I get a thumbnail description of the world, so I understand what myths to draw upon. I'm thinking about an Atlantean but want to understand where your Atlantis is. PL 10, and 150 power points, right? thanks
SUPERVisor Black Dow wrote:
I'm quite lazy and have learned (and forgotten) way too much. How well does this Scottish translator work?
SUPERVisor Black Dow wrote: And the eponymous Stoirm Laird in all his glory. Part Thor, part Storm, Part William Wallace, Part 80's scottish music icon Jesse Rae... So, awesome!
SUPERVisor Black Dow wrote: @Jubal - love it. Please tell me he'll have a Targe strapped to his forearm! :) Interestingly seems that Clan Scrymgeour were standard bearers and relic guardians... plenty of opportunity there! Yessir. Just updated his shield description to targe. Don't know when you reviewed his profile, but I'm pausing on the current editing if you want to take another read the Background. Couple of questions: 1. Does his targe return to him after its thrown, like Captain America? 2. Can he start with a Defense Class 5 armor of padded costume or ultra-light chainmail? Cheers
Power Mathing & Questions: Base Powers
[3 Power Rolls Base - 4 Left] Storm Knight, first preference
BD wrote: Failing that you could drop Marital Arts 1 and I'd allow Weather Control 3... Are you suggesting this, because you think I'm out of power rolls, because I would drop the Government Contacts. Or that, Weather Control 3 is too powerful to be combined with Martial Arts? Weather Control doesn't have an attack, right? For the Position of Power without Government Contacts, I was thinking about a member of the House of Lords. So, not super rich, but a well-to-do guy with a title. In his secret ID, he would speak with a thick Scottish accent to hide a public school education. Using Google-fu for Scottish Weather Controller names: Hoolan, Bloat, Blirtie, Coorse, Gouling, Doister, Doineann. Do you prefer any of these to Storm Knight? I don't have a feel for how weird/funny they are relative to the game you want to run. Or, my second preference is Bulwark
This concept would be a cross between Captain America and Nick Fury. Ready and capable of doing anything legal or illegal to do good.
SUPERVisor Black Dow wrote:
OK. Is Weather Control 3 available? It just allows to have multiple effects running at the same time, right? Otherwise, he would have 2 floating power rolls available, because he already used one for a Background. Maybe two more Backgrounds, because I'm lukewarm on more Martial Arts or Weapon Skills. Cheers
@SuperV BD Whatever you want, boss. If 7 +1AB power rolls, then my preferences for character concepts are with the 8 power rolls within my Profile. When we decide which one to use, I'll start building the character. Good?
Crimson_King wrote:
Hi Crimson. Welcome to the Paizo Boards. You can find the codes for the Boards at the bottom of your page before the footer, behind a "SHOW" button after the phrase, "How to format your text" Specifically the dice roller is [dice=Ego]3d6[/dice Which would roll and add 3x 6-sided dice together, if I put the last bracket to close the /dice code. Cheers
CucumberTree wrote:
How would you describe Danu's power set?
Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept. Potential Player Characters * Pauljathome - Sysgofd, Welshman with Speed 1, Intangibility 2, flight 1, Bionic Arm, and Martial Arts (Pugilism) 1
* Crimson King - Interested
Black Dow wrote: If you upgrade Energy Attack to 2 [which would cost 1 Power Roll] you also get the opportunity to select Energy Immunity vs Cold/Ice for a 2nd Power Roll. Worth considering? As you'll have 1d10 more Energy points to blast away with and be immune to same Energy type... @BD I thought upgrading a rolled power to Grade 2 took 2 power rolls, as opposed to your suggestion above. Or, is it only 1 power roll for Energy Attack? Edit Nevermind. I reread your post. Upgrading to Grade 2 takes 1 Power roll, and Grade 3 takes 2 power rolls. So, my characters will get more power rolls, because I thought Grade 2 took 2 rolls. For my Superstrength concept, would it be better to upgrade:
The Weather Controller would just go to Grade 3 Weather Control Cheers
@BD Yes, I like the Superstrength concept, too. It's more my speed. That's why he was listed first. It's more aligned with a Position of Power, too. Maybe, he's a new national (England, Scotland, Wales, or Northern Ireland, depending on your appetite for current politics) hero, super-soldier. Captain American is very much my speed. But, let's see if another light brick is submitted. I also really like Weather Controllers, too
Jubal 2.0:
OK. As I wrote, I can take 2.0 in so many directions, so here are the few concepts:
Ego: 3d6 ⇒ (2, 4, 1) = 7
HTK: 18d6 ⇒ (4, 2, 6, 6, 2, 6, 2, 4, 3, 5, 3, 2, 1, 2, 5, 2, 6, 3) = 64
Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 8 Powers
Bulwark or Major Stalwart or Escutcheon, Rev A
Bulwark or Major Stalwart or Escutcheon, Rev B
Shadowknight Rev A
Shadowknight Rev B Nope. Too many Intangibilies already
Stormknight Rev A
I would love to play this game, but I want to play a character that doesn't overlap too much with another character shtick. I guess I'm a comic purist where superhero teams have very different powers. Not like the new Thunderbolts* that are mostly punch and shoot. I think like BD, I went to high school in the 80's, so I know the era well, even the music. Jubal 3.0 Although I really like 2.0, let's see what the character roulette spits out again, for one last character creation. Ego: 3d6 ⇒ (2, 6, 5) = 13
Powers: 2d6 ⇒ (5, 3) = 8 3/2 +4 = 6 Powers Superpower 1: 1d100 ⇒ 49 Chameleon Ability
Hmm. Interesting, a Mystique or Skrull character. Probably, Agility Gr2 and a Background. 2.0 is probably more my speed, but let's see what other applications are. Excelsior!
BD: I like the potential of character 2.0 vs. 1.0. 1.0 looks like a good supervillain for you. I can build a backstory for you, if you want. Spoiled techbro who experimented on himself using animal DNA editing.
What do you think about me waiting for the other characters to be determined before I pick the Superpower? Because 2.0 could go almost anywhere from USAgent to Storm to Ghost to Rocketeer and many concepts in between. I like party variety and the randomness randomly overlaps. I'm really looking forward to your game. Excelsior!
Character 1.0 Might not be too bad, because the 7 & 8 Abilities don't have penalties. With 2 powers left, could increase Tough Skin 3. So, I see a secret tech bro, with tough skin 3, claws and karate. Maybe a reprise of Badger, Ratel, Armadillo, or something tough with claws but physically weak. Character 2.0 Ego: 3d6 ⇒ (2, 4, 1) = 7
Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 7 Powers Advantageous Background: 1d10 ⇒ 6 Position of Power Superpower 1: 1d100 ⇒ 92 Weapon Skill Superpower 1: 1d100 ⇒ 44 Martial Arts Superpower 1: 1d100 ⇒ 97 Choose one, wow! Hmm. Let's see what I can do, here. Would take suggestions for that choice, which could be boosted to Grade 3
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