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Everything posted by Thevshi
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Okay, with Zadvian being knocked down by Traveller’s attack, Dragonid will hit him with a flame blast. Dragonid gets a 18, which normally would miss, but with Zadvian prone, it will. Zadvian gets a 26 vs. DC 27, so another bruise for him. Moves us to: Round Fourteen 35 Zadvian (bruised 3, dazed) 22 Cor (bruised, dazed) 22 Cavalier (bruised, 3 HP) 21 X'Madi (bruised) 21 Mater Vyrdna (bruised, 1 HP) 21 Moon-Moth (Unharmed, 0 HP) 21 Seresk (unharmed) 20 Rux (unharmed) 14 Corona (bruised, 1 HP) 13 Paradigm (bruised 3, 1 HP) 12 Pheydyn (unharmed) 8 Traveller (bruised 3, 3 HP) 7 Magnetar (Unharmed) 4 Dragonid (Unharmed) I will buy off the dazes on Zadvian and Cor (+1 HP to Taveller and Mater). Zadvian will kip up to his feet as a free action, then leap up to attack Dragonid, missing with a 14. Cor will climb back to his feet, and surround himself with a psychic construct, protecting him from Mater and Moon-Moth. So, Cavalier is up TT!
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"I enjoy books, and chess." Lawrence replied to Lynn as he and his parents made their way into the room to meet the others there. He returned Samuel's smile with one of his one before looking about at the others and the rest of the room. Megan and Robert both greeted the others there, Robert's upper class English accent unmistakable. "I will have a glass of wine if you have any open." Megan replied as Lynn asked what they might want for drinks. Robert and Lawrence both asked for water. "I had the pleasure of become acquainted with Lynn thanks to Megan." Robert replied as Samantha came over to speak with him and the blonde woman. "Oh, Lynn and I go way back." Megan added with a warm smile. "We met through a mutual friend when we were teenagers."
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Greetings Sharnadale, welcome to the site. As Rav said, that tends to be the general requirements. Did you have more specific questions about making the concept? Also, feel free to drop into the chat to ask any questions you might have. Can be a more effective way of getting feedback.
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Edited By da Durf Okay, been meaning to make this "edit" for a bit now. Tsunami has "earned" enough PP to unroll the veteran award bump I made when I created her (bumping her from PL 7 to PL 10). So the only changes need is to edit her character sheet so that she is no longer shown as maxed out at 250 pp and eliminating the 31 unspent pp she currently has. Also, on my Reward Tracker, need to remove that bump as my first reward, making it unspent.
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Last thing, you need to drop the wrist-rocket/arrows from free equipment. That is combat related equipment, which is not free.
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The battlesuit only costs 81 pp, not 85. So your powers cost a total of 85. That is good, because otherwise your total at the bottom would be 153. As it stands, I count you at only 149 pp spent, so there is 1 point unspent. Also, under your complications, the bit about him viewing Americans as deserving more respect than non-Americans (and the rich/successful Americans deserving the highest degree of respect) is not "Honor" but more a bias or even arguably a prejudice.
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Okay, really close now. Under combat, knockback is 0 at full size (as you have no toughness save, sorry if I missed this before) Feats, you list spending 11 pp, when it is only 6 (total at bottom of sheet is correct). Powers: The battlesuit only costs 81 pp now, not 85, so you have some unspent pp there. Weapons Array: A 29 pp array would be rank 14.5, otherwise it is all good. Equipment: That dart-caster is not something you can just have for free for being rich. It is not an off the shelf item. So, I count you with only 145 pp spent, leaving you with 5 to use. One suggestion might be to boost up your exotic saves a bit (Fort/Reflex/Will).
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Okay, this has gotten very close, but a few things. A few nit-pick minor things, but some other things that are more major. Nit-picks: The Weapons Array is 15, not 16. You cannot apply Full Power to the Immunity power, it is always operating at full power. The cost of restricted for the battlesuit is not bought with the points within the battlesuit, but is part of the battlesuit’s total cost (so it costs 85, not 84). With that 1 pp change that needs to be made to the cost of the battlesuit, we will talk about the bigger issues. Drawbacks: Vulnerability: Super-Science: This has raised questions with several refs. How do you define this? And why is he vulnerable to it? Weakness: Addicted to Sugar: I am not sure you have fully thought this one through. You do realize that if he were to fall asleep for just 50 minutes he is dead? I would strongly recommend that you try to drop most if not all the Drawbacks if possible. As I have said before, that 5 points of Equipment is the first place you could cut. Even with that equipment, you are only at a PL 3-4 outside the armor (and only PL 2 in terms of def/toughness), so you won’t likely be accomplishing much trying to do stuff outside the armor. Freeing those 5 points will cut into the need for drawbacks. You could also consider dropping a few things in the battlesuit to start. Maybe the Life Support, Concealment and Quick Change could go now? You can always have them added in later when you gain experience. So, a few things that need to be changed (the nit-picks) and at the very least some questions on the drawbacks.
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Velocity gets a 30 on her fort save.
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Megan smiled and waved up to Lynn before she led Robert and Lawrence into the building. A short while later the three were at the door to Lynn's apartment as she came over to open the door for them. "Happy birthday Lynn!" Megan said with a warm smile as she hugged the other woman once the door was open, momentarily blocking the doorway. It was then than one Gretchen's ferrets was able to time the opportunity to zip out of the open door. But the ferret was just into the hallway when Lawrence blurred ever so slightly, and then as holding the ferret in his hands. "I have him." The eight year old said to Lynn in his refined British accent, giving her a slight smile.
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Strength Issue: The penalty to strength from shrinking does not just go away just because it takes you down to the minimum of 1. When you apply something else to increase it, it still needs to be accounted for before your strength starts to increase beyond 1 one more. Combat cost: Unfortunately AA made a mistake on his Tiny Titan build. It happens. I am sorry I missed it when you first copied that character. As for why it is still there, builds like those in AA’s oddballs and other similar character building threads are experiments by refs and players here. Those that create such builds do try to make them good examples of how you can possibly build a type of character, but we do not give them the same thorough review as we do characters people are submitting to be approved for play. Toughness: This is not D&D, so the armored jumpsuit adds in fine. Not sure what the issue is, as it works to your advantage and allows you to meet your PL caps. Equipment: I would point out that when not shrunk and trying to use that equipment, you are all of about PL 3, so it provides very little utility for you. You really need many of those points to bring your base attack and defense up so that you meet your caps.
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Ra-endome, we are certainly getting close! There are still a few things though. Abilities: Cost is fine. But your Strength when in the battlesuit is 16, not 19 (10 base + 18 Density -12 size = 16) Combat: One thing here is that 3 BAB and 3 BDB costs 12 pp total (6 pp each), so you need to adjust that. (If this is what you have always had down and I missed it before, I apologize, it was late last night right before I went to sleep that I gave you some feedback). Right now, your defense and toughness is spot on for caps, with some slight adjustment as will be discussed below. Your attack/damage is still slightly below caps (with your sword you are +10 to hit/+7 damage, with the blast attack you are +7 to hit/+10 damage) so we need to find a way to push those up just slightly. Your knockback in the battlesuit should be -12. Saves: The exotic saves (fort, ref, will) all are fine. For Toughness, you are just hitting +13 toughness, but only with your jumpsuit (if it provides +3 toughness), which you can wear in your battlesuit (it is assumed to shrink with you). Right now you have +4 toughness from Density and +9 protection +3 jumpsuit -3 Size = +13. (You would also have +3 toughness when outside the battlesuit and wearing the jumpsuit at normal size). I would drop the "masterwork" on the jumpsuit, as it does not add anything for you (and will save you 2 ep). Also, per our house rules, your Impervious is capped at your PL, so you can only have 10 Impervious, so you will have to drop three ranks off Impervious off the Protection (discussed below). Skills: I count 58 skill ranks, not 52, so you either need to shave 6 ranks somewhere, or come up with some extra PP. Feats: I would drop most of the equipment. A lot of that stuff (laptop, video camera, GPS, multitool) are things you can have for free being Rich. The jumpsuit is obviously helping you met your def/toughness caps, so you likely would want to keep that. The other thins (the sword and dart-caster) do not add much to you, given that your battlesuit gives you far better attacks than they do, so I would just drop them (you can always add them later). Powers: For the battlesuit: As noted above, you need to drop the Impervious on the protection slightly. So it would be Protection 9 (Impervious 6) for 15 pp, which saves you 3 to use elsewhere. Space Travel: We have barrowed from 3e on this, making Space Travel a type of supermovement. Interplanetary is 1 rank and costs 2 pp. So, you have the right cost, just change it to 1 rank. For your Weapons Array, I would use some of those freed points from lowering impervious to boost it up some so you can meet PL Caps. I would add at least 2 points in, making it a 8.5 array (for 27 pp). For the Sword, make it Damage 9 and add another rank of Accurate (for Accurate 2). This will give you +11 to hit and +9 damage, meeting PL caps. For the Blast, bump it up to Blast 11 and add a rank of Accurate. This makes it +9 to hit and +11 damage, also meeting PL caps. (also, with Improved Range, the Range Increment is 250 feet, not 175). For the Sensor Array, minor point, the Super-Senses are 7, not 6. This leaves you 1 pp to find a use for in the battlesuit. If you cannot think of anything right now, you could leave it free for later improvement.
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Okay, getting close here. I am afraid that the character is still not hitting PL caps, mainly due to the changes you made to AA’s Tiny Titan build. More notes below: Abilities: You are actually spending 26 points here, not 24. Also, should list your Str in the battlesuit, which would be 16. Combat: With the changes you made when shrunk your attack and defense bonus will only be +7, so you will be below caps. (For example you defense and toughness only make you a PL 6, even your blast only makes you a PL 7). You should probably shave some points somewhere and put points back into the battlesuit for the enhanced attack/defense Vahn had for you. For you battlesuit, it is actually a 80 pp device, not 79. For the powers in the arrays, the cost should be listed as how many points it costs and uses in the array’s available points. For example, in the movement array, flight would be {8/8} not [8PP], this shows you are using all the points in there. The supermovement would be {4/8}. The Sensor array should be Sensors Array 3 (6 PP array; Feats: Alternate Power 2) for total cost of 8 PP As discussed before, for the Emotional Awareness to tell you anything about the emotions you sense, you need Analytical on it (making the total costs of the supersenses 6 pp. Because the Sensor Array should be 8 pp total, you have actually spent 81 pp in your battlesuit, making it 1 pp over its total points. One last note, on the blast, while Improved Range gives you a range increment of 175 feet, it does not change the max range, so that stays 700 feet. (I see this mistake a lot, but Ultimate Power is very clear on Improved Range not increasing the max range. It is actually possible with enough Improved Range to have a single range increment that is also you max range!)
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So, for the Emotional Awareness/Detect, that is Very Common (3 pp), but that just gives you the ability to detect/be aware of emotions. To actually be able to analyze the emotions, you need to add Analytical for another pp. Still not entirely clear on the Targeting Awareness super-sense. If you mean something that allows you to be aware of incoming danger, that is probably Danger Sense (1 PP) or Uncanny Dodge (1 pp) or both. If you mean something that will allow you to attack an enemy before they attack you, no super sense will allow you to act out of initiative in a combat round.
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Ra-Endome, I am certainly sorry if you feel I have been criticizing you, that certainly has not been my intention, and I am sure it has not been Vahn's either. One reason we ask characters to hit their PL caps is that we have found that those that tend to not be too successful here. It is also important for GMs that might run threads for your character. Vahn had a pretty good design for you, but if you want to change it, that is entirely up to you, it is your character after all. He points out some issues with what you have, so here are a couple others I see. On the defense, it looks to me like you no longer have a 3 BDB (as you are only spending 6 points in combat, which would be your BAB). BAB and BDB both cost 2 pp. So you have +4 for your size +4 Enhanced Dodge Bonus for a total of +8. Again, you need to have some base defense bought. Also, I would not bother listing you defense when using total defense, it is situational (and rare, so no need). Also, no need to list your attack bonus when using Improved Aim/Aim (and even though your attack bonuses get very high with it, it does not auto-hit, as rolling natural 1 is still a miss). I have to say, putting 20 points into equipment is not the best use of your pp. For one thing, all those various weapons/pepper spray can be put into an array, which will save you a ton of points. For the motorcycle, Masterwork does not really add anything to it, you should just stat out the motorcycle (and adding more points allows you to add features/powers). One note on the Sniper Rifle, heroes on our site do not use deadly force against enemies, save for certain targets (undead, robots, etc). Generally we tend to frown on characters running around with firearms. Those we have allowed them tend to have non-lethal ammo in them (like stun rounds or something). For your super senses, if you want to have awareness/detect super senses, you need to look at our house rules on them, they do not cost just 1pp, but the price varies depending on the frequency of what you your awareness/detect picks up. What do you expect Emotional Awareness to provide for you? So you can sense emotion? If you are wanting to be able to figure out what a person's emotions are, that is just ranks of Improved Skill (Sense Motive). Similarly, what do you expect Targeting Awareness to provide?
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Ra-Endome, Vahn's notes are all pretty much spot on. His build is a good one as well, trying to get to what you want within the budget you have. We can make some adjustments as needed. Regarding the Hulking Brute's character sheet, I am afraid that only proves Green Ronin is pretty sloppy in making their sample builds and following their own rules. Both the Core book and Ultimate Power (which is what we focus on for powers and their extras/flaws) are both clear that Permanent can only be applied to a power that is Continuous, so if a power is not Continuous, it must be bought to that before you can apply Permanent.
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Okay, the format is looking better, though there still needs to be some work, particularly with listing powers and their costs. Again, I suggest going to look at other characters that have been approved, look at how they have handled their Arrays and follow that. Your fluff needs to be filled out (ie all the blank spaces you have in there). As for the crunch, still a lot that needs to be adjusted. I think you are going to need to make some hard choices and try to come at this concept another way. I would also suggest trying to be less reliant on drawbacks (will cover that more later). Abilities: You have actually short changed yourself here. Strength 8 is -2 pp, not -1, so your abilities only cost you 30 pp total. Combat: Again (and as Vahn discussed), this needs major changes. This character is not anywhere PL caps, and we are very reluctant to approve characters that are just slightly under PL caps, so this one is even further off the mark. You are going to need to spend points here to make your attack and defense work (and not rely on situational feats such as Improved Aim or Improved Defense). Saving Throws: These are a bit low, but that is your choice. Skills: These all seem fine, though you might want to see if you can shave a few points here and there if you can. (Like, why does he need Pilot?) Feats: Personally, I think you can shave some of these. For instance, I would drop Improved Aim and at least a rank of Improved Defense. You can probably also forgo Improved Trip (as with your current Str bonus (ie a negative) and attack roll, you will not get much use from this). As for Attractive, that is not how the feat works. Attractive is basically 4 ranks of bluff and diplomacy, with a limitation on it. What you are describing is not really limited like Attractive is. I would just drop these ranks, you really need the points for other things (like combat bonus and feats that will directly help that). Powers: Here is where we are really going to need to make some changes I believe, to get this character to work. Bouncing: A fun power, but it is a major draw on your points (for not all that much benefit). If you really want to have bouncing, I would consider dropping a couple of ranks. Also, I would defiantly drop Impact Resistant. It will really make the math of meeting your defense/toughness PL cap hard, as it has to be calculated into that and only applies to certain types of damage. For example, as you have it now, you basically are considered to have 13 toughness vs bludgeoning attacks (your +5 con plus your 8 Impact Resistance). My suggestion, is drop it, and buy some protection and add Impervious (limited to Bludgeoning). Insubstantial: you have this priced wrong I am afraid. It actually costs 5 PP. (To make a power permanent, you first have to make it Continuous (if it was not already). So that basically that is a net zero in terms of change in cost). Additional Limbs: You technically would not actually have 4 base limbs (you have described your character as a sphere and have a drawback to that effect (though more on that later)). Also, unless you change them to sustained (which does not change the cost), the “extra” limbs are always present, which sort of makes him not a sphere. Super Senses: This needs a lot of work, you need to look at our house rules on this. Buying those three extras on all of your senses (some have some of those things already, some done) is going to cost at least 8 pp by my count, though might be slightly more or less. The tool array needs to be cleaned up a bit more. But the big thing is the Summoning. For one, 5 ranks of summoning means you summon 75 pp machines, not 150 pp ones. But the bigger issue is we tend to discourage the use of summoning and duplication, because they can be rather problematic. (It can be a pain for GMs when you suddenly have 10 extra NPCs in the mix). But if you really want to keep it, you are going to need to find some other limitation that the 5 minute ritual. I am not sure we would approve that limitation, and it certainly makes the power useless in combat. Drawbacks: As I suggests, if possible, see if you can move away from needing so many. But more specific issues: Vulnerability to Disease extra: This is not a valid drawback, as he has immunity to disease. The Physical disability: The more I have thought about this, the more it does not seem a very major disability. So he does not have a “human body,” but how does that really disadvantage him? Some might say the body he does have is better (just look at its immunities!) So he might not have arms or legs, but he can make additional ones, so even this is a minor disadvantage. Not having a face mainly means he cannot express emotion as humans can, but like the social disability you had before this is probably more a complication. The biggest problem I see is your character has no real offensive capabilities of his own.
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No, it is that making your character socially awkward or inept is not a proper use of the Disability drawback. It is more properly a complication.
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Okay Ra-Endome, as promised, here are some comments for your character. I will say, the concept is interesting, but the execution needs some work. As a starting point, you really need to go through and clean up the format of the sheet (such as how you list powers and showing the cost of each and the like). I would suggest looking at some other character sheets to see how it should look. That will make it easier for me to provide more detailed comments without having to spend extra time trying to figure everything out when it is not clear. So, you need to spend points under Combat for base attack bonus and base defense bonus. If you are making a PL10, you need to hit PL10 caps, and you are nowhere near that. Under our house rules, at least 1/3 of your attack needs to come from BAB (so you need at least 3 points to go with you +6 to slam). Also, your defense when using Total Defense is not your normal defense score, as that is only when you use the Total Defense Action. So you need to make some changes there. Under your feats, if Unison has no hands or arms, why does he need Ambidexterity? And how does he choke anyone with Chokehold? Also, how do you justify Attractive 2, as that only works on those that might find you attractive? As I noted above, you really need to work on your formatting for your powers so I can more easily understand what you are doing there. Right now it is a lot more work than I would want to do (the last thing us Refs want to do when approving a character is having to spend a lot of time trying to figure out if you priced your powers right. With a more organized format, we can more easily check that it is right) One big thing I note right now, your Machine Design Library isn't going to work. That is not how Duplicate and Morph (with Metamorph) work. Duplicate means creating a copy of yourself (or more than one), another character (normally a non-heroic NPC). As such, each duplicate needs to have all the normal traits that a character has (abilities, combat, saving throws, etc). Metamorph allows you to rearrange those traits, but not the way you have done so. You are just having the duplicates form powers, which are then usable by your character. As for your drawbacks, Social Disability is not a drawback, it is a complication. I am also not so sure about the Weakness. What happens if he goes more than 20 minutes without a conversation? You have not noted that. I am sure there will be more fine tuning, but that can wait till these larger issues are handled.
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Outside the apartment building Megan Howell made her way along the sidewalk along with her eight year old son, Lawrence, and her fiancé, Robert Harrow. The blonde woman was dressed in a brightly colored sun dress, a small wrapped object in one hand. As the three came to Lynn and Gretchen's apartment building, Megan could not help but recall the first time she and Lynn had met. Needless to say that first meeting had not been the smoothest. Thankfully they got along much better by the time they were founding members of the Interceptors, even though Megan's stint on the team had been a rather short one. It all seemed so long ago, much longer than the eight years it had been. Of course, for Megan it had been longer, in a manner of speaking, she thought as she looked over at her son. But then, for Lynn it had been even longer.
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Ra-endome, go to this page on Orokos, the word "register" in the first sentence takes you to the registration page. Welcome to the site!
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Zadvian gets a 24 on his Fort save, so is fine there. He gets a 17 on his toughness save, so is bruised and dazed.
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Velocity Tsunami Synapse Paradigm (1) Praetorians: The Deadly Dozen (1) GM (1) Praetorians: The Deadly Dozen (1)
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GM As the chaos around him subsided, Pheydyn focused back on Paradgim as she hovered in the air above him and X'Madi. "We may have underestimate you, but you are not fully appreciating our power either." The Futianni replied as he focused his gaze back on the Praetorian Imperatrix. Once again a blast of psychic energy lashed out at Paradigm, burning into her mind. This time Paradigm was staggered backward slightly, as the mental blast threatened to overwhelm her. But she managed to remain conscious, although the effects of the attack lingered.
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Pheydyn will attack Paradigm with a mental blast, DC 25 toughness save. She gets a 12 on her will save, so will us a HP to reroll and get a 11 which adjusts to 21, so she picks up another bruise. Okay Tiff, Traveller is up!