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Geez3r

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Everything posted by Geez3r

  1. Adds up Adds up. But if you could add "(Base Defense +8)" at the end of the Defense line it would help future edits. Adds up. Adds up Adds up Everything looks good except for the teleport array. The base power costs 11 points. Base cost per rank 2 x 3 ranks = 6 +5 power feats = 11 points Secondly, the AP'd teleport has a few problems as well. Firstly and most importantly, having similar powers with opposing flaws really doesn't create a worthwhile flaw. It would be like having: Flight 6 Flaw: Only at night AP: Flight 6 Flaw: Only during the day Secondly, I don't know what you mean by this: "Drawback: Action 1 [Power Use]" Thirdly, I believe that Whirling Dervish costs too much to go in the array. When adding an extra onto strike w/ mighty, you need to buy enough to "support" your strength as well. So it would cost 12 in this case. Furthermore, it may cost even more because you have sneak attack, but I'm honestly not sure if that's the case or not. Typo. Adds up to 150.
  2. Will do. He doesn't seem too concerned about it though. This is unfortunately not the first major medical thing he's needed.
  3. Quote just told me that his leg's infected pretty bad and he's on his way to the hospital so he doesn't know when he'll be able to post again.
  4. And there we go. 3 things I noticed as I wen through all these edits 1. Jack, I'm real hazy on what edits are being done to Golden Guardian. So if you could post the final list here that would be great. 2. Heritage, I could not find the PL 10 Grim of which you speak, maybe I'm blind, who knows? Care to point me in the right direction? 3. Quote, I highly regret giving you the idea for the music powered guy, but at the time I did not realize there would be a dozen or so boxes in each category representing his abilities in each of the few dozen forms I most likely made several errors on his sheet. If I missed anyone or screwed up anywhere just gimme a holler, here preferably as I need to clean out my Inbox. And if any of the other Refs could handle Malice's edits for me, that would be super-duper.
  5. How? A full round action just takes my entire turn, both my standard and move actions, like a charge. It's done and over without going to anyone else's turn.
  6. Alright then, could I use Extra Effort to power stunt the following off of Red Star's Blast 8?
  7. Alright recap time. :arrow: Divine is hanging out at the bar her family owns and operates one night when the Captain stops by randomly. :arrow: Lots of booze is consumed and the two hit it off, when suddenly something comes over the crowd. They all go zombie like and go galloping off the woods towards the source of some really creepy music, with our odd duo in hot pursuit. :arrow: They arrive in a clearing with a bunch of weird crap going on, and at the center of it all is DJ Anarchy, who seems intent on giving the people of the town a night they'll never forget. :arrow: Witty banter and puches are exchanged, and the DJ in convinced that running away is a very good option, so we immediately skip to the boss fight. :arrow: DJ is possessed by some demon of sorts, who wants nothing more to burn the city to the ground. The demon is also bonded to the soul of a well meaning, but ill-guided doctor from Freedom City's very early days. While the man's soul is bonded to the demon's he cannot pass on.
  8. *Facepalms* *goes and edits the words "Easy to lose Device" into the post himself*
  9. Duh wut? Easy to lose Device 6 = 18 points +3 Power feats = 21 points spent on powers.
  10. Looks good to me. Here's your first Approval.
  11. Do me a favor and indicate that the device is easy to lose and you'll have your first Approval.
  12. Alright, gonna shift a few points around for Malice. Going to use my 2 new points to buy ranks in Intimidate and Gather Information continuing last month's buying of things he's "always had" Secondly, get rid of Malice's 2 ranks in Equipment, as the Benefits of that feat just kind of got splattered everywhere. I'd then like to use those 2 points to bump Knowledge: Civics, Diplomacy and Bluff all up to 8 ranks (which is 3 ranks in Diplomacy and Civics and 2 points in Bluff). These ranks were gained while observing Captain Knievel's trial and gaining insight into legal doctrine, and ways of phrasing questions. I'll make the changes regarding Malice losing his various Benefit feats, possibly Connections and Contacts as well, in addition to his arm when that all comes to pass. So until it officially happens in game, I'll leave it as is so Malice doesn't go through like a 12 point swing in one edit.
  13. Looks goof over all, just needs a bit of a clean up. Firstly, can you flush out the history just a tad. I kind of got lost when I read it the first couple times through. Just make it a little clearer and add in a few more details. Looks good. With a Defense of +2, you would have a +1 bonus when flat-footed. Please denote what the Toughness save bonus is with the undercover vest. Feats look good. Now powers however, I'm not entirely too sure about. 2 points in Array should give you 4 spendable points. From this I don't see how you afforded the other powers, nor got a final cost of 9 points for the array. I believe you meant array 5. Also ESP with visual and audio has a base cost of 3 points per rank, and the extras and flaws cancel one another out. So that power costs too much. Other than that I don't see anything too problematic. But just remember I'm new at this.
  14. Oh hey I'm a ref now, better help get some things approved. And no I'm not showing favoritism, this was the first one that didn't have anyone actively looking over it. Looks good Firstly, notation wise, it would help if the total attack bonus for everything was just spelled out. Secondly, the Attack Specialization for the Drumsticks themselves might not be too kosher. Attack specialization is meant for something simple like "Swords" or "unarmed" not necessarily the best thing for something that has an array structure attatched to it. In addition note what the Base Defnse is as well, it just makes my job easier, and gives me an excuse to boss you around. Numbers add up, but it would help if you tacked on a notation for both Fortidue and Toughness what his saves are like with/ without the drumsticks. Looks good. Looks Good. Numberically everything adds up. But I am curious as to why the drumsticks are a hard to lose Device instead of an easy to lose device. Usually weapon like devices can be taken away from the user much like their mundane counterparts. Just wondering why the Drumsticks can't be take away. Secondly, why is Sonic contol outside of the Array? Finally, in the DC Block please denote the DC for the Sonic Control and make a note that Drum roll is an Autofire effect.
  15. Alrighty, and we're back. Only now we're more official like due to my new mod status (and yes I will mention that alot in the next few days ) We'll just use everyone's current stats because trying to figure out what they were way back when will be too much of a pain in the butt. Before we continue, I want to clarify something Moria. You had previously pinned the DJ, that means you essentially do nothing else but hold them immobile. While pinning someone you can't attack them. If you want to beat the snot out of him, then you'd be grappling him instead. It requires no further checks to go from pinning to grappling. It is however easier for the DJ to escape. When you're pinned, you need to beat the opponent in opposed grapple once to be considered grappling and then another time to be free of the grapple. When you're grappling, you can beat the snot out of the guy, but he only needs to beat you once to escape the grapple. So just to clarify, with your above attack, you switch from pinning the DJ to grappling him, correct?
  16. I'm just going to roll the toughness save for now because I'm not entirely sure what I want to do just yet. Toughness save vs Thugs Uzi shot DC 21 (1d20+8=27) Just to better understand the set up: [T][T][L][T][T] _____[W]_____ [T] = Thug [L] = Leader [W] = Wilson Am I right?
  17. I would like to bump the thread, but I'm borderline dead at the moment. So can we keep this moving, I wanna see how this unfolds.
  18. Aww nuts. Initiative (1d20+2=16)
  19. Notice Check (1d20+6=14) Meh, could be worse. I take full credit for this, regardless of how much is due. Oh wait, wrong one. :twisted: Better
  20. Dynamic Array set to Flight 5, SS 1.
  21. Red Star now had a choice to make, does he chase after the people by the door or go to the sound of gunshots... Okay that was a simple choice, guns win everytime. He makes a B-line for the source of the gunfire, even going through windows and doors if he has to, though he does try to avoid putting holes in walls. Not only does he not try to do so quietly, he tries to be as unsubtle as possible, not particularly hard when you glow in the dark. When he arrives at the source of the gunfire he sees...
  22. Aapa is Aang's father. From the quick trailer they showed, I think it is going to suck hard. The series was known for its beautiful atmosphere, and the fight scenes really flowed. You simply cannot match the animation with real actors. That and I have no faith in what's-his-face. Series itself kicked all kinds of ass.
  23. Eric was actually paying pretty close attention to the proceedings. It was true that if he found himself in Knievel's place, he would not be using his defense; anyone that bothered looking through his records would know that he was very methodical in his approach, and he didn't consider himself to be slightest bit insane, zealous maybe but not insane. What he was paying attention to however was how the questions were phrased, and when they were asked. It was really true, the delivery mattered much more than he thought it would. In addition, Eric was curious as to why the trial had actually gone on so long. He had expected the Captain to have made his move by now. Maybe the Captain was confident in his defense. Eric couldn't see why though. He would still be locked up even if he won. Anyone can get shacked up in the wacko basket, but it takes a true genius to shoot a man in the face and get off scott free.
  24. Totally forgot to do this before now. Master Plan roll (1d20+6=9) Woo, nada. Anyways Malice's master plan would be to just cause general mayhem in the surrounding area ie: blowing up intersections, throwing cars, blowing up store fronts, etc. Anything to cause enough chaos that Captain Knievel could get lost in the fray. Initially he'll only help indirectly, so to keep his own chances of getting away high.
  25. Oooh, a bandwagon, better jump on it. I've been toying with this idea since Ecal first laid the charge, but now that the idea's out there, I'll throw my hat in the ring too. I talked about it briefly with Ecal the other day, but figured I should run it by everyone else first. I was thinking that either due to the explosion, or from injures made worse by trying to fight with them (and you know Malice will), Malice would lose an arm, specifically his right (and dominant) arm at the shoulder. This is both because like Ecal I want this to have some lasting effect, and also, I feel that Malice is becoming a bit one dimensional, and I need an excuse to get him to branch out. He'll start adding a bit of biology and medicine to his repit- ... umm things he knows. So yes, no, maybe?
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