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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Geez3r
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You don't have the proper Dex modifiers written down for your Reflex save.
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Updated the character stuff at the beginning for my own accounts. I still play the game pretty regularly, but I'm not sure about the rest of you. I find my attention to a character stalls once they reach around level 33 and I have to go to Lemuria to continue leveling (without farming tens of thousands of enemies that is). As such, Atlas is still the only character I've maxed at this point. As a side note, the Mind Archetype I'm currently playing is a pain to level in a solo fashion.
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Under Saves you didn't show what the Dex was when it was normal/enhanced. Under powers, I suggest using the Device tag to make it clearer to list what's a part of the Battlesuit. Also, your Offensive Array is 28pp, not 30pp, but the cost is fine, I just believe this is a typo. Lastly, you are missing the drawbacks section.
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Abilities: 10 + 8 + 10 + 4 + 4 + 10 = 46PP Strength: 20/30 (+5/+10) Dexterity: 18 (+4) Constitution: 20/30 (+5/+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 8 = 18PP Initiative: +4 Attack: +5, +10 Melee Grapple: +15, +24 w/powers Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -2, -5 w/powers Saving Throws: 1 + 4 + 5 = 10PP Toughness: +5/+10 (+5/+10 Con, +0 Other) Fortitude: +6/+11 (+5/+10 Con, +1) Reflex: +8 (+4 Dex, +4) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 10 (+14) Bluff 10 (+15) Diplomacy 10 (+15) Intimidate 10 (+15) Knowledge: History 10 (+12) Knowledge: Tactics 10 (+12) Notice 10 (+12) Sense Motive 10 (+12) Feats: 19PP Accurate Attack All Out Attack Attack Focus Melee 5 Dodge Focus 6 Interpose Leadership Luck 3 Power Attack Powers: 10 + 10 + 4 + 4 + 9 = 37PP Enhanced Strength 10 [10pp] Enhanced Constitution 10 [10pp] Speed 4 (100mph, 1000 fpr) [4pp] Leaping 4 (x25 distance) [4pp] Super-Strength 4 PF: Strike of Valor [9pp] Drawbacks: (-0) + (-0) = -0PP Abilities (46) + Combat (18) + Saving Throws (10) + Skills (20) + Feats (19) + Powers (37) - Drawbacks (0) = 150/150 Power Points NOTES An Amalgam of Captain America and Superman, Captain Man as a starting PL 10. Not as good in hand to hand combat as Captain America, and not nearly as much oomph behind his blows as Superman, but more than capable in a fist fight. I went with a more Golden Age Superman for his powers, as he could just jump hella high and not fly back in those days. And if Captain America is the peak of human ability, he's got to have a rank of Speed and Leaping under his belt. So I went with a decent amount of Speed and Leaping without putting him into Speedster territory, but well above the "ordinary" super soldier. Captain Man sort of fills the role of the supporting brick in combat. He can go toe to toe with the big guns, but can't bring them down all by himself, at least without some heavy hero point usage. He can however use his Leadership and Interpose to keep his troops rallied and help him take down the big bad. A healthy stock of Hero Points also helps in this regard. I gave him the Strike of Valor power feat for his sheer level of tenacity as he can punch way above his weight class. He has a good collection of skills allowing him to fill more than a few niches in the party. He does however lack the feat support for many of these skills. No Challenges or Feint feats are currently a part of this build. Picking those up in play or spending some of your Hero Points to acquire them temporarily could do much to bolster this character's impact on the fight. Picking up the Leadership and Teamwork feats could do well, especially the former given this character's Charisma score. In addition, given his Tactics score Master Plan would do well also. As they advance you'll likely also pick up other combat feats like Improved Critical, Improved Grab, Takedown Attack and the like in addition to any other Benefit feats you might pick up, as a Hero of this caliber likely has amazing PR practically without trying. Also, all of his skills are currently under-capped, so you could improve this character in that regard as well. The last thing that needs to be touched on for this character are their Complications. This guy has the morale compass of both Superman and Captain America, he's got a laundry list of complications. Neither of these characters will ever, ever take the easy way out. They will always do the right thing, regardless of whatever boundaries you put in their way. In fact, the more boundaries that are in their way, the more driven they become as they take it as the universe informing them that they are the only ones able to perform this necessary task. But rarely does this character fly solo. If you play this character right, he will gain the respect of everyone they meet, hero and villain alike. They form the heart and soul of every team they help create. Happy Independence Day!
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Got family visiting this week. Probably not gonna be on often.
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I geeked out so incredibly hard at this. 0mE94ocfx9k
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Sure why not?
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Talking is a free action.
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Initiative #2 (1d20+0=12) I'm going to repost my Shapeshifting allocation, so I don't have to keep digging it up, but spoiler tag it.
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In regards to the history, I don't know if its just me, but I had a very hard time following what was going on. If you had to ask me what happened in his past, I don't think I could honestly string together what happened. It felt like it was skipping from scene to scene with little transition or emphasis. In addition, get rid of the paragraph in spanish and translate it. It's fine to have a Spanish heritage, but the Ref's still need to be able to read your sheet. It felt like you had a million ideas in your head that you desperately wanted to get down, but now they need to be made clearer. As for the mechanical parts of the Sheet: Under Combat: Initiative needs to be written as "+7/+6" as you need to show what it is with and without powers. Attack should be "+7, +13 Melee, +13 Shield Grapple Should be "+19, 20 with powers" See our House Rules thread for how Grapple is calculated. Knockback: -11, -6 without Shield, -5 without Shield and Flat footed, -3 without Shield & armor and Flat Footed Skills: If your character knows both English and Spanish, then you've got 49 ranks in skills, not 48. Feats: I'm going to veto that Benefit feat. Doing what that feat does for a single skill is accepted on a case by case basis. This feat simply does too much. Also, including the Benefit feat, I'm counting 23 feats, not 22. Powers: Don't call the Badass Normal an Array because it isn't an Array, and that'll just draw confusion. I don't know why you have it listed as an 8pp Array either. For the Shield, the Blast power is not calculated correctly. You effectively have to buy the Mighty feat for every +1 bonus of Strength you add in order to add an Extra onto the power, such as Ranged. The base Blast Power therefore costs 14pp, not 9pp. Also, you've spent 149/150pp, you need to spend all of them at character creation.
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Well that's the thing, what the heck am I supposed to be ruling on?
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Abilities: 8 + 10 + (-10) + 0 + 4 + 2 = 14PP Strength: 18 (+4) Dexterity: 20/30 (+5/+10) Constitution: N/A Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +5/+10 Attack: +6, +10 Melee Grapple: +15, +26 w/powers Defense: +10 (+6 Base, +4 Dodge Focus) Knockback: -5, -4 flat footed Saving Throws: 0 + 1 + 4 = 5PP Toughness: +10 (+8 Protection, +2 Defensive Roll) Fortitude: Immune Reflex: +6/+11 (+5/+10 Dex, +1) Will: +6 (+2 Wis, +4) Skills: 80R = 20PP Acrobatics 10 (+15/+20) Bluff 9 (+10) Computers 8 (+8) Diplomacy 9 (+10) Disable Device 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Sleight of Hand 10 (+15/+20) Stealth 10 (+15/+20) Feats: 22PP Acrobatic Bluff 2 Attack Focus Melee 4 Defensive Attack Defensive Roll Dodge Focus 4 Evasion 2 Grappling Finesse Hide in Plain Sight Improved Pin Luck 2 Move By Action Power Attack Takedown Attack Powers: 6 + 10 + 32 + 5 + 8 + 4 = 65pp Elongation 6 (250ft) [6pp] Enhanced Dexterity 10 [10pp] Immunity 32 (Fortitude Effects, Critical Hits) [32pp] Insubstantial 1 Extras: Liquid Body [5pp] Protection 8 [8pp] Strike 6 Flaws: Requires Grab; PF: Mighty [4pp] Drawbacks: (-0) + (-0) = -0PP DC Block: Abilities (14) + Combat (24) + Saving Throws (5) + Skills (16) + Feats (18) + Powers (65) - Drawbacks (0) = 150/150 Power Points NOTES What can I say? This is a thief turned amorphous blob super thief. Obviously. Highly nimble, liquid in fact, and they don't have any discernable anatomy at all. If you'd like a Morph power as part of the character to make them more like Inque from Batman Beyond, I recommend getting that as an AP off the Enhanced Dexterity. As it turns out, if you define your shape, you're not as nimble as when you have no defined shape. This character only hits caps while in a grapple, when they can crush the life out of you. A character like this could also benefit from the Additional Limbs power, allowing them to grapple many targets at once. You could also buy off the Flaw on the Strike power, allowing them to make body weapons of some kind. But with this character's skills, there is little reason for them to get into direct combat until it suits their own purposes.
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I thought this was the plan all along?
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Atlas Fire to the Bone There's a Little Grue In All of Us Unstuck in Time Dynamo Dok & Thrude & Jack & Willow Something Old and Something New Interceptors: They're Finally Getting Married GM Mayhem for Sale
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"I had thought you might be responsible." said Eli finally after a long silence. "All the distortions were either to or from this point in time. It would make sense that this was the point of origin for the temporal shifts. I had time to try and figure out how I had got sent to the future. Not to mention a few more scientific minds to help bounce ideas off, among other things. So I tried to figure out who or what in this time could cause such a thing. It got to be a rather short list by the end there." "Don't ask me about the philosophy behind it though. Not sure if it was always meant to happen or if this created an alternate time stream or something else entirely. It wasn't all that bad from my end." finished Eli. He sounded sincere. But he also didn't look at Archeville even once while he said this.
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Dynamo sat back and watched the scene unfold. At least that's what it looked like on the outside. In truth, Dynamo was doing some serious mental calculations. Don't know the extend of Gillman's abilities, use Colt's for baseline. Average draw time... average aim time... average firing time... Most likely trajectory of bullet... average turning speed... average distance of guest to door... average weight of guest... top speed with different levels of weight... minimum safe distance... lost time due to shedding tuxedo... Colt, I need you to distract this guy for 1.374 seconds. Come on... thought Dynamo after finishing his calculations. He discreetly began to unbutton his tux jacket, then his cufflinks, his belt... anything that would let him get this drag heavy tux off a fraction of a second earlier without giving himself away. GO! Thought Dynamo as he shed his tux, leaving it hanging in midair. A quick step towards the back wall and Dynamo faded from normal human sight, grabbing one of the nearest guests along the waist. He planted a foot on the wall and got traction, running along the wall so he wouldn't have to dodge through everyone while carrying an extra or two. He brought them out into the parking lot; it wasn't ideal, but they were at least out of line of sight. As Dynamo came back into the hall, grabbing the unconscious security, Colt's hands were inching slowly towards Gillman. Keep it up. Keep it up. he thought to himself as much as to Colt. As he bolted back towards the parking lot. Dynamo repeated this again and again, often times running along the walls or even ceiling so he didn't have to waste precious time changing direction, as he carried the guests out one or two at a time, three in the case of toddlers and the really young. As Gillman leveled his gun, the doors to the hall clicked close behind Dynamo, the room now devoid of non combatants. In the back corner, a tuxedo limply fell to the ground. "We're clear." he announced to the Interceptors.
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So what's the final ruling here?
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Dynamo had a nice little chuckle at Thrude's reference to Hermes, or was it Mercury? Damn Greeks and/or Romans. "Point of clarification Thrude: I'm not that fast anymore, nor am I the Lord of Lightning, as you so eloquently put it. My powers were radically diminished during my time in the future due to... well I guess you could call it an injury... I received during a fight there." he said with a shrug, unsure how to explain the phenomena to Thrude given her apparent mental disposition, as she seemed unlikely to be one of the foremost scientific minds of her generation. "If we're to be fighting on the same team, you should at least be aware of my capabilities."
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Push, you're up. Blueshift 18 - HPx3 - Unharmed - Goons 17 - 18 remaining (minions) Push 11 - HPx3 - Unharmed - Will be fatigued at the start of next round unless they spend a HP Gonna spend an HP?
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So... Move Object 5 Extras: Burst Area, Selective; Flaws: Touch Range; PF: Progression 2 Would cover it? As people aren't particularly heavy...
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Hypothetical here: How many innocents could Dynamo clear out of the area as a full-round action?
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Abilities: 10 + 0 + 10 + 0 + 4 + 4 = 28PP Strength: 20/30/40 (+5/+10/+15) Dexterity: 10 (+0) Constitution: 20/30/40 (+5/+10/+15) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 6 + 4 = 10PP Initiative: +8 Attack: +3, +5 Melee or Improvised Thrown Grapple: +10, +20 baseline powers, +30 max powers Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -2, -10 with powers, -12 max powers Saving Throws: 0 + 4 + 5 = 9PP Toughness: +5/+10/+15 (+5/+10/+15 Con) Impervious 10 Fortitude: +5/+10/+15 (+5/+10/+15 Con, +0) Reflex: +4 (+0 Dex, +4) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Bluff 8 (+10) Diplomacy 8 (+10) Gather Information 13 (+15) Intimidate 15 (+17) Knowledge: Streetwise 10 (+10) Notice 13 (+15) Sense Motive 13 (+15) Feats: 23PP All Out Attack Attack Focus Melee 2 Attack Specialization (Improvised Thrown Weapons) Dodge Focus 3 Grappling Finesse Improved Grab Improved Grapple Improved Initiative 2 Improved Pin Last Stand Luck 3 Power Attack Startle 2 Takedown Attack 2 Ultimate Toughness Powers: 10 + 10 + 5 + 5 + 10 + 15 + 5 = 60pp Enhanced Strength 10 [10pp] Enhanced Constitution 10 [10pp] Enhanced Strength 10 Flaws: Build up [5pp] Enhanced Constitution 10 Flaws: Build up [5pp] Impervious Toughness 10 [10pp] Super-Strength 5 PF: Dynamic, Shockwave, Strike of Valor [15pp] * DAP: Leaping 10 Super-Strength 5 Flaws: Build up [5pp] Drawbacks: (-0) + (-0) = -0PP Abilities (28) + Combat (10) + Saving Throws (9) + Skills (20) + Feats (23) + Powers (60) - Drawbacks (0) = 150/150 Power Points Okay, this one requires a bit of explanation. Instead of the generic power house, this is powerhouse that gets stronger over time, whether its due to increased anger or if they just need to warm up a bit first. I invented the Build up Flaw for this purpose as the Boost mechanics want to make me cry in a corner. The Build Up Flaw Other than that, this is your pretty basic brick. They've got a few more bells and whistles due to the Flaw being in place so their powers weren't as expensive as they normally are. Just be cautious. You'll spend the first couple of rounds below your PL, which could lead you to getting smacked around a bit.
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The Phantom Abilities: 6 + 10 + 10 + 2 + 6 + 10 = 44PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 12 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 16 = 32PP Initiative: +9 Attack: +8, +11 Melee, +15 Unarmed Grapple: +14 Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed Knockback: -2 Saving Throws: 0 + 5 + 3 = 8PP Toughness: +5 (+5 Con) Fortitude: +5 (+5 Con, +0) Reflex: +10 (+5 Dex, +5) Will: +6 (+3 Wis, +3) Skills: 84R = 21PP Acrobatics 15 (+20) Bluff 7 (+12, +16 w/Attractive) Diplomacy 7 (+12, +16 w/Attractive) Notice 15 (+18) Sense Motive 10 (+13) Sleight of Hand 15 (+20) Stealth 15 (+20) Feats: 24PP Acrobatic Bluff Attack Focus Melee 3 Attack Specialization Unarmed 2 Attractive Challenge (Accelerated Stealth) Defensive Attack Dodge Focus 7 Hide in Plain Sight Improved Initiative Luck Move By Action Power Attack Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth) Sneak Attack Up the Wall Powers: 21= 21pp Insubstantial 4 (Vulnerable to Ectoplasm) [21pp] * AP: Concealment 6 (All Auditory & Visual) PF: Close Range, Selective Drawbacks: (-0) + (-0) = -0PP Abilities (44) + Combat (32) + Saving Throws (8) + Skills (21) + Feats (24) + Powers (21) - Drawbacks (0) = 150/150 Power Points A rather classic archetype, the intangible man. Though some of the more well known versions tend to be women, such as Shadow Cat and the obvious Phantom Lady, which is why I went with the guy for the picture to balance things out. For those of you who don't know, this is Danny Phantom, which has many more ghost powers at his disposal than those shown here. I did not try to stat out Danny Phantom here because in the show, he is shown to be invisible, intangible, capable of flight and firing ectoblasts at the same time, which can get rather expensive. Anyways, the role this archetype usually fills is that of the scout or spy, and given their powers, you hardly have to wonder why. This character here can either be intangible or invisible, they can't be both at the same time. Thankfully for them, they are quite skilled at subterfuge even without their powers. They are also a skilled martial artist. However, they only fully come into their might when they catch their opponent flat-footed. Something that shouldn't be particularly difficult for this character. Their saves are a little lack luster, but for this character their number one strength is not getting into a fight in the first place. However you will find yourself fighting something with explosives at some point who declares "I know you're in here somewhere" and starts blindly guessing where you might be. Sadly Evasion had to be cut from the build. A character like this could use some more skills such as Computers, Disable Device, Gather Information or Search if you want to play up the spy-like nature of the character. They could use more feats to round them out in combat, picking up a few more challenges would also do good. In regards to powers, you may find yourself buying Affects Corporeal for your Strength score so you can hit people while intangible, and buying off the array so you can be invisible and intangible at the same time as well.
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Initiative (1d20+18=29) 8-)