-
Posts
6,699 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by angrydurf
-
Is limited luck allowed? Like luck limited to can only be spent for inspire or leadership or sieze initiative?
-
Ace thoughtfully examined the box as he strolled back to his car once inside he took his time examinign every inch for an aditional hint of what was going on or at least what had the Finn so spooked. It seemed like he was worried he was being watched, probably by the folks who were behind this whole thing given his nerves on that subject in particular. All in all it added up to this being alot more than just another weapons deal going down, and the key was somewhere on or in this box. He went back to work on the box not wanting too many thoeries to cloud what he was looking for.
-
HP for begginers luck on search bringing his total to +8 and take 20 on a search check examining the box for a 28 total.
-
Well i personally diasagree with varying tradeoffs between powers so while I agree its no worse than the examples you gave I'm not really happy with either being allowed. But I'm not a Ref so *Shrug* I will say that with the structure of M&M being so focused on hitting caps (at least in you specialty) that trade offs are IMO the only way really to differentiate your character from the others mechanically, its something I value but might be one of those thing that M&M doesn't do and I live with because I like the other bits enough. Like autofire and byzantine grappling rules.
-
Notice check do-over (1d20+7=19) Heh and still no good Ace needs more notice :D
-
Also we should probably not post past the top three till the big bads go.
-
Top of Round 3 Wander: 25, 3 HP - Bruised Breakdown: 24, 3 HP - Bruised Edge: 21, 3 HP - Uninjured Big Bads: 20 - 2 demons (One has engaged Wander), 2 robots (One newly "repaired") Phalanx: 19, 2 HP - Fatigued Geckoman: 18, 3 HP - Uninjured (Crash landing) (not counting HP spent this round on pilot reroll) Demon Patrols: 10 - Dead or gone Hellion: 9, 3 HP - Uninjured Mystic Force: 8 - Uninjured Psyche: 7, 2 HP - Uninjured The Tech Kid: 6 - Uninjured Robot Patrols: 5 - 5 patrols (three marching up the Stairs towards Psyche) I believe thats where we are at.
-
Notice, sense motive, notice respectively (1d20+7=19, 1d20+13=26, 1d20+7=10) Successful sense motive and no such luck with notice. Next month Ace buys more notice I have failed so many notice check this month :/
-
The Freedom-Tron I believe is the giant screen in the stadium. most stadiums have somethign of hte sort these days called Jumbo-tron or titan-tron and such.
-
Sense motive (1d20+13=28)
-
Ah so he's gonna play it this way, fine by me, thought Ace as the Finn quibbled over what he may or may not know. "No one?" Ace asked incredulously "You gotta have more than that Finn." Ace slid a tight roll of cash acrosss the counter towards the Finn one finger holding it down. "Alright I'll bite whatcha got?" Ace asked with a smirk. "And don't think you're off the hook with this. You hear anything more you call me. Got it?" Aces voice was hard as steel and left no room for argument.
-
Probably been working with the finn for around ten years. pretty much never sell him stuff but I have an open policy to pay top dollar for any real dangerous stuff that crosses his hands (like millitary grade weapons)
-
little bird told me I'd need this toughness save (1d20+9=27)
-
Mike shifted uncomfortably in his seat. This whole thing seems like trouble waiting to happen. He tried not to be to obviously keeping an eye on the situation but wasn't exactly a master of subtlety. He glanced to Erin, "He thinks he's got it under control we'll give him a bit before we crash the party."
-
Well its an either/or kinda thing in my opinion. Either characters shouldn't be able to switch trade offs or in order to do so there needs to be a signifigant downside like taking a few rounds. I would build the webalong the lines of clusters of similar powers (perhaps with similar trade offs) Like rock is an offensive set with High save DC and toughness, off of rock is like metal/alternative and maybe punk, then theres an electonic node thats more deffensive/quick with High attack and Defense trade offs, off of that would be like trance, club, pop, disco. Then maybe a more even keeled Folk based form with no or low trade offs that branches into jazz and blues and reggae. Then a few cross over forms like punk and reggae linked through a ska from that allows you to switch into the rock portion without going through the normal center, and like a jazz or blues matches up to Rap as does Club etc. So to switch between forms in the same cluster woudl be trivial either direct or having to step through the 'main' form at most but all have similar trade offs, in order to switch to very different trade offs woudl take 3-4 rounds maybe. So in a fight it might be hard to switch out for vastly differing forms it wouldn't be an issue to take a few rounds to get set out of combat. Now the real issue with the whole web or tree format is that systemwise it is extremely hard to represent really. Basically it would have to be limitations like can only adopt form X if in form Y or Z but not A, B, or C, which is clunky at best.
-
Here's the main issue I think you will find people have with this system. At the very least it would be my concern if I was running a game where this was proposed. Multiple Alternate forms already gives a large "toolbox" utility to a character as you can specialize quite a bit but switch fairly freely to other specilizations. This at an extreme leads to a character that really can "do it all". Not so bad as really mechanically other than a few utility powers (that the alt form would allow you to vary between) all characters that meet the same caps are identical with differing descriptors. What allows for truely varried characters in this game is trade offs. You can make a much tougher brick or a much more defense oriented speedster by varried trade offs. This leads into the real problem. If each form has its own set of trade offs you really can "do it all" as you become tough as the toughes brick or speedy as the fastest speedster, hit as hard as powerhouse or as accurately as a martial artist. Personally I come from a school of thought that a character should have weaknesses and stuff they just can't do, thats mostly a philosophical debate though. More relevent is how he will fit into group dynamics? If he can really "do it all" as well as the specialists he kinda crosses out the need for those more specialized characters. Of course this is a possibility with any shapshifter styel character, they vary what they do and are a staple of comics but generally they are not quite as good as a specialist in any given area. So two options on how to simulate that limit the trade offs to +1 or +2 (honestly I think +3 woudl be fine but that we should generally be allowed +/-5, seperate issue). The other is just to say stick with base +/-0 and vary the forms based on utility and extras like impervious and super strength and varrious power feats. The other half of this which you do start to address is the speed at which you can switch roles. Normaly you can just assume a form as a free action once per round thats a bit too quick IMHO. THe tree idea helps but I might suggest more of a web formation where the center point is a powered down "normal form" that you might have to go through to really vary what you do. Just my 2 sheckels
-
Bluffing like alot (1d20+16=36)
-
Ace shook off the projected emotions of the crazed mentalist with little effort after all he wasn't the intended target. He lightly stepped around marionette and leaned over the old woman, shimmering into sight and whispered to her, "Sleep." with his will backing the command. He then turned to Marionette an almost sympathetic look in his eyes, "Stop this, that time is gone, what was done may have been wrong but this solves nothing." He spoke plainly and at least on the surface from the heart.
-
Will Save (1d20+8=22) Dropping concealment and using his stun (Sleep) on the old woman DC 16 Will.
-
Phalanx glanced around and saw that almost all the patrols were down or engaged flew up nearer the Pitchoo over the center of the field. 'Just like in the movies right?' He thought to himself and gathered all of his prodigious strength into one mighty blow slamming his hands together with incredible force and sending a crushing shockwave down centered on the pitchers mound.
-
Extra effort to Gain the Shockwave power stunt 90' cone 90' wide at the end centered on the center of the field (that should be clear of the stands IIRC) DC 19 Reflex save for half damage DC 24 Toungness save (DC19 if Reflex is succesfull) for everyone in the cone.
-
As he head Marionettes voice he clouded th minds around him and slipped out of sight he wanted to see what the situation was before he engaged the vile telepath. He hoped her enhanced senses would be confounded long enough for him to position himself at least. He slipped into the room to guage the layout taking care to keep his distance from Marionette and quickly scaned the room before acting.
-
Well I think there are plenty of threads that are primarily RP that happen and they certainly can boost post counts. That seems to me to be less of an issue than the mess of trying to count posts in a really big thread like that might be worth it just to say that that thread didn't count towards post counts. Non-continuity threads ont eh other hand really woudl be fine in general and woudl just be in a seperate forum that could be set up and called Dis-continuity or something clever . Nothing that happens there really happens but its a chance for people to try stuff out and do threads that wouldn't happen in the main timeline.
-
Dalkaresh - PL 11 Hero - Arcane Snowman
angrydurf replied to Arcane Snowman's topic in Archived Characters
What you want is Range: Ranged to place it at any point or range: touch to keep it centered on you. The Area of effect is based on the Area extra so you would want Area: Perception for the Area extra and then either touch or Ranged for the range. The Perception Area however already includes the Sense dependant flaw so if you have that on the power its a +2 rather than +1 extra. With perception range they still get the reflex save and suffer no effect if they succeed (looking away at the last second or what not) then if they fail they save VS effect if neccisary. -
Ace is always keeping an ear to the ground for this kind of thing. Plus Ace needs to meet Edge in my opionion :)