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Fox

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  1. I think I'm fine with that - simple, flavorful, and isn't out of line cost-wise with similar effects. Works for me! APPROVED!
  2. I took the liberty of doing a formatting pass over this sheet to bring it into line with the character template; we aren't super strict with every detail of sheet formatting but especially for a sheet this complex it's worth having it in place to make the sheet more readable! It was strictly formatting, though - none of the actual content was changed. I have no concerns with the backstory, so on to the math! Surprisingly not very much math, either, especially for a sheet this fiddly. Well done! First things first: I'm not sure Taylor qualifies for the Normal Identity drawback. The problem of having no powers if her toys get taken away is already covered by the Hard-To-Lose flaw on the Device itself - no double-dipping allowed, I'm afraid! Combat Good news! Flat-Footed Defense is about the only thing in the system that rounds up; at +3 base Defense, Taylor would have +2 Flat-Footed. The downside though is that Dodge Bonus doesn't increase your Flat-Footed; Barrage would have a +2, Crusher a +1, and Swoop a +2. Uncanny Dodge saves your dodge bonus sometimes (e.g., when ambushed!) but not always (e.g., when someone feints an attack!), so you may want to adjust the other dodge bonuses to list the actual, non-Uncanny-Dodged flat-footed values in case it comes up (Shadow +2, Sprint +2). Shadow is also listed as having an Uncanny Dodge benefit on defense - but I don't see that in that suit's powers. With 8 Impervious Toughness and 2 non-Impervious Toughness, the Barrage form would enjoy a -9 Knockback Modifier. Saves Swoop's Toughness doesn't account for the +2 Protection the suit offers. It should just be a notation thing, though, the rest of the math (including costs) works out fine still. Powers The Shareable Wearables Feature seems like an attempt to side-step the Invention rules or imitate something like a Boost power - where did you get this construct from? I'm afraid our house rules ban Regeneration from the Unconscious condition, so the Crusher suit may need to put that point elsewhere. Something's gone a little sideways with the Enhanced Ability powers - Enhanced Ability costs 1pp/rank and increased the associated Ability Score by its rank. E.g., Enhanced Dexterity 6 would cost 6pp and add 6 to the character's base Dexterity. I think the math still works out so you aren't over- or under-paying anywhere, but the power ranks should be updated to match what you've paid for.
  3. Yep, once fully reviewed it can just be copied & pasted over the old sheet. For now, here's your first APPROVAL!
  4. I count 122 ranks of skills, rather than 120, but definitely double-check that. I count 16pp of feats, rather than 17pp, but again double-check my count. Double-check the rank on the second set of Super-Senses, though I believe the cost is correct.
  5. APPROVED!
  6. Looks like the post/Discord has eaten your picture - did you want to get a fixed image in there? Math stuff: At +10 Toughness and no Impervious, Neko would have a -5 Knockback modifier unless I've missed a bonus somewhere. Unfortunately, Comprehend already has a mode for Animals, at full cost without a flaw - speaking to and understanding animals would be 4pp total. Unless this power is for speaking to intelligent animals only (e.g., animals with human-style intelligence and language)? The Illusion AP in the Yokai Array is missing its point cost (though I believe it's correct at 32/32).
  7. Mathmathmathmathmath. Nicki Dee: Unfortunately, house rules dictate that at least a third of a character's Defense must come from Base Defense - at +10 Defense, Nicki would need to have at least +4 Base Defense. Curiously, the Combat line itself implies she should already have +4 Base Defense (8pp spent!), so something else may have gotten lost in the math somewhere. With +8 Base Attack, Nicki will enjoy a +8 Grapple modifier. Merge Trois: As-written, Merge's offensive tradeoff would be +4 Attack / -4 Damage for a PL12, rather than +2/-2 as noted at the top of the sheet. Merge is also under-capped on defenses, at +12 Defense / +10 Toughness (effective PL11) - you're an experienced player and I'm fine with you going into fights slightly under-power, but it's worth mentioning! Double-check the math on that Defense, though: the Combat line says you're paying 14pp for +4 Base Defense, so either you're shorting yourself defense, over-paying for what you have, or both. Camera Obscura: You're over-paying slightly on Abilities here, since the Abilities line doesn't account for the -2 Charisma. At +0 Dexterity, Cam would have a +0 Initiative bonus. With +0 Strength and +0 Base Attack, Cam would have a +0 Grapple modifier. Similarly, at +0 Toughness Cam would have a -0 Knockback modifier. With a -1 Charisma bonus, Cam's Gather Information would unfortunately take a hit and sit at +3.
  8. APPROVED!
  9. The easiest option would probably be to drop a rank of Luck (going from Luck 2 to Luck 1). That would put you at 31pp of feats, and while Luck is very useful it's not critical to your character's built so it's easy to pick up later once you've built up some extra points.
  10. On Tin Man's sheet, double-check the Powers line (which still says 94pp instead of 89pp) and the Totals line (which still lists 31pp of feats rather than 32pp of feats, which will unfortunately put the character 1pp over-budget).
  11. APPROVED!
  12. Just a couple very minor math things: I tally the max Grapple bonus at +10 STR + 12 Boosted Attack + 2 Super-Strength = +24, rather than +26, but I could have easily missed a bonus somewhere. I count 7pp of feats. The Boost currently notes that it raises Attack to +10, but the Combat section says it's raised to +12.
  13. Fox

    Flintlock

    APPROVED!
  14. This sheet has been replaced by a new version and is being archived.
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