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Freedom City PBP: A How-To Guide
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Everything posted by Fox
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APPROVED!
- 5 replies
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- raven family
- freedom city
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APPROVED!
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A fairly clean sheet! Just two things stuck out to me: With +1 Base Attack and +0 Strength, Carnelia would have a Grapple modifier of +1. I'm afraid Toughness can't be bought directly like the other saves - if you want another +2 Toughness, it would have to be via the Protection power or the like.
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Seems fine, especially if they're not expected to fight (but may be attacked or need skill checks). Just one bit of correction: Equipment would be under Feats, not Powers - but you also don't need to pay for a mundane vehicle unless it has powers or trickery.
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A very nice (and nicely-organized!) sheet; I found but one thing: With +9 Toughness, Stormcrow's max Knockback modifier would be -4, unless I missed a misc. bonus somewhere.
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- raven family
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Nice! Mostly just a few tiny math things, the sort that creep into any new sheet: With +7 Base Defense, Golden Star's flat-footed defense would be +4 (since dodge bonus is half defense rounded down, and flat-footed is [base defense - dodge bonus]). You don't need to note Dodge Focus (which is a feat!) if you haven't bought any ranks of it. At 7 ranks of Diplomacy and +2 Charisma, Golden Star would have a total +9 to Diplomacy checks, not +10. Per the House Rules on Containers, increasing the action needed to activate a container is a Drawback and not a Flaw. You have the cost right at 44pp, though, so I'm guessing this is just a bit of notation from an older version of the sheet.
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Yep, that's looking good to me - the only thing I spot at a glance is that you've shorted yourself on Knockback modifier (you have Toughness +9 and it's all Impervious, so Rot gets the full -9 Knockback modifier). If that's the sheet you want to go with, you can copy it up into the original post - or create a new one that doesn't have all our back-and-forth attached and we can move this version into Character Building for you. If you're still tweaking and think there may be a final version in the future once you're happy with it, we can move this one into Character Building for now and you can submit the final version once you're ready.
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Aahh, I see what's gotten us turned around. The sins of the game designers are many. I've been reviewing powers based on Ultimate Power, which is a 2e book that came out later and...well, covers Powers, their creation, and so on (it's very helpful for refs doing sheet reviews because sometimes the review gets into the nitty-gritty of things). Apparently they rethought the costs between the core book and this one...but since we can break it down into its core components and double-check the costs using those, I'm afraid the Ultimate Power costs do win. Many are the sins of the game creators. Many, many sins. Impervious is indeed linked to Protection normally, but spy the easily-missed last sentence there: "This modifier can also be applied to the Toughness save bonus from Constitution (costing 1 point per +1 save bonus made Impervious)." - this usually gets noted on sheets as either extra ranks of Impervious under a Protection power, or "Impervious Toughness [1pp/rank]" as its own pseudo-power. We do allow Impervious on any of the saving throws (Toughness, Fortitude, Reflex, Will) though you only rarely see it on anything but toughness. That's the one that comes up the most! Re: the disintegration, you could also add Flaws, if you don't want to remove anything - you don't have to, of course, but it's another tool in your belt. Stuff like Distracting (lose your dodge bonus for the round you use the power) and Action (you have to spend your whole turn on the power, no moving allowed!) definitely do hurt, but they also add some flavor that's nice sometimes. We've toyed with the idea of moving to 3e, but it'd be a lot of headache (and probably some new expense!) inflicted on every player so we haven't so far. Maybe one day, but it's unlikely to be soon, alas.
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This sheet replaces the minion on Starshot; the minion there has been updated, and this thread will be archived for cleanliness.
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APPROVED!
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I wasn't aware that our Discord links had expired! I've passed that along, and hopefully it'll get addressed soon. Bruises do not actually reduce your Toughness - they impose a penalty on Toughness Saves (so your Toughness bonus stays the same, but when you roll, your roll gets a bite taken out of it). That seems very nitpicky, but it ends up mattering for effects like Drain - for instance, Draining an object's Toughness below -5 will destroy it! For the power budget, let's break it down (and please do double-check me to make sure I didn't lose a +/-1 somewhere): Extras add to the cost of a power that scales with the rank of that power - usually, they add +1pp/rank to the overall cost. Flaws work like Extras, except instead of making the power more expensive they make it cheaper - usually -1pp/rank. Power Feats add a flat cost to the power, no matter what rank the power itself has. Power Drawbacks make the power cheaper by a flat amount, no matter what rank the power itself has. Corrosion 7 (Withering Strikes; Extras: Autofire 1, Penetrating, Poison; Feats: Slow Fade) {43/36} Corrosion is 3pp/rank by default (it's technically a Damage effect at 1pp/rank linked to a Drain Toughness effect at 1pp/rank with the Affects Objects extra tacked on for another +1pp/rank). Autofire 1, Penetrating, and Poison are all +1pp/rank extras, for +3pp/rank total. Slow Fade is a power feat that costs a flat 1pp. So our cost is 6pp/rank (3pp/rank for the base power, +3pp/rank for the three extras), times 7 ranks (6*7= 42pp), plus the power feat (42+1= 43pp). The array's only bought 36pp of budget, so we're 7pp over-cost. Disintegration 7 (Eraser; Extras: Area [Shapeable]; Feats: Precise) {43/36} Disintegration is 5pp/rank by default (it's a Damage effect with +Range for 2pp/rank linked to a Drain Toughness with +Range and +Affects Objects for 3pp/rank). Area is a +1pp/rank extra. Precise is a power feat that costs a flat 1pp. So our total cost is 6pp/rank (5pp/rank for the power, +1pp/rank for the extra), times 7 ranks for 42pp, plus the power feat is 43pp. Like Corrosion, this is over-budget by 7pp, so either the power must get smaller or the array must get bigger. The math can take a bit to wrap one's head around; Mutants & Masterminds tries to be very flexible so that we can create whatever heroes our hearts desire, but the cost is that the more complicated the power gets, the more math we have to do to make sure it all lines up (which is why you see many characters and templates sticking with pretty straight-forward powers). It does get a lot easier with practice, since so many complicated Powers actually break down into the same smaller, basic Effects. We have a bunch of people on the site who enjoy tinkering with this kind of thing, too, and they're generally happy to give input when asked. Addendum: I've gotten a response from our site admin, who has the permissions to offer discord invites; I've PMed you the link, and she's looking into getting a new thing in place for future players.
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Hello and welcome! Always a delight to see new players! I hope you don't mind - I've taken the liberty of updating your sheet's formatting to match the template, more or less; we aren't extremely strict on every stray } or bolding but it's good to keep things neat, especially for brand new players. I didn't change any powers or abilities themselves, just rearranged and adjusted formatting to make it easier to read. For very general feedback, if you want input from the larger player base before finalizing this character you're welcome to build them in our Character Building forum, or hop on our Discord to chat with folks and ask for input - both are optional, of course, but it's worth throwing out there. As for my feedback in particular: Claremont is indeed a boarding school - and as such, that Untouchable drawback has the potential to be significant, not to mention having to deal with NPCs in person during any hero work. I do recommend toning down the "Why can't we have nice things" drawback, if only because we shouldn't have 16-year-olds running around without clothes on. A much slower decay that's more story-meaningful than purely mechanical would make for a good complication, which could be invoked by you or whoever's running a thread with you when appropriate, maybe? A character with flat 10's in every ability score is unusual - not impossible, of course, but unless she's intended to be perfectly average in every way it may be worth looking at her as a character and figuring out what she's good and bad at, at her most fundamental. Some of this could be done without even changing the overall cost of things, even - Toughness and Fortitude both get a bonus from Constitution, for instance, so taking a point away from both and buying Constitution 12 would lead to the same overall bonuses: Constitution 10 (+0), Toughness +9 (+9 Protection), Fortitude +12 (+0 Con, +12) = 21PP total Constitution 12 (+1), Toughness +9 (+1 Con, +8 Protection), Fortitude +12 (+1 Con, +11) = 21PP total etc. I'm afraid you're a little over-budget on powers - the array's only paid for one out of the two Alternate Power slots in there, and both of them are over-budget if I've done my math right. It's also worth noting that Vampiric powers can only heal you the same way they hurt your enemies - so if you harm with damage, you can heal your own damage; if you're draining enemy toughness, you can only heal your own drained toughness. If that's intentional (and it may be!) then great, but Vampiric can be weird so I thought I'd point it out just in case.
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And then, suddenly and without warning, it was fall! How does this keep happening? Science may never know for sure. As always, if you have concerns with your September post counts you can reach out to the ref team directly, and if you didn't get your threads for September up in time you can post them in Late Thread Counting. -------- Ari Rainshadow: 0pp + 1 (guide) = 1pp AvengerAssembled Fast-Forward: 0pp + 1 (ref) = 1pp Dr Archeville Artificer: 0pp + 1 (ref) = 1pp Horrorshow: 1 post = 1pp + 2 (vignette) = 3pp EternalPhoenix Terrifica: 0pp + 1 (ref) = 1pp Fox Nocturne: 0pp + 1 (ref) = 1pp KnightDisciple Patrioteen: 0pp + 1 (guide) = 1pp Nerdzul Nightscale: 11 posts = 2pp Spacefurry Paper: 4 posts = 1pp Blackstaff: 1 post = 1pp Chimera: 7 posts + 4 (GM) = 11 posts = 2pp Predator: 5 posts = 1pp GM: 2 posts *2 = 4 Supercape Diamondlight: 5 posts = 1pp + 2 (vignette) = 3pp Gamma Buzz: 5 posts + 7 (GM) = 12 posts = 2pp + 2 (vignette) = 4pp Peak: 0 posts + 1 (GM) = 1pp + 2 (vignette) = 3pp Bloody Mess: 0 posts = 0pp + 2 (vignette) = 2pp Echohead: 6 posts + 4 (GM) = 10 posts = 2pp + 2 (vignette) = 4pp Flintlock: 0 posts = 0pp + 2 (vignette) = 2pp Lord Steam: 0 posts = 0pp + 2 (vignette) = 2pp Rev: 4 posts = 1pp Haven: 0 posts + 9 (rollover) + 16 (GM) = 25 posts = 3pp + 2 (rollover) = 5pp Snakebite: 0 posts + 1 (GM) = 1 post = 1pp Captain Cosmos: 0 posts + 1 (GM) = 1 post = 1pp + 6 (rollover) = 7pp GM: 15 posts *2 = 30 TheAbsurdist Jotünn: 0pp + 1 (ref) = 1pp Thevshi Timeout: 5 posts = 1pp + 1 (ref) = 2pp Multi-Girl: 10 posts = 2pp Sri Kath'lana: 0 posts + 2 (rollover) = 2 posts = 1pp Veronica Danger: 2 posts = 1pp Tiffany Korta Starshine: 1 post = 1pp Zhenchina-voin: 0pp + 1 (ref) = 1pp
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Archiving character at player's request.
- 5 replies
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- torpedo lass
- the osprey
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Ref team's fine with the extra, and trusts GMs to both set it up for use and keep it from being abused (as with any power!). APPROVED!
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Final tally line still lists skill ranks instead of skill power points; otherwise, looks fine to me. For due diligence I'm going to reach out to the larger ref team and make sure Conductive will fly, since it's a custom Extra; I don't expect any big problems, though? For the purposes of getting your second round of review in, this can be considered my provisional approval as long as the Total line's fixed.
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Per Ultimate Power's guidelines on +Duration'd Damage, is there a "reasonable means" by which the Sustained Blast effect can be countered, other than stunning or KO-ing Haven? I'm not familiar with 'Conductive' as an extra; was this pulled from a separate book? Distracting is a -1 flaw that just takes away your dodge bonus; becoming entirely paralyzed/helpless when using HAVEN NETWORK would be worth a -2 in my opinion seeing as it carries far worse defense penalties and opens Haven up to things like coup de grace. Minor notation things: HAVEN NETWORK's Communication power is missing its point cost. The final Totals line has the skill ranks, not the skill power point cost; you've also listed Powers at 95pp when you only bought 94pp (though I believe, with 94pp of powers, the final sheet cost is correct at 180pp).