Tipop Posted August 2, 2017 Posted August 2, 2017 (edited) Player Name: TipopCharacter Name: Professor PeculiarPower Level: 10 (150/151PP)Trade-Offs: Melee attack at -4/+4, no trade-off for ranged attacksUnspent Power Points: 1In Brief: A brilliant scientist from an alternate Earth dimension where their "science" is our "magic" and visa versa. An experienced dimension-traveler who has developed a soft spot for the weak and downtrodden. Has now chosen this Earth as his home. Residence: In an apartment above his magical bookstore-slash-libraryBase of Operations: Same Catchphrase: "By the Hoary Hosts of Hogg- ooh, is that saltwater taffy?" Alternate Identity: Edward PeckIdentity: PublicBirthplace: New London, California (Earth-333)Occupation: Book seller / librarian, professor of arcane studiesAffiliations: (No idea)Family: While he has no family in this world, he comes from a large family on his home world. None of his family members are scientists, though most of them are intellectuals of one sort or another. Description:Age: Late 40s (born June 11, 1968)Apparent Age: Looks a bit older due to the bald headGender: MaleEthnicity: CaucasianHeight: 5'-11"Weight: 160 lbsEyes: BlackHair: Bald head, black van dyke beard graying at the edges The Professor generally wears his enchanted white lab coat (with runes woven into the edges), along with his mithril-laced rubber gloves and black boots. His eyes are almost always covered with his enchanted/prescription blast goggles, though he has regular glasses he can wear as well. Power Descriptions: In this world, Edward Peck is considered a sorcerer. His incantations are unusual, however, in that they are strange mathematical equations that make no sense. Where other sorcerers might call upon ancient entities and arcane forces, Edward refers to theorems by the great mathematicians of his home, Escher, Geiger, etc. Visually, his powers manifest as a weird warping of reality, of things not being quite what they appear to be. A typical damaging attack spell might cause the target to bend and twist as though viewed through a funhouse mirror, with a side effect of the ground bucking and waving like water. (These effects are reversible.) History: Edward Peck was born on Earth-333, a world where humanity developed magic rather than science. The concepts of cellular towers, electronic computers, and internal combustion engines would all sound crazy there. Technology has not progressed much beyond the plow. What we consider magic, they call science (which caused no end of linguistic confusion for Ed when he came to our world.) Edward was a renowned scientist back home, and won numerous awards and accolades from his peers. However, his experiments in dimensional travel — a forbidden field of study after the interdimensional wars of 1914 and 1939 — made him an outcast when he was discovered exchanging research with a fellow scientist from another world. Rather than be imprisoned, he fled his homeworld and began a career of exploration and learning. Despite the xenophobic teachings of his home world, Edward learned that most people throughout the multiverse were essentially the same. People were good and bad anywhere you go. He also discovered that the science of his home world made him a figure of considerable power in most places, and he learned to use that power to help other races and species wherever he could. He was not always successful. His efforts to help the rabbit-like inhabitants of Borough against the Warlord of the Nine Spheres ended with the near-annihilation of their species. Edward managed to escape with a few survivors, one of which is now his assistant/student (minion feat), Gingrin. He (and the surviving Borough-folk) have settled on our Earth for a variety of reasons. The Borough-folk have acclimated well, and due to their resemblance to anthropomorphic rabbits have found easy acceptance among humanity. Edward has taken on the role of protector of the people, using an alias "Professor Peculiar", as is the local custom. The fact that the consumption of sugary sweets are not only accepted but ENCOURAGED on this world is just icing on the cake (a phrase Edward loves.) Personality & Motivation: Edward Peck, a.k.a. Professor Peculiar, is something of a cross between Doctor Strange and the Doctor (of Doctor Who), with a sprinkling of mad scientist thrown in for flavor. He tries to present himself as a cold scientist, but in reality he adores children, sympathizes with the downtrodden, respects all life, and rails against cruelty and selfishness. Powers & Tactics: His Coat of Aeromancy (a magic lab coat) provides him with levitation and protection. The coat is sentient, and is capable of independent action, but the Professor loses the protection of the coat when this happens. His Eldritch Blast Goggles offer him a variety of magical senses, and have corrective lenses for his poor vision. His Spells are an array of typical magical abilities. Complications: Square Root of Abra Cadabra: To cast his spells, Professor Peculiar needs his hands free and must recite the proper mathematical formulae. If he is restrained and/or unable to speak, he cannot cast spells. (Power Loss complication) The Amazing Mister Magoo: The Professor has extremely poor eyesight without prescription lenses. (Disability complication) Is That Saltwater Taffy?: The Professor is addicted to candy. In the world he comes from there is a social stigma associated with eating sweets — it's considered deviant behavior. That's one of the reasons he's chosen our Earth as his new home. They're so delightfully perverted here they even let CHILDREN eat candy! (Addiction complication) Wascally Wabbit: The Professor has an assistant-slash-apprentice named Gingrin, one of the rabbit-like Borough-folk he rescued from the Warlord of the Nine Spheres. Gingrin lost his home, his wife, and his children, and the Professor feels responsible for it all. Despite their master/apprentice relationship, he would die to protect Gingrin. (Relationship complication) Abilities: -4 + 0 + 4 + 14 + 0 + 0 = 14PP Strength: 6 (-2) [-4 pts] Dexterity: 10 (+0) Constitution: 14 (+2) [4 pts] Intelligence: 24 (+7) [14 pts] Wisdom: 10 (+0) [0 pts] Charisma: 10 (+0) [0 pts]Combat: 8 + 8 = 16PP Initiative: +0/4 Attack: +4 Melee, +4 Ranged (+10 with Eldritch lance, +6 with Eldritch Hand) [8 pts] Grapple: +1 Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed [8 pts] Knockback: -1/4Saving Throws: 3 + 6 + 7 = 16PP Toughness: +10 (+2 Con, +8 [Defensive Roll]) *+6 without Coat Fortitude: +5 (+2 Con, +3) Reflex: +11 (+0 Dex, +6, +5 from Coat of Aeromancy) *+6 without Coat Will: +7 (+0 Wis, +7)Skills: 52R = 13PP Gather Information 8 (+15) Skill Mastery Knowledge (Arcane Lore) 8 (+15) Skill Mastery Investigation 8 (+15) Skill Mastery Notice 15 (+15) Skill Mastery Search 13 (+20) Feats: 10PP Ritualist Benefit: Wealth - 1 Eidetic Memory Well-Informed Skill Mastery (Gather Information, Knowledge: Arcane Lore, Investigation, Notice) Dodge Focus - 3 (flavored as magical shields) Defensive Roll - 2 (flavored as magical shields) Powers: 30 + 9 + 12 + 30 = 81PP Coat of Aeromancy Array (29 pts, 1 alternate power) [30 pts] The wearer of the fabled Coat of Aeromancy gains more than just amazing flying capabilities. He also gains a valuable ally, and even more, a friend. Base Power: Summon Sidekick, Rank 7 (Extras: Heroic, Fanatic, Feat: Mental Link) [29 pts] Name: Aero Alternate Power: Device - rank 7 (Coat of Aeromancy - magical lab coat, 35 PP Container, Feat: Indestructible, Flaw: Hard-to-Remove; 29 pts) [1 pt] Enhanced Reflex-5 [5 pts] Defensive Roll-2 [2 pts] Dodge Focus-2 [2 pts] Flight, Rank 2, Subtle [5 pts] Favored Environment, Levitating [1 pt] Evasion-2 [2 pts] Move-By-Action [1 pt] Uncanny Dodge [1 pt] Danger Sense [1 pt] Elusive Target [1 pt] Instant Up [1 pt] Improved Initiative-1 [1 pt] Enhanced Magic-6 (+6 points to Grand Theorems array) [6 pts] Enhanced Lesser Magic-6 (+6 points to Principle Theorems) [6pts] Eldritch Blast Goggles The lenses of the Eldritch Goggles are made from the petrified corneas of Ftha'gogh the Elder. The frames are by Ralph Lauren. Device - Rank 3 (Eldritch Blast Goggles, 15 PP Container, easy to remove) [ 9 pts] Augmented Vision - Variable Power rank 2 (Multiple traits of a particular type, super-senses) 12 pts. All senses augment existing vision Extended 1 + Analytical 2 - Added to visual senses (3 pts) Example configuration 1: Detect Magic (Magic Awareness) [1pts] Detect Unseen (Counters Concealment) [2 pts] See Auras (Detect Mood & Physical Condition — both ranged, Psychic Awareness) [5 pts] Example configuration 2: Chronovision (Postcognition, Rapid Vision 2, Tracking 3, Uncanny Dodge) [10 pts] Example configuration 3: True Sight (Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden) [10 pts] Principle Theorems These fundamental principles are the basis of all arcane science. Variable - Rank 2 (+1 rank with Enhanced Lesser Magic) [12 pts] (Multiple traits of a single descriptor "Minor magical effects") Example configuration 1: Eldritch Blade (Damage 10, Accuracy 3, Penetrating 2) Example configuration 2: Eldritch Shields (Deflect 10, all ranged attacks) Example configuration 3: Eldritch Levitation (Flight 3, subtle, stacks with Cloak of Aeromancy) 7pts Telekinesis (Move Object 3, subtle) 7pts Example configuration 4: Telepathy (Communication + Mind Reading 10, subtle) Example configuration 5: Eldritch Apportation (Teleport 9, Flaw: Extended Range only, Feat: Dimensional 3) Grand Theorems Array - (26 pts, 4 alternate powers) [30 pts] First created by the Grand Masters of Quantum Invocation, these are forces that only the most erudite are permitted to study. Eldritch Blast, Rank 8 - Damage. Extras: Ranged, Burst Area. Feats: Variable Descriptor (any arcane energy), Triggered [26 pts] (+2 ranks with Enhanced magic) Eldritch Lance, Rank 8 - Damage. Extras: Ranged, +1/rank. Feats: Penetrating (4 ranks), Variable Descriptor (any arcane energy), Accurate (3 ranks), Reversible, Precise (26 pts) [1 pt] (+2 ranks and +Penetrating:2 with Enhanced Magic) Uncanny Eldritch Missile, Rank 8 - Damage. Extras: Perception Range, +2/rank. Feats: Variable Descriptor (any arcane energy), Reversible (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Eldritch Hand, Rank 11 - Damage (touch range). Feats: Penetrating (11 ranks), Variable Descriptor (any arcane energy), Accurate (1 rank), Precise, Reversible (26 pts) [1 pt] (+3 ranks and +Penetrating:3 with Enhanced Magic) Shape Eldritch Energy, Create Object, Rank 8. Extras: Movable. Feats: Variable Descriptor (any arcane energy), Precise (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage (Physical)Eldritch Lance Ranged +10 DC 25 Toughness Damage (Variable)Eldritch Missile Perception DC 25 Toughness Damage (Variable) Eldritch Hand Melee +6 DC 29 Toughness Damage (Variable) Totals: Abilities (14) + Combat (16) + Saving Throws (16) + Skills (13) + Feats (10) + Powers (81) - Drawbacks (0) = 150/151 Power Points Edited November 12, 2017 by olopi +1PP for October
TheAbsurdist Posted August 2, 2017 Posted August 2, 2017 Hey there, sorry if I haven't welcomed you to the site yet, but the 20 questions part should be it's own thread in the News section. Ideally you make a thread there for each character, and pop in the relevant sections there for them.
Tipop Posted August 2, 2017 Author Posted August 2, 2017 Thanks. I deleted the 20 questions. Now to find the news section...
TheAbsurdist Posted August 2, 2017 Posted August 2, 2017 So, for variable powers they need to be defined to some degree, and should include at least 1 sample configuration. Should be noted that the Goggles are a variable power as devices have defined settings/powers/APs.
Tipop Posted August 2, 2017 Author Posted August 2, 2017 Well, the goggles are pretty straightforward: they give him a pool of 10 points that can only be spent on vision enhancements. Detect magic, Pierce Illusion, Read Auras, that sort of thing. The Principle Theorems are intended to be a bunch of low-power spells that he would know, such as a translation spell, a flight spell when he's not wearing the coat, healing spells to use on innocent bystanders, that sort of thing. I can add various examples to the sheet, but it's quitting time here at work so I'll do that tomorrow morning.
TheAbsurdist Posted August 2, 2017 Posted August 2, 2017 No worries, just for the sake of anything variable they have to have a sample configuration or two there. And devices, being priced differently than VP based on devices, i.e. Gadgets, are fixed. If it isn't fixed via a standard array, then it will be a gadget. Have to be priced as a gadget, and have sample configurations.
Tipop Posted August 2, 2017 Author Posted August 2, 2017 (edited) I'm not sure I understand what you mean about gadgets. If I have a Ring of Shapechanging, it's still a device even though it has a Variable as its power, right? How should I build it? Let's say the ring's Shapechanging power is rank 5 and costs 7 points per rank, which means it has a cost of 35. To put that in a Device, we’d buy Device at rank 7 (4 points per rank) for 28 points, which gives us exactly 35 to spend on the device’s powers. Is that not how it’s done in your games here? Edited August 3, 2017 by Tipop
Tipop Posted August 3, 2017 Author Posted August 3, 2017 Ok, I added some example setups for the goggles, as best as I understand.
Tipop Posted August 3, 2017 Author Posted August 3, 2017 Example configurations for Principle Theorems finished.
TheAbsurdist Posted August 4, 2017 Posted August 4, 2017 So formatting clarification, we do have a preferred power structure. Here is it, from the Character Sheet template. Some fudging is allowed, but we would like it to more or less like this. So some of the descriptive notes can be added into the Powers Description section of the fluff. Single Power: Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)Container/Structure: Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors) We do allow some flex, but the goal of the power section is for someone GMing a thread to understand what those powers can do readily. On to the crunch! Thanks for adding the sample configurations. Here are my concerns For abilities, this doesn't match what was spent, though the totals are correct.Abilities: -4 + 0 + 6 + 20 + 10 + 10 = 14PP Per the listed abilities spent Abilities -4 + 0 + 4 + 14 + 0 + 0 = 14PP. So that just needs to be fixed to represent actual amount spent. Str 6 makes me leery, especially where Con sits at above human average. Though it is viable, I would like some justification. Combat - Your Initiative Bonus would be base of +0, with a Coat Of Aeromancy +4. As Improved Initiative would be +4 per rank. Grapple would be +2, as it is base Attack mod plus the Str mond Savings Throws, this is more a formatting concern, as generally we want base unadjusted value, and then adjusted value from powers/feats/etc. Feats - for you Dodge Focus and Defensive Roll, as they are flavored as being related to powers they will have to be moved to the Powers Section as Enhanced Traits [Feats] Now on to powers. Coat of Aeromancy. We do not recommend ever placing a power that adjusts the actual Def/Tou bonus in an Array. One of the central design conceits is for a character to hit their Defensive and Offensive caps. With the primacy towards Defensive caps being met. I feel I understand HOW it works and why it works, but the fact is that while the Summon is in use, your character is undercapped Defensively, and that can result in them being taken out earlier than intended. And it would also downgrade his offensive abilities, with the Summon effect in place. Ze Goggles, unfortunately are underspent. Per UP, Page 113: Quote 4 points: One trait of a particular type (ability scores, skills, feats, or powers of a particular type or descriptor) at a time. Thus you could acquire any one skill at a time, for example, or any one power. So this would be a single descriptor. While the case can be made that Visual and Magical are individual descriptors that is veering a little too close to breaching the spirit of VP constriction. Also you would need to be at the 6pp/rank level to do more than add one type of Visual Supersense. Otherwise you could add only effect to your Visual senses (e.g Ultra Vision, Magic Vision, Telescopic Vision), which honestly means you've undercut and overspent. Quote 6 points: Multiple traits of a particular type (ability scores, skills, feats, or powers of a particular type or descriptor), so long as the total traits do not add up to more than (rank x 5) power points. The above would allow Telescopic Dark Vision, for example. Rather than one effect tacked on to your Visual Sense. The 5PP/rank at one Rank would allow a bit more flex regarding this, and give you close to what you want, while still being viably limited.
Tipop Posted August 4, 2017 Author Posted August 4, 2017 Quote Str 6 makes me leery, especially where Con sits at above human average. Though it is viable, I would like some justification. The justification is that he has spent years traveling the dimensions, and has suffered from exposure to a variety of pathogens. Through the use of physical therapy, diet, and "scientific" (by his definition) mind-and-body strengthening practices, his has built up a strong resistance to these things, but the exposure has had a long-term effect on his physical abilities. Much of his musculature wasted away during a particularly vicious infection (it was the Borough-folk who nursed him back to health), leaving him permanently weakened and partially crippled (he walks with a cane.) I didn't take any of that as a complication because his ability to fly mostly negates any real impact the limp would have, and his strength already comes with a mechanical rebate. Quote We do not recommend ever placing a power that adjusts the actual Def/Tou bonus in an Array. The point of doing so was to make him lower PL when he uses the Coat as a sidekick. Keep in mind that with his Principle Theorems he could, if necessary, cast a defensive spell that would bring him back up to PL defensively even without the Coat. Quote And it would also downgrade his offensive abilities, with the Summon effect in place. Working as intended. If you look carefully at his Grand Theorems array, you'll notice that two of his powers could easily have remained at the PL limit for damage (reducing Penetrating more instead), but I deliberately chose to knock them down two ranks without the Coat. This was intended to balance the fact that I would have TWO characters when using the Coat. However, I should note that he's unlikely to use the Summon Minion effect in combat. It will be for out-of-combat utility and RP'ing fun. The option to use it in combat is there, but comes at a risk. Quote So this would be a single descriptor. While the case can be made that Visual and Magical are individual descriptors that is veering a little too close to breaching the spirit of VP constriction. I'm not sure what you mean here. Are you saying "Visual super-senses" is too broad a definition for VP? It seems like it's right in the bailiwick of "Powers of a particular type". Quote Also you would need to be at the 6pp/rank level to do more than add one type of Visual Supersense. Otherwise you could add only effect to your Visual senses (e.g Ultra Vision, Magic Vision, Telescopic Vision), which honestly means you've undercut and overspent. I disagree. It's limited to one ~power~ at a time, not one ~effect~. A single super-sense, such as True Sight for example (Ultimate Power pg. 85), is a single power with several effects.
TheAbsurdist Posted August 4, 2017 Posted August 4, 2017 Str 6: What you are saying would be representative of Con more than strength. That said, it is not hard to see the point, and I am all for built in weaknesses to the character. I do recommend eventually moving him to Str 10 On the Coat: Most of my comment there is based on concern. Though for the Summon, if you could added a second sheet to serve for the Minion that would help greatly. As for the goggles, here is the thing: VP gives you 5pp to distribute per Rank of the power, correct? The structure as listed on your sheet is 4pp/rank for a 5pp/rank output, without a real limitation, per the interpretatiuon . As Super Senses is a bit trickier, and why we have house rules for it. As well as for Power Structures/Variable Powers (though not currently germane as yours fit within them). Basically each effect within Super Senses can be considered a power1, and at the diminished rank of VP of 4pp/Rank, it would stand that you are suffering a limitation beyond the switching time between power, which as presented is not the case. That is not to say the 4pp/rank is not a viable choice it is, but as you have structure the merit of having 2 ranks in it is questionable. 1Ex: Infravision would work, Infravision with Penetrates Concealment and/or Visual Detect Magic, would not.
Tipop Posted August 4, 2017 Author Posted August 4, 2017 Just to clarify: You're saying that True Sight does not qualify as a power in your house rules? Instead it's a collection of all of its sub-effects as individual powers?
Tipop Posted August 5, 2017 Author Posted August 5, 2017 Ok, I made the goggles’ VP a 6/rank effect, resolving that issue. That required the Device container to be rank 3 and easy to remove. It now costs 9 points rather than 8, so I dropped 4 ranks in skills to get back the extra point. Since the device is now rank 3, that gave me 15 points, which covers the 12 points for the VP and left 3 remaining, which I used for Extended Vision + Analytical Vision, which are always on rather than being part of the VP. As soon as I earn 3 power points I’ll be returning the goggles to Hard To Remove, which I should get as soon as I finish the in-depth questionnaire (2 points), since I already did the 20 questions (1 point.) I’ll work on the Aero sheet this weekend, if I have time.
TheAbsurdist Posted August 5, 2017 Posted August 5, 2017 Per chat changes made to the VP in the goggles, and approval pending sheet for Minion: Aero.
Tipop Posted August 10, 2017 Author Posted August 10, 2017 Aero, PL 7 Sidekick, alternate form of the Lab Coat of Aeromancy Abilities: 0 + 14 + 0 + 0 + 0 + 0 = 14PPStrength: 10 (+0) [0 pts] Dexterity: 24 (+7) [14 pts] Constitution: 10 (+0) [0 pts] Intelligence: 10 (+0) [0 pts] Wisdom: 10 (+0) [0 pts] Charisma: 10 (+0) [0 pts]Combat: 6 + 6 = 12PPInitiative: +19 / +35 Attack: +3 Melee (+7 when grappling) +3 Ranged [6 pts] Grapple: +35 Defense: +7 (+3 Base, + 4 Dodge Focus), +2 Flat-Footed [6 pts] Knockback: -3Saving Throws: 5 + 0 + 5 = 10PPToughness: +7 (+0 Con, +7 Protection) Fortitude: +5 (+0 Con, +5) Reflex: +7 (+7 Dex) Will: +5 (+0 Wis, +5)Skills: 44R = 11PP Acrobatics 12 (+19) Notice 5 (+5) Knowledge (Cosmology) 12 (+12) Perform (Dance) 10 (+10) Search 5 (+5) Feats: 15PP Defensive Feats: · Elusive Target · Evasion - 2 · Favored Environment (Levitating) · Uncanny Dodge · Dodge Focus 4 · Danger Sense Move-By Action Acrobatic Feint Improved Initiative 3 Powers: 8 + 5 + 30 = 43PP Protection, Rank 7 (Feat: Subtle) [8 pts] Flight, Rank 2 (Feat: Subtle) [5 pts] Super-Grappling (Container) [27 pts] +3 feats Enhanced Feats: · Attack Specialization (grapple) 2 · Chokehold (grappled target suffocates, see page 168) · Grappling Finesse (use Dex instead of STR to grapple) · Improved Grab (attempt grapple as a free action after a melee attack) · Improved Pin Enhanced Grapple (+1 to Grapple checks per rank) +21 Knock-Down Flyby (Alternate Power) [1 pt] · Flight, Rank 4 (Feat: Subtle) - 9 pts · Fast Overrun (keep going until you run out of movement) · Improved Overrun (enemies can't get out of the way, +4 to trip) · Improved Throw (choose which attribute enemy uses, Dex or Str) · Improved Trip (+4 to trip, and enemy cannot try to trip back) · Linked Stun, rank 7 - 14 pts Woosh (Alternate Power) [1 pt] · Quickness, Rank 10 - 10 pts · Flight, Rank 6 (Feat: Subtle) - 13 pts · Improved Initiative, Rank 4 Aeromantic Portal (Alternate Power) [1 pt] · Teleport, Rank 9 (Extra: Portal. Flaw: Long-Range Only) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage (Physical) Totals: Abilities (14) + Combat (12) + Saving Throws (10) + Skills (11) + Feats (15) + Powers (43) - Drawbacks (0) = 105/105 Power Points
olopi Posted August 10, 2017 Posted August 10, 2017 Combat: Initiative should be +0/4 as you get the 4 from the coat’s array. Fixed that. Saving Throws: A bit confused by the Reflex here, as you’re paying 4 in the summary but it looks like you’d be paying 6? Just a typo probably? Fixed it for you. This is more of a suggestion and I assume you are aware of it (as you’ve played before), but are you sure you want to take Defensive Roll? It can mean that getting hit once can lead to even more spiralling than the game already has. No need to change it, just making you aware of it since I usually do it on new player’s sheets. Powers: The Device in the first array is missing it’s Hard/Easy to Remove Flaw. I’m assuming it should be hard-to-remove (-1PP/R)? Just making sure before I go off assuming things that aren’t intended. Everything else looks good!
Tipop Posted August 10, 2017 Author Posted August 10, 2017 Thanks for fixing the typos. As for taking Defensive Roll, yeah, I'm aware of the drawbacks. I think Danger Sense and Uncanny Dodge mitigate the drawbacks to an extent. But even so, I don't mind having weaknesses. Notice that I have intentionally made my attack below PL caps when my lab coat is active on its own. I didn't have to do that — I could have arranged the points differently, but I felt it made sense (since the coat is supposed to be a boost to his power). A hero with no weaknesses makes for boring stories. Besides, even if I'm taken out, my lab coat/sidekick can act on its own.
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