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Heridfel

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Everything posted by Heridfel

  1. If you're making Flak Jacket a power, I'd prefer you call it a Device or change the name. I get confused when you have a power named after equipment that can't be stolen or removed. Tomorrow, you're right about the equipment Toughness maximum. I tend to use the main book's suggestion about realistic archaic armor when GMing (because it doesn't make sense to me that full plate is better at protecting people than a combat vest), but we haven't stated that we're going to use that, so full plate works. You're currently spending 44 points on powers (35 as before, another 10 for Impervious Protection 5, and getting one back from the Weak Point). You need to spend 4 fewer pp before you can get approved.
  2. If you're making Flak Jacket a power, I'd prefer you call it a Device or change the name. I get confused when you have a power named after equipment that can't be stolen or removed. Tomorrow, you're right about the equipment Toughness maximum. I tend to use the main book's suggestion about realistic archaic armor when GMing (because it doesn't make sense to me that full plate is better at protecting people than a combat vest), but we haven't stated that we're going to use that, so full plate works. You're currently spending 44 points on powers (35 as before, another 10 for Impervious Protection 5, and getting one back from the Weak Point). You need to spend 4 fewer pp before you can get approved.
  3. It looks pretty good. The only two things that I saw were that your Toughness save should be +3 when you're not surging (2 from Constitution, 1 from the jacket), and you've got one more equipment point to spend. You don't have to if you don't want to, but I figured it was worth noting. I'm picturing him as looking a lot like the Fonz, updated to modern-day. Let me know what you want to do about the ep, and you've got your first approval.
  4. It looks pretty good. The only two things that I saw were that your Toughness save should be +3 when you're not surging (2 from Constitution, 1 from the jacket), and you've got one more equipment point to spend. You don't have to if you don't want to, but I figured it was worth noting. I'm picturing him as looking a lot like the Fonz, updated to modern-day. Let me know what you want to do about the ep, and you've got your first approval.
  5. It looks pretty good. The only two things that I saw were that your Toughness save should be +3 when you're not surging (2 from Constitution, 1 from the jacket), and you've got one more equipment point to spend. You don't have to if you don't want to, but I figured it was worth noting. I'm picturing him as looking a lot like the Fonz, updated to modern-day. Let me know what you want to do about the ep, and you've got your first approval.
  6. Alright, adding up the points, I see that you've edited since Barnum looked over it. It looks greatly improved, but there are a few discrepancies. 1) The combat section is a little off. It looks like you got 6 ranks of attack and defense, which is 24 pp, not 12. 2) There's no feat spent on equipment, but you have a +5 flak jacket bought with equipment points. 3) +5 is a bit beyond what equipment can do. The highest Protection listed in the equipment section (p. 141) is +4. That's also what the Soldier NPC uses, so if you want to base off that, you'd have to lower the equipment bonus by 1. 4) You can't buy up your Toughness save directly, which is what it looks like you did there. However, the easy way around this is to move that pp and one of the pp you spent on increasing your Fortitude save to your Constitution. With Constitution 12, you get the same effect as increasing the saves, and a small benefit of healing a little faster. 5) As it stands, you can't get a benefit from Sneak Attack, since you're already hitting your PL's cap for attack/damage (a total of +12). I'd remove these feats. 6) You're currently spending 11 pp on feats, but you only have 9 pp listed at the bottom. 7) You may want one of your skill ranks to be Knowledge (tactics), based on your army training. That way, you can use it as trained. 8) Your powers are Duplicate 6 with the Progression power feat, which costs 13 pp, and your Weapon array, which is 22 pp. This totals to 35 pp, not 45. That'll help compensate for the extra 12 pp spent up in the Combat section and the 2 pp in feats. Overall, here are the changes I suggest: Increase Constitution to 12. Reduce BAB to +4. Remove Sneak Attack 2, and add Equipment 1 and Attack Focus 2 (ranged). Change your equipment to a tactical vest and spend an extra equipment point on something like a cell phone or a multitool. Correct the pp spent section as follows: Attributes 8, Combat 20, Saves 14, Feats 12, Skills 1, Powers 35. One last note: By the way you wrote up your character, David can summon his weapons out of nowhere. You might want to add something in your history about that being part of his powers as well, but that's a minor nit. I didn't approve you because I didn't know if you wanted to take my suggestions. If you're ok with them, then I'll approve you.
  7. Alright, adding up the points, I see that you've edited since Barnum looked over it. It looks greatly improved, but there are a few discrepancies. 1) The combat section is a little off. It looks like you got 6 ranks of attack and defense, which is 24 pp, not 12. 2) There's no feat spent on equipment, but you have a +5 flak jacket bought with equipment points. 3) +5 is a bit beyond what equipment can do. The highest Protection listed in the equipment section (p. 141) is +4. That's also what the Soldier NPC uses, so if you want to base off that, you'd have to lower the equipment bonus by 1. 4) You can't buy up your Toughness save directly, which is what it looks like you did there. However, the easy way around this is to move that pp and one of the pp you spent on increasing your Fortitude save to your Constitution. With Constitution 12, you get the same effect as increasing the saves, and a small benefit of healing a little faster. 5) As it stands, you can't get a benefit from Sneak Attack, since you're already hitting your PL's cap for attack/damage (a total of +12). I'd remove these feats. 6) You're currently spending 11 pp on feats, but you only have 9 pp listed at the bottom. 7) You may want one of your skill ranks to be Knowledge (tactics), based on your army training. That way, you can use it as trained. 8) Your powers are Duplicate 6 with the Progression power feat, which costs 13 pp, and your Weapon array, which is 22 pp. This totals to 35 pp, not 45. That'll help compensate for the extra 12 pp spent up in the Combat section and the 2 pp in feats. Overall, here are the changes I suggest: Increase Constitution to 12. Reduce BAB to +4. Remove Sneak Attack 2, and add Equipment 1 and Attack Focus 2 (ranged). Change your equipment to a tactical vest and spend an extra equipment point on something like a cell phone or a multitool. Correct the pp spent section as follows: Attributes 8, Combat 20, Saves 14, Feats 12, Skills 1, Powers 35. One last note: By the way you wrote up your character, David can summon his weapons out of nowhere. You might want to add something in your history about that being part of his powers as well, but that's a minor nit. I didn't approve you because I didn't know if you wanted to take my suggestions. If you're ok with them, then I'll approve you.
  8. Alright, adding up the points, I see that you've edited since Barnum looked over it. It looks greatly improved, but there are a few discrepancies. 1) The combat section is a little off. It looks like you got 6 ranks of attack and defense, which is 24 pp, not 12. 2) There's no feat spent on equipment, but you have a +5 flak jacket bought with equipment points. 3) +5 is a bit beyond what equipment can do. The highest Protection listed in the equipment section (p. 141) is +4. That's also what the Soldier NPC uses, so if you want to base off that, you'd have to lower the equipment bonus by 1. 4) You can't buy up your Toughness save directly, which is what it looks like you did there. However, the easy way around this is to move that pp and one of the pp you spent on increasing your Fortitude save to your Constitution. With Constitution 12, you get the same effect as increasing the saves, and a small benefit of healing a little faster. 5) As it stands, you can't get a benefit from Sneak Attack, since you're already hitting your PL's cap for attack/damage (a total of +12). I'd remove these feats. 6) You're currently spending 11 pp on feats, but you only have 9 pp listed at the bottom. 7) You may want one of your skill ranks to be Knowledge (tactics), based on your army training. That way, you can use it as trained. 8) Your powers are Duplicate 6 with the Progression power feat, which costs 13 pp, and your Weapon array, which is 22 pp. This totals to 35 pp, not 45. That'll help compensate for the extra 12 pp spent up in the Combat section and the 2 pp in feats. Overall, here are the changes I suggest: Increase Constitution to 12. Reduce BAB to +4. Remove Sneak Attack 2, and add Equipment 1 and Attack Focus 2 (ranged). Change your equipment to a tactical vest and spend an extra equipment point on something like a cell phone or a multitool. Correct the pp spent section as follows: Attributes 8, Combat 20, Saves 14, Feats 12, Skills 1, Powers 35. One last note: By the way you wrote up your character, David can summon his weapons out of nowhere. You might want to add something in your history about that being part of his powers as well, but that's a minor nit. I didn't approve you because I didn't know if you wanted to take my suggestions. If you're ok with them, then I'll approve you.
  9. The mechanics all look good, and the story is also good to go. The one edit I made on the sheet is a listing of the rank of each of your alternate powers. I know most of them are the same level as the main power, but Shape Metal isn't, so I wanted to make sure that got remembered. You are approved.
  10. The mechanics all look good, and the story is also good to go. The one edit I made on the sheet is a listing of the rank of each of your alternate powers. I know most of them are the same level as the main power, but Shape Metal isn't, so I wanted to make sure that got remembered. You are approved.
  11. The mechanics all look good, and the story is also good to go. The one edit I made on the sheet is a listing of the rank of each of your alternate powers. I know most of them are the same level as the main power, but Shape Metal isn't, so I wanted to make sure that got remembered. You are approved.
  12. Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
  13. Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
  14. Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
  15. I know that the Blast isn't as effective as a straight-up punch would be (that Power Attack for 2 isn't any good), but I wanted to mix it up. It appears as though it doesn't matter. A natural 1 is as a natural 1 does. Finally, I figured that the miss would still hit something - just not what I was aiming for. It's clear that it's a different sort of attack than the one that Nanowire shrugged off without effort.
  16. I know that the Blast isn't as effective as a straight-up punch would be (that Power Attack for 2 isn't any good), but I wanted to mix it up. It appears as though it doesn't matter. A natural 1 is as a natural 1 does. Finally, I figured that the miss would still hit something - just not what I was aiming for. It's clear that it's a different sort of attack than the one that Nanowire shrugged off without effort.
  17. I know that the Blast isn't as effective as a straight-up punch would be (that Power Attack for 2 isn't any good), but I wanted to mix it up. It appears as though it doesn't matter. A natural 1 is as a natural 1 does. Finally, I figured that the miss would still hit something - just not what I was aiming for. It's clear that it's a different sort of attack than the one that Nanowire shrugged off without effort.
  18. Heavy makes a token effort to dodge the flechettes, but they're too fast for him and engulf him. For a scant moment, even Nanowire's sensors can't detect where the razor shards stop and Heavy begins. Then, as it blows past him, it's clear that he isn't there any longer. There's no way that they could have done that much damage, and Heavy's whereabouts are soon made clear as he too hovers above the ground about ten feet. Annoying, the armor doesn't even look dinged. "I hate to tell you, but once a mine explodes... it's not so good for the mine," he says as the gravitic energy lashes out at Nanowire again. This time, it skids out of control, tearing apart an old shipping container as it seems to collapse in on itself.
  19. Heavy makes a token effort to dodge the flechettes, but they're too fast for him and engulf him. For a scant moment, even Nanowire's sensors can't detect where the razor shards stop and Heavy begins. Then, as it blows past him, it's clear that he isn't there any longer. There's no way that they could have done that much damage, and Heavy's whereabouts are soon made clear as he too hovers above the ground about ten feet. Annoying, the armor doesn't even look dinged. "I hate to tell you, but once a mine explodes... it's not so good for the mine," he says as the gravitic energy lashes out at Nanowire again. This time, it skids out of control, tearing apart an old shipping container as it seems to collapse in on itself.
  20. Heavy makes a token effort to dodge the flechettes, but they're too fast for him and engulf him. For a scant moment, even Nanowire's sensors can't detect where the razor shards stop and Heavy begins. Then, as it blows past him, it's clear that he isn't there any longer. There's no way that they could have done that much damage, and Heavy's whereabouts are soon made clear as he too hovers above the ground about ten feet. Annoying, the armor doesn't even look dinged. "I hate to tell you, but once a mine explodes... it's not so good for the mine," he says as the gravitic energy lashes out at Nanowire again. This time, it skids out of control, tearing apart an old shipping container as it seems to collapse in on itself.
  21. "The gravity didn't hold him. Either that mecha's really good, or... no, that mecha's got to be really good," Heavy thinks as his usual opening gambit doesn't seem to do a thing. What's more, the kid keeps slugging away at him. This time, though, Heavy's ready for the strike. Though he still gets hit, he manages to move a non-vital part of the suit to take the brunt of the blow. "Time to see how tough it is," he thinks. All banter has fallen to the side as he tries to figure out what this guy's weakness is. At least he knows to not try to grapple the guy. Anybody who can stand his gravitic onslaught is far too strong to casually grab a hold of. A regular punch, though... Moving to Nanowire's side, and hopefully out of his main sensor bank, Heavy throws a powerful punch at the mecha.
  22. "The gravity didn't hold him. Either that mecha's really good, or... no, that mecha's got to be really good," Heavy thinks as his usual opening gambit doesn't seem to do a thing. What's more, the kid keeps slugging away at him. This time, though, Heavy's ready for the strike. Though he still gets hit, he manages to move a non-vital part of the suit to take the brunt of the blow. "Time to see how tough it is," he thinks. All banter has fallen to the side as he tries to figure out what this guy's weakness is. At least he knows to not try to grapple the guy. Anybody who can stand his gravitic onslaught is far too strong to casually grab a hold of. A regular punch, though... Moving to Nanowire's side, and hopefully out of his main sensor bank, Heavy throws a powerful punch at the mecha.
  23. "The gravity didn't hold him. Either that mecha's really good, or... no, that mecha's got to be really good," Heavy thinks as his usual opening gambit doesn't seem to do a thing. What's more, the kid keeps slugging away at him. This time, though, Heavy's ready for the strike. Though he still gets hit, he manages to move a non-vital part of the suit to take the brunt of the blow. "Time to see how tough it is," he thinks. All banter has fallen to the side as he tries to figure out what this guy's weakness is. At least he knows to not try to grapple the guy. Anybody who can stand his gravitic onslaught is far too strong to casually grab a hold of. A regular punch, though... Moving to Nanowire's side, and hopefully out of his main sensor bank, Heavy throws a powerful punch at the mecha.
  24. Yep, that looks like one way to do it. Depending on how difficult you want to make it (and therefore, how many heroes or villains would be capable of doing it), you could also add the Action flaw to change it to a full-round action, thereby reducing the pp cost of the ritual to 8 pp. Oddly enough, by spending an extra 3 seconds or so when performing the ritual, you reduce the research time by 32 hours and the setup time by an hour and twenty minutes. How it gets done doesn't matter to me IC, or for that matter, OOC. I just suggested the extra flaw to allow for a PL 6 villain to be able to do it without needing to max out Knowledge (arcane lore) and have a hefty Int bonus to go with it.
  25. Yep, that looks like one way to do it. Depending on how difficult you want to make it (and therefore, how many heroes or villains would be capable of doing it), you could also add the Action flaw to change it to a full-round action, thereby reducing the pp cost of the ritual to 8 pp. Oddly enough, by spending an extra 3 seconds or so when performing the ritual, you reduce the research time by 32 hours and the setup time by an hour and twenty minutes. How it gets done doesn't matter to me IC, or for that matter, OOC. I just suggested the extra flaw to allow for a PL 6 villain to be able to do it without needing to max out Knowledge (arcane lore) and have a hefty Int bonus to go with it.
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