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Folkert

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Posts posted by Folkert

  1. While you edit, be aware of another problem with having a Minion that's on a bit of jewelry you wear: you're essentially using the Minion as cover.

    Could you please rephrase this as I'm not eaxctly sure what you saying? Thanks.

    But its miniscule size will mean it can't easily be hit (+12 size bonus to Defense), and its incorporeality means it can't easily be damaged, which negates two of the inherent drawbacks/limits/weaknesses in having a Minion or Sidekick.

    This makes me wonder: Hoe would you stat up a sentinent quantum computer whose basic structure consists of a cloud of free-ranging quarks?

  2. As the Game rules say, "Create a new topic in this forum." Besides I can't seem to create a new post in the Hero's Bank, the button simply doesn't exist. So...

    You are trying too hard. :) Approved characters are moved by the Judges into the Hero's/Villain's Bank. New characters should be posted in the general Characterbank.

    [Edit] And to give it some real content: Where is the archetypical bodyguard feat 'Interpose' ? He has to take the shots meant for me, after all.

    Also, what about some undercover Kevlar? Toughness +2 is not that much.

  3. That's quickly explained:

    Making use of a device gives you a "discount" on paying for your powers as they can be taken away and thus leave you powerless. The discount works as such:

    For every 3 pp you spent on an easy-to-lose device (this can be disarmed/Taken away in combat) it contains 5 pp of powers.

    For every 4 pp you spent on an hard-to-lose device (this can only taken be away if you are helpless) it contains 5 pp of powers.

    Your shield costs thus:

    Shield [4pp] (This is a power that increases your defence by 4.)

    Blast 4 [8pp] PF: Mighty 6, Ricochet [7pp] = 15 PP

    -> Alternate Power: Strike 4 [Power Feats: Improved Critical 2 (18-20), Mighty, Split 1, Takedown 2; 1 PP]

    An Alternate Power of another existing power costs only 1pp because you can only use one of them at the time. Since you can't use your shield to throw and melee-attack at the same time, the Strike power is priced as an alternate power to the Blast power and so costs only 1pp.

    The total comes to: 4pp (Shield) + 15pp (Blast) +1pp (Strike as an altenate power to Blast) = 20pp

    Following the discount given above, this means that you have to pay 16pp for the 20pp your hard-to-lose Device contains.

    [since every 5pp a device contains constitute one rank of device, your shield is a Device 4.]

    Hope I managed to make everything understandable. If not, please don't hesitate and ask again!!!

    Folkert

  4. Okay, So...I think....hope...this is right. I feel bad because you're helping me so much, and I don't seem to make much headway. Again, thank you for all your time and help thus far.

    First thing: Don't feel bad about anything. :) It's absolutely no problem and I gladly help where I can. (Not that I can help that often since I'm anything but an expert myself.)

    I've taken the liberty of clarifying a few things and modifying the Shield once again. Now it has a dedicated melee combat power again (though you could still use the Blast if you wanted, but there is no reason to in melee). This melee power adds the possibility of hitting much harder (Improved Critical 2), and allows Ivan to (almost literally) wade through hordes of minions/goons (Takedown Attack 2). I've also added a Shield power in which increases your normal defense up to +14 as long as you have the shield ready in your hands.

    And best of all, you still have 14 pp left over to spend! :D

    Stats:

    Str: 22 (+6)

    Dex: 22 (+6)

    Con: 22 (+6)

    Int: 14 (+2)

    Wis: 12 (+1)

    Cha: 12 (+1)

    Combat:

    Attack: +10 (+10 melee; +10 ranged)

    Defense: +10 (+14 w/ Shield; +5 flatfooted)

    Initiative: +10

    Grapple: +16

    Saves:

    Toughness: +6

    Fortitude: +10

    Reflex: +10

    Will: +5

    Skills:

    Acrobatics 4, (+10)

    Climb 4, (+10)

    Intimidate 4, (+8)

    Knowledge (Tactics) 12, (+16)

    Notice 8, (+12)

    Search 4, (+8)

    Sense Motive 4, (+8)

    Stealth 4, (+10)

    Swim 4, (+10)

    Feats:

    Assessment

    Benefit 2 (Masterful Tactics 2) * **

    Diehard

    Elusive Target

    Evasion 2

    Improved Initiative

    Improved Throw

    Improved Trip

    Master Plan

    Power Attack

    Uncanny Dodge (Visual)

    * Can use your Knowledge (Tactics) skill instead of your raw Int bonus for the Masterplan feat roll.

    ** Can use your Knowledge (Tactics) skill in place of a Stealth or related skill check to set up an attempt to surprise opponents in combat and for the Notice or Sense Motive check needed to detect an ambush or to avoid a feint in combat.

    Powers:

    Device 4 (Hard to Lose) [shield; 16 PP]

    Shield 4

    Blast 4 [Power Feats: Mighty 6, Ricochet; 15 PP]

    AP: Strike 4 [Power Feats: Improved Critical 2 (18-20), Mighty, Split 1, Takedown 2; 1 PP]

    DC Block:

    ATTACKS: SAVE DC: DAMAGE TYPE:

    (Unarmed +10) (DC 21) (Bruise)

    (Shield +10) (DC 25) (Bruise)

    Costs: Abilities (44) + Combat (40) + Saves (12) + Skills (12) + Feats (13) + Powers (16) = 137

  5. Probably something an 'inventive' american reporter came up with. :P

    Still, everything is better than Marvel's first attempt to create a german equivalent for Cap:

    Der VORMUND !!!

    (As in the law term "Guardian of a ward" :shock: )

    Thank you, Marvel! :nono:

  6. Well, I just double-posted myself, so no complaints from me. ;)

    Regarding the "in red" part: Just put the "Device 3 (Easy to Lose) [9PP]

    Blast 4 [Power Feats: Mighty 6, Ricochet; 15 PP]" under the "Powers" header and eliminate the rest. You do have the powers and can use them freely (at least till someone takes your shield away).

    The bad news: The uneven attribute levels (Int 13, Wis 11 and Cha 11) have their boni round down -> Int 13 (+1), Wis 11 (+0) and Cha 11 (+0). So better put them at even levels.

  7. Sorry, if I gave a wrong impression: Tsar is definitely russian. (And this world does have a Russia.)

    I just see no way how a truly convinced communist would ever name himself after the very symbol of oppression, the Tsar. But since he tried to set himself up a a dictator, he probably is no hardcore communist, anyway.

  8. I think the main problem is that you put 108 points into stats and combat, that's 72% of your total available and doesn't leave much room for the rest.

    I can understand the attack part, but have you considered lowering the Base Defense and adding some points in Dodge Focus instead?

    And do his mental values really have to be that high? Physical is a premium for a super-soldier, of course, but does he need that high an intelligence and charisma (especially since he lacks his leadership feats now) ?

  9. Question: about your last edit in the shield, what do you mean you threw out the alternate power. I'm a tad confused, sorry.

    No problem. :D

    Your original build for the Shield had the Blast power (costing 15 PP) and an Alternate Power Strike (1 PP). I eliminated the Strike AP because you don't really need it as you can use the Blast power in melee just fine.

    I hate to be the bearer of bad news but those drawbacks aren't really drawbacks which give you points back, but are Complications thatgive you an HP if they come into play. :cry:

  10. DC: Red Star

    Marvel: Red Guardian

    Might I ask from which country CC (Captain Communist ;) ) comes as this will affect my answer?

    By the way, I think Tsar and Kaiser (german for Emperor) would be particularly bad choices for a communist hero.

  11. One thing I forgot to mention previously is that both your Inspire and Leadership feat are reliant on Hero Points to get any kind of use out of them, but without the Luck feat you only have the normal Basis of 1 HP. Unless you count on getting a number of HP via Complications, I don't think the current build will work that effectively.

    You can drop the Improved Block feat. The Judges have ruled that blocking is subject PL limits and since you reach those with your BAB alone, it has no use to you.

    I think your Device is a bit off. Keeping with your current build it might be designed as such (two possible versions as per the Device power M&M 2ed, p. 81f.):

    a) Device 3 (easy to lose) [9 PP]

    Blast 4 [Power Feats: Mighty 6, Ricochet; 15 PP]

    B) Device 4 (hard to lose) [12 PP]

    Blast 4 [Power Feats: Mighty 6, Ricochet; 15 PP]

    [Edit] Strike my previous thought - the Thrown PF id not a good idea. I threw out the alternate Power because you don't really need. A Blast can attack into an adjacent square without problems and your attack bonus is the same whether ranged or melee.

  12. I'd think starting a thread on your own would be a good start and idea, if only to flesh her background out more and give any potential takers something to work with.

    Right now, info on Hoa Lung is a bit sparse: A female monk of Vietnamese descent who runs a Pao Pat Mei dojo for women and has earned an honored place in her community.

    For what? Friends, Family and/or Enemies? Activities?

    Don't expect anyone to run your PC's whole life (Instructor by day - Hero by night) in its entirety. Especially not in one thread. Starting with a specific (and limited) scenario might also make it easier for someone to commit to helping/running, for example Hoa getting into trouble with the local crime organization (Triads/Yakuza) or the "classic" ruthless investors throwing people out of their houses to build ...

    As a starting point, here's what the FC sourcebook has to say on the "Asian community" which seems to be centered in the West End quarter of West Freedom (Seems nothing like a Chinatown per se exists.):

    Percentage of people with Asian racial background in FC: 6.7%

    THE WEST END

    Flowing down from Lantern Hill toward Greenbank is the West End of Freedom City. The West End was originally a number of small ethnic communities settled around the end of the 19th century. Today, they have blended together into an overall community, although pockets of the original cultures can still be found, along with a number of newcomers to the area.

    It’s a boisterous, mostly lower middle-class, area. Row houses and apartment buildings are common, along with garden-style apartments with common courtyards. Due to cheap housing in its infancy, the West End became home to Irish, Italian, Greek, and Jewish immigrants. African-Americans, Hispanics, and Asians followed in later years. The West End features the best ethnic restaurants in the city, particularly delis and pizza places.

    Unfortunately, the West End still sees a fair amount of crime, particularly from gangs, and organized crime retains a stronghold here, despite the best efforts of the FCPD. Culturally, the West End is squeezed in between Parkside and the new developments like Ashton. This leaves the area with little room to grow, and some feel Freedom City’s growth will eventually mean the end of the older neighborhoods as they’re torn down to make way for new developments.

  13. Hi Ryoga!

    Here are a few things that leapt out to me:

    1. Looks like you spent 48 pp on attack and defense instead of the 38 pp you noted at the bottom of your post. [bAB 10 (20 pp) + BDB 14 (28 pp)]

    2. Grapple should be +16. [bAB 10 + 6 Str]

    3. Since you have both a high Tactics skill and the Masterplan feat, the 'Masterful Tactics' options from the Mastermind Manual might appeal to you:

    a) For the cost of 1 pp you can use your Knowledge (Tactics) skill instead of your raw Int bonus for the Masterplan feat roll.

    B) For one 1 pp you can use your Knowledge (Tactics) skill in place of a Stealth or related skill check to set up an attempt to surprise opponents in combat and for the Notice or Sense Motive check needed to detect an ambush or to avoid a feint in combat.

    4. Since you invested in the 'Improved Trip' feat, the 'Improved Throw' feat might be a good addition to make sure you get the best chance to trip someone by forcing them to resist with the lower of Str or Dex/Acrobatics.

    5. Regarding your Shield: Considering that it probably is not an inherent part of Ivan, making it a device might be suitable (and give a few points back). It also needs only 6 applications of the PF 'Mighty' as Ivan's natural Str bonus is only +6.

    On the downside it's a bit underprized currently. [blast 4 (8 pp) + Mighty 6 (6 pp) + Ricochet 1 (1 pp) + 1 AP (1 pp) = 16 pp]

    Hope this helps a bit! :)

  14. Thanks for the exhaustive answers, Heridfel and Dr. Archeville!

    Originally I didn't even think about senses when considering Immunity (Mental) but then I started to waver a bit as I wondered regarding Immunity (Interaction skills) overriding the principle of opposed skill rolls and whether something like that might apply to mental Senses and Immunity (mental), also.

    Godd to know that here it doesn't. Thanks again! :)

  15. Immunity (Mental effects) allows one to "automatically succeed on

    any saving throw or ability check" versus Mental effects.

    Does this also make me immune to mental senses?

    I figured that's what Concealment is for, but thought it better to ask here first.

  16. I'd do it as Enhanced Disguise (Flaw: Only Voices).

    Thanks!

    Since you've deleted the old build I cannot check to see if you'd bought it as a Minion or a Sidekick, but in either case, the first question which needs to be asked is whether or not it's truly either. I.e., is it a true character, with its own will and volition? Is it capable of acting against you, for your own good? Is it capable of acting against you, for its own good? Of being convinced by others to act against you? If stolen/kidnapped, would you be as upset & eager to get it back as Bruce Wayne would be if Robin were kidnapped, or as upset as Tony Stark if his latest suit was stolen? Or is it just flavor test for a way to get a few different skills and a bonus to existing skills? If the latter, and posing as a gem in her jewelry, it should just be a Hard to Lose Device granting some Enhanced Skills(+2 to assorted skills, the flavor text explanation being that it's the computer inside aiding her skill checks).

    Bought it as a Minion, specifically as the 1pt (helpful) version, as this met its character the best. It has definitely it's own personality and it is one that does not follow Finder's decisions with blind loyalty. It's also perfectly capable of making it's own decisions and acting against her wishes/orders if it perceives this to be better for Finder, ie. withholding information it gains via its Translation ability. Since it retains part of its original programming as a police-"man" it also won't function as a mere sentinent at-will-door-opener as it insists on following certain laws to a degree (a wild mix of Dethalian and Earthern ones), making for some heavy arguing between the two as the DPA withholds its powers again and needs to be convinced otherwise.

  17. Thanks, Dr. A!

    "Eyes: Pointed" -- do you mean her ears?

    La-la-la, nothing to see. Move along, citizen!

    How embarrassing! Meant 'ears', of course. :oops:

    I'm wary about the "Body Language" feature -- Vocal Mimicry gets such a big bonus to Bluff or Perform (not Disguise) checks because it's just mimicking sounds (sounds, not voices). But mimicking body language is mimicking the way they move and hold themselves, and that's more a straightforward bonus to the skills. because it's a visual thing (and so shouldn't be available so cheaply seeing as how people are primarily visual-based).

    No problem, I'll drop the body language feature then.

    Will keep the vocal Mimicry for her "mad beatboxing skillz", but how do I mirror imitating voices then? (Since Movies and TV are her primary source of education, she is fond of sounding like famous on-screen personalities, ie. Harry Callahan or John Shaft.)

    Cosmic Awareness is Super-Senses 2, so -- along with Enhanced Feats 3 -- before Flaws that'd be 5pp. With the Unreliable Flaw, it'd be 2.5pp. Unless you mean the Unreliable only applies tot he Cosmic Awareness part, in which case the Flaw should be applied to that one effect and not the whole Container.

    I arrived at 4pp because I flawed the Cosmic Link container itself, dropping its cost from 5pp to 4. The next version will be using a slightly different solution.

    You still need to get rid of the Adaptation, since the jury's still out on whether or not to allow Variable Powers.

    Yup, it's definitly gone for the new version. (Scrapped it already after your initial comment last week.)

    You're treating the Disintegration as the Base Effect of the Cosmic Power, correct?

    Be aware that, since Disintegration is basically two Linked Effects -- a Blast Linked with a Ranged Affects Objects Drain Toughness -- you need to buy any power feats that apply to the whole power twice, just like the Extras and Flaws.

    Also, with 4 Dynamic Alternate Powers and 4 non-Dynamic Alternate Powers, that's another 12pp. 1 for each AP, 2 for each DAP.

    Thanks for the PF clarification. I had thought about it, but now it will definitely go into the next version.

    Regarding the APs (and DAPs): I mistakenly included their cost in the total array. That's why it had 36 ranks when 28 would have been sufficient for a 56pp Disintegration. Already corrected for the new version.

    What is this? A super-advanced PDA? And is it always supposed to be Miniscule? Innate on size- and density-changing powers typically only go on ones with a Permanent duration.

    With no Con, it also needs Immunity 30 (Fortitude effects).

    With no Str or Dex, it cannot take any physical actions, only mental ones. So its telekinesis should be Perception range, and Quickness flawed to being for mental tasks only.

    It's the "Dethalian Peace Authority - assigned to Peace Officer 2011" - a sentinent nano-computer.

    Size is indeed correct (and permanent). The DPA poses as a gem on her jewelry. Didn't expressly mention 'Immunity 30 (Fortitude effects)' as all construct have that and I skimped a bit on the Minion details. The next version already has a much more detailed sheet for the DPA.

    I put it at general quickness because the Disable Device skill - usuable via its Telekinesis - should also be quicker than normal. Should I have a general Quickness (limited to mental tasks) and a particular Quickness (limited to Disable device) linked to the Telekinesis effect instead?

    That'd be -3pp, not 2. 3 for being Uncommon & Major, +1 for affecting Con, -1 for being one step up the Time table from 20 mins to 1 hour).

    Thanks! Probably miscalculated because I was changing it several times looking for a suitable version.

  18. Probably the same "mysterious" way the mental sense Spatial Awareness can detect objects in one's surroundings. Along that line she's simply "mentally aware" of the particular object she is searching for. So, yes, it must have some sort of signature she can latch onto. That'means she can't go looking for just "my briefcase" - she needs a extremely detailed description, photo/vid at least or to examine it's former surroundinds.

  19. Thanks for the quick reply!

    Well, first, your ESP in version one needs to note which senses can be displaced. It looks like it's a 1 pp/rank version, which means that it's some non-visual sense only.

    Sorry, will correct that in the final version. I thought is was clear enough with "ESP 10 [mental [...] ]". It's indeed the 1 pp/rank version and displaces the 'mental' sense type (and thus only the two Detect powers).

    The second version would not be able to detect through things, so any objects would block minds from being seen (and vice versa, if you had a really big mind somewhere). It also requires you to be looking in the same direction as the thing you are looking at, which could be inconvenient if you're trying to do something where your body is.

    Errk, embarrassing oversight that - 'Radius' is really required.

    'Penetrates Concealment' should take care of the blocking problem, for a grand total of 30 pp then.

    Supersenses 40 [Detect Minds (mental), accurate, acute, analytical, extended 10, radius, penetrates concealment; Flaw: Limited -1 (Can only be used to detect 1 mind at a time (per Notice check) ); Detect Objects (mental), accurate, acute, analytical, extended 10, radius, penetrates concealment; Flaw: Limited -1 (Can only be used to detect 1 object at a time (per Notice check) ); 20 PP]

    Enhanced Skill 4 [search +16; 4 PP]

    Quickness 18 [Flaw]

  20. There and back again!

    Sorry, I thought I was good with this, but while working on a Cosmic Awareness that is truly cosmic in scope, it occured to me that 'Extended x' might work here, too, and actually keep it a bit simpler.

    So far I have:

    ESP 10 [mental; PF: Subtle 2; Extra: Duration +1 (Sustained), No Conduit +1, Simultaneous +1; Flaw: Action -2 (Full-round Action); 22 PP]

    Enhanced Skill 4 [search +16; 4 PP]

    Quickness 18 [Flaw]

    Supersenses 10 [Detect Minds (mental), accurate, acute, analytical; Flaw: Limited -1 (Can only be used to detect 1 mind at a time (per Notice check) ); Detect Objects (mental), accurate, acute, analytical; Flaw: Limited -1 (Can only be used to detect 1 object at a time (per Notice check) ); 5 PP]

    = 37 PP

    Couldn't I also go with ... ?

    Supersenses 30 [Detect Minds (mental), accurate, acute, analytical, extended 10; Flaw: Limited -1 (Can only be used to detect 1 mind at a time (per Notice check) ); Detect Objects (mental), accurate, acute, analytical, extended 10; Flaw: Limited -1 (Can only be used to detect 1 object at a time (per Notice check) ); 15 PP]

    Enhanced Skill 4 [search +16; 4 PP]

    Quickness 18 [Flaw]

    = 25 PP

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