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Barnum

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The Enhanced Constitution was implied with the 22 up top, and I see the math is a little off, power-wise. I'll update the sheet accordingly, though I'll warn you that Regeneration is a visible power, which means that the Watcher could mimic it.

Also, if any other referee feels that you shouldn't have the Regeneration for your current fight, you'll have to do without it. I'm in the middle of the fight myself, so I'll let my decision get overruled by anyone who has a different one.

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The Enhanced Constitution was implied with the 22 up top, and I see the math is a little off, power-wise. I'll update the sheet accordingly, though I'll warn you that Regeneration is a visible power, which means that the Watcher could mimic it.

Also, if any other referee feels that you shouldn't have the Regeneration for your current fight, you'll have to do without it. I'm in the middle of the fight myself, so I'll let my decision get overruled by anyone who has a different one.

Updated.

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I have 4 pp to spend for Grim, and here's what I've come up with:

Increase Acrobatics from 4 to 8 ranks (1pp)

Add the feat Attack Specialization (Strike) (1pp)

Increase Strike from 4 to 6 ranks (2pp)

I think these changes will markedly improve Grim effectiveness as a crimefighter. BTW, how quickly are these applied? Are they not usable in any storylines were currently in, and if so, can we make an exception on 'Deja Vu' since it is set a little bit in the future (a few weeks, I'm guessing)?

Updated by Barnum

You can use them right away as long as everyone in the thread is okay with that. I have no problem with it in "Deja Vu."

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I have 4 pp to spend for Grim, and here's what I've come up with:

Increase Acrobatics from 4 to 8 ranks (1pp)

Add the feat Attack Specialization (Strike) (1pp)

Increase Strike from 4 to 6 ranks (2pp)

I think these changes will markedly improve Grim effectiveness as a crimefighter. BTW, how quickly are these applied? Are they not usable in any storylines were currently in, and if so, can we make an exception on 'Deja Vu' since it is set a little bit in the future (a few weeks, I'm guessing)?

Updated by Barnum

You can use them right away as long as everyone in the thread is okay with that. I have no problem with it in "Deja Vu."

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I have 4 pp to spend for Grim, and here's what I've come up with:

Increase Acrobatics from 4 to 8 ranks (1pp)

Add the feat Attack Specialization (Strike) (1pp)

Increase Strike from 4 to 6 ranks (2pp)

I think these changes will markedly improve Grim effectiveness as a crimefighter. BTW, how quickly are these applied? Are they not usable in any storylines were currently in, and if so, can we make an exception on 'Deja Vu' since it is set a little bit in the future (a few weeks, I'm guessing)?

Updated by Barnum

You can use them right away as long as everyone in the thread is okay with that. I have no problem with it in "Deja Vu."

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Her saves line needs to be fixed to read as follows:

Saves: Toughness +5 (+7), Fort 3 (+7); Reflex 3 (+11); Will 4 (+5)

I think it should be . . .

Saves: Toughness +5 (+7), Fort 3 (+8); Reflex 3 (+11), Will 4 (+5)

Toughness = Defensive roll 2 + 5 Con

Fort = 3 ranks + 5 Con

Reflex = 3 ranks + 8 Dex

Will = 4 ranks + 1 Wis

All done! :D

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Her saves line needs to be fixed to read as follows:

Saves: Toughness +5 (+7), Fort 3 (+7); Reflex 3 (+11); Will 4 (+5)

I think it should be . . .

Saves: Toughness +5 (+7), Fort 3 (+8); Reflex 3 (+11), Will 4 (+5)

Toughness = Defensive roll 2 + 5 Con

Fort = 3 ranks + 5 Con

Reflex = 3 ranks + 8 Dex

Will = 4 ranks + 1 Wis

All done! :D

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Her saves line needs to be fixed to read as follows:

Saves: Toughness +5 (+7), Fort 3 (+7); Reflex 3 (+11); Will 4 (+5)

I think it should be . . .

Saves: Toughness +5 (+7), Fort 3 (+8); Reflex 3 (+11), Will 4 (+5)

Toughness = Defensive roll 2 + 5 Con

Fort = 3 ranks + 5 Con

Reflex = 3 ranks + 8 Dex

Will = 4 ranks + 1 Wis

All done! :D

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Updates for Entropy:

1. Update . . .

to . . . Unspent PPs: 7

- Cost: 0 PPs

2. Update . . .

to . . . Trade-Offs: Attack/Save DC: +7/+7, Defense/Toughness: +4/+10

- Cost: 0 PPs

3. Update . . .

to . . . -Base Power - Mental Blast 7

- Cost: 4 PPs

4. Update . . .

to . . . Cost: Ability 0 + Saves 18 + Combat 0 + Skills 4 (16 Ranks) + Feats 6 + Powers 66 - Drawbacks 6 + Unspent PPs 7 = 95 PPs

- Cost: 0 PPs

Updated.

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Updates for Entropy:

1. Update . . .

to . . . Unspent PPs: 7

- Cost: 0 PPs

2. Update . . .

to . . . Trade-Offs: Attack/Save DC: +7/+7, Defense/Toughness: +4/+10

- Cost: 0 PPs

3. Update . . .

to . . . -Base Power - Mental Blast 7

- Cost: 4 PPs

4. Update . . .

to . . . Cost: Ability 0 + Saves 18 + Combat 0 + Skills 4 (16 Ranks) + Feats 6 + Powers 66 - Drawbacks 6 + Unspent PPs 7 = 95 PPs

- Cost: 0 PPs

Updated.

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Updates for Entropy:

1. Update . . .

to . . . Unspent PPs: 7

- Cost: 0 PPs

2. Update . . .

to . . . Trade-Offs: Attack/Save DC: +7/+7, Defense/Toughness: +4/+10

- Cost: 0 PPs

3. Update . . .

to . . . -Base Power - Mental Blast 7

- Cost: 4 PPs

4. Update . . .

to . . . Cost: Ability 0 + Saves 18 + Combat 0 + Skills 4 (16 Ranks) + Feats 6 + Powers 66 - Drawbacks 6 + Unspent PPs 7 = 95 PPs

- Cost: 0 PPs

Updated.

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