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Gaming w/Jemal : Circle of Champions OOC (Full for now)
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<blockquote data-quote="Jemal" data-source="post: 5969539" data-attributes="member: 9026"><p>Alright Holyman, time to look at Savior</p><p></p><p>Move Object : Keep in mind that it can't deal damage directly unless you add the +1/rank Damage modifier. Without that it can only use it to perform combat maneuvers or throw stuff at people. Any of these though will still require an attack roll unless you make it perception ranged.</p><p>Force Field : combined with your Stamina and Defensive Roll, this makes your Toughness check too high. I'd suggest dropping the defensive roll.</p><p>Snare - You may wish to increase the ranks of this. Also it requires an attack roll unless you make it perception range.</p><p></p><p></p><p>Fascinate is ranked for use on multiple skills, it has no effect if you take it twice with the same skill.</p><p></p><p></p><p>Acrobatics is not usable untrained. Also you may wish to put more ranks in some of those skills if you plan on using them. Stealth, Tech, and Athletics are really only useful when you have larger skill modifiers.</p><p></p><p></p><p>OK a few things. First, you can't buy toughness directly with points. it can only be increased by the Protection power, Defensive roll advantage, and Stamina ability.</p><p>Secondly, your PL is 9 with the Potential trait (Which I see you chose). </p><p>For the following : Dodge+Toughness; Parry+Toughness; Fort+Will; Attack+Damage/Effect the cap is double PL, which means 18 for you. So for example with a will save of 10, your Fort cap is 8.</p><p>With your move object cap at 8, it would have an attack cap of 10. </p><p>I believe I set the 'trade-off' at a max of within 3 of your PL, meaning your caps can be between 6 and 12.</p><p>Your Toughness has a max of 12, so with 2 stamina you could use 10 ranks of forcefield, and then would have a max of 6 in both dodge and parry.</p></blockquote><p></p>
[QUOTE="Jemal, post: 5969539, member: 9026"] Alright Holyman, time to look at Savior Move Object : Keep in mind that it can't deal damage directly unless you add the +1/rank Damage modifier. Without that it can only use it to perform combat maneuvers or throw stuff at people. Any of these though will still require an attack roll unless you make it perception ranged. Force Field : combined with your Stamina and Defensive Roll, this makes your Toughness check too high. I'd suggest dropping the defensive roll. Snare - You may wish to increase the ranks of this. Also it requires an attack roll unless you make it perception range. Fascinate is ranked for use on multiple skills, it has no effect if you take it twice with the same skill. Acrobatics is not usable untrained. Also you may wish to put more ranks in some of those skills if you plan on using them. Stealth, Tech, and Athletics are really only useful when you have larger skill modifiers. OK a few things. First, you can't buy toughness directly with points. it can only be increased by the Protection power, Defensive roll advantage, and Stamina ability. Secondly, your PL is 9 with the Potential trait (Which I see you chose). For the following : Dodge+Toughness; Parry+Toughness; Fort+Will; Attack+Damage/Effect the cap is double PL, which means 18 for you. So for example with a will save of 10, your Fort cap is 8. With your move object cap at 8, it would have an attack cap of 10. I believe I set the 'trade-off' at a max of within 3 of your PL, meaning your caps can be between 6 and 12. Your Toughness has a max of 12, so with 2 stamina you could use 10 ranks of forcefield, and then would have a max of 6 in both dodge and parry. [/QUOTE]
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