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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)
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<blockquote data-quote="hero4hire" data-source="post: 5531656" data-attributes="member: 20711"><p>Well the build qualifies for Meta, Offense, Potential, Powerful & Trained? Hmmm or am I figuring that out wrong?</p><p></p><p></p><p></p><p></p><p>Yes, this matches up with what I have on the Power Points section. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I wanted a trained Acrobatics and I have a Power that relies on Perception Skill.</p><p></p><p></p><p>As always GMs are the final arbitrators as to what is best for their games. But this is meant to be a mental effect..almost a "Chi-like" ability. I cannot find anything in the rules as written that determines the saves by what it affects.</p><p></p><p></p><p></p><p></p><p>Sounds fair. Weaken is a lot less powerful than in 2e and I added check required to nerf it further. So Kombat has to </p><p>*Take a standard action and make a DC 19 Perception check</p><p>*Only the amount of exceeds DC 19 is the ranks he can use. (So he needs to roll a 18 on a d20 (28 perception) to get all 9 ranks.</p><p>*Target only loses Toughness to the amount he failed the DC by.</p><p></p><p>So say I use it on the Powerhouse archetype from the book.</p><p></p><p>I roll a Perception and get a 15 on the die for a total of 25. This means I get to use 6 ranks of Weaken.</p><p>So the Powerhouse now must make a Will save vs DC 16. He gets a 9 for a total of 15. The Powerhouse loses 1 toughness against Kombat's attacks. (and recovers 1 at the end of each of his turns).</p><p></p><p></p><p></p><p></p><p>Yeah I wish Herolab specified that in its statblock output. I will edit the sheet to make it clearer.</p><p></p><p>Grab special means that the DC is "special" as in a str or dex check I believe? (I don't have the Grab rules memorized)</p></blockquote><p></p>
[QUOTE="hero4hire, post: 5531656, member: 20711"] Well the build qualifies for Meta, Offense, Potential, Powerful & Trained? Hmmm or am I figuring that out wrong? Yes, this matches up with what I have on the Power Points section. :) I wanted a trained Acrobatics and I have a Power that relies on Perception Skill. As always GMs are the final arbitrators as to what is best for their games. But this is meant to be a mental effect..almost a "Chi-like" ability. I cannot find anything in the rules as written that determines the saves by what it affects. Sounds fair. Weaken is a lot less powerful than in 2e and I added check required to nerf it further. So Kombat has to *Take a standard action and make a DC 19 Perception check *Only the amount of exceeds DC 19 is the ranks he can use. (So he needs to roll a 18 on a d20 (28 perception) to get all 9 ranks. *Target only loses Toughness to the amount he failed the DC by. So say I use it on the Powerhouse archetype from the book. I roll a Perception and get a 15 on the die for a total of 25. This means I get to use 6 ranks of Weaken. So the Powerhouse now must make a Will save vs DC 16. He gets a 9 for a total of 15. The Powerhouse loses 1 toughness against Kombat's attacks. (and recovers 1 at the end of each of his turns). Yeah I wish Herolab specified that in its statblock output. I will edit the sheet to make it clearer. Grab special means that the DC is "special" as in a str or dex check I believe? (I don't have the Grab rules memorized) [/QUOTE]
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