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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)
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<blockquote data-quote="Jemal" data-source="post: 5972960" data-attributes="member: 9026"><p>Darwin - Well most of the point of having a 'normal' form is that you're not as good in it as you are in other forms, so having it be at/close to the power caps is kinda redundant.</p><p></p><p>As far as how caps work, there are several things that are capped : </p><p>Abilities = PL</p><p>Skill total = PL+10</p><p>Fort+Will total = PLX2</p><p>Toughness+Defense (Or Tough+Parry) = PLX2</p><p>Attack bonus + Effect rank(Save) = PLX2</p><p>If anything has a save but not an attack roll (Or two saves such as an Area effect) , the rank = PL</p><p></p><p>There's no reason to take abilities/advantages that would put a stat ABOVE the cap, b/c you're essentially paying extra points for no reason.</p><p>For example, having Stamina 9 already maxes out your Fort and Toughness if you're not taking trade-offs, so buying Protection 6 is completely pointless.</p><p>As WD pointed out, if you want Impervious Toughness, you can buy it for toughness without protection ranks, so long as you have enough toughness to begin with. (Impervious toughness 9 = 9pp)</p><p></p><p>As far as trade-offs not making sense, they kinda do in some cases - For example, a solid form makes more sense being slower/stronger (Defenses/Accuracy down, Toughness/Effect up), whereas Fluid forms make more sense being Weaker, but Faster and more Agile. (Defense/Accuracy up, Toughness/Effect down).</p><p></p><p></p><p>Actually, the affliction makes sense to me, he pushes some of the water from his form into their face as an attack (Like a 'crystal' form shooting spikes, etc)</p><p></p><p>As far as the 'sand blast', I would suggest just changing the name to 'sandstorm' or something like that to represent temporarily turning your body into a 'burst' of sand that hits everybody near to where you were standing.</p><p></p><p>I also have a bit of a problem with why this is shapeable. Is he able to still control the flow of the sand as it moves away from him?</p></blockquote><p></p>
[QUOTE="Jemal, post: 5972960, member: 9026"] Darwin - Well most of the point of having a 'normal' form is that you're not as good in it as you are in other forms, so having it be at/close to the power caps is kinda redundant. As far as how caps work, there are several things that are capped : Abilities = PL Skill total = PL+10 Fort+Will total = PLX2 Toughness+Defense (Or Tough+Parry) = PLX2 Attack bonus + Effect rank(Save) = PLX2 If anything has a save but not an attack roll (Or two saves such as an Area effect) , the rank = PL There's no reason to take abilities/advantages that would put a stat ABOVE the cap, b/c you're essentially paying extra points for no reason. For example, having Stamina 9 already maxes out your Fort and Toughness if you're not taking trade-offs, so buying Protection 6 is completely pointless. As WD pointed out, if you want Impervious Toughness, you can buy it for toughness without protection ranks, so long as you have enough toughness to begin with. (Impervious toughness 9 = 9pp) As far as trade-offs not making sense, they kinda do in some cases - For example, a solid form makes more sense being slower/stronger (Defenses/Accuracy down, Toughness/Effect up), whereas Fluid forms make more sense being Weaker, but Faster and more Agile. (Defense/Accuracy up, Toughness/Effect down). Actually, the affliction makes sense to me, he pushes some of the water from his form into their face as an attack (Like a 'crystal' form shooting spikes, etc) As far as the 'sand blast', I would suggest just changing the name to 'sandstorm' or something like that to represent temporarily turning your body into a 'burst' of sand that hits everybody near to where you were standing. I also have a bit of a problem with why this is shapeable. Is he able to still control the flow of the sand as it moves away from him? [/QUOTE]
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