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<blockquote data-quote="Jemal" data-source="post: 6107241" data-attributes="member: 9026"><p>Alright, my two cents on Bonecrusher:</p><p></p><p>First off, for history/Complications:</p><p>Just want to point out : Good history, but what happened after the aliens invaded? Did he immediately turn to fighting them or did he spend a bunch of time trying to continue his search for money? Did he try working for the Invaders for a while before turning against them or falling out of their good graces and switching back to the human side?</p><p></p><p>For Complications, the Law enforcement/criminal aspect is non-existent, and I highly doubt greed is playing much of a part anymore. Remember, the premise for the campaign is that the alien invasion whipped out all the super heroes/governments/law enforcement, so our super-villains are basically guerrilla freedom fighters.</p><p></p><p></p><p>Only problem I'm having with this is the presence 5.. that's like super-star celebrity stuff, and even higher than the beautiful Atlantean princess who can charm people with a song.. I have trouble understanding how unlucky someone that charismatic would have to be to get forced into a life of crime instead of becoming famous and/or wealthy.</p><p>Unless the presence(And, I presume, Awareness) was a part of his empowering.</p><p></p><p></p><p>Why is he super-resistant to interaction skills? Also I don't think that it's even necessary, I very rarely see GM's ever use interaction skills against players.</p><p>Also on a personal level I just dislike Half-effect Immunities, they just seem odd to me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p></p><p>Reorganized to put these altogether so I could address them at the same time. Keep in mind that having enhanced traits as sustained means you need to be capable of acting each round, they'll shut off the instant you aren't, so this character isn't ALWAYS super-strong/tough/fearless, he has the ability to be. Also non-permanent means that they can be turned off/countered/ nullified by other effects.</p><p></p><p></p><p>will Siren be getting a disciple?</p><p>[sblock=Siren's Song]</p><p>-Siren Song: Affliction 10 (Area Perception(Hearing)+1, Selective+1, Cumulative+1, Limited: Singing -1, Alternate save: Will+0, Insidious) *3/rank+1=31*</p><p>**Affliction: Will save, causes Entranced; Compelled; Controlled**</p><p>[/sblock]</p><p>OK, mechanics: "Check required: 10" would be a DC of 20, not 15. Check required is DC 10 + Ranks in check required. Also, with check required, the amount you BEAT it by is the amount of ranks you get to use, so you would need a 25 expertise check to use your affliction at full power. </p><p>My math says that this power only costs 7, so I'm guessing you meant to write check required: 5, which would make the total cost of the power 12 (Same as the base power). In that case remember that you still need a total of 20 on the expertise check to get the full effect of this power.</p><p></p><p>Also, I'm not sure how this makes any sense whatsoever as an alternate effect of impervious toughness..</p><p></p><p> I like the idea, I've tried several methods myself of coming up with a 'knockback' attack, but they all have their own problems. This one, for example, still technically allows you to do all of the normal TK 'grapple/disarm/pick stuff up' effects, so long as you only move things away from you. Might I suggest instead an Enhanced strength that adds the area to it with a limit of 'only usable for pushing' or something like that? (Considering that's VERY limiting, it might be worth a -2 even, if WD likes it)</p><p></p><p> Can you crit on an affliction? I'd never even considered that before...</p><p>Also, what's the description behind this? Looks like a form of grapple/knockdown attack?</p><p></p><p>Only problem I see with this is that 'must be in contact with ground' is one of the least limiting limiters available unless flight is very common in the campaign, which doesn't seem to be the case in this game.</p><p></p><p></p><p>If you want to be able to lift more, just go with an extra 12 ranks of enhanced str limited to lifting, as the close range flaw on move object is generally not a good idea unless the GM decides that the ability makes sense as a form of 'tactile telekinesis'. It's also more simple.</p><p></p><p></p><p>I don't believe Sense dependent can be used on interaction skills/advantages, as they're already dependent on the ability to interact with the target. Even if you could somehow make an intimidate check against someone who can neither see NOR hear you, I'd see that as a power loss complication or quirk at the very most. </p><p>It's POSSIBLE to scare someone through only touch, smell, and taste, but I don't think you'd be able to accurately convey enough of the purpose behind what you're doing to use the intimidate skill or to daze/fascinate/startle them.</p><p></p><p>Keep in mind that with 5 points in check required you gain 1 rank of leaping for each point by which your acrobatics exceeds 15. With a 0 acrobatics bonus, the best you can do is 5 ranks of leaping with a rolled 20.</p><p></p><p></p><p>just pointing out that the imp crit is only on while your 'now im mad' affliction power is your active effect.</p></blockquote><p></p>
[QUOTE="Jemal, post: 6107241, member: 9026"] Alright, my two cents on Bonecrusher: First off, for history/Complications: Just want to point out : Good history, but what happened after the aliens invaded? Did he immediately turn to fighting them or did he spend a bunch of time trying to continue his search for money? Did he try working for the Invaders for a while before turning against them or falling out of their good graces and switching back to the human side? For Complications, the Law enforcement/criminal aspect is non-existent, and I highly doubt greed is playing much of a part anymore. Remember, the premise for the campaign is that the alien invasion whipped out all the super heroes/governments/law enforcement, so our super-villains are basically guerrilla freedom fighters. Only problem I'm having with this is the presence 5.. that's like super-star celebrity stuff, and even higher than the beautiful Atlantean princess who can charm people with a song.. I have trouble understanding how unlucky someone that charismatic would have to be to get forced into a life of crime instead of becoming famous and/or wealthy. Unless the presence(And, I presume, Awareness) was a part of his empowering. Why is he super-resistant to interaction skills? Also I don't think that it's even necessary, I very rarely see GM's ever use interaction skills against players. Also on a personal level I just dislike Half-effect Immunities, they just seem odd to me. :P Reorganized to put these altogether so I could address them at the same time. Keep in mind that having enhanced traits as sustained means you need to be capable of acting each round, they'll shut off the instant you aren't, so this character isn't ALWAYS super-strong/tough/fearless, he has the ability to be. Also non-permanent means that they can be turned off/countered/ nullified by other effects. will Siren be getting a disciple? [sblock=Siren's Song] -Siren Song: Affliction 10 (Area Perception(Hearing)+1, Selective+1, Cumulative+1, Limited: Singing -1, Alternate save: Will+0, Insidious) *3/rank+1=31* **Affliction: Will save, causes Entranced; Compelled; Controlled** [/sblock] OK, mechanics: "Check required: 10" would be a DC of 20, not 15. Check required is DC 10 + Ranks in check required. Also, with check required, the amount you BEAT it by is the amount of ranks you get to use, so you would need a 25 expertise check to use your affliction at full power. My math says that this power only costs 7, so I'm guessing you meant to write check required: 5, which would make the total cost of the power 12 (Same as the base power). In that case remember that you still need a total of 20 on the expertise check to get the full effect of this power. Also, I'm not sure how this makes any sense whatsoever as an alternate effect of impervious toughness.. I like the idea, I've tried several methods myself of coming up with a 'knockback' attack, but they all have their own problems. This one, for example, still technically allows you to do all of the normal TK 'grapple/disarm/pick stuff up' effects, so long as you only move things away from you. Might I suggest instead an Enhanced strength that adds the area to it with a limit of 'only usable for pushing' or something like that? (Considering that's VERY limiting, it might be worth a -2 even, if WD likes it) Can you crit on an affliction? I'd never even considered that before... Also, what's the description behind this? Looks like a form of grapple/knockdown attack? Only problem I see with this is that 'must be in contact with ground' is one of the least limiting limiters available unless flight is very common in the campaign, which doesn't seem to be the case in this game. If you want to be able to lift more, just go with an extra 12 ranks of enhanced str limited to lifting, as the close range flaw on move object is generally not a good idea unless the GM decides that the ability makes sense as a form of 'tactile telekinesis'. It's also more simple. I don't believe Sense dependent can be used on interaction skills/advantages, as they're already dependent on the ability to interact with the target. Even if you could somehow make an intimidate check against someone who can neither see NOR hear you, I'd see that as a power loss complication or quirk at the very most. It's POSSIBLE to scare someone through only touch, smell, and taste, but I don't think you'd be able to accurately convey enough of the purpose behind what you're doing to use the intimidate skill or to daze/fascinate/startle them. Keep in mind that with 5 points in check required you gain 1 rank of leaping for each point by which your acrobatics exceeds 15. With a 0 acrobatics bonus, the best you can do is 5 ranks of leaping with a rolled 20. just pointing out that the imp crit is only on while your 'now im mad' affliction power is your active effect. [/QUOTE]
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