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Old 12-12-05, 10:18 AM   #201
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Quote:
Originally Posted by Bront
D20Dazza - Let's see some characters rolling out there.


Yeah, Yeah I'm waiting to get my copy of the 2nd Ed book, first ed just doesn't seem to be doing it for me
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Old 12-13-05, 04:32 PM   #202
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For those of you who are approved, please show up in the Read Lounge, as that's where you wait for missions, as well as get to know your fellow heroes. We should have an adventure coming fairly soon, but there are only 4 people in the lounge, and it's possable at least one of them may not be elidgable for the adventure.
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Old 12-13-05, 05:35 PM   #203
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Good to hear that a mission's coming up. I was close to suggesting that one of those already in the HQ should give up the chance to be in the first mission to start that one, to get things going.
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Old 12-14-05, 05:51 AM   #204
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Quote:
Originally Posted by Knight Otu
Good to hear that a mission's coming up. I was close to suggesting that one of those already in the HQ should give up the chance to be in the first mission to start that one, to get things going.

Well, at the moment, there's only 4 of a potential 6 people in HQ, so that leaves an adventure for 3. I'm hoping we'll get all the approved people in soon.
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Old 12-14-05, 07:57 AM   #205
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Ok, we have an approved adventure, but we need more people in the ready room folks
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Old 12-17-05, 03:21 AM   #206
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Just a request, please make sure that you send your character submissions from a valid e-mail address that you can respond from. If I can't reply to you, then it's hard to tell you privately what you may need to change.

Also, please include in your background a little bit about discovering your powers and joining the task force. If you want to expound on that later, that's fine, but since there are a few limiting factors in backgrounds, such as time and origin, it's nice to know ahead of time if you have a problem, rather than have you RP it in a mission, only to find out it wasn't possable lated.

Thanks again, looking forward to more submissions
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Old 12-21-05, 10:31 AM   #207
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BTW, I may have overlooked this, but all the characters have a Comlink for equipment free to start. If you don't have one on your sheet, add it please.
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Old 01-02-06, 04:41 PM   #208
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Ok, the character thread should be in the process of being cleaned up of any posts that are not character posts, or at least have some character work in them at the moment. Any questions, coments, or requests about characters beyond the actual sheet should be made in the general discussion thread.

My mission should be starting shortly (waiting for the last stragler in the ready room to come into the briefing room to make it 6). I'm hoping to hear about a few more missions, as we have more characters trickling in as well.
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Old 01-02-06, 04:55 PM   #209
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Thread is cleaned up. I left the character hold spots still there (basically because mine is still there).

Should get to it this week. Let me know if there is anything else you need.

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Old 01-03-06, 08:27 AM   #210
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Quote:
Originally Posted by Bront

My mission should be starting shortly (waiting for the last stragler in the ready room to come into the briefing room to make it 6). I'm hoping to hear about a few more missions, as we have more characters trickling in as well.


I assume I was the straggler.

Highbrow is set to go. Hopefully I made an...impression
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Old 01-03-06, 06:24 PM   #211
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As long as it's not an impression against the wall
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Old 01-05-06, 04:33 AM   #212
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Bront,

I added that I was judging the Shake your booty thread. Let me know via either PM or e-mail if you have any questions or issues.

Take care everyone and have fun,
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Old 01-05-06, 04:53 AM   #213
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Will do. Hope to see another adventure out there soon
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Old 01-06-06, 07:22 AM   #214
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Just got MM2 yesterday and thinking of joining. I havent tried anything in the system yet, but it looks like fun. I was working on a character last night and wondered if I could get some help developing him and making sure I'm on track with the rules.

Body and Spirit Prelim version:
Spoiler:

Spirit:
insubstantial, innate(4) 21pp
invisibility(1) 4pp
immunity:mental effects(10) 10pp
communication(1) 1pp
possession (4) 16pp
flight, innate (1) 3pp
abilities:
str -
dex 10
con 10
int 14 4pp
wis 14 4pp
cha 10
tough 0
fort 0
refl 0
will 0 +2
defence bonus 0
attack bonus 0
skills:7pp = 35sp
knowledge - behavioral science 6, philosophy 1
notice 10
sense motive 8
intimidate 10
feats: 5pp
Fearsome Presence 5

Abilities 8 + Skills 7 (35sp) + Feats 5 + Powers 55 + Combat 0 + Saves 0 = 75pp

Body:
Life Control(8) 32pp (+5AP)
Boost any one (8), range (perception) 32
Drain any one (8), range (perception) 32
Fatigue (10), reversable, sedation 32
Healing(8) resurrection, progression(6), regrowth, persistent 32
Stun (10), reversible, sedation 32
abilities:
str 12 2pp
dex 10
con 16 6pp
int 14 4pp
wis 14 4pp
cha 10
tough +3
fort +4 1pp
refl +0
will +4 2pp
defence +2 4pp
attack +2 4pp
skills 8pp (40sp)
climb 3
concentration 5
medicine 15
knowledge (life sciences) 15
swim 2
feats 4pp
assessment
equipment (3) van 8, light pistol 6, cell phone 1
drawbacks: minor weakness without the bond to spirit (1)

Abilities 16 + Skills 8 (40sp) + Feats 4 + Powers 37 + Combat 8 + Saves 3 - Drawbacks 1 = 75

Body and Spirit:
Gestalt 5pp
immunity: mental effects(10)
communication (1)
Life Control(10) area (burst), selective attack, action (standard), affects insubstantial, dynamic 72pp, (+10AP (all dynamic)) = 82pp
Boost all (10), range (perception), slow fade (1), affects insubstantial(1) 72
Drain all (10), range (perception), slow fade (1), affects insubstantial(1) 72
Fatigue (10), range (perception), area (burst), selective attack, action (standard), reversible, sedation 72
Healing (10), resurrection, action (3 = free), progression (10 = 5 years), regrowth, persistent 32
Stun (10), range (perception), area (burst), selective attack, action (standard), reversible, sedation 72
abilities:
str 12 2pp
dex 10
con 16 6pp
int 14 4pp
wis 14 4pp
cha 10
tough +3
fort +6 3pp
refl +0
will +4 2pp
defence +3 6pp
attack +2 4pp
skills 15pp (75sp)
knowledge - behavioral science 6, philosophy 1
notice 10
sense motive 8
intimidate 10
climb 3
concentration 5
medicine 15
knowledge (life sciences) 15
swim 2
Feats: 4
assessment
equipment 3

Abilities 16 + Skills 15 (75sp) + Feats 4 + Powers 98 + Combat 8 + Saves 3 = 144/150


I really have to work on Body and Spirit (the gestalt character) more as I want to enhance his Life Control rather than boost his combat ability.

EDIT: second draft complete. still need to work on gestalt character a bit more.

Last edited by Erekose13 : 01-06-06 at 08:41 AM.
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Old 01-06-06, 07:32 AM   #215
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Interesting. I guess it's technicaly correct, so i don't see why you can't use the 2 in 1 syndrome, but hopefully you can explain it well, and it won't be come problomatic if you get split.

Probably need input from the other judges.
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Old 01-06-06, 07:44 AM   #216
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I'm working on the final powers of the gestalt character. I'm not sure wha tyou mean by 2 in 1 syndrome though?

The character concept is two brothers, one of whom was a doctor, the other a shrink. During a cataclysm (will read more about the world background for this one) the shrink was killed despite what the doctor tried. The shrink became a ghost who bonded with his living brother. While bonded the ghost enhances the doctor's Life Control ability, while seperate the doctor still has powers, and the ghost can move about and scout and possess other people. I still need to work on it some more but thats the gist of it.

I had a couple of specific questions that I couldnt find the answers to in the rules while looking.

1. With Life Control, all alternate powers become Perception range correct?
2. Alternate powers can have up to the full base pp cost of the main power for the cost of only 1 actual pp?
3. Because the Max DC for PL 10 characters is 10, I can't take any of the Life Control/Alternate powers above Rank 10 because they all are save based, right?
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Old 01-06-06, 07:59 AM   #217
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I ment 2 for 1 characters. Usually you can only play 1 character, so the 2 for 1 thing is kind of odd.

1) No, you can set them up to be so, but you have to buy them up. Alternate powers can be bought up to perception, but don't need to be.
2) Yes, but you can only change between alternate powers once per round, and sustande powers end immediately when you change.
3) You can take them above 10, you just don't gain the benifit of the save. Unless you have a tradeoff for attack. Basicly, unless the power says it's limited by your PL, you can buy it up infinately, but only benifit from it up to your power level. In some cases, there are other benifits of buying a power up (Range, alternate power arrays, things like that.)
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Old 01-06-06, 08:06 AM   #218
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ah okay I get the 2 for 1 thing. They are each only 75 point characters so will be pretty weak apart. For the most part they will stay together, the main exception is stealth/scouting where the spirit would be best doing that alone.

1. ah okay, I'll have to make a few changes then as I dont want him to have to get close enough to touch anything.
2. gotcha, all of his aps happen to be instant or instant (lasting) so thats good.
3. that would help get his APs up to the same power level while having the perception range, but I dont think I'll worry about it.
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Old 01-06-06, 12:57 PM   #219
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Just one note for Alternate Power. Your alternate power can be as high as the main power in cost for 1pp BUT you don't consider the pp cost of all Alternate power feat.

Exemple:

Blast 10 [Cost:22]
Power Feat: Subtle
Alternate Power: Stun
Alternate Power: Fatigue

You Stun and Fatigue power can cost up to 21, as all AP power feat aren't considered.
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Old 01-06-06, 07:53 PM   #220
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Okay cool, I think I got that one covered. So for example with Body and Spirit his power looks something like:

Life Control (10 ranks) at (4+3extras=7pp each)
Extras: area (burst) +1/rank, selective attack +1/rank, action (standard) +1/rank
Power Feats: affects insubstantial 1 pp
Alternate Power: base power is Dynamic = 1 pp
Alternate Power: Boost, dynamic = 2pp
Alternate Power: Drain, dynamic = 2pp
Alternate Power: Fatigue, dynamic = 2pp
Alternate Power: Healing, dynamic = 2pp
Alternate Power: Stun, dynamic = 2pp

So thats: 70pp + 2pp general feats + 10pp AP powers = 82pp; only 72pp can be spent on AP powers.

I may have made a mistake making the base power dynamic and included that. I want the 72 points available for the AP powers, so I'll probably take that dynamic part away and give it a different power feat.
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Old 01-06-06, 08:28 PM   #221
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I see only one mistake, you don't have to pay for: Alternate Power: base power is Dynamic = 1 pp. If you pay for a dynamic AP, it is with the main power and any other dynamic AP. So, in your example, it would be:

Life Control (10 ranks) at (4+3extras=7pp each)
Extras: area (burst) +1/rank, selective attack +1/rank, action (standard) +1/rank
Power Feats: affects insubstantial 1 pp
Alternate Power: Boost, dynamic = 2pp
Alternate Power: Drain, dynamic = 2pp
Alternate Power: Fatigue, dynamic = 2pp
Alternate Power: Healing, dynamic = 2pp
Alternate Power: Stun, dynamic = 2pp

And all AP can be build with 71pp. The total cost of this power is 81pp
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Old 01-06-06, 08:54 PM   #222
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Hmm I think it actually does take the extra rank or does the last sentence just mean that you have to atleast have spent 1 point on Alternate Power?

Quote:
Originally Posted by MM2
For two ranks (2 power points) an Alternate Power is dynamic; it can share power points with other Dynamic Alternate Powers of that power (so a power must have two Dynamic Alternate Powers for this option to be useful). You decide how many power points are allocated to the various powers once per round as a free action. Making the base power of an array Dynamc requires one Alternate Power rank (1 power point).


So if I don't, cool I'll have another point for a feat. Reversable makes sense for something that acts as Nauseate.
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Old 01-08-06, 02:57 PM   #223
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FYI - I have 2 characters ready to go, but am sort of waiting to see what else shows up in the ready room. One works well as a spokeperson and coordinator, and the other... well... doesn't, but is a bit more combat oriented.

I know there are a few other characters out there working on approval, and one or two that is approved. I've been informed of at least one pending mission down the road, hoping to get a few more going soon, so let's see those submissions.
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Old 01-08-06, 05:26 PM   #224
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Cool, I'll work on finishing Body and Spirit tonight and see about bringing them into the ready room. As LEW I can come in prior to being approved but cant leave the room until that approval comes through right?
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Old 01-08-06, 09:06 PM   #225
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Yup.

Keia and Velmont, now would be your time to speak up on the gestalt character being run by one person. Any problems with it?
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Old 01-08-06, 09:32 PM   #226
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Quote:
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Keia and Velmont, now would be your time to speak up on the gestalt character being run by one person. Any problems with it?

No, not on a cursory review . . . it looks fine. I was actually working on a gestalt character for an upgrade in Gideon's 2e game . . . but well . . . still working.

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Old 01-08-06, 09:37 PM   #227
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Is there an official uniform for members of the resolutes? Or even just a battledress uniform? Something in the leather/spandex/unstable molecule family?
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Old 01-09-06, 04:51 AM   #228
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Not at the moment, but I'm sure you could get a leather or spandex uniform of some kind if you asked. I think they're a bit worried about telling people what to wear at the moment.
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Old 01-09-06, 01:43 PM   #229
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I have no problem for the Gestalt Erekose13 have submitted. Roleplay talking, I don't see a problem for someone to have two characters. It can create interesting situation that couldn't be created by two players. Stats talking, having the PP split between the two weaker character is just fine too.

Now, I havn't looked closely to the stats, but it's fine with the idea.
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Old 01-09-06, 04:26 PM   #230
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Stats wise, he's up the RG. I have to finish his history and description so I am not ready to submit it to you judges yet. But if you want to see his full stats as I know the Gestalt thing seems to have caused worry, they are there.
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Old 01-09-06, 06:30 PM   #231
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Ok, I don't see a problem with the Gestalt thing then either. Just wanted a consensus.
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Old 01-09-06, 06:43 PM   #232
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Cool, I'll bring him into the Ready Room later today when I have a chance to finish him up. I know I said that I'd get it all done last night, but I should've paid attention to how long it would take to create three character sheets...
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Old 01-09-06, 06:45 PM   #233
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Hehe, no problem. Still need to submit him for approval. I didn't crunch the numbers yet, but I'll wait for your go on that.
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Old 01-13-06, 04:20 AM   #234
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Quote:
Originally Posted by Velmont
OOC: Ok, I'll spend the HP now to create that invention. As I said, the roll should be a DC:22, and without Hp to reroll, it won't be an easy one. Can Turret and Highbrow assist me on that roll, or Invention is a stand alone roll?

Ok, asking in here because I'm confused.

Reading the invention rules on page 131, where does it say you have to spend a hero point to create the invention in the first place? I see you can spend a hero point to use it an additional time, but am I missing where he has to spend the first hero point?
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Old 01-13-06, 05:45 AM   #235
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It only costs a HP while building if you are jury rigging it, otherwise it doesn't cost a hero point. The problem is, the only way to build it in the short amount of time he has to work with is to Jury Rig it, which does cost a HP (regularly building it would take 5 hrs/PP as opposed to 1 round/pp to Jury Rig).

Right Now he would have a DC of:
10 (base) + 5 (Jury Rig) + x (however many PPs in the invention)
He can't take 10, but I didn't see where he could not spend a HP on the attempt if he wanted, frankly, to spend a hp like this and have nothing to show for it would be a bummer, if he had a second and was willing to spend it, I would think it would be ok
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Old 01-13-06, 07:28 AM   #236
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Ahh, that was what I was missing, the jurry rigging. I think it was a 7 point invention, and at a DC 22, he doesn't have much of a chance to succeed. Sure you want to do that Velmont?
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Old 01-13-06, 01:03 PM   #237
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That's why I was asking for assisting. Most skill use can generally be assisted. There is nothing that tell someone can or cannot help on those skill roll. My chance are bad. If I can have assistance from Highbrow and Turret, it is a potential +4 (I think it would be a +4, as assitance is always DC 10 and they have quite high modifier).

Also, I was thinking to apply a flaw to reduce the cost. Maybe just duration to put it to concentration, that would be two application fo the flaw, reducing the cost per rank to 1:3. If you allow it, the build would become:

Detect(Life)[Free Action, Ranged] 3 rank
Accurate(Detect) 2 rank
Extended(Detect) 2 rank
Radius(Detect) 1 rank
X-Ray Vision 4 rank
Flaw: Duration -2 pp/rank
Total: 4pp

That mean I would need to spend a standard action to use it in a round.

So, my questions to you is:
- Can someone assist me?
- Can I apply the flaw and take that new build?

If both are yes, that's sure I will get a try, as the DC would have lowered to 19 and my roll would have a +12 modifier, needing only a 7 on the roll (70% chance of success).

If both are now, well, I won't spend my HP and just assume I broke some important thing during the creation.

Otherwise, I will think about it.
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Old 01-13-06, 03:34 PM   #238
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Assistance - My first feeling is no, since it's requiring a feat and a hero point to do. Though if they have the feat, I would have no objections. Just get them to actualy do it. I will do more research tonight and make a more definitive ruling.

Flaw - I don't see why not, that makes some sense.
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Old 01-13-06, 03:39 PM   #239
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Quote:
Originally Posted by Bront
Assistance - My first feeling is no, since it's requiring a feat and a hero point to do. Though if they have the feat, I would have no objections. Just get them to actualy do it. I will do more research tonight and make a more definitive ruling.


Make a lot of sense to me.

Quote:
Originally Posted by Bront
Flaw - I don't see why not, that makes some sense.


Nice.

That would make DC: 19. I would have 50% chance of success. I'll think about it. If I had another HP, I could spend it on Re-Roll if needed and having 100% chance of success... I think my next PP will go into Crafts and Luck Feat :P
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Old 01-14-06, 04:20 AM   #240
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Ok, the only way you can assist is if you are capable of succeeding yourself, so you do indeed need the feat in order to assist an invention.
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