• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[OOC] M&M 2nd: Gotham Squires


log in or register to remove this ad

Still don't get your skills. Maybe another player can help me, if it is right and I'm wrong.

Drawbacks:
Shield is a sustained power, so it is noticiable by default.
Please explain how the character qualifies for the Normal Identity drawback.

Background is now fine and compatible with the adventure.

Uhm, I think I added a couple more ranks than I should. Try now.

Then I'll add it to protection.

The last is easy, if he is private from his devices he is striped from all his special powers.
 

Uhm, I think I added a couple more ranks than I should. Try now.

Then I'll add it to protection.

The last is easy, if he is private from his devices he is striped from all his special powers.
You still have 0.5 PP / 2 PS to much.

You have it already added to protection.

Not having your devices makes you powerless is part of the Device container. It isn't enough for normal identity. Maybe we could make a bad reputation drawback for you.
 
Last edited:

Review 1 b

Crucible

PL: 9 (135pp)

Abilities: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 18 (+4) ok

Skills: Bluff 4 (+13 w/attractive), Intimidate 4 (+8), Knowledge: Arcane Lore 8 (+8), Knowledge: Business 4 (+4); Knowledge: Theology & Philosophy 4 (+4), Notice 4 (+4), Sense Motive 4 (+4) ok

Feats: Attractive, Diehard, Fearsome Presence 5 (25 ft DC 15), Lionheart, Precise Shot ok

Powers:

Demonic Speech & Comprehension: Comprehend 3 (speak and understand all human languages, anyone understands no matter the language). Total cost: 5 (2 points per rank and -1 point for broad type human only). ok

Demonic Flight: Flight 3 (2,500 mph Power Loss when wings are bound). Total Cost: 3 (2 points per rank -1 points per rank for power loss)
3*3=6, 6-1=5

Demonic Fire: Hellfire Control 9 (Hellfire Flames Blast 9) /Alternate Power Hellfire Sword - Strike 9. Total Cost 19 (2 points per rank + 1 point for Alternate Power)
Don't need AP, because blast can be used without penality in melee. The different looks are just a special effect.

Demonic Resistance: Immunity 10 (Life Support, Fire); Total Cost 10
Life Support=9, Fire=5; 9+5=14

Demonic Warping: Insubstantial 4 (Incorporeal - flaw Tiring, Mental & Magic still affect her in Insubstantial)/Alternate Power: Teleport 6 (20 miles, extra accurate - flaw tiring); Total Cost 17 (Insubstantial 5 points per rank, -1 for Tiring flaw so 4 points per rank +1 point for Alternate Power) ok

Demonic Skin: Protection 7 (Impervious). Total Cost: 14 (1 point per rank +1 per rank for Impervious). ok

Mystic Senses: Supersenses (Mystical Awareness); Total Cost 1 point. ok

Witchcraft: Magic 9 (flaw Power Loss if unable to freely speak and gesture)/Alternate Power: Mystic Bindings - Snare 9/Alternate Power: Mystic Fog - Obscure 9/Alternate Power: Mystic Blast - Blast 9 Total Cost 11 ( 2 points per rank -1 per rank for power loss +2 points for Alternate Powers)
Power loss is no -1 flaw, but a -1 point drawback. total cost: 19 PP

Combat: Attack +6 Defense 14 Init +0 ok

Saves: Toughness +7 (7 Impervious) Fortitude +8 Reflex +2 Will +0 ok

Drawbacks:
Power Loss (Holy Sites, Uncommon/Major) -3, Vulnerable (vs. Holy, Uncommon/Major) -3 ok

Abilities 24 + Skills 8 (32 Ranks) + Feats 9 + Powers 80 + Combat 20 + Saves 0 – Drawbacks -6 = 135pp ok
 

Review 6 b

(16 pp)
Str 10 0,0
Dex 12 +1, 2
Con 14 +2, 4
Int 14 +2, 4
Wis 16 +3, 6
Cha 10 0,0
right

(0 pp) Attack +0, Defense +0
right

(15 pp) Toughness +7
Fort +5, 3
Reflex +7, 6
Wil +9, 6
Toughness is paid in another section, abilities are added to bonus

(16 pp) Acrobatics 8, Drive 8, Investigate 8, Notice 8, Profession: Officer 8, Search 8, Sense Motive 8, Survival 8
right

(22 pp) Acrobatic Bluff 1, Attack Focus (Melee) 5, Attack Focus (Ranged) 5, Benefit: Security Clearance 1, Elusive Target 1, Evasion 1, Improved Block 1, Improved Disarm 1, Jack of All Trades 1, Precise Shot 1, Takedown Attack 2, Track 2, Weapon Bind 1
23 points

Battle Suit:

(8 pp) Body Armor: Device 2 (Hard to Lose), Protection 5

Motorcycle:

(53 pp)
Device 13 [60 pts] (49) (hard to lose; Power Feat: Restricted (only people wearing 'linked' body armor)
(4) Communication 4 (radio, 1 mile)
(9) Vehicle: Str 15, Speed 5, Defense 10, Toughness 8, Size Medium (Power Feat: Alt Power)
(42) AP (Linked): Leaping 3 (3), Protection 5 (10), Speed 1 (1), Deflect 5 (10), Enhanced Str +10 (10), Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2] (8).
(5) Plasma 5

--------------

My take on your powers:

Feat: Equipment 2 (+5 armor suit with special links for device)

Device (Power Armor) (Hard to loose) 10 (40)
Leaping 3 (3)
Protection 5 (Impervious bonus to armor suit only) (5)
Speed 1 (1)
Deflect 5 (10)
Enhanced Str +10 (10)
Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2] (8)
Plasma Control 5 (10)
Unused (3)

AP (1)
(4) Communication 4 (radio, 1 mile)
(2) Vehicle: Str 15, Speed 5, Defense 10, Toughness 8, Size Medium
(1) Feature: Restricted to users with armor suit with special links.
(33) unspend (you could buy hidden weapons or a force fiels for the rider...)

Total Cost: 43 PP

Abilities 16 + Skills 16 (64 Ranks) + Feats 25 + Powers 41 + Combat 0 + Saves 15 – Drawbacks -0 = 113pp

suggested changes:
no attak focus but attack bonus +5 -> same effect
buy defense 11 -> Hits defense PL cap =22 PP

Abilities 16 + Skills 16 (64 Ranks) + Feats 15 + Powers 41 + Combat 32 + Saves 15 – Drawbacks -0 = 135pp


You don't reach your offensve caps. I suggest lowering saves and buying Feats: Attack Specialization (Plasma Control) and Attack Specialization (Unarmed)

Your character will be better at defense than toughness and your attacks more accurate than powerful.
 

You still have 0.5 PP / 2 PS to much.

You have it already added to protection.

Not having your devices makes you powerless is part of the Device container. It isn't enough for normal identity. Maybe we could make a bad reputation drawback for you.

Bad reputation? I didn't found it in the core manual. But it sounds good; or bad, depends on the view angle, heh.

I disagree with the normal reputation thing, here is the reason, copied from the core book.
dibujotf.jpg
 

Bad reputation? I didn't found it in the core manual. But it sounds good; or bad, depends on the view angle, heh.

I disagree with the normal reputation thing, here is the reason, copied from the core book.
dibujotf.jpg

I think your character isn't normal, even without the devices. With the blaster he is offensive still very capable. And the power armor takes some time to put on, your belt and weapon doesn't.
The sample gadgeteer in the core book lacks the drawback, too. (The battlesuit character has it.)
 

He is just a very smart guy. I can argue that anyone with one feat has the same attack bonus with the blaster. They are gloves, both devices, and I could rule that they take some calibration time before being operative each time you equip them.
Or you could gift me with extra 4 points =P
 


He is just a very smart guy. I can argue that anyone with one feat has the same attack bonus with the blaster. They are gloves, both devices, and I could rule that they take some calibration time before being operative each time you equip them.
Or you could gift me with extra 4 points =P
For old tomes sake ;). But the gloves are clunky and obvious (strange control lights, slightly humming) and take a full round to equip.

I really start to dislike the normal identity drawback. You could make a Batman guy, give him one super-sense and the normal identity drawback for net -3 points.
 

Into the Woods

Remove ads

Top