Insight
Adventurer
FOREVER FREEDOM - ROSTER
Here is the initial roster for the game. I have decided on the following characters based on what I asked for in submissions and how they fit together as a group.
Blitz (Thanee)
Echo (Shayuri)
Optic (Jemal)
Nightengale (jkason)
Ricochet (hero4hire)
The Visitor (Walking Dad)
[sblock=Voda Vosa]Sorry, it appears that you're the odd one out. Honestly, your submission came in 20pp over cost and had a few mechanical problems. Unfortunately, I only wanted to take six characters and yours seemed like the one that would need the most work. I'll keep you in mind for an alternate if someone drops out.[/sblock]
Everyone - Please make sure that your character's story fits in with the concept of "legacy heroes". Someone with your character's hero name was a member of Forever Freedom and has given you their powers/equipment/whatever in order to continue their tradition of fighting bad guys. This needs to be in your backstory in some form.
And now... editing time. Please see your individual character for my notes. These items will need to be corrected before posting to the RG Thread.
[sblock=Blitz]Your Speed flaw "Limited no swimming" is not worth a -1pp/rank. At most, it is a flat -1pp deduction and maybe a complication. You are not going to be swimming much, if at all.
Your Movement flaw "Limited while moving" is only worth a flat -1pp deduction for wall-crawling and water-walking. This represents that Blitz cannot stop on a vertical surface or on water (or risk falling / sinking).[/sblock]
[sblock=Echo]The Removeable and Easily Removeable flaws only apply to the base power of an effect, cost wise. Thus, you take the total points of your base effect, add the alternate effects, and take off the flaw from the total. Using that formula, your Mark IV Omniblaster array would cost 29pp and your suit array would cost 23pp. Since these are devices, the flaw still applies to each of the slots; otherwise the slot cost would exceed the base effect's cost.
As for the Healing power, I am not going to allow the reduction in action required below a move action. The reasoning for this is that it makes the power better than Regeneration. For 4pp, you are getting the chance to remove one or more damage conditions every round (or whatever the reaction is), whereas 4pp spent on Regeneration wouldn't even remove one damage condition every other round. Granted, with the Healing power, there is a roll involved, but its a DC10 effect check, which is more than a 50% chance with a +1 to the roll. Regeneration can only do one damage condition and it would cost 10pp to do it every round. The only way I can see this working as a Reaction would be with a very specific sort of event required to trigger it.[/sblock]
[sblock=Inertia]For Inertia's Feature power, you need to define what this bonus to damaging objects is. If the bonus is more than a +1 effect/damage, it needs to be built as a regular power and not a Feature.
The "Inertial Slam" power has a number of issues, many of which have already been pointed out by other posters. The first question is whether you want to build this power with an Area extra or the Multi-Attack extra. I think this is easier with Multi-Attack. If you choose to build it with Area, however, you will not need Accurate, as you are not making attack rolls. If you go with Multi-Attack, you will probably want to add Accurate and/or get to max PL with the attack bonus; otherwise, you won't be hitting very many enemies with this power. Either way, you need to apply either the Area or Multi-Attack extra to the entire effect, including the Strength used. The flaw, "Limited - move with speed 7" is not terribly limiting unless you are defining it that Inertia MUST move his entire speed (1/2 mile in 6 seconds) and then make the attack. This would be limiting if you are in confined spaces, but not limiting outside. If the flaw is intended to require that you move before making the attack or while making the attack, I would allow a flat -1pp flaw.[/sblock]
[sblock=Nightengale]The Field of Silence power is not costed properly. All audible senses is 2 ranks and you have added Area and Shapeable as extras, making it 4pp/rank. It also needs the Attack extra, but this is +0. This makes the cost 8pp. I'm also a little confused about the "Area 2". If this is meant to be "Area +1 Size", this increases the total cost to (5pp/rank x 2 ranks) 10pp.[/sblock]
[sblock=Ricochet]For the Move Objects power, keep in mind that the Damaging extra already makes the effect an attack; adding Throwing Mastery is only going to increase the damage by 6 (because you would be at double the PL limit with +4 to attack from Fighting). If Ricochet wants to move smaller objects or have fine manipulation, this should be the Precise extra (flat 1pp). There is also the matter of the reduced range to close. Because of this, Ricochet would only be able to make damaging attacks at close range (you would not be able to "throw things" at your enemies). Also, it would use Fighting + Close Combat for attack rolls. One thought I had is to build this as Blast / Ranged Damage, add all your other extras (Accurate, Ricochet, Split) and apply the flaw "Limited - Requires Object" as a -1pp/rank deduction. You could have another alternate effect that allows Ricochet to move objects away from him without the damaging extra.[/sblock]
[sblock=The Visitor]For the Shapeshift slot, this needs to be the base effect of your array. The way you've built Shapeshift, moving it to a free action is another +1pp/rank and making the power continuous is another +1pp/rank. This makes the total cost for this effect 32pp. The other effects in the array, since they cost less than 32pp, should be your alternate effects.
[/sblock]
House Rule: Luck
I am allowing a maximum of Luck 2. If your character has more than this, reduce it to 2. Also, the description of the Luck advantage refers to "game sessions", which doesn't make sense in this context. I will announce how this is going to work at a later time.
Here is the initial roster for the game. I have decided on the following characters based on what I asked for in submissions and how they fit together as a group.
Blitz (Thanee)
Echo (Shayuri)
Optic (Jemal)
Nightengale (jkason)
Ricochet (hero4hire)
The Visitor (Walking Dad)
[sblock=Voda Vosa]Sorry, it appears that you're the odd one out. Honestly, your submission came in 20pp over cost and had a few mechanical problems. Unfortunately, I only wanted to take six characters and yours seemed like the one that would need the most work. I'll keep you in mind for an alternate if someone drops out.[/sblock]
Everyone - Please make sure that your character's story fits in with the concept of "legacy heroes". Someone with your character's hero name was a member of Forever Freedom and has given you their powers/equipment/whatever in order to continue their tradition of fighting bad guys. This needs to be in your backstory in some form.
And now... editing time. Please see your individual character for my notes. These items will need to be corrected before posting to the RG Thread.
[sblock=Blitz]Your Speed flaw "Limited no swimming" is not worth a -1pp/rank. At most, it is a flat -1pp deduction and maybe a complication. You are not going to be swimming much, if at all.
Your Movement flaw "Limited while moving" is only worth a flat -1pp deduction for wall-crawling and water-walking. This represents that Blitz cannot stop on a vertical surface or on water (or risk falling / sinking).[/sblock]
[sblock=Echo]The Removeable and Easily Removeable flaws only apply to the base power of an effect, cost wise. Thus, you take the total points of your base effect, add the alternate effects, and take off the flaw from the total. Using that formula, your Mark IV Omniblaster array would cost 29pp and your suit array would cost 23pp. Since these are devices, the flaw still applies to each of the slots; otherwise the slot cost would exceed the base effect's cost.
As for the Healing power, I am not going to allow the reduction in action required below a move action. The reasoning for this is that it makes the power better than Regeneration. For 4pp, you are getting the chance to remove one or more damage conditions every round (or whatever the reaction is), whereas 4pp spent on Regeneration wouldn't even remove one damage condition every other round. Granted, with the Healing power, there is a roll involved, but its a DC10 effect check, which is more than a 50% chance with a +1 to the roll. Regeneration can only do one damage condition and it would cost 10pp to do it every round. The only way I can see this working as a Reaction would be with a very specific sort of event required to trigger it.[/sblock]
[sblock=Inertia]For Inertia's Feature power, you need to define what this bonus to damaging objects is. If the bonus is more than a +1 effect/damage, it needs to be built as a regular power and not a Feature.
The "Inertial Slam" power has a number of issues, many of which have already been pointed out by other posters. The first question is whether you want to build this power with an Area extra or the Multi-Attack extra. I think this is easier with Multi-Attack. If you choose to build it with Area, however, you will not need Accurate, as you are not making attack rolls. If you go with Multi-Attack, you will probably want to add Accurate and/or get to max PL with the attack bonus; otherwise, you won't be hitting very many enemies with this power. Either way, you need to apply either the Area or Multi-Attack extra to the entire effect, including the Strength used. The flaw, "Limited - move with speed 7" is not terribly limiting unless you are defining it that Inertia MUST move his entire speed (1/2 mile in 6 seconds) and then make the attack. This would be limiting if you are in confined spaces, but not limiting outside. If the flaw is intended to require that you move before making the attack or while making the attack, I would allow a flat -1pp flaw.[/sblock]
[sblock=Nightengale]The Field of Silence power is not costed properly. All audible senses is 2 ranks and you have added Area and Shapeable as extras, making it 4pp/rank. It also needs the Attack extra, but this is +0. This makes the cost 8pp. I'm also a little confused about the "Area 2". If this is meant to be "Area +1 Size", this increases the total cost to (5pp/rank x 2 ranks) 10pp.[/sblock]
[sblock=Ricochet]For the Move Objects power, keep in mind that the Damaging extra already makes the effect an attack; adding Throwing Mastery is only going to increase the damage by 6 (because you would be at double the PL limit with +4 to attack from Fighting). If Ricochet wants to move smaller objects or have fine manipulation, this should be the Precise extra (flat 1pp). There is also the matter of the reduced range to close. Because of this, Ricochet would only be able to make damaging attacks at close range (you would not be able to "throw things" at your enemies). Also, it would use Fighting + Close Combat for attack rolls. One thought I had is to build this as Blast / Ranged Damage, add all your other extras (Accurate, Ricochet, Split) and apply the flaw "Limited - Requires Object" as a -1pp/rank deduction. You could have another alternate effect that allows Ricochet to move objects away from him without the damaging extra.[/sblock]
[sblock=The Visitor]For the Shapeshift slot, this needs to be the base effect of your array. The way you've built Shapeshift, moving it to a free action is another +1pp/rank and making the power continuous is another +1pp/rank. This makes the total cost for this effect 32pp. The other effects in the array, since they cost less than 32pp, should be your alternate effects.
[/sblock]
House Rule: Luck
I am allowing a maximum of Luck 2. If your character has more than this, reduce it to 2. Also, the description of the Luck advantage refers to "game sessions", which doesn't make sense in this context. I will announce how this is going to work at a later time.
Last edited: