Insight's Secret Wars OOC Thread

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.
 
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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.

Does it have to be the same name? Just asking, since I would have to make a slight change in my background then (not a problem to do so, just want to make sure :)).

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.

Ok. I see what you mean.

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).

Took that straight out of the book (from the Speedster Archetype).


EDIT: I think the easiest will be to remove all of the Movement powers completely and just keep Speed 20 with no modifiers in that slot (pretty much what I had there initially). None of the Movement effects are really vital for the concept (and she can simply use her Fly speed for pretty much the same effect, anyways). Unless you have any objections, I will do just that. :)

EDIT#2: And I just noticed, that there is an actual Swimming power... Now I am confused, because I read somewhere (I think Athletics skill) that swimming is done at your regular ground speed rank -2. :lol:

Bye
Thanee
 
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[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]

...


[sblock=Insight]I don't understand. Shapeshift = Variable Effect with Move instead of free action to activate = 8 pp/rank
Reducing it to free is +1pp/rank and making the power continuous is another +1pp/rank.
So it will be 10 pp/rank.
2 ranks = 20 pp.
What did I miss? No problem to make shapeshift the base effect, but I don't understand the cost of 32 pp.
[/sblock]
 

Looking over the power again, I think what I'm actually after is a Ranged Affects Others. So 2 ranks (all aural senses) + 1/rank Affects Others (makes it a Close power), +1/rank Increased Range (Makes it a Ranged power), +0/rank Attack (might as well, in case I want to silence some baddies from sounding an alarm). so 4/rank at 2 ranks, no net change to the cost I had but probably better describes what I was going for. Edited the character post.

What did you think about the extra wrinkle that Scream was Nightengale's (originally unpowered) twin, who either stole their mother's amulet or in some other way got her own sonic abilities? Seemed like a thematic fit that tied the character into the setting more, though I didn't know if it would conflict with what you had in mind yourself for that villain.
 

[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]
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Awesome! Thanks for the opportunity.
The reason I took Throwing mastery was to be able to throw stuff at people and hit people at close range.:) So I paid a premium on the accuracy by buying accurate x3 for his close attacks and ranged combat throwing for his throwing mastery. So both attacks should come out +10 to hit and damage and are not meant to stack with each other. Just consider them multiple effects in the same "slot".
 
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[sblock=Insight]I don't understand. Shapeshift = Variable Effect with Move instead of free action to activate = 8 pp/rank
Reducing it to free is +1pp/rank and making the power continuous is another +1pp/rank.
So it will be 10 pp/rank.
2 ranks = 20 pp.
What did I miss? No problem to make shapeshift the base effect, but I don't understand the cost of 32 pp.
[/sblock]

[sblock=WD]I went back and looked at it again and I have no idea where I came up with 32pp. Ignore that.[/sblock]
 

Awesome! Thanks for the opportunity.
The reason I took Throwing mastery was to be able to throw stuff at people and hit people at close range.:) So I paid a premium on the accuracy by buying accurate x3 for his close attacks and ranged combat throwing for his throwing mastery. So both attacks should come out +10 to hit and damage and are not meant to stack with each other. Just consider them multiple effects in the same "slot".

It's built in a confusing way, then. You may want to consider making them separate slots.
 

Looking over the power again, I think what I'm actually after is a Ranged Affects Others. So 2 ranks (all aural senses) + 1/rank Affects Others (makes it a Close power), +1/rank Increased Range (Makes it a Ranged power), +0/rank Attack (might as well, in case I want to silence some baddies from sounding an alarm). so 4/rank at 2 ranks, no net change to the cost I had but probably better describes what I was going for. Edited the character post.

Sounds good.

What did you think about the extra wrinkle that Scream was Nightengale's (originally unpowered) twin, who either stole their mother's amulet or in some other way got her own sonic abilities? Seemed like a thematic fit that tied the character into the setting more, though I didn't know if it would conflict with what you had in mind yourself for that villain.

That works for me. I don't have a whole lot in mind for the NPCs yet; I wanted to leave it open for you guys to integrate them into your backgrounds.

The NPCs are all built however... two weeks of making M&M characters lol.
 

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.

Oh, okay I didn't catch that from the...huh?

Let me try to walk myself through this, cuz I'm not sure where you're getting those figures. First the Omniblaster.

Base power is the Multiattack blast. Cost is 31pp. With 4 AP's, the total cost o the entire array is 35pp.

Now the way I did it was to apply the Removable flaw to the 35pp...that is, the total cost of the array...base cost plus AP cost. 35 divided by 5 is 7, and it's -2 per 5 because it's easily removable with a Disarm check, for a total of 14 points off. 35 minus 14 equals 21.

Ok. Now, if I read you right...and I'm not sure I am because it kind of looks like you're saying I did it -right- the first time...but assuming that's not it, then I assume I'd apply the flaw only to the BASE power, then add the AP costs AFTER that. Thus 31 divded by 5 is 6, times 2 is 12. I subtract 12 from 31 and get 19. Then I add the 4 Alternate Effects onto that, for a total cost of 23.

So as far as I can see, the Omniblaster either is 21 points (if you apply the flaw to the total cost of the array) or is 23 points (if you apply the flaw only to the base power's cost). I don't see a scenario where the cost is 29 at all.

Similarly, if I change the flaw application on the hypersuit so that it doesn't apply to the various Alternate Effects, then it costs 1 point more...maybe 2 if you don't allow rounding. I'm not seeing how you can get it to cost 23 though.

You may need to walk me through your reasoning here. My head appears to be rapidly increasing in density (now there's a superpower...).

---

As for the healing...I'm scratching my head now and wondering why I didn't just take Regeneration. That would have been a lot simpler.
 
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