Agents of the Inquisition, Warhammer40K (recruiting)

I realize yer still WIP, but I just wanted to make suggestions just in case you didn't already catch some of it. M&M characters have a lot of number crunching and little niggly things to keep track of...I always forget at least a few vital things before I get 'em right. :)

1) Remember to notate your Toughness save. I figure it's not there now because you haven't spent points on it yet...which brings me to:

2) Your Ref save's pretty low. Be careful of that.

3) Remember to enumerate how your Regeneration ranks are applied...each one can do very different things, but they're not dynamically reconfigurable.

4) Your power wrench isn't Mighty. Consider marking it down to +4 and making it Mighty. This would be good. Potentially even better? Take out the Stun (which can happen from ordinary damage anyway) and replace with either a higher damage rating or something like Penetrating to reflect the armor-piercing nature of the power field.

5) One thing inventors often have a great use for is Hero Points. They let you create one-shot inventions in a vastly accelerated timeframe. A few levels of the Luck feat often suit such characters very well, for those MacGyver moments.

I'm assuming you just haven't bought a gun or armor yet, so I won't harass you about those. :)
 

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Shayuri said:
4) Your power wrench isn't Mighty. Consider marking it down to +4 and making it Mighty. This would be good. Potentially even better? Take out the Stun (which can happen from ordinary damage anyway) and replace with either a higher damage rating or something like Penetrating to reflect the armor-piercing nature of the power field.
What is Mighty? Is that in another book, cuz all I have is the original M&M2nd sourcebook.
 


A standard bolter is equipment:

Code:
[B][color=darkorange]Boltgun [/color][/B]+8 ([I]explosive descriptor[/I]) - 80ft range increments * [B]PF:[/B] incurable and accurate; [B]EX[/B]: penetrating [+1] 
[B][color=darkorange]Bolter [/color][/B]+8 ([I]explosive descriptor[/I]) - 80ft range increments * [B]PF:[/B] incurable and accurate; [B]EX:[/B] autofire [+1], penetrating [+1]
Boltgun costs 18 equipment points.
Bolter costs 26 equipment points.
 

Mighty is a power feat that can be applied to the Strike power to make it additive with your Strength bonus. It doesn't extend the advantages of any Extras to encompass the bonus of your Strength unless you pay extra to do so...which is kind of confusing. Here's an example:

Ari has a Force Rod that's +4 damage bonus and is Mighty. Since her Strength is 12, she actually gets a +5 damage bonus when striking with the rod. The Rod also has Penetrating though, and since I only paid for that Extra on the 4 ranks of Strike, it only applies to the damage from those 4 ranks...no matter how much strength the weapon is wielded with.

A Strike power bought without the Mighty feat does it's own damage bonus regardless of your strength.
 

Lobo Lurker said:
A standard bolter is equipment:

Code:
[B][color=darkorange]Boltgun [/color][/B]+8 ([I]explosive descriptor[/I]) - 80ft range increments * [B]PF:[/B] incurable and accurate; [B]EX[/B]: penetrating [+1] 
[B][color=darkorange]Bolter [/color][/B]+8 ([I]explosive descriptor[/I]) - 80ft range increments * [B]PF:[/B] incurable and accurate; [B]EX:[/B] autofire [+1], penetrating [+1]
Boltgun costs 18 equipment points.
Bolter costs 26 equipment points.

Hmm! Are you sure about that? From those figures it looks like you're only charging 1 point per rank for Blast, which isn't how the Equipment costs in the main book are calculated (example: Blaster Pistol is a +5 blast with no mods, and costs 10 equipment points).

It seems like these guns would be a lot more expensive compared to existing equipment...even a regular old Grenade is 15 points. :)
 

Shayuri said:
Hmm! Are you sure about that? From those figures it looks like you're only charging 1 point per rank for Blast, which isn't how the Equipment costs in the main book are calculated (example: Blaster Pistol is a +5 blast with no mods, and costs 10 equipment points).

It seems like these guns would be a lot more expensive compared to existing equipment...even a regular old Grenade is 15 points. :)
Huh, I guess you're right. My bad.

Boltgun costs 26 pts. (equipment 6)
Bolter costs 34 pts. (equipment 7)

See, I knew making a space marine would be expensive..
 

Hey, you're being pretty nice allowing them as Equipment at all. Most games treat heavy firepower like that as Devices. :)

But it's definitely in line with the futuristic setting.

I've made some small changes to Aridha's sheet. I'll post them shortly.

Basically, I just shaved off a rank of TK to afford the power feats Precise and Subtle. Precise so I can do more than throw stuff and grab stuff, and Subtle because...if I read right...Telekinesis as a ranged instant power normally has a visible and auditory signature. Now it's basically only detectable by mental senses, as any mental power would be.

'Zat okay?
 

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