Freedom City Campaign [M&M2] - OOC Discussion

Hi all,
Thanks for the chance. I had a feeling that the Minions would be a problem.
I was actually working on a rewrite but I couldn't get it in in time.
Have fun. I'll finish the rewrite and would like to ba an alternate if needed.
 

log in or register to remove this ad

Insight, Attack Specialization is a +2 attack bonus to a specific type of attack, it is the non-power version of the Accurate feat. It follows the Progression of attack focus feat:

BAB: 2pp for a +1 bonus to all attacks
Attack Focus: 1pp for a +1 bonus to ranged or melee attacks
Attack Specialization: 1pp for a +2 bonus for 1 specific type of melee(or a ranged attack)

The attack specialization means that Century Girl has a +6 attack bonus in general, and a +8 attack bonus when attacking unarmed.
 

Shalimar said:
Insight, Attack Specialization is a +2 attack bonus to a specific type of attack, it is the non-power version of the Accurate feat. It follows the Progression of attack focus feat:

BAB: 2pp for a +1 bonus to all attacks
Attack Focus: 1pp for a +1 bonus to ranged or melee attacks
Attack Specialization: 1pp for a +2 bonus for 1 specific type of melee(or a ranged attack)

The attack specialization means that Century Girl has a +6 attack bonus in general, and a +8 attack bonus when attacking unarmed.

Oops. Well, never mind then. I had it in my mind that it was for damage.
 

[sblock]
insight said:
ABSORPTION 6 [Boost 6 – Goes to Fire Control; Extra: Power Magnet (+1); Flaw: Limited (Fire/Heat effects) (-1); Power Feat: Slow Fade; Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 20pp.

According to M&M 2nd ed, page 74, limited to a specific energy type is worth -2, bringing the total cost of this power to 14 pp by your drawback reckoning.[/sblock]

[sblock]
insight said:
FIRE CONTROL 7 [Array/Move Object; Power Feats: Alt Power – Dazzle Sight, Alt Power – Blast, Alt Power – Disintegration 2, Alt Power – Environmental Control 4 (Extreme Heat and Light), Alt Power – Melee Strike (Fire) (Extra: Penetrating), Alt-Power – Healing 4 (Extra: Total); Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 15pp.

I have 14pp in the Fire Control power, so using that many points on Disintegation (4pp/rank) I should get Disintegration 3, yes?[/sblock]

[sblock]
insight said:
ATTACKS & EFFECTS
Fire Blast (Ranged): +10 atk, Toughness save DC 22 (fire effect), RI 70ft.
Fire Strike (Melee): +2 atk, Toughness Save DC 25 (fire effect).

Attack specialization gives a +2 bonus to attack rolls, not to the saving throw, so as I figure it, my Attack for the Fire Strike should be +10, and my save only DC 22[/sblock]

[sblock]NOTES
insight said:
You are currently at 154pp according to my build of your character. We need to find somewhere to cut 4pp.

If the Absorption power costs what I think it does, this more than makes up for the 4 points (in fact it gives me 2 more points to play with-which I will either spend on skills or feats). Otherwise I will reduce my Int and Str by 2 points.[/sblock]

[sblock]
insight said:
Env Control is better built together, not as linked powers, had to lower the ranks to 4 because of the base 14pp of the array. I am counting the Power Loss Drawback (when fire can’t burn in vacuum, etc) as one –3 modifier to Absorption and Fire Control. It doesn't apply to Teleport anyway, since it is already limited to being used through flames. For the Normal Identity Drawback, only 4pp are left from the 10pp total cap, so 2pp is applied each to the Absorption and Fire Control powers.

All very good points, thanks for the fixes.[/sblock]
 

[sblock]
ByteRynn said:
According to M&M 2nd ed, page 74, limited to a specific energy type is worth -2, bringing the total cost of this power to 14 pp by your drawback reckoning.

You are absolutely correct. I'll fix it in my version.[/sblock]

[sblock]
ByteRynn said:
I have 14pp in the Fire Control power, so using that many points on Disintegation (4pp/rank) I should get Disintegration 3, yes?

Disintegration is 5pp/rank base in Ultimate Power, which is the source I'm using as the final arbiter for this sort of thing. My guess is that it was recosted at some point for balance reasons. If you want, you can apply a Flaw to it to reduce the cost back down to 4pp/rank, and could thn get 3 ranks of it.[/sblock]

[sblock]
ByteRynn said:
Attack specialization gives a +2 bonus to attack rolls, not to the saving throw, so as I figure it, my Attack for the Fire Strike should be +10, and my save only DC 22

Right. For some reason, I thought Attack Spec was a damage bonus. I'll fix it in my version.[/sblock]

[sblock]
ByteRynn said:
If the Absorption power costs what I think it does, this more than makes up for the 4 points (in fact it gives me 2 more points to play with-which I will either spend on skills or feats). Otherwise I will reduce my Int and Str by 2 points.

The change drops the total cost for Absorption to 14pp, so yes, that actually fixes things. See above regarding Disintegration.

You are now 2pp under, at 148, with the changes I made to the build based on the above.[/sblock]
 

I am in the midst of adding some flavor notes regarding Freedom City. Please see the first page of this thread for more information.

If you do not own either version of the Freedom City book, or even if you do, please feel free to ask any relevant questions about the setting.
 

Wow. Lot of work on your part. Very happy to have the corrections (and help with formating, couldn't figure out a clear way to write it).
I'm actually swamped this 24 hour period ( work related visitors from out of town). Will make necessary changes as soon as I can get a moment.
(Can confirm the skills, will fix)

I think the 2 point difference is the Feat: Restricted applied to device (since "people who can use Trapper gear" is basically the Trapper and the Entrapper and whoever the GM wants to make up I thought it would cost 2 points).

Looking forward to it!
 

[sblock]I have decided to add two flaws to Disintegration: range (touch) and Distracting. Basicaly, to get my fire "hot" enough to completely disintegrate something I have to focus on it and touch it directly. This will also keep me from very often deciding to use disintegration as an attack power. Mostly, I will use it to bring down walls, burn through barriers, etc.

My two spare points I want to use for +4 skill ranks into Knowledge (arcane lore) and the Ritualist feat. This will open up an ability to bring in some other Godly-type magic that I don't have PPs for.[/sblock]
 

ByteRynn, if you are applying the range flaw to disintegrate then it is actually a -2 flaw because disintegrate is actually a linked strike and drain both bought up to ranged. Without the range it simply becomes the 3pp/rank power Corrosion.
 

Shalimar said:
ByteRynn, if you are applying the range flaw to disintegrate then it is actually a -2 flaw because disintegrate is actually a linked strike and drain both bought up to ranged. Without the range it simply becomes the 3pp/rank power Corrosion.

If that is indeed the case, then I have it at 7 ranks as well.

I also took the liberty of drafting a possible how we met story.
Origin of the team:

[sblock]Entrapper has been working as a hero much longer than any of the others. Since donning the guise of The Entrapper he has become somewhat more accepted by the city’s mainstream heroes. Missing his time in a team he has been slowly putting word out that he is looking to put together a team of non-affiliated heroes. Through this process, he has managed to meet up with Century Girl who enjoys the stories that Entrapper can tell her about her father. He even made friends with her by giving her some of his old Centurian memorabilia.

Ben Braddock and John Tyler both came to the University without roommates, so they were put together in the dorms. Last year, before Braddock had managed to unlock the secrets of his amulet, his roommate mysteriously disappeared. His efforts to figure out what happened to his roommate were met with dead ends. Eventually, John returned, refusing to offer an explanation of where he had been. Ben and John continued as friends, going to classes and such. Soon after, Ben discovered his powers, and both friends went to great lengths to hide the fact that they had both become heroes.

In Glory’s exploits as a hero, he ran into Century Girl a few times, all, notably, rescuing people from house fires. The two heroes have become friends. One night, after doing a short-term team-up, the two talked while flying back to campus. Glory and Century girl saw an explosion in one of the campus’ labs, and went to investigate. Villains had broken in to steal some research, and the scientist being attacked was managing to hold many of them off with some kind of invisible fields. Glory and Century Girl joined in the fray and another hero entered the fight soon after-Nanite. During the fight, many of the heroes present get wounded, but they manage to win. Mid-fight, the scientist who was holding off the villains makes the decision to become a hero, and to enlist these other heroes if possible. At the end of the fight, as Glory is healing those who need it, and the heroes are introducing themselves to each other (using their hero names, of course), all of those present mistake his introduction as “Sebastian” as him calling himself “Bastion.” As they conversation continued, Mr. Neumann grew to like that code name, and began answering to it. As the four heroes started talking about forming a team, Century Girl mentioned that she new someone who would be perfect to help-her friend, the Entrapper.

Nanite and Glory arrive back to their dorm around the same time. They are both visibly winded. Neither suspects a thing.[/sblock]

I still havn't managed to work Mneumonic into the story. The obvious and easy thing would be to convert the Albright Institute into a part of the University and have him arrive to help fight the villains as well. I would like to more closely link him to The Entrapper somehow, making him less of an outsider in this overall scenario. I sort of see The Entrapper as the leader of this team as he has age and experience on all of the others, so having him as an outsider to the rest might work, afterall, it is lonely at the top.

If you hate this rough backstory, it won't hurt my feelings. It was the labor of 25 minutes.
 

Remove ads

Top