Freedom City Campaign [M&M2] - OOC Discussion

ByteRynn said:
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:

I like the backstory especially as the process of acquring the name Bastion is an inversion of why I named him Sebastian, so yep works for me

Mnemonic has already indicated thats converting the Albright Institute into a part of the University is possible, we could even have him 'just visiting' the university (undergoing further test maybe) and thus keep the two organisations seperate if that works better. How you and he might have a closer relationship I'll leave to you two:)

So here we have Bastion on hearing that the Entrapper will be on the team

Wow the Entrapper - the guy with the ghost suit right? I've got a theory on that. "Hyperdimensional trans-substantiation", its an amazing phenomena and the technology to develop a Hyper-trans-substantiated material and then develop a suit from it is truely incredible. Do you know what the origin of the suit is, I'd love to get a look at it, do you think thats possible...

Bastions Catchphrase: I've got a theory on that.
 

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

I hate to nitpick, but Corrosion is a base 3pp/rank. Your array is 2pp/rank (14pp). You can't have an Alt Power that's more pp than the base power. Unless a flaw is applied to the Corrosion, you couldn't have more than 4 ranks (12pp).
 

Insight said:
OOC:
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Drawbacks are single-amount subtractions from the total cost of a power. Flaws are pp/rank reductions. I think you had them switched. When you apply a 2pp Drawback to a 20pp power, it is reduced to 18pp. It doesn't reduce the "per-rank" cost of the power itself. Therefore, if you have a 4pp/rank power bought to 10 ranks, it's 40pp. Applying a 2pp Drawback isn't going to make it legal, since the total cost only drops to 38pp.

You have Drawbacks all over the place on your character, and that's the main issue. As stated in this first post, characters can have a maximum of 10pp from Drawbacks.

If you could somehow convert some or all of those to Flaws, your build would make more sense.

The other issue is that your character is just too "all over the place". It seems to lack a coherent focus. I would stick to 2-4 coherent powers and develop those.
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Thats actually not what I did, unless I made a specific mistake. I treated them as subtractions that counterated power feats. The only drawbacks I incorporated into the pwoers themselves were full power, and i put them as part of the powers rather than listing them separately, because some were on parts of an array (for instance, the electrical array had full power for its offensive abilities, but it would be wrong to take full power on the whole array bc it was not appropriate for certain things). Regarding the 10 point max, it depends on how you interpret applying a one point drawback to the relevant aspects of an entire array. Everything else, (range, duration, action, side effect, unreliable, medium, sensense-dependant) is a flaw.

Regarding the all over the place, and I'll deal with it if i come up as an alternate, the idea is kind of like Wolverine. He started out with one significant power, but once the military discovered that an aspect of his power made it possible to add more, their scientists took advantage of it and gave him abilities suited for his job. Thus things like invisibility, intercepting radio signals, telepathic communicaton, flight, etc., but none of them especially powerful. The electrical stuff is basically all stuff that an electrical or magnetism based character can do (in fact, just about all of it includes suggested APs for electrical control in the book), and most are just a colection of ways of doing the ame thing -- three powers to cover control of everything (biologicals )whose brians work on electrical signals), computers, and non-sentient machines (by animating them to give them sentience -- he wouldnt use them to fight), and like 5 that are damage 10 with a special effect, usually modulated base don how much time or effort is invovled).

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Areas needing attention are in red comments bold red


hero4hire/Mnemonic:

Build:
ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60

SAVES
Fortitude [FORT]: (0+5) +5
Reflex [REF]: (0+5) +5
Willpower [WILL]: (0+5) +5
Toughness [TGH]: (0+5) +5
PP Spent: 0

SKILLS
Total Ranks 0.
PP Spent: 0

FEATS
Attractive, Beginner’s Luck, Connected, Eidetic Memory, Equipment 5, Jack of all Trades, Luck 4.
PP Spent: 14

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +9 (unarmed strike)
Defense [DEF]: +10
Initiative [INIT]: +5
PP Spent: 40

POWERS
MENTAL DUPLICATION 5 [Extra: Alt Save – Fort (+0); Flaw: Split Personality (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp)]. 7pp.
MIMIC 5 [All Feats at once; Extra: Linked to Mental Duplication (+0), Duration – Continuous (+1); Flaws: Allows Saving Throw (Fortitude) (-1), Split Personality (-1); Power Feats: Alt Power – Mental Transform (Alter Memory; Extra: Duration – Continuous (+1); Flaw: Range – Touch (-1)); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 8pp.
MIND SHIELD 10 [Extras: Affects Mental Grapple Checks (+1), Duration – Continuous (+1); Flaw: Duration – Permanent (-1)]. 20pp.

I am going to rewrite this. I am screwing myself out of points. Mind Shield is essentially an Enhanced Will Trait made Impervious and bought down from Continuous to Sustained.
So basically a +1 extra to effect mental grapples is not worth it. I can just buy Impervious Will with no Flaws for 20pp!

Revision:

Enhanced Will +10 [Extra: Impervious +1, Flaw: Impervious works on all Mental Effects even beneficial ones -1] 10pp.


QUICKNESS 10 [Flaw: Mental tasks only (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 7pp.

Quickness has a base cost of 1pp per rank. When you apply the "Mental Tasks Only" flaw it brings the cost down to 1pp per 2 ranks OR .5pp/rank. Hence 10 ranks costs 5pp not 10pp.

PP Spent: 42

EQUIPMENT [5]
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]

ATTACKS & EFFECTS
Blaster (Ranged): +10 atk, Toughness save DC 20, RI 50ft.
Unarmed Strike (Melee): +10 atk, Toughness Save DC 24.

GENERAL DRAWBACKS
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect]. 1pp.
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption]. 1pp.

NOTES
You are currently at 155pp according to my build. We need to find 5pp to cut somewhere.

Also, you currently have 11pp from Drawbacks. The limit is 10pp as stated in the first post. Need to get rid of 1 somewhere.

I did not feel, due to his Impervious Will that it was worth the fill 3pp per power, so I drastically reduced the PP I recieved, well within the 10pp limit. If you feel however that they are worth more I will shuffle points.

I will await your comments until I revise the sheet.



This is before the 155pp mentioned above.
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Insight said:
I hate to nitpick, but Corrosion is a base 3pp/rank. Your array is 2pp/rank (14pp). You can't have an Alt Power that's more pp than the base power. Unless a flaw is applied to the Corrosion, you couldn't have more than 4 ranks (12pp).


Yes, but it'd still be distracting (a -1 flaw) lowering it to 2 pp/rank
 

Insight said:
Actually, there's nothing wrong with your character, but I wanted you to see my build in case there was a discrepancy I missed somehow.

Looks good to me, I'll have to trust you on "Variable Power Container" because I don't have anything except the core rulebook, but since it looks exactly the same as shapeshift, it all seems good.

I'm going to try and knock out most of my "standard" distributions to avoid slowing down play with on the spot arbitrations, but obviously I reserve the right to improvise :)

Now that I know who and what my companions will be, I'll work on writing my background with a bit more style. I kind of like the idea of Glory and Nanite being oblivious roommates, so I'll go ahead and work at least that much in.
 

hero4hire said:
Areas needing attention are in red comments bold red


hero4hire/Mnemonic:

Build:
ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60

SAVES
Fortitude [FORT]: (0+5) +5
Reflex [REF]: (0+5) +5
Willpower [WILL]: (0+5) +5
Toughness [TGH]: (0+5) +5
PP Spent: 0

SKILLS
Total Ranks 0.
PP Spent: 0

FEATS
Attractive, Beginner’s Luck, Connected, Eidetic Memory, Equipment 5, Jack of all Trades, Luck 4.
PP Spent: 14

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +9 (unarmed strike)
Defense [DEF]: +10
Initiative [INIT]: +5
PP Spent: 40

POWERS
MENTAL DUPLICATION 5 [Extra: Alt Save – Fort (+0); Flaw: Split Personality (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp)]. 7pp.
MIMIC 5 [All Feats at once; Extra: Linked to Mental Duplication (+0), Duration – Continuous (+1); Flaws: Allows Saving Throw (Fortitude) (-1), Split Personality (-1); Power Feats: Alt Power – Mental Transform (Alter Memory; Extra: Duration – Continuous (+1); Flaw: Range – Touch (-1)); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 8pp.
MIND SHIELD 10 [Extras: Affects Mental Grapple Checks (+1), Duration – Continuous (+1); Flaw: Duration – Permanent (-1)]. 20pp.

I am going to rewrite this. I am screwing myself out of points. Mind Shield is essentially an Enhanced Will Trait made Impervious and bought down from Continuous to Sustained.
So basically a +1 extra to effect mental grapples is not worth it. I can just buy Impervious Will with no Flaws for 20pp!

Revision:

Enhanced Will +10 [Extra: Impervious +1, Flaw: Impervious works on all Mental Effects even beneficial ones -1] 10pp.


QUICKNESS 10 [Flaw: Mental tasks only (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 7pp.

Quickness has a base cost of 1pp per rank. When you apply the "Mental Tasks Only" flaw it brings the cost down to 1pp per 2 ranks OR .5pp/rank. Hence 10 ranks costs 5pp not 10pp.

PP Spent: 42

EQUIPMENT [5]
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]

ATTACKS & EFFECTS
Blaster (Ranged): +10 atk, Toughness save DC 20, RI 50ft.
Unarmed Strike (Melee): +10 atk, Toughness Save DC 24.

GENERAL DRAWBACKS
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect]. 1pp.
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption]. 1pp.

NOTES
You are currently at 155pp according to my build. We need to find 5pp to cut somewhere.

Also, you currently have 11pp from Drawbacks. The limit is 10pp as stated in the first post. Need to get rid of 1 somewhere.

I did not feel, due to his Impervious Will that it was worth the fill 3pp per power, so I drastically reduced the PP I recieved, well within the 10pp limit. If you feel however that they are worth more I will shuffle points.

I will await your comments until I revise the sheet.



This is before the 155pp mentioned above.
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I think we're OK as long as we either ditch the drawback on the Quickness power, or reduce it to 2pp. With the changes you made, you now have a few extra pp to play with, so you don't even need the full 10pp worth of drawbacks.
 


Century Girl wants to be a part of the Freedom League like Centurion was before his death, buth Captain Thunder told the girl to get some experience first and live a little before she made the decision to be a member. She is currently taking part time classes at a college on Duncan Summer's dime, the former Raven and Headmaster of Claremont Academy. He didn't bring her to claremont because despite her age of less then a year, she still had the body and mind of a fully developed adult if not the maturity and experience.

The college could possibly be Albright or whichever would work for the group.
 

The characters don't need to all be together at the beginning of the game. You can have formed a 'team' if you wish, but this isn't a requirement. If your characters are scattered throughout Freedom City, I'll make it work. Or, if you guys think it'll be easier, have them all be together. It doesn't matter to me. I'll adapt either way.
 

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