Jemal
Adventurer
Alright Holyman, time to look at Savior
Force Field : combined with your Stamina and Defensive Roll, this makes your Toughness check too high. I'd suggest dropping the defensive roll.
Snare - You may wish to increase the ranks of this. Also it requires an attack roll unless you make it perception range.
Secondly, your PL is 9 with the Potential trait (Which I see you chose).
For the following : Dodge+Toughness; Parry+Toughness; Fort+Will; Attack+Damage/Effect the cap is double PL, which means 18 for you. So for example with a will save of 10, your Fort cap is 8.
With your move object cap at 8, it would have an attack cap of 10.
I believe I set the 'trade-off' at a max of within 3 of your PL, meaning your caps can be between 6 and 12.
Your Toughness has a max of 12, so with 2 stamina you could use 10 ranks of forcefield, and then would have a max of 6 in both dodge and parry.
Move Object : Keep in mind that it can't deal damage directly unless you add the +1/rank Damage modifier. Without that it can only use it to perform combat maneuvers or throw stuff at people. Any of these though will still require an attack roll unless you make it perception ranged.Move Object 8 (16 pts)Control Standard Ranged Sustained Strength 2 per rank
Force Field 10 (10 pts)Defense Free Personal Sustained — 1 per rank
Flight 3 (6 pts) Movement (Free Personal Sustained — 2 per rank
Snare Attack 5 (15 pts)Standard Ranged Instant Dodge 3 per rank
Force Field : combined with your Stamina and Defensive Roll, this makes your Toughness check too high. I'd suggest dropping the defensive roll.
Snare - You may wish to increase the ranks of this. Also it requires an attack roll unless you make it perception range.
Fascinate is ranked for use on multiple skills, it has no effect if you take it twice with the same skill.Contacts, Defensive Roll x3, Fascinateersausion x2,
Acrobatics is not usable untrained. Also you may wish to put more ranks in some of those skills if you plan on using them. Stealth, Tech, and Athletics are really only useful when you have larger skill modifiers.Acrobatics 0 (+3)
Athletics 1 (+1)
Close Combat 0 (+1)
Deception 0 (+6)
Expertise:Current Event 1 (+1)
Insight 5 (+10)
Intimidation 0 (+6)
Investigation 1 (+6)
Perception 10 (+15)
Persuasion 10 (+16)
Ranged Combat 0 (+3)
Sleight of Hand 0 (NA)
Stealth 1 (+4)
Technology 1 (+1)
Treatment 0 (NA)
Vehicles 0 (+3)
OK a few things. First, you can't buy toughness directly with points. it can only be increased by the Protection power, Defensive roll advantage, and Stamina ability.DODGE 5 (+2pt)
FORTITUDE 6 (+4pts)
PARRY 1(+0pts)
TOUGHNESS 4 (7 with Defensive Roll) (+2 pts)
WILL 10 (+5pts)
Secondly, your PL is 9 with the Potential trait (Which I see you chose).
For the following : Dodge+Toughness; Parry+Toughness; Fort+Will; Attack+Damage/Effect the cap is double PL, which means 18 for you. So for example with a will save of 10, your Fort cap is 8.
With your move object cap at 8, it would have an attack cap of 10.
I believe I set the 'trade-off' at a max of within 3 of your PL, meaning your caps can be between 6 and 12.
Your Toughness has a max of 12, so with 2 stamina you could use 10 ranks of forcefield, and then would have a max of 6 in both dodge and parry.
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