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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)
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<blockquote data-quote="Jemal" data-source="post: 5524932" data-attributes="member: 9026"><p>Yes, so long as they don't go over your PL Cap.</p><p></p><p></p><p>The bonuses, penalties, and size are all based on the rank you use. If you don't use a power to it's full extent, you don't gain the full benefits. (Part of the drawback to growth is the fact that its all tied together)</p><p></p><p></p><p>First up, my primary problem with your sheet is that I can't seem to understand all your numbers, they just don't flow like what I'd expect, so It took me a little longer to figure out what all the numbers were and how they got there.</p><p></p><p>Secondly, you don't have any trade-offs listed, I would assume that as a Brick-styled character, you'd want to lower defense to raise toughness, and lower attack to raise damage? If so, the maximum trades to each would be +/-2 (As per the Powerful trait you chose).</p><p>In case the PL/Trade-off thing isn't making sense, here's an quick rundown:</p><p>PL is normally 9, meaning your Defense(dodge/parry) is +9, Toughness + 9, Attack + 9, Dmg(any attack effect rank) +9. With your Powerful trait you may make trade-offs of up to 2. You Can trade one type of offense for the other (Attack-Damge) or one type of defense for the other (Dodge/Parry-Toughness) By either one or two points. My suggestion would be +2tough/-2Dodge/parry To represent the hard to hurt but easy to hit nature of the character, and +2DMG/-2Atk, to represent that your swings are a bit slow but when they land do so with a lot of force.</p><p></p><p></p><p>You have your Attacks listed as +10 with dmg of 9, but with a PL Cap of 9 that puts you over. I suggest figuring out what trade-offs you want (see my statement above), and figuring out what your caps are from there.</p><p></p><p></p><p>Similar to Offenses, you have +9 dodge/parry and +10 toughness, breaking the cap.</p><p></p><p></p><p>Iron Toughness should be 2pp/rank + 1/rank for impervious = 3/rank = 12.</p><p>Super Leap: Affects others doesn't seem really appropriate. If you're wanting to take them with you, that would be more a function of picking them up and carrying them. Affects others would be you somehow granting THEM the ability to perform a super leap of their own, and I'm not sure how that fits..</p></blockquote><p></p>
[QUOTE="Jemal, post: 5524932, member: 9026"] Yes, so long as they don't go over your PL Cap. The bonuses, penalties, and size are all based on the rank you use. If you don't use a power to it's full extent, you don't gain the full benefits. (Part of the drawback to growth is the fact that its all tied together) First up, my primary problem with your sheet is that I can't seem to understand all your numbers, they just don't flow like what I'd expect, so It took me a little longer to figure out what all the numbers were and how they got there. Secondly, you don't have any trade-offs listed, I would assume that as a Brick-styled character, you'd want to lower defense to raise toughness, and lower attack to raise damage? If so, the maximum trades to each would be +/-2 (As per the Powerful trait you chose). In case the PL/Trade-off thing isn't making sense, here's an quick rundown: PL is normally 9, meaning your Defense(dodge/parry) is +9, Toughness + 9, Attack + 9, Dmg(any attack effect rank) +9. With your Powerful trait you may make trade-offs of up to 2. You Can trade one type of offense for the other (Attack-Damge) or one type of defense for the other (Dodge/Parry-Toughness) By either one or two points. My suggestion would be +2tough/-2Dodge/parry To represent the hard to hurt but easy to hit nature of the character, and +2DMG/-2Atk, to represent that your swings are a bit slow but when they land do so with a lot of force. You have your Attacks listed as +10 with dmg of 9, but with a PL Cap of 9 that puts you over. I suggest figuring out what trade-offs you want (see my statement above), and figuring out what your caps are from there. Similar to Offenses, you have +9 dodge/parry and +10 toughness, breaking the cap. Iron Toughness should be 2pp/rank + 1/rank for impervious = 3/rank = 12. Super Leap: Affects others doesn't seem really appropriate. If you're wanting to take them with you, that would be more a function of picking them up and carrying them. Affects others would be you somehow granting THEM the ability to perform a super leap of their own, and I'm not sure how that fits.. [/QUOTE]
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