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<blockquote data-quote="Jemal" data-source="post: 5718509" data-attributes="member: 9026"><p>Alright, Zerith, going over your character stats: </p><p></p><p>First up, you need to show what all your stuff means. EX: having 'defense 8 pp' and then not listing where it is (fort, will, toughness, dodge, parry). basically, I'd like it if you had at least basic math filled out so it's easier to see how you got each of your numbers. (IE your Hybrid's dodge is 11 b/c....)</p><p>I also need to see Gender, size(If not human), Speed(If not base), Trait(Powerful/potential/etc), and Complications listed in your character sheet, as well as the breakdown of your points spent.</p><p>(ABILITIES X + POWERS X + ADVANTAGES X + SKILLS X + DEFENSES X = TOTAL X)</p><p></p><p>Now specifics:</p><p></p><p>[sblock=Hybrid]</p><p>Defenses: </p><p>Defense: 8 PP</p><p>Dodge: 11 - (11 Agility)</p><p>Parry: 10 - (3 Fgt, 7 EXTRA)</p><p>Fortitude: 4 (4 sta)</p><p>Toughness: 7/4 (4 Sta, 3 Defensive Roll?)</p><p>Will: 6 (0 Awe, 6 EXTRA)</p><p></p><p>I count 13 points needing to be spent on Defenses, not 8.</p><p></p><p>Skills: Stealth: M&M 3e Handbook specifically states that shrinking modifiers are restricted by PL limits, and says nothing about Stealth being an exception.</p><p></p><p>Advantages: I assume there's a typo, but you only have 2 listed beside Advantages to indicate how many you have. There are 16 advantages listed.</p><p>Eidetic Memory - Actually, no Advantage is considered 'power dependant' unless it is bought under powers, as a specific 'power' advantage, or linked to a specific power.</p><p></p><p>You still have Takedown 2, Move by Action, and super-speed. You're down to Speed 3, so I'm comfortable with you keeping Move By, but the Takedown is still essentially going to drop every Minion within the encounter until you fail one.. You need to drop the second rank of Takedown.</p><p></p><p>Powers: </p><p>Fades on Regeneration is A bit convoluted, as the time between regeneration is dependent on the rank, and each time it happens, that rank changes...</p><p>EX: Regen 10 = each round you regen, so round 1 you regen. Then you're at regen 9, which is 9 rounds out of 10.. so you would have to figure out which round to skip out of the next 10. Is it the next round or not? If not, then it's down to 8 and you have to recalculate again...</p><p>I would just suggest taking Regen 5, and ignoring the Fade, it's much less complicated and gives you 1 regen every second round, which is still very good regeneration.</p><p></p><p>Ability enhancements: 24 P - I count 40. You have +4 STR, +8 AGL, +2 FGT, +4 STA, and +2 Dex.</p><p>Str: -1 Agl: 3 Fgt: 1 Awe: 0</p><p>Sta: 0 Dex: 2 Int: 5 Pre: 2</p><p>-Enhanced:</p><p>Str: 3 Agl: 11 Fgt: 3 Awe: 0</p><p>Sta: 4 Dex: 4 Int: 5 Pre: 2</p><p></p><p>Dodge Enhancement 5 - You already have an 11 dodge from Agility, what is this?</p><p>Taking Extra Limb would mean your Tail is Prehensile.. why is it?</p><p>Senses - Sight (And hearing) is already Acute, you don't need to pay more for that.</p><p>Density Growth - Not sure where you're getting this from. I searched high and low for some of my characters for a variation of 2e's 'density' power and couldn't find it. </p><p>Besides that I don't like the concept of using Growth AND Shrinking at the SAME time. Growing a rank should undo the Shrinking, not ADD the bonuses. They're both designed to give bonuses for applicable penalties, adding the two together is contradictory..</p><p></p><p>Lets look at what the two give you..</p><p>Growth 4 = 4 str, 4 stm, 2 intimidate, -2 dodge/parry.</p><p>Shrink 4 = -1 str, +2 dodge/parry, +4 stealth, -2 intimidate.</p><p>SO, adding them makes your totals : +3 str, +4 stm, +4 stealth. </p><p>Comparing to normal Shrink - you're gaining 16 pp for ability, 1 from loosing the Intimidate penalty, and you're loosing 4pp from active defenses. That means that you're gaining 13 points by spending 8, and not getting the applicable downside of being large. It's essentially getting 5 free points. </p><p></p><p>[/sblock]</p><p>Oy, that took an hour and thats just one part.. I'll come back for human/cat form later, that should be enough for now.</p></blockquote><p></p>
[QUOTE="Jemal, post: 5718509, member: 9026"] Alright, Zerith, going over your character stats: First up, you need to show what all your stuff means. EX: having 'defense 8 pp' and then not listing where it is (fort, will, toughness, dodge, parry). basically, I'd like it if you had at least basic math filled out so it's easier to see how you got each of your numbers. (IE your Hybrid's dodge is 11 b/c....) I also need to see Gender, size(If not human), Speed(If not base), Trait(Powerful/potential/etc), and Complications listed in your character sheet, as well as the breakdown of your points spent. (ABILITIES X + POWERS X + ADVANTAGES X + SKILLS X + DEFENSES X = TOTAL X) Now specifics: [sblock=Hybrid] Defenses: Defense: 8 PP Dodge: 11 - (11 Agility) Parry: 10 - (3 Fgt, 7 EXTRA) Fortitude: 4 (4 sta) Toughness: 7/4 (4 Sta, 3 Defensive Roll?) Will: 6 (0 Awe, 6 EXTRA) I count 13 points needing to be spent on Defenses, not 8. Skills: Stealth: M&M 3e Handbook specifically states that shrinking modifiers are restricted by PL limits, and says nothing about Stealth being an exception. Advantages: I assume there's a typo, but you only have 2 listed beside Advantages to indicate how many you have. There are 16 advantages listed. Eidetic Memory - Actually, no Advantage is considered 'power dependant' unless it is bought under powers, as a specific 'power' advantage, or linked to a specific power. You still have Takedown 2, Move by Action, and super-speed. You're down to Speed 3, so I'm comfortable with you keeping Move By, but the Takedown is still essentially going to drop every Minion within the encounter until you fail one.. You need to drop the second rank of Takedown. Powers: Fades on Regeneration is A bit convoluted, as the time between regeneration is dependent on the rank, and each time it happens, that rank changes... EX: Regen 10 = each round you regen, so round 1 you regen. Then you're at regen 9, which is 9 rounds out of 10.. so you would have to figure out which round to skip out of the next 10. Is it the next round or not? If not, then it's down to 8 and you have to recalculate again... I would just suggest taking Regen 5, and ignoring the Fade, it's much less complicated and gives you 1 regen every second round, which is still very good regeneration. Ability enhancements: 24 P - I count 40. You have +4 STR, +8 AGL, +2 FGT, +4 STA, and +2 Dex. Str: -1 Agl: 3 Fgt: 1 Awe: 0 Sta: 0 Dex: 2 Int: 5 Pre: 2 -Enhanced: Str: 3 Agl: 11 Fgt: 3 Awe: 0 Sta: 4 Dex: 4 Int: 5 Pre: 2 Dodge Enhancement 5 - You already have an 11 dodge from Agility, what is this? Taking Extra Limb would mean your Tail is Prehensile.. why is it? Senses - Sight (And hearing) is already Acute, you don't need to pay more for that. Density Growth - Not sure where you're getting this from. I searched high and low for some of my characters for a variation of 2e's 'density' power and couldn't find it. Besides that I don't like the concept of using Growth AND Shrinking at the SAME time. Growing a rank should undo the Shrinking, not ADD the bonuses. They're both designed to give bonuses for applicable penalties, adding the two together is contradictory.. Lets look at what the two give you.. Growth 4 = 4 str, 4 stm, 2 intimidate, -2 dodge/parry. Shrink 4 = -1 str, +2 dodge/parry, +4 stealth, -2 intimidate. SO, adding them makes your totals : +3 str, +4 stm, +4 stealth. Comparing to normal Shrink - you're gaining 16 pp for ability, 1 from loosing the Intimidate penalty, and you're loosing 4pp from active defenses. That means that you're gaining 13 points by spending 8, and not getting the applicable downside of being large. It's essentially getting 5 free points. [/sblock] Oy, that took an hour and thats just one part.. I'll come back for human/cat form later, that should be enough for now. [/QUOTE]
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