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Gaming W/Jemal: Mutant High
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<blockquote data-quote="Victim" data-source="post: 4193125" data-attributes="member: 78"><p>Regen KO'd is extremely problematic. </p><p></p><p>Regeneration is still bought incorrectly.</p><p></p><p>You seem to have 18 points of feats, not 16. </p><p></p><p>Escape Artist should be +7, Medicine +6, and all of her Knowledge skills are wrong.</p><p></p><p>Literacy only costs more at the GM's option, and it costs an additional skill rank, not a whole pp. </p><p></p><p>Precise doesn't quite seem like it works on a non Selective Area Attack. Similarly, Area attacks don't use attack rolls (unless you make it a targeted area), so Homing does nothing.</p><p></p><p>Electrical Absorption may be a PL cap violation - OTOH, it's extremely limited and in an array.</p><p></p><p>---------------------------------------------</p><p></p><p>Dropped a rank of luck, leaving me with 6 general points and 2 skill points. I'm not really sure what to get. With fewer HP and no Beginner's Luck, probably more skills and saves.</p><p></p><p>Right now, I'm thinking about spending 3 total points on skills and buying a point of Toughness. My defensive idea grabs +2 Will and Fort. On one hand, I can probably justify more Reflex (even she'd in theory be grabbing cover to help out, and should be punished for standing in the open). However, marginal improvements in Ref don't seem likely to produce a noticeable increase in successful saves. She could also Attack Focus and up her powers.</p><p></p><p>I could also go for something funky. Buying Sneak Attack improves her offense too and could eventually take a Not with Powers limit (I assume) so she could be surprisingly dangerous sans powers, but still not someone who should be fighting straight up. And that saves a few more points for skills/utility.</p><p></p><p>Temper's large area attack had a few points unspent that will be used to increase rank to fit the higher cap.</p></blockquote><p></p>
[QUOTE="Victim, post: 4193125, member: 78"] Regen KO'd is extremely problematic. Regeneration is still bought incorrectly. You seem to have 18 points of feats, not 16. Escape Artist should be +7, Medicine +6, and all of her Knowledge skills are wrong. Literacy only costs more at the GM's option, and it costs an additional skill rank, not a whole pp. Precise doesn't quite seem like it works on a non Selective Area Attack. Similarly, Area attacks don't use attack rolls (unless you make it a targeted area), so Homing does nothing. Electrical Absorption may be a PL cap violation - OTOH, it's extremely limited and in an array. --------------------------------------------- Dropped a rank of luck, leaving me with 6 general points and 2 skill points. I'm not really sure what to get. With fewer HP and no Beginner's Luck, probably more skills and saves. Right now, I'm thinking about spending 3 total points on skills and buying a point of Toughness. My defensive idea grabs +2 Will and Fort. On one hand, I can probably justify more Reflex (even she'd in theory be grabbing cover to help out, and should be punished for standing in the open). However, marginal improvements in Ref don't seem likely to produce a noticeable increase in successful saves. She could also Attack Focus and up her powers. I could also go for something funky. Buying Sneak Attack improves her offense too and could eventually take a Not with Powers limit (I assume) so she could be surprisingly dangerous sans powers, but still not someone who should be fighting straight up. And that saves a few more points for skills/utility. Temper's large area attack had a few points unspent that will be used to increase rank to fit the higher cap. [/QUOTE]
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