Generation Legacy the Next Generation of OOC

Tokiwong said:
I have no problem with this, what do you have in mind?

Well, taking out the aura and with the addition of the 2 points, I'd have 8 points banked. I'm thinking about spending 1 pt. for 4 pts in Medicine and another point in Improvised Tools to represent her learning some practical matters from traveling on her own in the U.S.-it would be nice for the team to have someone besides Ryan to have some practical ability to stabilize folks :) I'm probably going to also grab 2 ranks worth of the Luck feat and considering Seize Initiative. Probably put the remaining points into saves (Will, probably) and then bank the rest (if any). I was considering giving her Inspire, since someone on the team needs to be a team player, but it just wouldn't work with a big blob of spiders inspiring everyone else to victory :)

Remember her scene will carry over into the start of the next issue.

Ah, thanks for the heads up
 

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Hey Gadget, can you ask the editors about who Kelly was in her past lives to rack up so much negative karma? I think she has earned the masochist award for enduring the most emotional pain in a single issue, then again is it really enduring if she is in denial and totally repressing it?

PS: Tommy scares me too, Kelly should go on Dr. Phil
 


Most emotional pain? I think Cassie's got a decent amount of fair competition for her, as well as Star. The women of Generation Legacy get no love :(

Edit-Plus, Danger Girl lost her dad first :P ;)

Kelly's definately got it tough though, although honestly I think part of it she brought upon herself so I've got mixed feelings.
 


I should be working more on the wiki, but I find myself busy with something else at the moment...

Anyhoo, Anika's fairing relatively well (her self and loved ones being marked for death aside). She was right pissed off for most of the issue, but thank those Norse gods for Sami, he's certainly been a calming influance on her.

Hey, Gadget, what do you think Tommy's double is? An android? A clone? A hard light hologram? A hallucination caused by deep sea pressure? One of the lesser used NPCs in a rubber mask?
 

Gadget,

Star is a DOORMAT! She's a total enabler! Mark treats her like trash and then she takes him right back...without him even asking?!

Clearly Tommy only told half the truth when people thought Star was built for his personal gratification. She was built for gratification, just not his! What kind of message does this send to all of your young, impressionable readers?

Also, damn what am I going to do with those 3 pp? Would three levels of penetrating worth it? I don't pay close attention to villain stats, but it seems like when Mark hits someone, he hardly ever does damage.
 

Its not the penetrating that is the problem when Mark hits, its the overall damage bonus. I don't really have a suggestion because I don't know if you made any trade-offs or what PL you are, or where before picking up the extra PP.

Since it looks like your strike is already at rank 10 I would think about normalizing your trade-offs to being 10 across the board. After that I would think about pulling a Yoshi and taking teamwork a couple of times so that you can really boost other people on the team, Mark is pretty much a goon sweeper, he can lay waste to an army of minions in the blink of an eye, and he can hold his own against most equal villians, but against the bigger bads, he needs the rest of the team. Actually another thing to think about is upping your saving throws. Mark is wide open for pretty much any non-damage power. To save vs Fort or Will save power, he needs to roll 10+rank of the power, that is pretty bad. Kelly has a 0 will save, but that was purpousefully left as a weak point, not sure if you were going for that with Mark, I'd suggest that a +10 in saves is good since that gives you generally a 50/50 chance of saving, and prevents some of the worst effects of powers like insta KO from Fatigue, or Insta Death/Coma/Paralysis from Drain.


As a sidenote, your regen is off, it takes 6 ranks to get a recovery checkeach round without rest for both the Bruised and Unconscious conditions, its 3 ranks if its just 1 or the other.

Actually looking at your super speed, the damage values are a little off
Super-Speed +10 [cost: 5pp/level]
*Integrated power: Strike (+10 attack, +10 damage)
*Accurate (Strike)
*Rapid Attack (as strike above, 45 foot radius)
*Rapid Fire (ranged +7 attack, +10 damage, autofire applies up to +5)
*Wall Run
*Water Run
(Total pp spent in powers 60

Your jipping yourself of 10pp on the main incarnation
Speed + Quickness + Improved Initiative = 3pp/rank
Strike = 1pp/rank (you have another PP/rank to spend as the base power must have 2pp/rank for the PFs that you have)

Also, the damage for your rapid attack and rapid fire is too high, it makes use of the strike damage, but, they are APs off the strike so they cannot use its damage since they cost a full 2pp/rank themselves

Rapid Attack is really Area + Selective at rank 10, so thats 2pp/rank (+0 damage, 50ft radius) It would be better if you had a higher normal strength, or if your strike was outside of the Super Speed. Its still good for things like trying to disarm everyone at once, tripping everyone, etc, the iconic speedster stuff.

If you want to be able Rapid Attack everything and still have a high damage bonus, I'd make the Rapid Attack the default 2pp/rank power in super speed and use your 3PPs (plus 1 picked up from no longer needing to buy Rapid Attack as a PF) to buy

Equipment (1) Combat Gloves [Strike 4, PF: subtle]
Strike 3

The strike would represent hitting things faster = more force, and the combat gloves would be some gloves with weights in them to add more force to your punches, and next time he gets more PP he could up it some more. This is what my over all suggestion would look like:

Super-Speed +10 [cost: 5pp/level; 53pp]
*Integrated power: Rapid Attack (+7 damage, 50 foot radius)
*Rapid Fire (ranged +7 attack, +10 damage, autofire applies up to +5)
*Wall Run
*Water Run

Strike 3 [1pp/rank; 4pp]
*Accurate (Strike)

Equipment (1) Combat Gloves [Strike 4, PF: subtle]
 
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IIRC, Mark didn't have any trade offs, so his damage is pretty good. Most of his damage problems were before the conversion, when he did PL damage while most combat focused characters could have damage and saves above PL by 5-7. Now he's got the same attack and damage as Ryan, although without some of the feats

Some measure of Penetrating or Power Attack wouldn't be amiss though, since they'd give Mark the ability to bat above PL versus high level Impervious. Instead of spending all 3 PP on getting Penetrating for your Strike, you could get an AP from the Super Speed to get a Penetrating Strike.

Buying up Mark's saves would diminish those weaknesses somewhat in the long run. However, doing so from scratch isn't going to be cheap - it will take a full 10 PP to move from worthless +0/+0 to a somewhat useful +5/+5. Focusing on one save would increase it faster, but it'd still take a few issues of intensive effort to get it up to a respectable level. Good saves seem like something to take up front, not work on later, given the PP investment.

Mark could also buy some additional APs off his speed to get some fun new tricks.
 

Thanks, Shal. I misread Regeneration in the book. Guess I'll fix that and worry about the rest next issue.

Say Toki, considering I messed up on the rapid fire can I trade it in and use the point elsewhere?
 

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