Living Supers - General Discussion Thread

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Malthusian said:
It's deja vu...

I thought I'd post the same question over on GG to get multiple opinions. There's no such thing as too much assistance.

Thanks, H4H, for the advice.

Heh! I thought that was you. :)
 

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Wow, I'm really starting to feel that Intrepid might not be the most versatile character, particularly against anything without a menatal ability score. I can't wait to get a few power points so I can fix that.

Any suggestions for an Alternate Power off any one of Intrepid's powers, to make him more effective in combat? Or should I consider picking up a few more feats?

Code:
Force Field 8 (1pp/Rank = 8pp) [Psionic]

Immunity 1 (Suffocation-While Permeable) (1pp/Rank = 1pp) [Mutation]

Mental Blast 10 
     (E: Area-Burst (60' Radius); E: Selective Attack; F: Range-Touch)
          PF: AP-Mental Blast 8
          PF: AP-Mental Blast 10 (F: Mental Weapon)
          PF: AP-Mental Transform (Memories) 10 (E: Range-Perception)
  (4pp/Rank + 2pp/Rank – 2pp/Rank + 3pp = 43pp) [Mental, Psionic]

Super-Movement 3 (Permeate [Normal Speed]) (2pp/Rank = 6pp) [Mutation]

Super-Senses 2 (Mental Awareness-Mental, Direction Sense)
  (1pp/Rank = 2pp) [Mental]

And, one other question: If Intrepid's Base Defense is +7, that makes his Dodge Bonus +3 (3.5 rounded down), so Flatfooted should be 14 (10+7-3). Is that right? If so, then I need to adjust it on my charsheet. Somewhere along the way I put Intrepid's Flatfooted at 13.
 

Malthusian said:
And, one other question: If Intrepid's Base Defense is +7, that makes his Dodge Bonus +3 (3.5 rounded down), so Flatfooted should be 14 (10+7-3). Is that right? If so, then I need to adjust it on my charsheet. Somewhere along the way I put Intrepid's Flatfooted at 13.

I believe 13 is correct. 7 halved is 3.5 rounded down to 3+10=13
 

Malthusian said:
Wow, I'm really starting to feel that Intrepid might not be the most versatile character, particularly against anything without a menatal ability score. I can't wait to get a few power points so I can fix that.

Any suggestions for an Alternate Power off any one of Intrepid's powers, to make him more effective in combat? Or should I consider picking up a few more feats?

If you want to go on the classic Psionic character, you can start to go in the telekinetic powers if you feels vulnerable against mentaless creature.
 

Malthusian said:
Wow, I'm really starting to feel that Intrepid might not be the most versatile character, particularly against anything without a menatal ability score. I can't wait to get a few power points so I can fix that.
Psyren might be a potential example of a psionic character with a fairly well rounded attack set.

Another option beyond telekenisis might be an alternate power that would be a physical mental attack like a psychokenetic blast or something. Simply take a Blast, make it Perception based if you want to go allong the lines of mental blast, and you're good. Or, to make it more ray like, don't do the perception attack.
 

All the characters have some pretty big weaknesses. Even the physical ones are usually pretty wide open to mental attack. PbP makes it tough, because the teams aren't put together to cover all those weakpoints. I think Intrepid will be fine for now, but an AP with blast or strike down the road will definitely help out. Psyren makes pretty good use of Telekinetic grapple.

I think the challenge is maybe getting a game together that emphasizes more roleplaying and investigation. I have a game in the hopper that might do that. Timing is the big issue, because one of the characters I would want in it is Sergeant, but I think Intrepid is a good fit also.
 

Salix said:
I think the challenge is maybe getting a game together that emphasizes more roleplaying and investigation. I have a game in the hopper that might do that. Timing is the big issue, because one of the characters I would want in it is Sergeant, but I think Intrepid is a good fit also.

Sergeant was meant to do investigation or lead a large team in combat. He is becoming weak in a situation where it is heavily combat oriented and he is alone... and it seems he has been mostly suck in that kind of situation in his present mission :p
 

hero4hire said:
I believe 13 is correct. 7 halved is 3.5 rounded down to 3+10=13
Take that with some huge grains of salt (after all, I don't have the books), but the sample characters I've seen seem to indicate that 14 is correct.

Also, this thread says the same.

*Goes back to his Master Plan*
 

Knight Otu said:
Take that with some huge grains of salt (after all, I don't have the books), but the sample characters I've seen seem to indicate that 14 is correct.

Also, this thread says the same.

*Goes back to his Master Plan*
Yeah, I think the rounding occurs to determine the Dodge bonus, so that gets rounded down. When I'm cutting down for that last point, I'll look to see if I have an even amount of generic Defense Bonus and, if so, take 2 points out of Defense and put one in Dodge Focus, leaving me with no visible change and 1 more point left--score!
 

Well my character Million Mask are made as infiltrator but he also could work as investigator when needed. He is not real a true combative character so instead he use more on sneak attack and trickery to defeat the enemy.

By the way, I decided to create my 10 pl character. I have thinking about creating a japanese based superhero (Example like Power Ranger), gadgeter/battlesuiter, captain america type with armor or batman type character. I have little hard to decide which character that I like to play as.
 

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