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M&M 3e: Young Justice!
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<blockquote data-quote="fireinthedust" data-source="post: 5477581" data-attributes="member: 51930"><p>Immunities: Um, no. To single things, like Fire, sure. Not to Will Saves and Fort saves, even if it's only from Tech sources. As it is, in this adventure that's like saying you're immune to bad guy actions. hah!</p><p> Not that I'd try mind-control via hackers, but if you made yourself immune that would make the story options less available for our group. You could be immune to human telepathy (a double-edged sword if your team works together via telepathy), I guess, but not any Will saves.</p><p></p><p>Tradeoffs: you have the ability to raise a stat above PL so long as it's partner stat is lower by that same amount: Dodge & Toughness, in this case. If you have PL8 as the marker, and you take your Dodge down to 3, you can make your Toughness 13. (down by 5, up by 5). </p><p> I won't allow you to go to -5, though, as that raises your Toughness (a key stat) all the way to 22. That means that you will be rolling 1d20+22 for your Toughness saves (which is better than Superman). As cool as that would be, it means I'll be making characters that can potentially damage you.</p><p></p><p>Regardless if this is your character or not, you should </p><p></p><p></p><p></p><p>We've got the opportunity here to spread out our diversity a bit more.</p><p></p><p></p><p>Echo: technology</p><p>Batgirl: Detective + Bat family</p><p>Dre: Alien shapeshifting</p><p>Solaris: sun guy + superman family</p><p>Wonder Girl: Amazons + mythology</p><p>Dragon: mystical martial arts </p><p>(formerly) Zach: sorcery + Zatara</p><p></p><p>Now Zach leaving does leave a hole in my original plot scheme. I'm not saying that you need to fill it. However, I would like to look at the spread and see what the group could use.</p><p></p><p>When I do make characters for myself, I like to get the concept down pat BEFORE doing the stats; or at least enough of what I'm thinking of, then discover more about their powers as I do the stat-buying and powers rank buying.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5477581, member: 51930"] Immunities: Um, no. To single things, like Fire, sure. Not to Will Saves and Fort saves, even if it's only from Tech sources. As it is, in this adventure that's like saying you're immune to bad guy actions. hah! Not that I'd try mind-control via hackers, but if you made yourself immune that would make the story options less available for our group. You could be immune to human telepathy (a double-edged sword if your team works together via telepathy), I guess, but not any Will saves. Tradeoffs: you have the ability to raise a stat above PL so long as it's partner stat is lower by that same amount: Dodge & Toughness, in this case. If you have PL8 as the marker, and you take your Dodge down to 3, you can make your Toughness 13. (down by 5, up by 5). I won't allow you to go to -5, though, as that raises your Toughness (a key stat) all the way to 22. That means that you will be rolling 1d20+22 for your Toughness saves (which is better than Superman). As cool as that would be, it means I'll be making characters that can potentially damage you. Regardless if this is your character or not, you should We've got the opportunity here to spread out our diversity a bit more. Echo: technology Batgirl: Detective + Bat family Dre: Alien shapeshifting Solaris: sun guy + superman family Wonder Girl: Amazons + mythology Dragon: mystical martial arts (formerly) Zach: sorcery + Zatara Now Zach leaving does leave a hole in my original plot scheme. I'm not saying that you need to fill it. However, I would like to look at the spread and see what the group could use. When I do make characters for myself, I like to get the concept down pat BEFORE doing the stats; or at least enough of what I'm thinking of, then discover more about their powers as I do the stat-buying and powers rank buying. [/QUOTE]
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