M&M: Time of Crisis (OOC)

Well you might not have to add to much to your strike because there is always other things to do :)

First you have Surprise Strike which adds +5 to your damage. As a 1/2 action you can Bluff or Taunt an opponent to catch them flat-footed... not only do they lost their Dodge bonus to defense, but you also do +5 damage which brings you up to +11 which is good. NOT all villains will have 10 points of Protection :) PLUS you have a Paralysis extra on that so that even if you don't do any damage their is a chance they will be frozen and helpless so that you can surprise strike them again :)

You are 4 points over with powers you might want to lower your Base DEF by 2 points (down to 27/flat-footed would be 14)

Also note that your Mental DEF is your Base DEF plus Wisdom bonus so your's would be 10 +Base DEF +3 (wisdom bonus).
 

log in or register to remove this ad

Sen Udo-Mal said:
Well you might not have to add to much to your strike because there is always other things to do :)

First you have Surprise Strike which adds +5 to your damage. As a 1/2 action you can Bluff or Taunt an opponent to catch them flat-footed... not only do they lost their Dodge bonus to defense, but you also do +5 damage which brings you up to +11 which is good. NOT all villains will have 10 points of Protection :) PLUS you have a Paralysis extra on that so that even if you don't do any damage their is a chance they will be frozen and helpless so that you can surprise strike them again :)

So my Strike should stay the way it is, in your opinion?

Sen Udo-Mal said:
You are 4 points over with powers you might want to lower your Base DEF by 2 points (down to 27/flat-footed would be 14)

Will do. :D

Sen Udo-Mal said:
Also note that your Mental DEF is your Base DEF plus Wisdom bonus so your's would be 10 +Base DEF +3 (wisdom bonus).

I thought that's what I had it at? I'm easily confused, though...

Thanks for the advice, Sen & bk. Going to update the character now. Any other pointers from anyone else is still more than welcome.

Jay
 

mirthcard said:


So my Strike should stay the way it is, in your opinion?

Yes. I think you do pretty good damage as is AND with surprise strike and paralysis you have some good options




I thought that's what I had it at? I'm easily confused, though...

Thanks for the advice, Sen & bk. Going to update the character now. Any other pointers from anyone else is still more than welcome.

Jay

No you have 13 listed above. If you keep your Base DEF of 16 you would have a 19 Mental DEF
 

Sen Udo-Mal said:
Yes. I think you do pretty good damage as is AND with surprise strike and paralysis you have some good options

Cool. I'll leave it then.

Sen Udo-Mal said:
No you have 13 listed above. If you keep your Base DEF of 16 you would have a 19 Mental DEF

Ah. Apparently I can't read :rolleyes: So with my adjusted base of 14 now, my mental def would be 17, right?

Thanks Sen & everybody!!

Jay
 

Okay mirth, I have a couple of comments about your character before it is finalized.

First off, I think the Strike +6 might be a bit low (sorry Sen!:)), even with the Suprise Strike feat. The only time the extra +5 will kick in for the Suprise Strike feat is when your opponent is flat-footed, stunned or otherwise suprised. This is not going to be very frequently. Sure, it'll happen from time to time but once a fight actually gets going, it'll be VERY infrequently, unless you are able to use a skill that makes the opponent flat-footed (i.e. taunting). Remember though that the skill test takes a half action and will limit what else you can do in a round. For instance, if you need to make a skill test to render an opponent flat-footed, that takes half an action. If you then have to move to reach your opponent, that will be the other half action. You wouldn't be able to attack that round. In other words, to taunt an opponent and take advantage of a successful skill test, you would need to be engaged in hand to hand combat with him. Additionally, certainly not every villian is going to have a level 10 protection ability but most villians that PL10 heros will face will have at least a level 7 or 8 protection ability.

Paralysis is a normal ranged attack power. In order to use it with Strike, you'll need to buy the flaw of Limited-Touch and another extra of Triggered- by successful damage-causing hit with Strike power. If you simply want to use Paralysis as the power is written in the rulebook, you can leave it as it is but bear in mind that it won't be triggered by the Strike power. It'll be a ranged attack that works differently and won't be able to be used in conjunction with Strike. In any given round you'd need to decide whether you want to make a Strike attack or a Paralysis attack. If you buy the flaw and the extra I mentioned above, it'll work with the Strike power and won't cost you any more points.

So, while I see what Sen is saying, I would bump Strike up to about a +8. That would allow you to affect more enemies without having to rely on taunting and Suprise Strike all the time. Or you could simply raise your Strength to 14, which would have the same effect as raising Strike to +8. If you want the Paralysis power triggered when you hit with a damage causing hand to hand Strike, you'll need to buy the flaw and extra I mentioned above. If not, you can leave it as is but it'll be a ranged attack only, totally seperate from your Strike power. You might consider taking some sort of weakness, which will give you 10 additional points to either increase your Strength or increase your Strike power.

There's my two cents. Sorry if I was rambling!;)

Toric
 

Thanks Toric, this is just the kind of practical advice I need. I'll work on the changes ASAP and post here when they're done.

Jay
 

OK, should be good to go. I added the extra & flaw to the Strike power, as suggested. I dropped the Handle Animal & Open Locks skills and the Instant Stand feat, then took the four points and bumped the Strength score up to 14.

That should do it, right? Let me know if there's anything else...

Jay
 


mirthcard, the character looks good. Consider him approved! :)

I plan to start the game Monday. Usually posting is lighter over the weekends so I figure I might as well wait until Monday to kick off the first post. I'll post here when I have set up the IC thread. See you all then.

Toric
 

Toric_Arthendain said:
I plan to start the game Monday

Woo hoo! And now I must sing. Ahem. Mi, mi, mi, mi!

Mr. trouble never hangs around,
when he hears this Mighty sound,
Here I come to save the day!
That means that Mighty Mouse is on the way!
Yes sir, when there is a wrong to right,
Mighty Mouse will join the fight!
On the sea or on the land
He's got the situation well in hand!
 

Remove ads

Top