Marvel Avengers, 1889 [Full]

Elric said:
Jemal, fastball special is handled simply by Teamwork giving a plus to attack to Wolverine while the person using Teamwork also throws him. However, it seems like in this case the velocity means Teamwork ought to add to damage (if Karl is willing to do this), and making this a charge attack for Wolverine makes sense, so +2 attack, -2 def for him as well. Problem is that for this to be worthwhile having two ranks of Teamwork or so would be nice and only Capt has those- but he can't throw Wolverine any great distance.

Well the only problem with velocity adding damage is that in M&M2nd ed (pg 158), damage from "Slam" attacks is pretty low unless you are moving quite some distance... so Wolverine would have to get thrown pretty darn far for it to matter ;)

Otherwise I think Teamwork, with a Charge like attack would work pretty darn well and be pretty darn cool...
 

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oh crud.

I just realized I designed The Scarlet Witch's Probability Control alternate powers wrong. I used the defaults from Ultimate Powers, but that build did not take into account the extras of Jinx and Perception Range. This power is such a point-hog.

The new power builds are based on 49 points.

Deflect [base 3 all attacks + 2 Reaction + 1 Reflection = 6 pts/rank]
8 ranks + Ricochet power feat

Trip [base 1 + 1 free action + 1 Perception + 1 Burst Area + 0 DEX check +1 selective attack= 5 pts/rank] 9 ranks + Subtle [2 pts wasted]

Confuse [base 1 + 1 free action + 1 Perception + 1 Burst Area + 1 selective attack= 5 pts/rank]
9 ranks + Incurable + Reversible + Subtle

I think this fixes everything. bleh.
 
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the_myth said:
oh crud.

I just realized I designed The Scarlet Witch's Probability alternate powers wrong. I used the defaults from Ultimate Powers, but that build did not take into account the extras of Jinx and Perception Range. This power is such a point-hog.

The new power builds are based on 49 points.

Deflect [base 3 all attacks + 2 Reaction + 1 Reflection = 6 pts/rank]
8 ranks + Ricochet power feat

Trip [base 1 + 1 free action + 1 Perception + 1 Burst Area + 0 DEX check = 4 pts/rank]
12 ranks + Selective power feat

Confuse [base 1 + 1 free action + 1 Perception + 1 Burst Area = 4 pts/rank]
12 ranks + Selective power feat

I think this fixes everything. bleh.


Yea, Probability Alternate costs HUGE points for... not much it seems to me... ok did you update her in the RG?
 

Redclaw said:
Justice watches in horror as the Gargoyle King's hand reaches for him. He is unable to move out of the way, and he feels himself succumb to the frenchman's petrification power.

OOC: Fort save 16 fortitude
Am I right in reading the Hero Point rules to say I can't use another one to redo a roll this round, as I used one to reroll my grapple check earlier? If not, I'll use one to try again, failing again with another 16 fort take 2
Ah well, rock paper scissors anyone?
OOC:

No you can't use a Hero Point to re-roll a Toughness Save and then use another one for a Toughness save that round. You can spend as MANY Hero Points in a round as you want, but you have to use them for different things. You have not had to make another Fortitude check this round so you could spend one...

BUT double D'OH, because an 11 is the worst one you can get in the re-roll as it give you no bonus :(

Don't worry it's not permanent... normally ;) and this fight is just about over... maybe
 

h4h- nice work roleplaying Hulk- he cracks me up- and good work taking out Goliath as well. One point: I think your defense is actually 4 (15- 5 AAA - 2 Rage - 4 Aggressive Stance).

Also, I think that spending hero points once a round on each effect is by default not once a combat round but rather once per personal round (from the time your initiative count rolls around until the next). See here: http://www.atomicthinktank.com/viewtopic.php?t=16684&highlight=

So, Myth, going by this ruling you could have used reroll again, instead of just acquiring Second Chance. As you pretty obviously would have done that, and you rolled a 10, you'd retroactively take no damage. KG will have to chip in here.

Of course, with or without this exact ruling (if it's a physical round then characters at the end of the round benefit) not getting to reroll saves a lot of the time often makes rerolling an attack roll a bad idea.
 
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Elric said:
Also, I think that spending hero points once a round on each effect is by default not once a combat round but rather once per personal round (from the time your initiative count rolls around until the next). See here: http://www.atomicthinktank.com/viewtopic.php?t=16684&highlight=

Of course, with or without this exact ruling (if it's a physical round then characters at the end of the round benefit) not getting to reroll saves a lot of the time often makes rerolling an attack roll a bad idea.

Hmmm, seems reasonable to me... and I personally don't mind if you spend Hero Points on multiple things or even saves, just not the "same" one over and over :)

Also at the end of the combat I will be awarding some additional HP, just so's you all know :)
 

Karl Green said:
Yea, Probability Alternate costs HUGE points for... not much it seems to me... ok did you update her in the RG?

Oh dear lord, yes. The Jinx hasn't worked once! AND it gives a save to avoid!

Bad, bad power. Not worth the points at low ranks.

Yes, I updated everything in the Rogue's Gallery.

I hate making stupid mistakes like this, but I do recall having many design flaws I was trying to balance.
 

Myth- at power levels 8-12, Probability Control would be decent at 2 pp/rank. It's really bad at 4 pp/rank. Jinx is pretty terrible in general.

Did you see my note that you can still use reroll because the last time you used it was before your last actin? So you shouldn't take any damage.
 

Elric said:
Myth- at power levels 8-12, Probability Control would be decent at 2 pp/rank. It's really bad at 4 pp/rank. Jinx is pretty terrible in general.

Did you see my note that you can still use reroll because the last time you used it was before your last actin? So you shouldn't take any damage.

Yes, totally agree. But the power is capped at the PL limit of the game, so I could only take 8 ranks. That was a LOT of points for not much to do with it [other than a plethora of alternate powers...which doesn't seem so bad now].

I am now convinced Jinx is next to worthless as written. Probably best re-designed as a Power Feat of some kind. Or at least make it No Save by default!

And thanks on the Hero Point use rules knowledge. I have edited my entry after Karl's agreement. ;-)
 

Quick note: Redclaw, you can use Extra Effort to get another save against being turned to stone (as it is a lasting effect), but your chances of success still aren't great (although they would be quite good on a reroll) if you want to. Not sure you know about this option.

Myth- some comments on your character build:
Selective the feat doesn't let you avoid hitting your friends with an area attack. You need selective attack, an extra, for that.

You can't take confuse at rank 12, as it is limited by the PL of the game, 8, due to being area perception. Trip is also limited by your PL, but since this is a weaker effect Karl may be more generous about letting you break PL limits.

Having your forcefield go off when you go to use any of those magic powers is a problem in combat. You should probably put Force Field in its own slot for this reason.

Probability Control is pretty useless, as you've discovered. But having a ton of PPs to spend on the APs is quite good- exceedingly good in the case of something like a Free Action Selective Area, Area- Burst Perception Range Confuse 8 attack (48 pp at rank, by my calculation, but worth every pp- you can use an attack like this on pretty much every enemy every round in addition to your other actions).

You might want to tone these down a little (e.g., spend more pp elsewhere to get as constant abilities some of the abilities you have as APs and decrease the number of pp spent on this array)
 
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