Marvel Avengers, 1889 [Full]

Yea, one thing to remember also is that as I gave you more "points" for PL8, part of the reasoning was to spread them out on stuff people normally would not take... not that Probability Control was on my mind at the time :)
 

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Elric said:
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.

<snip>


Ah...I knew something looked wrong...ugh.


Elric said:
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)

Well, it's not exactly fair to redesign a character in the middle of a game, so I'll just be fixing problems...

And isn't the rule that once you activate a power, you can't de-activate it until the following round? Thus, each time I tried a Jinx that tied up the Probability Control plus its alternates.

Also, you mentioned before about there being a limit of PL 8 on Confuse because of the cam,pain PL....I can't find that rule anywhere...

So, I re-fixed things....the powers are now PL 9 [with some Power Feats like Subtle], which makes more sense.
 
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Something to think about when this battle is over (not yet, just want you thinking now), I want you to let me know whom do you think should get extra Hero Points and Why based on the rules M&M2nd ed pages 122-124.

Things like Setbacks, Heroism, Roleplaying, Stunts, etc.

I have ideas BUT I am the first to admit that I miss them often. Also I like player impute on this as it can be very subjective. If you want to use Sblock you can, and if someone does please don't read them if you can resist :)
 

the_myth said:
<snip>
And isn't the rule that once you activate a power, you can't de-activate it until the following round? Thus, each time I tried a Jinx that tied up the Probability Control plus its alternates.

Also, you mentioned before about there being a limit of PL 8 on Confuse because of the cam,pain PL....I can't find that rule anywhere...

Confuse causes a Will save. As it doesn't require an attack roll, the tradeoff rules don't apply. So it's limited to your PL like all save DC modifiers are (can't force a save DC with a modifier above PL).

You can only switch an array's setting to a different alternate power from the power it's currently on once a round. That may be the rule you're thinking of. Note that when your attacks are free actions, if you started with say, Trip as your AP setting, use Trip, switch to confuse, use confuse, then attack normally and take a move action would be a perfectly legal round.
 

OK, I'm gonna edit Wolvie's sheet after this fight's over.. Had a couple changes in mind:
Drop 1 rank Rage to Pay proper cost for Accurate Scent.
AND, to show his heavy, adamantine bones, I've decided to do the following:
Drop 4 str, 1 Protection (+5 pts) to ADD Density Rank 2, with Permanent flaw(-4 pts).
Density 2 gives +4 str, +1 Impervious Protection, and X1.5 Mass. Since Wolverine's mass is normally 200 LBS, but with the adamantine, it's 300, I figured this is a good way to describe it. It makes no difference stat-wise, though it DOES give me 1 extra pp, which I would like to use as follows:
Teamwork [Affects others(+1), Limited: ONLY affects others aiding Wolverine, who can lift him (300 pounds) as a Medium or lighter load(-2)] 2 ranks. (1pp/2 ranks)

How's all that sound?
 

Jemal said:
OK, I'm gonna edit Wolvie's sheet after this fight's over.. Had a couple changes in mind:
Drop 1 rank Rage to Pay proper cost for Accurate Scent

KG had this slightly wrong. As you've taken Uncontrolled on rage, it only cost 1 pp per 2 ranks, so going down to rage 1 only saves you half a pp. What you could do is keep Rage 2 but make the second rank increase duration, and then find 1 pp elsewhere.

Also, instead of that constuction how about inventing a feat, assuming it will fly with Karl: Fastball Special: When Wolverne is thrown by a character with Str 30+ for lifting as part of a teamwork action, he gets +2 to damage with his next attack (this can break PL limits).

Edit- I'd like to make a few minor changes to Cap when I write more of a backstory, but that won't be for a week and a half.
 
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IF Karl's ok with it, I think that 'feat' you propose would work perfectly.
Or, instead of a feat, make it a featURE (same dif, really).
Fastball Special: When Wolverine is thrown by a character with Str 28+ (for lifting purposes) as part of a teamwork/Aid Another action, he makes a charge attack (using the Team-mates Throwing distance in place of his normal charging distance) with a +2 to damage on the attack roll (this can break PL limits).
* I changed the STR requirement to 28. 18 is what's required to 'throw' 300 pounds, and for every 5 higher, you up the distance. So 28 can throw me 25'. 33 would be 50, etc.
Using this, the only two who can "effectively" throw me are: THOR (250') and Hulk (a whopping 2,500')

As to the Rage thing.. I thought Uncontrolled was a Drawback that you assigned to a trait, giving you 1pp back, not a power flaw.
 
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Jemal said:
IF Karl's ok with it, I think that 'feat' you propose would work perfectly.
Or, instead of a feat, make it a featURE (same dif, really).
Fastball Special: When Wolverine is thrown by a character with Str 28+ (for lifting purposes) as part of a teamwork/Aid Another action, he makes a charge attack (using the Team-mates Throwing distance in place of his normal charging distance) with a +2 to damage on the attack roll (this can break PL limits).
* I changed the STR requirement to 28. 18 is what's required to 'throw' 300 pounds, and for every 5 higher, you up the distance. So 28 can throw me 25'. 33 would be 50, etc.
Using this, the only two who can "effectively" throw me are: THOR (250') and Hulk (a whopping 2,500')

As to the Rage thing.. I thought Uncontrolled was a Drawback that you assigned to a trait, giving you 1pp back, not a power flaw.

Hmm, let me think about that Fastball special but it does not sound to bad.

I am pretty sure the way you purchased your Rage was with a Power Flaw, not as a Drawback, but let me look at the rules and make sure. Don't stress about it until the fight is over...

NOTE to all, if you want to twick your characters after this Battle, I am totally ok with minor changes, power points shifts, etc to better get the character you want. PLEASE let me know you are doing it here and what you are changing so I can look them over...
 

*L* Alternately, the thrower could just use me as a Ranged, Thrown weapon weighing 300 Pounds. I'd deal 10 damage on hitting (Wolvie has 10 toughness), and probably take some myself, and then I'd spend a move action to stand (or an acrobatics check), and attack on my turn.
doesn't require any special rules/powers/feats, but isn't quite as cool.
 

Jemal said:
Fastball Special: When Wolverine is thrown by a character with Str 28+ (for lifting purposes) as part of a teamwork/Aid Another action, he makes a charge attack (using the Team-mates Throwing distance in place of his normal charging distance) with a +2 to damage on the attack roll (this can break PL limits).
* I changed the STR requirement to 28. 18 is what's required to 'throw' 300 pounds, and for every 5 higher, you up the distance. So 28 can throw me 25'. 33 would be 50, etc.
Using this, the only two who can "effectively" throw me are: THOR (250') and Hulk (a whopping 2,500')

That feature looks perfect, concept wise. Don't forget that the svelte Black Widow can throw you 25 feet as well :)
 

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