Marvel Avengers, 1889 [Full]

Redclaw said:
Yikes. That's a big one to miss. My bad, and I will certainly make those rolls in the future. Concept-wise I just figured he grabbed what he wanted to and had to roll to hold on. I certainly didn't take it at perception, so attack rolls it is.

That's cool as I missed it to :(

Anyway... any other thoughts on HP awards? I will give XP at the end of the story ;)
 

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Necro_Kinder said:
I am going to do some editing to Ronin, ditching his Stunning Attack feat and replacing it with Power Attack. This ok?

Yes that is fine BUT Stunning Attack can be pretty cool... just so's you know ;) (I use it a lot in my face-to-face game, especailly against mooks, and psi-dude with High Protection and LOW fortitude)
 

Redclaw said:
Yikes. That's a big one to miss. My bad, and I will certainly make those rolls in the future. Concept-wise I just figured he grabbed what he wanted to and had to roll to hold on. I certainly didn't take it at perception, so attack rolls it is.

You were also making a mistake that worked against you: you were short-changing yourself on your Telekinesis grapple bonus. Since it's used at range, you should add your ranged attack bonus instead of your melee attack bonus (see the link to ATT in my above post). So with +8 ranged attack you'll get 8+whatever rank in the power you're using as a grapple bonus (not just +4, your melee attack bonus, + power rank).
 

Here are some proposed changes to Capt. One feature I've decided from his background: he grew up disliking guns because they reminded him of his physical weakness. Also, as he got older he could see the effect his father, a famed hunter, had on destroying the African wilderness- he had no romanticized notion of hunting. So he always refused to have his father teach him to shoot a gun.

-2 base attack (+4 pp)
Drop Immunity: Disease (+1 pp)
Drop 5 ranks in Bluff, 2 ranks in Intimidate, 1 in Handle Animal (+2 pp)
Drop Accurate Attack (+1 pp)

+2 Attack Focus: melee (-2 pp)
6 ranks in Enhanced Cha (limited to Inspire) (-2 pp)
Add 2 ranks to Know: Tactics, 4 ranks of Know: Current Events, 2 ranks to Survival (-2 pp)
Add 1 rank to Teamwork (-1 pp)
Add Assessment (-1 pp)
 

Elric said:
You were also making a mistake that worked against you: you were short-changing yourself on your Telekinesis grapple bonus. Since it's used at range, you should add your ranged attack bonus instead of your melee attack bonus (see the link to ATT in my above post). So with +8 ranged attack you'll get 8+whatever rank in the power you're using as a grapple bonus (not just +4, your melee attack bonus, + power rank).
Sweet. One of these days I'll figure this system out. I'm just too used to D&D. :o
Thanks again. And please, anyone, if you notice me doing similar things, let me know. I promise not to take it personally.
 

Redclaw said:
I think I was at 3 at the end of the conflict, and then it looks like I got 4 more in wrap-up, so I think I'm at 7.

I am pretty sure you are at 6 as I did allow you to re-roll your Fort save, it is just you failed that one to ;)
 

Wolverine Proposed Changes:
SUBTRACT:
(2pp)Equipment rank (2)*Knives*
(2pp)Throwing Mastery (2). *These makes sense for modern day wolverine, as he's been a member of several military's but not really for 19th century savage wolverine. Also, I took them for a 'ranged' attack, but then realized that I can charge farther than I can throw knives...*
(4pp) 4 Strength
(1pp) Protection 1
(5pp) Immunity: Fatigue effects
GAIN: 14 pp

ADD:
(1pp): Accurate(scent) *This is what I'm supposed to be paying*
(1pp): FEATURE: 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).
(5pp) Density rank 2, Permanent (+4 str, +1 Protection). *Heavy Adamantine Bones*, (-1: Not Impervious). Weight: 300 Lbs
(4pp) +2 Fort/Will.
Spend: 7pp

So I have 3pp left to decide on... I also decided to drop the "immunity to fatigue effects" b/c it shouldn't be an immunity. He can get Tired, it just takes him a really long time.. I don't know how to describe that in game terms, though.. He's allready got a really high Con, but that's not enough... is there anything that's the M&M equivalent of D&D's "Endurance" feat?
 
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Jemal said:
Wolverine Proposed Changes:

So I have 3pp left to decide on... I also decided to drop the "immunity to fatigue effects" b/c it shouldn't be an immunity. He can get Tired, it just takes him a really long time.. I don't know how to describe that in game terms, though.. He's allready got a really high Con, but that's not enough... is there anything that's the M&M equivalent of D&D's "Endurance" feat?

Yep, it be called Endurance (;) heheh sorry), and it gives you +4 on checks requiring endurance and stamia. It can be taken multiple times also

Otherwise, the changes looks resonable
 

Elric said:
Here are some proposed changes to Capt. One feature I've decided from his background: he grew up disliking guns because they reminded him of his physical weakness. Also, as he got older he could see the effect his father, a famed hunter, had on destroying the African wilderness- he had no romanticized notion of hunting. So he always refused to have his father teach him to shoot a gun.

-2 base attack (+4 pp)
Drop Immunity: Disease (+1 pp)
Drop 5 ranks in Bluff, 2 ranks in Intimidate, 1 in Handle Animal (+2 pp)
Drop Accurate Attack (+1 pp)

+2 Attack Focus: melee (-2 pp)
6 ranks in Enhanced Cha (limited to Inspire) (-2 pp)
Add 2 ranks to Know: Tactics, 4 ranks of Know: Current Events, 2 ranks to Survival (-2 pp)
Add 1 rank to Teamwork (-1 pp)
Add Assessment (-1 pp)

That sound resonable also... but you don't want to throw the shield or anything? :D
 

Jemal said:
Wolverine grins at the man before him (Who, in his assessment, would be fairly Punishing in a fight.)

Hehehe you catch that huh? ;)

I will add there have been some already and more to come
 
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