Superheroes of The Trust OOC Thread (Accepting Alts)

Elric said:
Also, I think the group lacks Knowledge: Streetwise and you'd be a sensible character to have take it (hint, hint :))

James: You need to specify a reasonably common attack form that defeats Insubstantial.
Also, I already mentioned this, so sorry for repeating myself, but you should really buy back Interpose.
Spirit has +6 with Streetwise. She's a Mafia Mad Scientist Princess of a sort, after all. Since I already gutted her feats that made some of her other skills more sensible, and since everyone REALLY wants Spirit there to take the bullet for them, I could do something like drop the Attractive for Interpose (Spirit would still be superhero hot, but not particularly suited to taking advantage of it) and her ranks of Bluff (since she's no longer doing it even as well as Taking 10 with it all the time) and pumping up her Streetwise with those ranks. I think it would be a bit less of the "Oh noes! My family runs with gangsters!" and more of the "It took a while for me to recognize my Uncle Tony as Tony Soprano, but eventually it was pretty clear that all those overheard late night conversations were an informative road map of organized crime."

Does
"AP: Insubstantial (Out of Phase) 4 (1pp) (Vibration powers affect Spirit normally while in her insubstantial state by creating micro-shockwaves that cross dimensional boundaries)"
work?
 

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Elric said:
A few misc comments:
Raylis: You probably could use slightly higher damage on your attacks. Blast 3 won't cut it and even your Strike power is only a PL 8 attack (though PL 9 on sneak attack and concealment plus tradeoff feats helps quite a bit). So you won't need to be at PL 11 to be effective, but 1 PL (i.e, +2 dmg) higher would be nice.


I've been toying with the idea of nixing that ap on strike and I think I'll do it-will be able to make it a strike 8 base...redid the math on the device and found out I was only using 24/25pp unless the math is off somewhere.

While archtypically she'd be good for streetwise, it's in the character advancement / devlopment overall plan: she hasn't been doing the super hero thing for too long

thanks for the input

barring math errors this is final version :D
 

Nope- wishful-thinking math error :)

Protection 8 (8 pp)
Super Movement 2 (4 pp)
Concealment 4 (4 pp)
FL: Blending (-1)
Strike 8 (electrical) (9 pp)
PF: Mighty
Speed 1 (1 pp)

= 26 pp.

Edit- if you want 26 pp in the device instead of 25, you can probably just spend an extra pp on it (Matt's using fractional costs so you'd have "Device 5.2", but this would cost 0.8 pp and there's nothing in the game that costs 0.2pp so you just have to round up).

If you need to save points somewhere, at the moment your Darkness Control covers a 250 foot radius and you can Teleport 20 miles or 600 feet. Dropping these by a rank would save 2pp and give you a 100 ft radius Darkness Control and 5mi/500 ft Teleport- still not too shabby! Then you'd have an extra pp to spend- maybe Fort save?
 
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Voidrazor said:
For ease of reference I've reposted Dr. Know below. I'm happy to make more changes as necessary, and would love input.

Well, here goes:
You seem very enthusiastic but this character build is not very good. Some comments:

Pacifist is not a drawback- it's a complication. With the rest of the party being non-pacifist, pacifist is likely to work out badly in any case.

Your main nanotech array is too complicated and contains too many powers. Plus, you will want to use many of these powers at the same time. Also, things like Enhanced Int 24 + Quickness 14 are abuse of the AP system. An independent summon is in general abusive- even if you can only summon one robot at a time, it basically only costs you 1 pp to get a very good permanent minion (although your robot will go down very quickly when hit). All of the nanotech being disarmable devices doesn't make much sense- the nanotech probably shouldn't even be a device. Your base defensive abilities are too weak, although gadgets could remedy this (you have enough abilities to juggle around even without gadgets).

Some of the individual powers don't look right (e.g., your regeneration looks built on more than the 38 pp for each power in the array, but you don't have any breakdowns of individual array power totals so it's hard to tell what you're doing).

Lastly, his backstory is rather abbreviated.
 

Elric said:
Nope- wishful-thinking math error :)

Protection 8 (8 pp)
Super Movement 2 (4 pp)
Concealment 4 (4 pp)
FL: Blending (-1)
Strike 8 (electrical) (9 pp)
PF: Mighty
Speed 1 (1 pp)

= 26 pp.

Edit- if you want 26 pp in the device instead of 25, you can probably just spend an extra pp on it (Matt's using fractional costs so you'd have "Device 5.2", but this would cost 0.8 pp and there's nothing in the game that costs 0.2pp so you just have to round up).

If you need to save points somewhere, at the moment your Darkness Control covers a 250 foot radius and you can Teleport 20 miles or 600 feet. Dropping these by a rank would save 2pp and give you a 100 ft radius Darkness Control and 5mi/500 ft Teleport- still not too shabby! Then you'd have an extra pp to spend- maybe Fort save?

I had suspected as that I might have been one over. :D thanks
 

Well, I've actually mostly made the char allready. It's a concept I've always wanted as a super hero, so whether I play it here or elsewhere, I'm going to be making & Remaking it numerous times.

I'll post it asap but if you guys want Hero4Hire or one of the other Alts more, I won't be disgruntled. I'll keep hanging around here, though.

One thing I have to ask though..
I can't remember the verdict on it, so I'll just ask :
Permission to use -3 max Atk for + 3 max Save DC. (Eye lasers)
 



Elric said:
Well, here goes:
You seem very enthusiastic but this character build is not very good. Some comments:

Pacifist is not a drawback- it's a complication. With the rest of the party being non-pacifist, pacifist is likely to work out badly in any case.

Your main nanotech array is too complicated and contains too many powers. Plus, you will want to use many of these powers at the same time. Also, things like Enhanced Int 24 + Quickness 14 are abuse of the AP system. An independent summon is in general abusive- even if you can only summon one robot at a time, it basically only costs you 1 pp to get a very good permanent minion (although your robot will go down very quickly when hit). All of the nanotech being disarmable devices doesn't make much sense- the nanotech probably shouldn't even be a device. Your base defensive abilities are too weak, although gadgets could remedy this (you have enough abilities to juggle around even without gadgets).

Some of the individual powers don't look right (e.g., your regeneration looks built on more than the 38 pp for each power in the array, but you don't have any breakdowns of individual array power totals so it's hard to tell what you're doing).

Lastly, his backstory is rather abbreviated.

I agree with this. I will also add that even with a single minion rather than a swarm, the purely-indirect impact on enemies is still a little problematic.
 


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