Superheroes of The Trust OOC Thread (Accepting Alts)

Blind Azathoth said:
Ach, you're right, I forgot about the little bugger. My apologies. Upon reflection, though, I think it would be simpler if I dropped the minion power and went for something else, even if it's a little less useful. I was thinking Animal Control.

Ah, yes, the Harry Potter void. One of my friends fell into it last weekend.

Well, your summon minion power will be quite useful in combat- and Animal Control probably won't be. In fact, Animal Control on its own is going to be a pretty bad for a use of 22 pp. You could certainly find some other things to spend pp on. For example:

If you have all those extra pp, I'd certainly add 2 to Str or 1 to Strike to hit your damage caps. You could spend 3 more points on the Plant Control array to make it rank 11 base (your limit for an area power) and up Stun and Nauseate to rank 11.

You could increase your science skills by a few points each, take some ranks in Notice, up your Fort save (as a living plant, I think high Fort save makes sense- possibly "convert" a few points of Protection into higher Con).

Looking at that, 2 Str + 3 on the array + say 3 pp in skills (4 ranks to each one mentioned) + 2 on Fort save (or converting Protection to Con)= 10 pp. You'd have 12 more left to spend. Then you can take the same Animal Control power as before an AP of plant control (re-envision the base effect as "nature control") for 1 pp so you can use it when you need it (just not at the same time as the other effects). Comprehend Plants is appropriate to have outside the array, so move it there- that adds 3 pp. You can add Comprehend Animals for 4 more pp. All of that costs 18 pp, so you'd have 4 left.

You can talk to Plants/Animals, but you aren't great at influencing them. So add 8 ranks of Handle Animal (which we can assume includes plants too- just most people can't really "handle" plants) for 2 pp. So that's 20 pp and you'd still have 2 more left to spend.

Edit- also, if the point totals at the bottom of your sheet are correct, they add to 164, not 165, so you have an extra pp to spend there.

Also, given the Area of effect on your Snare power, the Reversible power feat would probably be nice.
 
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James Heard said:
OOC: You don't have wonder about "seems", you know, you could ask rather than open your mouth backwards and being rude about it.

Furthermore, I've stated over and over that most of her opponents are mobsters and she's mostly a paragon...Hulk Hogan might really want to plan out the choreography and infiltrate the docks with stealth, but unless I were metagaming, like "thinking out loud about how the GM could smack around the other players who've I've decided to be annoyed with," they're just punks with pistols and Spirit is bulletproof.

Well, "seems" is how it seems the effect will be to me. Presumably Spirit isn't intending it that way, but you recognize the effect it's going to have.

I certainly didn't intend my post to be "Matt, smack Spirit around because I'm annoyed." Matt knows all about Power Stunts and someone in this group of enemies will certainly be able to attack Spirit one way or the other (maybe not even needing a stunt) if she alerts the whole camp.

But really, I don't subscribe to the view that having a character be very disruptive to the group is fine because it's appropriate for the character to do so.
 

Well, I decided to go with Summon Minion after all--I am, at heart, a true waffler!--and have probably quite clumsily attempted to create a suitable creature. It is basically a somewhat souped-up construct, modeled after the sample animated object in that power's section, but with better Protection, a Strike, a few skills and feats, and the ability to Grow or Shrink at will (not that it really has a will), thanks to the magic of alien plant spawn!

[sblock]Abilities: Str 12, Dex 16, Con --, Int --, Wis 1, Cha 1
Skills: Acrobatics 8, Climb 8, Stealth 8
Feats: Accurate Attack, All-out Attack, Power Attack, Takedown Attack Powers:
Growth 4 (power feat: alternate power) [13 pp]
- Shrinking 12
Immunity 30 (Fortitude effects) [30 pp]
Protection 10 (extra: impervious) [20 pp]
Strike 10 (power feat: mighty) [11 pp]
Saves: Toughness +10 (protection), Fort +0, Ref +8, Will –5
Combat: Attack +11, Damage +11 (strike), Defense +12, Init +3
Tradeoff: –1 Toughness/+1 Defense
Drawback: vulnerable (fire-based attacks; common, intermediate)

Abilities –30 + Skills 6 + Feats 4 + Powers 74 + Combat 46 + Saves 8 – Drawback 3 = 105/105[/sblock]
 

Looks good. I think you'll want Immunity: Mental effects on the minion as well.

Growth & Shrinking might be problematic on it b/c its PL limits are already reached without Growth.

Also, you should have 1 pp to spend- see my note above about pp totals on your sheet- maybe another rank in Strike?
 

Elric said:
Looks good. I think you'll want Immunity: Mental effects on the minion as well.

Growth & Shrinking might be problematic on it b/c its PL limits are already reached without Growth.

Also, you should have 1 pp to spend- see my note above about pp totals on your sheet- maybe another rank in Strike?

Officially Temporary Size Adjustments are not considered against PL Limits as clarified in this post by Steve Kenson. Though individual GMs may rule it so.
 

hero4hire said:
Officially Temporary Size Adjustments are not considered against PL Limits as clarified in this post by Steve Kenson. Though individual GMs may rule it so.

Interesting. It looks like Johnny Nitro will be switching some powers for Growth 10- Humongous Johnny Nitro would be a nice name, don't you think :)
 

Well, assuming Matt doesn't have a problem with the Growth, I'll leave it be, but if he does want me to change it, that'll be fine. I'll probably fiddle with the minion a bit and try to get Immunity (mental effects) in there too.

As for the extra point for Salix -- I counted again and discovered that I made a mistake in the totals, so he doesn't actually have that extra point.
 

That seems like a weird ruling. I can see Growth changing a character's tradeoffs to allow for harder hitting, less accurate attacks, but not counting the powers for caps at all just seems stupid. The limitations of being really big should generally already be included in the base cost of growth. You know, high rank non-selective/shapeable area attacks have corresponding downsides too. Maybe they shouldn't be counted against PL caps either. :)
 

James, I wouldn't spend on a toughness reroll. On anything other than a 20, Spirit is still Stunned, which will pretty much lead directly in KO since everyone could attack her again while her Insub is down.
 

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