• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Superheroes of The Trust OOC Thread (Accepting Alts)

I'd like to throw my hat in the ring as well.

Doctor Know is a gadgeteer with an reputation in the media as an evil genius. He is a genius, but the evil part is entirely undeserved.

Dr. Emmanuel Knowles was a leading scientist on a black project for DARPA, the Department of Defence's agency for advanced technologies. But he discovered that his dangerous nanotech research was being taken in some truly foolhardy directions by his project manager. But when he brought that information to his superiors, his project manager arranged for an 'accident'. But instead of being killed the nano somehow became integrated into Dr. Knowles brain, while the rest of the building was reduced to grey goo. Thereafter dubbed Dr. Know in the press, he has prosecuted for sabotage, treason and terrorism. But with his superhuman intellect he and his lawyer were easily able to get acquitted. Since then the doctor has worked assiduously for the betterment of mankind, but the press has been unrelenting in its condemnation.

[sblock=Stats - In Progress]Hero Name: Doctor Know
Real Name: Dr. Emmanuel Knowles

Abilities: 28pp
Str 06 -2 (-4pp)
Dex 12 +1 (2pp)
Con 10 +0 (0pp)
Int 30 +10 (20pp)
Wis 16 +3 (6pp)
Cha 14 +2 (4pp)

Skills:
Computers 26 (+10 Int 16 ranks)
Diplomacy 18 (+2 Cha 16 ranks)
Disable Device 11 (+10 Int 1 ranks)
Investigate 11 (+10 Int 1 ranks)
Knowledge: Behavioral Sciences (+10 Int ranks)
Knowledge: Business (+10 Int ranks)
Knowledge: Civics (+10 Int ranks)
Knowledge: Earth Sciences (+10 Int ranks)
Knowledge: History (+10 Int ranks)
Knowledge: Life Sciences (+10 Int ranks)
Knowledge: Physical Sciences (+10 Int ranks)
Knowledge: Tactics (+10 Int ranks)
Knowledge: Technology (+10 Int ranks)
Language: English, French, Spanish, Japanese, Mandarin, Cantonese, Russian 6pts
Notice
Sense Motive
Search (+10 Int ranks)

Feats: 4
Connected, Eidetic Memory, Inventor, Master Plan

Powers:
Tensor field manipulator: Device 27pp (Disarmable, Restricted X2) 43 pool
- ESP 8 ranks (all senses, subtle) [33pp]
- Illusion 1 rank (All Senses, Continuous, Selective, Progression x3) [10pp]

Nanotechnology: Device Array (Helpless Removal only, Indestructible, Restricted X2) 45 pool
- Boost 6 ranks (Any One Trait, Area, Effects Objects, Infectious, Selective, Slow Fade 9)
- Concealment 10 ranks (Close-Range, Dynamic) (20pp)
- Create Object 14 Ranks (Continuous, Innate, Precise, Subtle)
- Teleport 9 ranks (Affects Others, Free Action, Limited: inanimate objects and robots only, Limited: only to destinations in nano-boost field, Change Direction, Change Velocity, Progression 7 [10,000lbs])
[/sblock]
 
Last edited:

log in or register to remove this ad

MECHANOID
"Me a robot??? You don't know the half of it!"

PL: 11 (165 pp)

ABILITIES: STR: 32/16 (+11/+3) DEX: 14 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics (+2), Bluff (+2), Climb (+11/3), Computers 16 (+20), Concentration (+2), Craft-Mechanical 16 (+20), Diplomacy (+2), Disable Device 16 (+20), Disguise (+2), Drive (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 4 (+6), Investigate (+4), Know-Technology 16 (+20), Medicine (+2), Notice 8 (+10), Pilot (+2), Profession (+2), Ride (+2), Search 6 (+10), Sense Motive (+2), Sleight of Hand (+2), Stealth (+2), Survival (+2), Swim (+11/3)

FEATS: Beginner's Luck, Eidetic Memory, Equipment, Interpose, Improvised Tools, Inventor, Jack-of-All-Trades,Takedown Attack (2)

POWERS:
Enhanced Strength (Flaw: Limited to right side) [16]
Super-Strength (Limited to right side) [5]
Protection (Flaw: Unreliable) [12]
Regeneration (Injured 5, Disabled 7, PF: Diehard, Regrowth, Flaw: Source-Machinery) [12]
Regeneration (Resurrection 1, Extra: True Resurrection, Flaw: Source-Machine Parts) [1],
Datalink (Extra: Continuous) [11]
AP: Machine Control (Extra: Perception) [11],
AP: Machine Animation [11],
AP: Shape Matter (PF: Precise. Flaw: Limited- Machinery) [7]
Immunity (Life Support; Flaw: Half-Effect) [9]
Immunity (Criticals; Flaw: Unreliable) [2],
Shapechange (Flaws: Limited- Machine Forms, Limited- Right side) [1]


Equipment:
Costume [Protection 3, Subtle; 4ep]
Commlink [1ep]

COMBAT: Base Attack 11 [Unarmed +11 (Bruise)] Defense 17 (14 flat-footed) Init 2

SAVES: Toughness 15/6 (15/6 flat-footed) Fortitude 3 Reflex 2 Will 5

DRAWBACKS:
None

Abilities 32 + Skills 20.5 (82 ranks) + Feats 9 + Powers 64.5 + Combat 36 + Saves 3 – Drawbacks 0 = 165 / 165

Tradeoffs -4 defense/+4 toughness

History: (will be fluffed up later)
Originally MacKenzie Nobbs was once a superhero named Technomancer, who used his mutant ability to control machinery to fight evil. During a pitched fight with the Evil Mastermind (fill in the blank) half of Technomancer's body was vaporized by a Disintegration Beam. In the last nanoseconds of life, Techno instinctively used his power. Days later the right side of his body was reformed, made from nearby bits and pieces of machinery. Somewhat changed by his "death" Techno renamed himself Mechanoid a much colder and darker hero, and continues his fight against evil.


mechanoid.jpg
 
Last edited:

Shooting Star background:
[sblock]My name is Megan Lynn and I’m a superhero. I don’t think I’m a good one though. Almost dying twice (via suffocation of all things) and nearly killing someone wasn’t exactly an auspicious debut. I swear I had no idea how much damage the sonic boom would do to air lady in Factor Four (whatever her name is, I forget) – plus she was sucking the oxygen from my lungs and had proven immune to my other powers. Improvising a shockwave attack was my only option! Anyway, that’s not the end of things. While I try to respect superheroing conventions, inspiring comments and combat repartee don’t come easily to me; instead of saying “Stand aside, citizen” I really want to scream at everyone to get into cover. I’m super tough, but not bullet proof. Getting shot hurts, and if slowpokes are standing behind me, I can’t dodge freely. It takes more than some powers (or gadgets, or secret training, etc) and a costume to be a super hero. I seem be lacking a bit in the other parts – the moral fortitude or something. When Frostblade offered me money to stand aside at ASTRO, I visibly hesitated – which is saying something considering how quickly I normally deal with new information. And when Backfire seized control of my powers, it only took some good guesses and a calmly delivered threat to drop me into total panic, complete with begging. The gratitude I felt when he only sent me off into the stratosphere at Mach 5 was pretty sickening too. I’d like to see him go down, but given fairly casual manner in which he shut down my orbs, hijacked my abilities, and screwed with me emotionally, I don’t give myself good odds. Even one heck of a trap probably wouldn’t be enough. He can make my worst fears real. Maybe with a team…

Ah, right. I haven’t explained why I find Backfire’s ability so terrifying. Allow me to start with the observation that most individuals with energy creation/manipulation super powers (mine seem to be mutation based) seem to have a few powers in common: the ability to project energy, generally in some kind of beam, blast or explosion and the ability to generate a sheath of energy around the body that protects or works retributively (or both). I’m no exception. Even powered individuals without some kind of special defense against their own type of energy aren’t really harmed by their own powers at the moment of use (even if they are if the power is reflected back somehow, or they clumsily include themselves in an explosion) – that young sound guy on Next Gen (I’m pretty with bad names, unfortunately) doesn’t resonate the bones in his hand to pieces when he fires off a sonic blast. But I burn. I guess I was around 10 or so when my main powers kicked in (kind of young for a mutant though): I fell on the playground, getting more scared than hurt (my improved health and resilience had already shown up without being tested). But it was enough to set off a defense instinct and activate that energy sheathe I mentioned above. Which inexplicably had defective safety features – if I wasn’t abnormally tough that would have been the end. I woke up in a burn ward.

That was the beginning of a lengthy series of hospitalizations, problems of power control, and reconstructive surgeries that ate years of my life and pretty much all of our savings and credit. Since I don’t like to dwell on that period, let me present a few conclusions. First of all, I can’t control my plasma aura at full power. If it turns on, it will spread from hands to cover all of body and all of efforts will only slow it down. Second, I developed a number of handy tricks for projecting plasma while trying to learn how to use the sheath safely or at least keep it from activating. My basic blast is a torrent of intense plasma that I can barely shape into a cone, and it does burn my hands. But I learned to project plasma that starts away from my body (a distance of ~3 inches to ~110 ft, although I prefer to keep the distance about 6-12 inches), as if I were taking the errant “droplets” that would be produced by the full spray without doing the whole thing. Of course, those droplets are nowhere near as intense, although I can pump them out rapidly. Then I slowly was able to control the orbs so they’d do different things. Straight line movement is pretty easy, not really any different from a normal beam attack. But by imagining what’d it be like to move along a curved path instead of the straight line one, and then imprinting that understanding into the orb as I create it, I can force it to move along that path. And that was just the beginning. Now, after much thought and practice, I can stick in waypoints, target following, collision avoidance, etc with basically no additional effort. There’s some room for improvement in the programs though – particularly in dealing with weird things like following a target through a teleportal or not losing lock on a shapeshifter or someone who turns invisible (without increasing the chance that some bystander will be randomly targeted by mistake). I’d been hoping that a formal study of programming would help me refine the defaults I use, but it’s mostly worked the other way around.

Thirdly, Dr. Werner is kind, considerate, and a genius. He’s an expert in the hybrid field of stuff relating to super powers (well, not so much in “magic”) – probably the best around, although I’ll admit to being biased since actually helped me. He devised the few drug treatments that actually helped. He figured out how to end the cycle of injury, recovery, and then new burns. When I moved to Freedom some months ago, it was mostly because Dr. Werner also transferred here to pursue some research opportunities; neither he, my mom, nor myself really trust some random doctor to get my treatment right, especially if something new happens. The means to prevent future ignition is actually disturbingly simple. We just needed to interrupt the recovery so that my powers would continue to act at a reduced (and therefore controllable, via drugs and training) level. Since my hands are basically of the origin points for my dangerous powers, they’re what has to stay burned. My fingers are clumsy and slow. There’s some chronic pain, hypersensitive areas, or numbness at times. But I can leave the hospital without really worrying my powers spiraling out of control. I’ve a lot of catching up to do. Thankfully, super heroine inspired fashions mean that it’s not weird to wear gloves all the time. Amazingly, I just discovered yet another medical issue regarding my powers when I captured Frostblade: running about a hundred clusters on individualized, complex programs to pin down the teleporter can cause a splitting headache. Oh well, I can’t really see setting up anything like that again.

I’m proud of the control I’ve developed with the plasma orbs, but flight is the only power I really love. It’s safe, without any messy reaction jet that burns stuff. I think I’m one of the faster flyers around. And it feels so good.

I study computer programming at Freedom College. I know it doesn’t have the best technical programs but I could only attend a school that provided a scholarship. My mom and I are in enough debt as it is, from all of my hospitalizations. Not sure I want to keep going, but my roommate Alaiya is encouraging me to stay. Not having much time in conventional education has to some uncomfortable situations. Plus it’s incredibly frustrating to have the primary difficulty in my coursework to be physically writing or typing things since my fingers barely work. Especially since I can do pretty much everything else much faster. Other than that, I guess things are okay. I get out some, thanks to Alaiya’s circle of friends. I’m kind of popular as a designated driver; I avoid substances that might compromise my control over my powers, for obvious reasons. I hate being a passenger anyway.

The super hero name I’ve been using is Shooting Star. The nice folks at ASTRO Labs whipped me up a costume out of super fabric with a comet symbol on the chest. It was a sort of a consolation prize for getting my ass kicked attempting to protect their stuff. And not getting that internship. But the costume looks pretty good: it’s white with some reflective silver slashes and trim, including the comet/shooting star symbol. It even has some pouches which come in handy even without gadgets – a pen comes in handy for pushing tiny buttons, and I don’t like to be without an electronic copy of my medical records. Some of the younger employees were quite eager to explain how to disable the autorepair feature for certain areas so I could cut sections out and “customize my look.” I think I’ll pass. Besides, “the pale coloration of the costume creates a striking contrast with your long, dark hair” to quote my roommate. As of yesterday, the radio earpiece and mic that came with the suit no longer work. Frostblade is an impossible showoff: creating a tiny sliver of ice inside the casing to short the electronics at a distance with just a glance into my ear… There don’t seem to be many people who have more finess with their powers than me. I got him though. It just felt like a colossal waste of time – lots damage (thank you, Doctor Metropolis) to capture a fairly nonviolent (to non-supers anyway) thief, while dangerous killers are loose. Just dealing with the crime or threat that immediately presents itself seems like a losing strategy now. Especially since he didn’t seem to mind getting captured all that much.[/sblock]

That grew to be significantly longer than I had first planned.

I did decide to move some points into knowledges, at the expense of Diplomacy. It seemed like she would have fewer chances to work on social stuff than I first considered, plus I can easily see Megan reading up the the scientific basis of her powers and problems.

Shooting Star stats:
[sblock]
STR 10
DEX 10 (18)
CON 28
INT 12
WIS 10
CHA 10

F: +9
R: +13
W: +7

Spd: Walk: 30/60/120. Fly: 10000/20000/40000 (using 1 mph = 10 ft/round)
MpH: Walk: 3/6/12. Fly: 1k/2k/4k
Ini: +4
Att: +3 (+6 ranged) (+14 plasma orbs)
Dmg: +8 (autofire)
Def: 23/15
Toughness: +9

Trade offs: +3 attack, +2 def

Attractive 1, Attack Focus Ranged 3, Attack Specialization Plasma Orbs 4,
Acrobatic Bluff, Elusive Target, Luck 1, Move-by Action, Precise Shot 1, Redirect, Uncanny Dodge (hearing), Evasion 1, Defensive Attack, Dodge Focus 3

Flight 7 (14)
Enhanced Dex +8 (8) Quickness 3 (2) [not helpful for tasks requiring manual dexterity -1]

Plasma Orbs: Plasma Control +8 Autofire 2 (1 for 1, max 5), Penetrating 3 (4/rank, +3)
Triggered 2 (any trigger), Reversible (on latent triggers, not for undoing effects), Homing 2 (2 extra chances), Indirect 3 (any angle), Precise
(4/rank x 8 = 32. +3 Partial Extra, +9 Power Feats = 44)

AP: Flaring: Dazzle (visual) +11 Area (Burst 55 ft radius) Selective Attack.
(4/rank x 11 = 44)

AP: Barely Controlled Plasma Projection: Corrosion +11 Area (Cone 110 ft)
Side Effect: Blast +11. Always occurs, roughly half value -1
4/rank x 11 = 44

Acrobatics 16 +20
Computers 16 +17
Knowledge: technology 2 +3
Knowledge: Current events 2 +3
Knowledge: Physical sciences 2 +3
Knowledge: Life sciences 2 +3
Language: French, Spanish
Notice 6 +6
Stealth 4 +8

Feats 8+6+6=20
Stats 2+18=20
Powers 14+8+2+44+1+1=70
Combat 6+20=26
Skills 13
Saves 0+9+7=16
Total: 165

Complications:

Medical problems, particularly relating to her hands.

Fear: burning herself with her own powers. With some spillover into related areas.

Collateral damage: Sonic booms too close to major urban centers can be quite unpopular.

[/sblock]
 

Elric said:
James- here are some comments:

[snip]

2) Your powers add up to 104 pp, not 102 pp. Also, Limited (only in the air)) doesn't seem like a serious flaw on Insubstantial when your character can easily hover inches off the ground.

[snip]

As this is not a mystical campaign (it just has a lot of mystical PCs), I wonder whether having drawbacks based on Blessed Silver is appropriate. Matt can always insert enemies with Blessed Silver every few adventures so that your drawback comes up, but this may require a lot of tinkering. For example, it isn't clear what Blessed Silver means in a non-D&D world- there aren't clerics going around casting the Bless spell on newly completed pistols.
I have to disagree with these 2 points. The (only in the air) limitation would prevent the use of the power to overcome many obstacles. Although, admittedly it would be more significant if it was a higher rank of Insubstantial.

I think rarity of blessed silver would depend on interpretation. In theory, anyone may be able bless a weapon by just saying "Almighty god, bless this thy holy instrument" or something similar. So any villian who knew about the drawback beforehand could take advantage of it.
 
Last edited:

Voidrazor said:
I have to disagree with these 2 points. The (only in the air) limitation would prevent the use of the power to overcome many obstacles. Although, admittedly it would be more significant if it was a higher rank of Insubstantial.

Hmm- that's a good point, actually. I was interpreting this as "can't be on the ground while using it", which is not necessarily correct. If it prevents you from going through a vent into a building's AC system, for example, then it's more of a limitation. However, you're still in the air when you go through a vent- maybe a slightly better description of what James sees as this flaw's limitations would help. I guess I'm on unnecessary alert because it's easy to create flaws in M&M that don't matter- but that doesn't mean that any flaw that could be interpreted to not matter is illegitimate.

I think rarity of blessed silver would depend on interpretation. In theory, anyone bless a weapon by just saying "Almighty god, bless this thy holy instrument" or something similar. So any villian who knew about the drawback beforehand could take advantage of it.

I think that without an actual pantheon of God(s), this would not be how Matt runs it. It isn't "weakness to silver that someone has said a blessing over", after all. Blessed implies divine grace, so there has to be a divine element (or power of appropriate descriptor) that is granting the blessing.
 
Last edited:

hero4hire- some comments

POWERS:
Enhanced Strength (Flaw: Limited to right side) [16]
Super-Strength (Limited to right side) [5]
Protection (Flaw: Unreliable) [12]
Regeneration (Injured 5, Disabled 7, PF: Diehard, Regrowth, Flaw: Source-Machinery) [12]

1) I don't think that Limited to Right side is a legit flaw here. How would this make your strength be half as useful (since the flaw makes it half the cost) if you can still throw punches with one arm? Something along the lines of Drawback (-1 pp): half normal lifting capacity might make more sense.

2) Unreliable on Protection- yikes! Half the time you lose 9 (at least it's not 12, due to the costume) points of toughness against attacks! That's incredibly severe since it means you're way below PL against a lot of attacks. I can see you put in the costume to decrease this effect somewhat, but I think it's still going to be too severe in practice.

Note sure how I'd handle this effect (one side of body better protected than the other), though- I'll have to think about it. It's possible that you could not take Unreliable and just interpret low Toughness saves as attacks that hit the human side of your body, causing extra damage (this minimizes work at DM_Matt's end as well)

3) Those are awfully low Fort/Ref/Will saves. I'd raise them by an average of two points apiece or you're going to go down real fast to exotic attacks (particularly with your relatively low defense).
 
Last edited:

Elric said:
I think that without an actual pantheon of God(s), this would not be how Matt runs it. It isn't "weakness to silver that someone has said a blessing over", after all. Blessed implies divine grace, so there has to be a divine element (or power of appropriate descriptor) that is granting the blessing.
Actually it is because there is no pantheon, that I think Matt might rule that anyone, or at least any priest, shaman, rabbi, etc. could bless an item. The blessing wouldn't have any other game effect but would be a reasonable way to make the drawback meaningful.
 

Elric said:
hero4hire- some comments



1) I don't think that Limited to Right side is a legit flaw here. How would this make your strength be half as useful (since the flaw makes it half the cost) if you can still throw punches with one arm? Something along the lines of Drawback (-1 pp): half normal lifting capacity might make more sense.

Elric are you co-GM? I see a lot of "I dont think Matt will allow this." and "You should do it this way." which makes me curious. I am not being a jerk, it just seems you may have that position from your posts.

Anyway...

IMHO limited to half his body is exactly the criteria for half as effective. Will this flaw effect him half the time? If I were a GM for this character I certainly would make sure it would. His lifting will be completely screwed due to his human half. Unless braced or only using his "robot" half his human side only gets in the way. I would say half his lifting would make no sense. I cannot lift half as much over my head with only one arm.
Grappling could pose a problem depending on positioning. The GM could and should impose penalties when his human half would come into play. Climbing, swimming. Its not all about punching, and it certainly isnt a power-gaming move.


2) Unreliable on Protection- yikes! Half the time you lose 9 (at least it's not 12, due to the costume) points of toughness against attacks! That's incredibly severe since it means you're way below PL against a lot of attacks. I can see you put in the costume to decrease this effect somewhat, but I think it's still going to be too severe in practice.

Note sure how I'd handle this effect (one side of body better protected than the other), though- I'll have to think about it. It's possible that you could not take Unreliable and just interpret low Toughness saves as attacks that hit the human side of your body, causing extra damage (this minimizes work at DM_Matt's end as well)

I am not completely happy with the Unreliable mechanic, but I much prefer representing a more vulnerable human half as just that then a homogenized overall lower toughness. It was also something I wanted to deal with In Game if I made it. Instead of just charging in, he is going to have to think about protecting himself.

3) Those are awfully low Fort/Ref/Will saves. I'd raise them by an average of two points apiece or you're going to go down real fast to exotic attacks (particularly with your relatively low defense).

They are intentionally low. Note he does *some* defense vs many fort type attacks. He has little experience with mind control. BUT it probably isnt out of the realm for him to use his low level shapechange to provide himself with mental shielding around his brain if he comes across a mentalist. or use his Inventor to prepare for a second fight with the same foe.

Honestly EVERY character doesnt have to be min/maxed to cover all your bases. Some just plain suck in certain situations AS IT SHOULD BE. It also isnt about winning every fight. Sometimes its more fun to lose..Get captured..And think your way out of that dastardly deathtrap. Or comeback to face a foe again, better prepared, and ready to hand the baddie a can of whup@$$.

I am intimately familiar with the M&M rules (esp. character building) and will be happy to retool anything the GM isnt comfortable with in a game. My design philosophy however, might not fit into some games.
 

hero4hire said:
I am not completely happy with the Unreliable mechanic, but I much prefer representing a more vulnerable human half as just that then a homogenized overall lower toughness. It was also something I wanted to deal with In Game if I made it. Instead of just charging in, he is going to have to think about protecting himself.

You could probably tweak defensive roll instead of using unreliable. It seems pretty obvious that he'll attempt to take all the hits on robot side, not the human one. So if he's aware of the attack and can move around freely, then he'll probably be able to cover the squishy half pretty well. But if he's surprised or outmanuevered, then the fleshy bits are probably getting shot. Maybe throw in an additional limit to reflect a vulnerability to multiple attackers, since he won't be able to present his tough half to every foe.

Just as defensive roll provides a bonus to Ref vs Area attacks besides the situational toughness benefit, maybe your machine half could provide a bonus to Fort saves (lost in the same conditions as the toughness), since the machine parts will dampen or block many attacks that only affect living beings.
 

hero4hire said:
Elric are you co-GM? I see a lot of "I dont think Matt will allow this." and "You should do it this way." which makes me curious. I am not being a jerk, it just seems you may have that position from your posts.

Nope- I'm another potential player. I'm an old friend of Matt's, though, so some of the time when I say "I don't think Matt will allow this" it's because I've actually talked to him about it (but I don't want to put words in his mouth so I'm not stating "Matt says this"- that's for him to do). For example, Matt has mentioned how front-loaded a free/reaction Healing 1 power is before, so I'm pretty sure he wouldn't allow it. Matt's busy at the moment, but I'll be significantly busier starting tomorrow and he'll probably be less busy, so I expect I'll be doing a lot less posting.

Note that Matt said I was doing a good job of character critiquing on page 4- if he wanted me to stop he could email me and I would.

You have a good point about the strength thing. I guess I'm on unnecessary alert about flaws because it's so easy to create flaws that don't matter- but that doesn't mean that all flaws that could be interpreted in such a way that they don't matter are illegitimate.

For your saves: those are exceedingly low. With 2 points higher apiece, they'd still have the effect you're looking for of being noticeably low. The PL 10 archetype characters in the core book average 7-8 on their exotic saves- the lowest saves are the battlesuit (total: 17). Note that every archetype character has every exotic save >=+4. You have total exotic saves= 10 at a PL higher. So I didn't pick 2 out of the air randomly- that would get you to about the "I'm vulnerable" feel for a PL 10 character. It isn't min/maxing to avoid having huge across the board weaknesses- that's just a sensible thing to do. Sorry if you took it as a rebuke for not creating a strong enough character.

With your low saves plus Unreliable on Protection you really will get absolutely pummeled in combat. It's easy to say that you don't mind this in a character, but I believe that this is a recipe for future unhappiness. The campaign I GMd last year had a player who gave his character noticeable defensive weaknesses and even though the player was a very narrativist roleplayer, he still got frustrated when he was the most KOd PC by far. Playing "Gets squashed like a Bug" Man gets old pretty fast.

This is actually a pretty common point of contention over on The Atomic Think Tank, but I stand by the idea (and think that Matt agrees- he picked PL 11, 165 pp and not PL 10, 165 pp for a reason) that a character shouldn't be significantly worse than his or her Attack/Damage and Defense/Toughness caps without a good reason (in particular, other abilities that will enable the character to still be effective in combat). Nightweaver (Raylis, page 1) is a good example of this- Concealment means that many of her attacks will be sneak attacks, Power Attack can funnel the extra chance to hit to damage, and she has all of the other tradeoff feats, so she'll be effective despite not hitting her PL caps on offense.

Lastly, I wouldn't mind comments on my build of Johnny Nitro, back on page 1. Do your worst :)
 
Last edited:

Into the Woods

Remove ads

Top