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Superheroes of The Trust OOC Thread (Accepting Alts)
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<blockquote data-quote="DM_Matt" data-source="post: 3907561" data-attributes="member: 1213"><p>ok.</p><p></p><p></p><p></p><p>You should do it. I don't think I've ever seen a hero with Ablative. Its just too big a liability.</p><p></p><p></p><p></p><p>Good. And as I said, you should probably provide slow res. Resurrection in combat is over the top and weird. I get the ring bringing you back, but dying should still be a major liability.</p><p></p><p></p><p></p><p>Selective still can be applied. The difference between explosion and burst is that explosion is 10 feet per rank and the damage decreases in concentric circles, while burst is 5 feet per rank and has uniform damage. Thus, I disallow explosion so I do not still need to track precise positioning.</p><p></p><p></p><p></p><p>Those are reasons why those are powerful abilities, but not reasons that your character should have them. Its tempting for a first character though. If you want to buff up your attacks, I suggest the much more balanced Autofire, if you really must.</p><p></p><p></p><p></p><p>cool.</p><p></p><p></p><p> </p><p>Yes. Note however that just as not buying bab and base defense is probably worth it, it is frowned upon as cheesy by convention, so is overly lowballing your stats. Making a D&D character is more of a science, while making a good M&M character is more of an art.</p><p></p><p>As it stands, though, your stats are quite high, so you can afford to lose some (and probably to up Con, as your concept certainly can justify it)</p><p></p><p></p><p></p><p></p><p>Look at the other characters' sheets in the RG thread, or look at the benchmarks in the book. If you can spare the points, it could be nice to have a few more skills even.</p><p></p><p></p><p></p><p>I'll probably be OK with standard action, no range. I'm kind of strict on restricting healing.</p><p></p><p></p><p></p><p>Yes. You can do that in part by adding to Con.</p><p></p><p></p><p></p><p>the force field. You cannot have impervious deflect. Note also that deflect and your attacks cannot be used together because they are part of the same array and you can only switch once per round. (Well, technically, you can use one every round and the other every other round, but I am not sure if I will allow that particular rules abuse).</p></blockquote><p></p><p>If you mean the drawback on the ring, it is acceptable. We have a little time, since it will take the PCs a bit to finish at their current location. I'd like your guy's joining the trust to have occurred off screen to get you with them as soon as possible, so I'd like you to come up with how he came to work for them and why he is being transferred to their unit. That also means you should probably read up on the game thread. I will have to look at the create and animate objects again later. I do not have time at the moment. </p><p></p><p></p><p>Also, to other players: Continue to feel free to comment on his build if you have ideas or concerns. Elric, you haven't said anything yet, so since you are quite good at these things, your feedback would be much appreciated.</p><p>[/QUOTE]</p>
[QUOTE="DM_Matt, post: 3907561, member: 1213"] ok. You should do it. I don't think I've ever seen a hero with Ablative. Its just too big a liability. Good. And as I said, you should probably provide slow res. Resurrection in combat is over the top and weird. I get the ring bringing you back, but dying should still be a major liability. Selective still can be applied. The difference between explosion and burst is that explosion is 10 feet per rank and the damage decreases in concentric circles, while burst is 5 feet per rank and has uniform damage. Thus, I disallow explosion so I do not still need to track precise positioning. Those are reasons why those are powerful abilities, but not reasons that your character should have them. Its tempting for a first character though. If you want to buff up your attacks, I suggest the much more balanced Autofire, if you really must. cool. Yes. Note however that just as not buying bab and base defense is probably worth it, it is frowned upon as cheesy by convention, so is overly lowballing your stats. Making a D&D character is more of a science, while making a good M&M character is more of an art. As it stands, though, your stats are quite high, so you can afford to lose some (and probably to up Con, as your concept certainly can justify it) Look at the other characters' sheets in the RG thread, or look at the benchmarks in the book. If you can spare the points, it could be nice to have a few more skills even. I'll probably be OK with standard action, no range. I'm kind of strict on restricting healing. Yes. You can do that in part by adding to Con. the force field. You cannot have impervious deflect. Note also that deflect and your attacks cannot be used together because they are part of the same array and you can only switch once per round. (Well, technically, you can use one every round and the other every other round, but I am not sure if I will allow that particular rules abuse). [/QUOTE] If you mean the drawback on the ring, it is acceptable. We have a little time, since it will take the PCs a bit to finish at their current location. I'd like your guy's joining the trust to have occurred off screen to get you with them as soon as possible, so I'd like you to come up with how he came to work for them and why he is being transferred to their unit. That also means you should probably read up on the game thread. I will have to look at the create and animate objects again later. I do not have time at the moment. Also, to other players: Continue to feel free to comment on his build if you have ideas or concerns. Elric, you haven't said anything yet, so since you are quite good at these things, your feedback would be much appreciated. [/QUOTE]
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