Time of Vengeance [closed]


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Thanee said:
Ok. Unless I missed something, the edited sheet above (#226) should be good now! :)

Bye
Thanee


Okay if I understand this correctly you applied the Flaw Unreliable to 25 ranks of Array, making it cost 25pp instead of it's base effect 10 ranks of Alternate Form which would have cost 40pp.

I don't mean to give you such a problem Thanee but I dont think I am going to play it that way for now.

I would prefer you Apply the Flaw to the base power (Alt Form) for 40pp. I am not sure I am correct by RAW in UP, but I feel more comfortable using it that way.

Also I think your skill costs may be slightly off. Unless I missed a rank somewhere.
 

Jemal said:
so just for the Record, is Rumble Ready to Rock & Roll?

also, any indicators on start date? (is kinda excited)

I believe you are all set.

I think I am going to kick off a lighter adventure this week and then spin off into Time of Vengeance.

The adventure seems like it would be a bit better if I lay some groundwork beforehand. :)
 

Cool.

Also, I don't believe there was ever an answer to the question of whether/how we know each other...

Are we a pre-existing team? Friends? Don't know each other from a hole-in-the-ground?
Will our relationships to each other be made clear during the initial adventure, or should we start working them out with each other OOC?
 


hero4hire said:
Okay if I understand this correctly you applied the Flaw Unreliable to 25 ranks of Array, making it cost 25pp instead of it's base effect 10 ranks of Alternate Form which would have cost 40pp.

I don't mean to give you such a problem Thanee but I dont think I am going to play it that way for now.

I would prefer you Apply the Flaw to the base power (Alt Form) for 40pp. I am not sure I am correct by RAW in UP, but I feel more comfortable using it that way.

Unreliable is listed as a Flaw for the Array (which is the base 'power', BTW, where everything else is under) in UP, which is where I got it from.

And, seriously, that's a harsh Flaw. But it's the only of very few conceptually fitting flaws. :)

Also I think your skill costs may be slightly off. Unless I missed a rank somewhere.

I count 112 Skill Points.

Bye
Thanee
 

Thanee said:
Unreliable is listed as a Flaw for the Array (which is the base 'power', BTW, where everything else is under) in UP, which is where I got it from.

And, seriously, that's a harsh Flaw. But it's the only of very few conceptually fitting flaws. :)



I count 112 Skill Points.

Bye
Thanee

Unreliable is a seriously harsh flaw. Crippling almost!
What I am saying is I dont think I like the applying flaws to array as a whole interpretation.
I am not going to treat arrays as high ranked powers proced at 2pp/rank. Just not comfortable with it. I am going to talk to Steve about it for future rulings.

I have been toying with your build and rebuilt Fusion from scratch to try to get similiar numbers but with a little different approach.

Basically she has her car form and her hybrid form.

The hybrid form can grow, combine that with Morph to look more like a Transformer.

Since temporary size changes arent subject to PL caps, no need for extra math.

I took out the innate/linked stuff. Linked is implied, as it is a Container. Innate didn't seem to be needed for the concept of an altered human.

Added Features to represent car features that dont have great game impact

Added a Strike with a Trail effect that takes a full action to represent the pain of running people over. ;)

Had to shave some things here and there but I think it works! :D

Let me know what you think and if it is okay we can start playing (Yay!!)

Fusion
Pl 10 150pp
--------------------------------------

----------Background---------

--------------------------------------

----------Ability Scores---------
Strength: 10 (0)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 18 (+4)
--------------------------------------

----------Saves---------
Toughness: +2 (+15 vehicle/+15 hybrid/+17 growth)
Fortitude: +5 (+7 vehicle/+5 hybrid/+7 growth
Reflex: +10
Willpower: +10
--------------------------------------

----------Combat---------
Attack Bonus: +4 (Vehicle +3/Hybrid's Strike +10/Growth +9)
Damage Bonus: Unarmed +0 (Vehicle Strike +10/Growth +14)
Grapple: +4 (Vehicle +13/Hybrid +4/Growth +13)
Defense Bonus: +5 (+3 flat footed)/Growth +4
Initiative: +8
--------------------------------------

----------Lifting Capacity---------
Light Load: 33/400 lbs
Medium Load: 66/800 lbs
Heavy Load: 100/1200 lbs
Max Load: 200/2400 lbs
Push/Drag: 500/6000 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 10 ft / 5 ft / 2 ft
--------------------------------------

----------Skills---------
  • Acrobatics - 6 (+10)
  • Bluff - 6 (+10)
  • Climb - 5 (+5)
  • Computers - 0 (+5)
  • Concentration - 0 (+2)
  • Diplomacy - 6 (+10)
  • Disable Device - 0 (+5)
  • Disguise - 0 (+4)
  • Drive - 11 (+15)
  • Escape Artist - 0 (+4)
  • Gather Info - 6 (+10)
  • Handle Animal - 0 (+4)
  • Intimidate - 0 (+4)
  • Investigate - 0 (+5)
  • Medicine - 0 (+2)
  • Notice - 8 (+10)
  • Pilot - 0 (+4)
  • Profession: Racecar Driver - 8 (+10)
  • Ride - 0 (+4)
  • Search - 5 (+10)
  • Sense Motive - 8 (+10)
  • Sleight of Hand - 0 (+4)
  • Stealth - 6 (+10)
  • Survival - 0 (+2)
  • Swim - 5 (+5)
--------------------------------------

----------Feats---------
  • Accurate Attack: Reduce damage bonus to increase attack bonus
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attractive (2): +8 bonus Bluff & Diplomacy people affected by your looks
  • Benefit (1): Wealthy Race Car Driver
  • Connected: Make a Diplomacy check to call in favors or aid
  • Jack-of-All-Trades: Use any skill untrained
  • Defensive Attack: Reduce attack bonus to increase defense bonus
  • Distract (1): Bluff or Intimidate check to daze an opponent for 1 round
  • Improved Initiative (1): +4 bonus on initiative checks
  • Luck (1): +1 hero point
  • Move-by Action: Move both before and after a standard action
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Skill Mastery (1): Choose 4 skills you can take 10 with
  • Well-Informed: Gather Information check when meeting someone
--------------------------------------

----------Powers---------
Alternate Form (Car Form) {} - Power Rank 9

Morph {} - Power Rank 1

Growth {} - Power Rank 4
Extras: Duration
Flaws: Duration

Protection {} - Power Rank 11

Speed {} - Power Rank 6
Power Feats: Dodge Focus, Fast Overrun, Improved Overrun, Improved Trip

Super-Strength {} - Power Rank 1

Features (Car Features) {} - Power Rank 2
Drawbacks: No Fine Manipulation

Strike {} - Power Rank 10
Extras: Area (Trail)
Flaws: Action

AP: Alternate Form (Mechanoid) {} - Power Rank 9

Morph {} - Power Rank 1

Growth {} - Power Rank 4

Strike {} - Power Rank 10
Power Feats: Accurate x3, Improved Crit x2, Mighty
Drawbacks: Full Power

Protection {} - Power Rank 13

Speed {} - Power Rank 2

Super-Strength {} - Power Rank 1
--------------------------------------


----------Cost Summary---------
Abilities: 34
Combat: 18
Saves: 17
Skills: 20
Feats: 15
Powers: 46
Total Cost: 150
--------------------------------------"
 
Last edited:

Sorry for Hijacking the thread, but I've something that's come up in a RL game and I don't know where to turn for the answer, so I figured I'd ask here. I'm not so much interested in opinions(We have our fair share on this end) as I am in whether anybody knows if there's an Actual rule that covers it one way or another. While I'm fine with house-rules, I prefer to play things RAW until I have seen a rule in play and decided for myself to change it.

So here's the question:

The attack/defense trade-offs specifically say under attack-Save DC that things that DO NOT require attack rolls don't benefit from an attack/save trade-off, using the normal PL caps. It does NOT, however, say anything about powers that use an attack roll but do not have a Save DC...
If a character had a -2 atk/+2 DC trade-off, would they be allowed to add accurate (+2 attack) to a power that required an attack roll but did not have a save? (To bring the powers attack bonus up to their 'normal' PL cap)
Alternately, if a character had a +2 atk/-2 DC trade-off, would they use their enhanced attack roll on the power, or would they have to use the normal PL cap?
 

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