Time of Vengeance [closed]


log in or register to remove this ad

hero4hire said:
How are your alternate forms giving you Attack Focus Melee, Improved Critical etc etc?
What are the Special FX behind this?

Attack Focus... I probably could have used Accurate instead, but this was more straightforward. It's basically mechanical support for her attacks, kinda like a Powered Armor. She should be able to fight better with her armor than without.

Improved Critical is to represent the use of built-in/morphed weaponry. It's set to a level common weapons also are capable of.

The Overrun stuff is to give the car something special, too, other than its high Speed. Those feats seemed fitting.

You list your Alt forms as Permanent, yet they have Alternate Powers. What is the effect you are going for by having these Permanent?

Alternate Form says either Sustained or Permanent under Duration. Since she shouldn't need to concentrate to keep it up, I picked Permanent, simply because it makes more sense. When she activates the appropriate Alternate Power, she is always in this form, until she switches the Array to another Alternate Power.

What exactly is more Noticable about your Protection then say, any other Exoskeletons and Power Armors that dont have Noticable?

It's an Armor, that's quite Noticeable, isn't it? As I understand it, all actual armors should have this Drawback (as all Devices automatically do). Protection á la Superman isn't Noticeable.

Why does your third form (Personal Armor) actually increase in toughness and have such a massive Strike attack? What are the Special FX?

I figured she would be able to make the material more dense, so to say, since she has less area to cover (not large as the other forms), hence the slight increase in protection, which the others make up for in size, though.

The Strike in the Personal Armor is using a variety of morphed weapons, while the Exoskeleton utilizes its greater Strength more.

Of course, it's also because the points and limits fit so nicely. ;)

Zero Base Attack 'Nuff Said

Yeah, already saw that above. :)

Fiona has had martial arts training, but never used a gun or anything, so I figured it would be fitting to give her a low ranged attack (just like an average person) and a moderate melee attack.

It's also a built-in Drawback, since she cannot make decent use of ranged attacks (she could technically get a ranged attack through Extra Effort).


Extra Effort is also one of the reasons, why I increased the Hero Points, to give her a bit of flexibility. She is technically capable of creating almost anything within the limits of her SFX, but usually keeps to stuff she knows and has experience with, therefore she has some fixed forms she uses a lot, but via Extra Effort, she could tap into her ability to do something else, every now and then. Also, she could be able to morph something in reaction to a situation, which could explain other uses of Hero Points. She doesn't do that a lot, hence it's not a common ability of her. That's about the thoughts I had there.

Bye
Thanee
 

Thanee said:
Attack Focus... I probably could have used Accurate instead, but this was more straightforward. It's basically mechanical support for her attacks, kinda like a Powered Armor. She should be able to fight better with her armor than without.

"Mechanical Support for her attacks" how does this work exactly? I really can't see it without A tactical Computer or Laser Sighting or Martial Arts moves downloaded onto a harddrive. Why does her skill level go up when armored?

Improved Critical is to represent the use of built-in/morphed weaponry. It's set to a level common weapons also are capable of.

Okay so her auto/battlesuit form morphs weaponry! I missed this part of the concept.

The Overrun stuff is to give the car something special, too, other than its high Speed. Those feats seemed fitting.

I like the overrun stuff. Flavorful and I can see the rationale.



Alternate Form says either Sustained or Permanent under Duration. Since she shouldn't need to concentrate to keep it up, I picked Permanent, simply because it makes more sense. When she activates the appropriate Alternate Power, she is always in this form, until she switches the Array to another Alternate Power.

Permanent powers cant have altrernate powers. If you do not want her to concentrate to maintain her forms then you have to buy it up to Continuous.



It's an Armor, that's quite Noticeable, isn't it? As I understand it, all actual armors should have this Drawback (as all Devices automatically do). Protection á la Superman isn't Noticeable.

I understand your rationale, but I am going to go with a precedent established by Published Builds (Freedom City. Instant Hero etc) and rule that it is inherent to your Alternate Form.
Unless it glows, shrieks, or is otherwise really Noticable, having a battlesuit is not enough.




I figured she would be able to make the material more dense, so to say, since she has less area to cover (not large as the other forms), hence the slight increase in protection, which the others make up for in size, though.

I like this rationale.


The Strike in the Personal Armor is using a variety of morphed weapons, while the Exoskeleton utilizes its greater Strength more.

Of course, it's also because the points and limits fit so nicely. ;)

Heh! Yeah I understand it from a point crunching point of view. But not at all from a descriptor point of view.




<snip>

Bye
Thanee[/QUOTE]
 

hero4hire said:
"Mechanical Support for her attacks" how does this work exactly? I really can't see it without A tactical Computer or Laser Sighting or Martial Arts moves downloaded onto a harddrive. Why does her skill level go up when armored?

Why does it have to be her skill level that goes up?

Attack Focus makes her more able to hit things. This could simply be, because she is stronger and faster. She doesn't need more skill for that. Attack Focus is just one means to achieve this among several possible options.

In D&D, if you gain Strength you also become better at hitting things. In M&M these are seperate and need to be bought up individually. That's pretty much it.

Okay so her auto/battlesuit form morphs weaponry! I missed this part of the concept.

Well, that wasn't hard, since it wasn't written down anywhere specifically. :o

Basically, if you havn't realized that by now, the concept is losely based on the Transformers from the movie. :)

She could technically take on any form she wants within the limits of what material the car provides (which is far more high-tech than a typical sports car today, of course), but she typically uses forms she has experience with (the Alternate Forms listed on the sheet); others can only be used via Extra Effort. She can make minor changes, like morphing a blade out of her arm or somesuch, while in a form... that happens when she uses her Strike, for example.

Permanent powers cant have altrernate powers.

I'm pretty sure, that Alternate Form must be an exception here... otherwise why would Alternate Form (a Power that is by definition 'Alternate') have a Duration of Permanent directly stated in the description?

I think it is meant to be like I used it, together with an Array... if you put the Array's points into the Alternate Form, it's then always on, you can't switch it on and off individually.

I understand your rationale, but I am going to go with a precedent established by Published Builds (Freedom City. Instant Hero etc) and rule that it is inherent to your Alternate Form.
Unless it glows, shrieks, or is otherwise really Noticable, having a battlesuit is not enough.

Take a look at Ultimate Power p. 72 right column under Drawbacks then. ;)

If you have a battlesuit built as a Device or as Equipment, then you do not take the Drawback, because it's already figured into the total, but this is neither a Device nor Equipment.

Heh! Yeah I understand it from a point crunching point of view. But not at all from a descriptor point of view.

Like what else would make a Strike then, if not a weapon?

Bye
Thanee
 


Thanee said:
Why does it have to be her skill level that goes up?

Attack Focus makes her more able to hit things. This could simply be, because she is stronger and faster. She doesn't need more skill for that. Attack Focus is just one means to achieve this among several possible options

In D&D, if you gain Strength you also become better at hitting things. In M&M these are seperate and need to be bought up individually. That's pretty much it..

Mechanical Aid was a bit vague for me. Stating "she should be able to fight better while armored" also did not explain sufficiently. "Stronger and faster" so more effective in combat I am more apt to believe. Though it is hard for me to shake the point crunching aspect.



I'm pretty sure, that Alternate Form must be an exception here... otherwise why would Alternate Form (a Power that is by definition 'Alternate') have a Duration of Permanent directly stated in the description?

To make permanently swarm, gaseous and metal (etc etc) characters easily.

I think it is meant to be like I used it, together with an Array... if you put the Array's points into the Alternate Form, it's then always on, you can't switch it on and off individually.

Basically there would be no disadvantage to having it permanent then. Since you can take the points out and into something else.
I looked around. I am open to the fact that my interpretation could be incorrect, but I haven't seen any evidence to the contrary.




Take a look at Ultimate Power p. 72 right column under Drawbacks then. ;)

If you have a battlesuit built as a Device or as Equipment, then you do not take the Drawback, because it's already figured into the total, but this is neither a Device nor Equipment.

Thanee if it gave you ANY type of disadvantage (Like the thing) I would consider it. But it doesn't. You can turn it off...Look normal and walk into a restaurant. The frequency is therefor LESS then uncommon for this minor drawback. (page 106)

Thing has it Colossus doesn't....dig?


Like what else would make a Strike then, if not a weapon?

You miss my point. Why do the weapons get better?? She has less strength and is smaller.
So why are they sharper/hit harder/whatever? She isn't stonger of faster in this form so why does she fight so well?

You are very good at point efficiency, I can see that. But I don't really need or want builds that are uber efficient that eke out every Power Point.

To be brutally honest. I like the concept..Not liking the build so much.
 

hero4hire said:
Though it is hard for me to shake the point crunching aspect.

Not sure what you mean there... how else should I do this, when I don't want to give her the whole combat ability while she is just a human?

To make permanently swarm, gaseous and metal (etc etc) characters easily.

Ok, then I will have to see how to make it Continuous, because that's definitely necessary (makes no sense that she changes form on a lapse of concentration :)).

Basically there would be no disadvantage to having it permanent then. Since you can take the points out and into something else.
I looked around. I am open to the fact that my interpretation could be incorrect, but I haven't seen any evidence to the contrary.

Well, I dunno. :) Just saw it list Permanent and tried to figure out what it might mean.

Thanee if it gave you ANY type of disadvantage (Like the thing) I would consider it. But it doesn't. You can turn it off...Look normal and walk into a restaurant. The frequency is therefor LESS then uncommon for this minor drawback. (page 106)

Thing has it Colossus doesn't....dig?

Actually, no. ;) I don't quite get it as it seems totally straightforward to me, though I think I know what you mean. It's a Power Drawback, though, not a Character Drawback. It only applies when the Power is used, obviously, just like a battlesuit Device, which is only Noticeable when you put it on. :)

You miss my point. Why do the weapons get better?? She has less strength and is smaller.
So why are they sharper/hit harder/whatever? She isn't stonger of faster in this form so why does she fight so well?

Well, if you don't like it that way, I can put the Strike down to a lower level. Not a problem, her primary form for melee combat is the exoskeleton, anyways. :)

Bye
Thanee
 

Thanee said:
Actually, no. ;) I don't quite get it as it seems totally straightforward to me, though I think I know what you mean. It's a Power Drawback, though, not a Character Drawback. It only applies when the Power is used, obviously, just like a battlesuit Device, which is only Noticeable when you put it on. :)

My final ruling on the matter is Noticable is implicit to Alternate Form.
Being metal, shadow, gaseous etc, is all Noticable and inherent to Alt Form.
 

Mark,

Swapped out 2 ranks of both Melee Focus and Ranged Focus for Base Attack.

Tweaked some things to keep in line with Ultimate Power's Shrinking and still have your caps filled. Let me know what you think.

[sblock]"----------Character Details---------
Player Name:
Character Name:
Character Alias: Shaolin Beaver
GM's Name:
Age:
Height:
Weight:
Hair:
Eyes:
Power Level: 10
Power Points: 150
Appearance:
--------------------------------------

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

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

----------Ability Scores---------
Strength: 10 (0/+2)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 11 (0)
Wisdom: 18 (+4)
Charisma: 11 (0)
--------------------------------------

----------Saves---------
Toughness: +8
Fortitude: +8
Reflex: +15
Willpower: +10
--------------------------------------

----------Combat---------
Attack Bonus: +15 (melee), +8 (ranged)
Damage Bonus: Unarmed +0
Grapple: +16
Defense Bonus: +12 (+7 flat footed)
Initiative: +9
--------------------------------------

----------Lifting Capacity---------
Light Load: 25 lbs
Medium Load: 50 lbs
Heavy Load: 75 lbs
Max Load: 150 lbs
Push/Drag: 375 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 20 ft/r / 45 ft/r / 90 ft/r
Leap: 10 ft / 5 ft / 2 ft
Swimming: 500 ft/r
--------------------------------------

----------Skills---------
  • Acrobatics - 12 (+17)
  • Concentration - 9 (+13)
  • Craft: Structural - 4 (+4)
  • Escape Artist - 10 (+15)
  • Intimidate - -2 (--2)
  • Knowledge: Theology and Philosophy - 5 (+5)
  • Notice - 6 (+10)
  • Search - 6 (+6)
  • Sense Motive - 12 (+16)
  • Stealth - 8 (+13)
  • Survival - 0 (+4)
--------------------------------------

----------Feats---------
  • Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff
  • Assessment: Know a subject's relative offensive and defensive ability
  • Attack Focus (Melee) (7): +7 bonus to melee attack rolls
  • Blind-Fight: Re-roll miss chances from concealment
  • Defensive Attack: Reduce attack bonus to increase defense bonus
  • Defensive Roll (6): +6 Toughness save bonus
  • Evasion (1): Suffer 1/2 damage from attacks allowing a Reflex save
  • Grappling Finesse: Grapple checks use Dex & retain dodge bonus
  • Improved Critical (2): Strike
  • Improved Initiative (1): +4 bonus on initiative checks
  • Improved Sunder: +4 bonus on attack rolls to hit an object
  • Improved Trip: +4 bonus on trip checks, opponent can't trip you
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Prone Fighting: No penalty for fighting while prone
  • Redirect: Trick an opponent into hitting someone else
  • Set-Up: Transfer the benefit of a combat bonus to an ally
  • Stunning Attack: Your unarmed attack can stun an opponent
  • Takedown Attack (2): Gain addtl melee attack & 5 ft step when you drop an opponent
  • Trance: Go into a deathlike trance that slows breathing
  • Ultimate Effort (1): Sense Motive
  • Uncanny Dodge: Hearing
--------------------------------------

----------Powers---------
Shrinking {} - Power Rank 4 - Cost 5 (1 * 4 + 1)
Extras: Duration
Flaws: Duration
Power Feats: Innate

Strike {} - Power Rank 5 - Cost 5 (1 * 5)

Swimming {} - Power Rank 2 - Cost 2 (1 * 2)
--------------------------------------


----------Cost Summary---------
Abilities: 30
Combat: 36
Saves: 21
Skills: 17
Feats: 34
Powers: 12
Total Cost: 150
--------------------------------------"[/sblock]
 
Last edited:


Remove ads

Top