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Tiger_Paladin rolled 1 20-sided dice: 6 Total: 6 (1-20)

Tiger_Paladin
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PostPosted: Thu Jan 11, 2007 6:35 pm


@Alew: Nah, in M&M you do add 10 to Defense. It's BESM you're thinking about, remember?

Anyway, in this game, you have a Base Defense Bonus as well as the Base Attack Bonus. Your Base Defense Bonus cannot be higher than the PL of the character, but if the character had other modifiers that would boost it over that, they would still effect it.

So your defense would indeed still be 16.

@Rose: It's okay, we'll teach ya'. smile If all else fails, I can just roll all the rolls myself to prevent you all from getting confused. smile

(( Rolled a 6, I think I missed my empty coke bottle throw at Fiver's head. O.o; ))
PostPosted: Thu Jan 11, 2007 7:00 pm


Crap I think I might have way under powered my chara. I hope not and that I can live (and be useful) in the first couple fights.

Alex Bradley


Fiver

PostPosted: Fri Jan 12, 2007 7:35 am


Well, looking over it, I'm not sure if I want to try to calculate if you did it properly, but here's a few things for you to consider:

Did you spend 75 points on contructing her? Keep in mind all stats start at 10, and are improved at a one-for-one basis.

That Super Strength gives you a +1 to everything strength-based, and costs 4. You'd get the same benefit just by assigning 2 more points to str, though you'd lose the doubling of the carrying capacity. Of course, if you moved all 4 points into your strength score, you'd pretty much get that back just by moving up the normal encumbrance chart. With the exception of Int and Cha, normal stats are cheaper than super stats, and normal stats can go all the way to 20. Notice how while Dynamite Raver has two super stats, both those stats were maxed out normally first.

I'm not quite sure what Super Lifting x3 even is, though I get the impression that might be the entire point to her Super Str. Rather than boosting her strength bonus to actions, she can just handle a lot of weight. This can be particularly useful along with her Deflection power, making it so a two-ton truck can be flying at her and she can simply toss it back at whoever threw it. If this is the case, it's worth noting that you can technically purchase that independantly from Super Str at 2/rank, each rank doing nothing other than to double the weight she can handle.

I think we're using the variant where skills cost 1 point for 3 ranks. I base this assumption off the fact that I told ZarJa that's what I did, and he never objected. However, even at that, it isn't always worthwhile to put points into skills, since if you boost the stat or super stat they're based off of, you can boost a dozen skills by spending two or three points, at the same time boosting other things that aren't skills. Since about half the skills you put points into are charisma-based anyway, you may just want to pull the points out and put them in charisma. Again referencing my own character, Dynamite Raver has exactly one skill with ranks in it, and it's something that has a lot to do with the character as a whole.

I notice you put a lot of points into base defense (in fact, double the max for our level). This can be very worthwhile, and between that, your high dex-based damage save, and and your deflection power, it makes your character practically untouchable, so you shouldn't worry too much about whether or not she can survive. However, whether or not your character can cause any serious harm is a different matter. Since you don't need three different defensive abilities (note: all I have is Super Con) you might consider getting rid of one or two in favor of higher Strength or Deflection, or perhaps get Super Dex.

Note that it's also possible to combine powers into a single power costing more than a normal one, but less than two or three would seperately. In this way, perhaps you could add Super Dex as an extra to your current Deflection, for a power that costs 12 per rank (whew... You slapped on a ton of extras to that, didn't you? sweatdrop ) but gives you both abilities, which would cost 9 and 4 seperately. Remember, you can have any power at up to 5 ranks.

Just as an example of the use of combining powers and using Super Stats instead of ranks to boost your skills, when I built Tenyo under M&M rules, he didn't have any ranks in skills at all, but rather a power I called Supercriminal Skill. It was a combination of Super Dex, Super Int, Super Wis, and Super Cha (though I maxed out dex, int, and cha normally). Seperately, those would have cost 4/rank, 2/rank, 3/rank, and 2/rank, respectively, but together the ability cost 8/rank, and boosted every skill he used, as well as improving his defense, reflex, and will. Be careful, though: this may be cheaper, but it makes it much easier for opponents to drain your powers, since they can get rid of everything at once instead of weakening one power at a time. Plus, putting everything on one power is just plain cheesy.
PostPosted: Fri Jan 12, 2007 7:48 am


I should have brought this up before, but not one of us (myself included) has put down a power source on any of our powers. This doesn't always matter, but can in certain circumstances. *goes and fixes that on Dynamite Raver's sheet*

Also, why does it say "Sara Liprock" on her character sheet, but "Sara Liplock" above her description and on her room?

Fiver


Alex Bradley

PostPosted: Fri Jan 12, 2007 10:14 pm


That is alot to think about.

I have tried to explain this before many times. She has no super hero name for now she goings be here real name of Sara Liprock. The Liplock and Liprock thing is a mistake on my part I think. But umm yea Her name is Sara Liprock. I'm thinking her Deflection power is maybe more mental, but it could be dex based, not sure.

I used 75 point to make her plus 10 for the flaw
I did start at a base of 10 for my stats
The str thing was a long (about 6 hours) and fustrating time of calculateing and recalculateing numbers untill I the cheepest point cost that was a little over 4,000 pounds. You are right it is for sending car and the like back at enemys. She was never meant to be strong though she might look it when she carries things. In order to take the power-stunt lifting, which you were right does double her carrying so she can deflect bigger things I had to take one rank of Super-Str. I might be able to take it as a feat if ZarJa will let me.

It would be nice if it is a 1 for 3 on skills. Ok I see your point on the skill rank vs. puting those points into base stats, but it's not realistic.

I didn't put any points into base Defense. ZarJa said that all characters have a base of 10 to start with at no cost like in DnD. I don't think it makes any sense but then again I'm not the GM. LOL untouchable no not really my deflection power doesn't work on area and explosive attacks and a Reflex save only moves me one square away from the blast. I was thinking about leaving Deflection at one rank for acouple lvls for I could take take super-dex. Dex adds onto my deflection power checks.

I will try to combine some powers to see what I get, but I'm not going to hope for much. Yes I have alot of extra, but you will be glad I did ever single shot fired at you is sent flying back at the enemy or anywhere I choice for that matter.

Yes very cheesy something I try to stay away from.
PostPosted: Sat Jan 13, 2007 6:22 am


Oh... A base of 10, like in D&D... He probably did that so that a single roll will determine whether or nor someone will hit, rather than attack vs defense.

The way that works:

If one is using defense rolls, attacker rolls 1d20+(attack bonus) and defender rolls 1d20+(defense bonus). If the attack roll meets or beats the defense roll, the attack hits.

If one is using Armor Class, then everything that would normally boost one's defense roll is instead added to a base of 10, and the resulting number is the character's Armor Class, or AC. The attacker then rolls 1d20+(attack bonus) and if that meets or beats the AC, the attack hits.

For example, Dynamite Raver has a +3 from Dex and +1 from Super Speed. This would mean he'd roll 1d20+4 for defense under the defense roll system, or under the system we're actually using, he has an AC of 14. Fairly easy to hit, even easier when he berserks, but that's why he has a damage save of +10. wink

Seriously, though: just make your charisma higher. All that skill in performance, deplomacy, and bluff could just be because she's a more charismatic person, just like how Dynamite Raver has a very high Listen, Spot, Survival, and Sense Motive all from his Wis.

Also, you don't need to put down skills you have no ranks in. wink It'll clean up your character sheet a lot if you don't include those. Should those skills come up (which it's worth noting is less likely in M&M than in BESM or D&D) most of them are pretty easy to remember which stat pertains to which skill. Strength for climbing, Charisma for intimidation and the like.

Fiver


ta_veren

PostPosted: Sat Jan 20, 2007 12:14 pm


Halo everbody! I'm friends w/Zar, Five, & Alex. Glad to be here!
This is what I have so far, ZarJa & Fiver are helping but if anyone has ideas, especially flaws & skills, it would be appreciated.

Looking forward to gaming with all of you!


Mitch Thalas A.K.A. (in work)

STR 16 +3
DEX 20 +5/+9
CON 12 +1
INT 12 +1
WIS 20 +5
CHA 12 +1

AC 10+9

Saves...Fort +1, Refl +9, Will +5, Dmg +9

Weapon-Staff-Lvl +4, Atk +7, Dmg +7
Power Stunt-Xtra weapon-ranged, Dmg +4

Feats: Evasion, Attack Finesse, Improved Trip

Skills w/pts:

Powers: Super Dex +4, Clairvoyance+Mind Reading+Combat Awareness +4(? I don't know point costs for this)

16-yr old orphan, Father(elven) & Mother(human) killed in possible racial dispute (no one really knows) 4 yrs ago...Father ran martial arts dojo, Mitch standing out front when building exploded...lost his eyes in explosion, now relies on psychic sight(developed latent psychic ability shortly after accident), combat training received from father...wears blue scarf pirate-style over head & scarred eye sockets...now lives with grocer "Uncle Tom" across the street from ruined dojo.

He's a quiet kid, about 5'9", with pure white hair pulled in a rat's tail below the scarf. He's slightly jaded about life because of the last 4 years, and because of the things he's learned from the thoughts of others, but still has a soft spot for those close to him. Part of his skills come from the pain he was able to funnel into his determination & a need to protect those close to him. He does his best to avoid confrontation unless his psi powers persuade him that it is better for those involved(or just necessary). His walking wink staff and scarf allow him to slip unnoticed through places he would normally stand out.
Fiver rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Jan 21, 2007 4:34 am


Messy. o.o You know, when your sheet is forum-based there's no need to fit it into any given space vertically. I've seen some for higher-level D&D characters that were two or three times as long as the screen.

Anyway, I kinda figured his psionics should be 4/rank, but I'm not sure.

I am also rolling a d3 and not telling you why.

Fiver


Alex Bradley

PostPosted: Sun Jan 21, 2007 8:20 am


ZarJa
1. Are the skills 1 for 3, if so that would free up some points
2. I put my Deflection and super-Dex together and got a 10 cost per rank total
3. Can I take lifting as a feat 4 times so I can take out super-Str
4. And one more thing can I add super-Will to my Deflection. Makeing it a Deflection + 7 extras + super-dex + super-will = 11 cost. By sure force of will she can push objects away, but she has to be quick to react cause she has to move with the attack to deflect it.
PostPosted: Mon Jan 22, 2007 11:57 am


Or just make Super Lifting its own independant 2/rank power. <.< Because it doesn't make a whole lot of sense as a feat.

For that matter, if your deflection isn't physical, what do you need the insane carrying capacity for?

And Ta_veren, you're right: Violence is not the answer.

Violence is the question.

Yes is the answer.

Fiver


Alex Bradley

PostPosted: Wed Jan 24, 2007 4:48 pm


The book says that you can only deflect up to your max lifting, but the nature of the deflect doesn't really matter. I don't make the rules I just follow them.
PostPosted: Fri Jan 26, 2007 6:32 am


Really? >.> That's interesting, though it kind of makes sense.

Fiver


Tiger_Paladin
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PostPosted: Wed Jan 31, 2007 11:33 am


@Alex:
1) Skills are 1 for 1. Sorry. ^ ^;

2) Alright.

3) O.o Hmm...Sure, it makes sense. What do you think, Fiver?
PostPosted: Wed Jan 31, 2007 12:26 pm


I already gave my input on the super lifting thing. <.<

1 for 1 for skills? o.O Seriously... way too expensive. It's ridiculous, and the only reason it's that way is that usually M&M characters aren't expected to have a lot of them.

Fiver


Tiger_Paladin
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PostPosted: Sat Feb 03, 2007 12:53 am


I know, but that's what the book says. >.> I think. That's what I read, last. Besides, with things like super strength and super dexterity, you don't really need a lot of ranks in skills anyway, unless you're specifically good at one particular skill.
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Roleplaying - It's play time!

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