Archive of the old official Mutants & Masterminds boards. See http://roninarmy.com/
JDRook wrote:Looks like we've both been gone a few weeks. Just gives me time to catch up!
JDRook wrote:Phantom Rider - Intangibility is a bit tricky. PR and Banshee have the same Reaction Insub effect but Banshee has Affects Corporeal on Strength while PR does not. Regardless of how you interpret Reaction Insub as a defense interacting with the ability to inflict damage, both characters should probably be the same in terms of having StrAC or not.
JDRook wrote:The Spectral Six-Shooters don't have enough bonus. I get +4 for Affliction (DEX 1 + Ranged Attack 1 + RC:Guns 2) and +6 for Damage (all that + Acc 1). You definitely have room to put Acc 4 on the Affliction array slot, but any way you slice it bumping up Damage is going to cost you points.
JDRook wrote:As a side note on "ghost bullets": Crimson Avenger II in the DCA H&V books has her mystic never-missing guns as Perc Range Damage with Alternate Resistance Fortitude. Obviously PR doesn't need the Perc, but Fort-Resisting bullets could be a more fitting way for him to overcome Impervious for the same cost as full-rank Penetrating.
JDRook wrote:All of Banshee's STR is from Growth, so Abilities total is actually -18 and you have 8 points leftover.
JDRook wrote:Photon - it's difficult to tell with calculating the Absent Abilities, but I keep getting 60, not 58, for the Energy Form, putting her 2p over.
JDRook wrote:Power Man - Fort/Will is at 12/9 making him PL11.
JDRook wrote:Professor X - LES on Mental Perception; I assume Acute and Radius are both for all of the Mental senses and not just Detect Mutant.
JDRook wrote:I see most of the Telepathy powers are similar to Marvel Girl, which makes sense and lets me copy a lot over. You upgraded Mental Paralysis and Mind Control from Cumulative to Progressive, which is a little weird but definitely makes Xavier more powerful without increasing ranks and breaking PL.
JDRook wrote:Mental Paralysis is no longer Reversible, though, but adding another point would push your array size to 52.
JDRook wrote:I get 22ep total for the Mansion: 3 for Huge, 2 for Tough 10, 1 for Cerebro and 16 Features.
JDRook wrote:Psylocke - Telepathic Combatant should be 10p total, not 5.
Telepathic Communication needs Comprehend 3 (doesn't change array cost).
Defenses total is 11, not 8, so altogether she's 8p over. Ouch.
JDRook wrote:Punisher - the Van is 8ep: 5 for Speed, 2 for Huge, 1 for Str 9, which pushes the Equipment total to 61ep. Not your fault, since that's the exact numbers they use for the Truck in the book and they got it wrong.
JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.
JDRook wrote:Also, with the slightly larger Telepathy Array, you might want to bump up some of your other slots that are no longer completely full. Control Psionics should definitely have Subtle so it's only visible to Mental Awareness. Mind Probe could have Precise on it so Xavier can go through people's minds while not peaking at their private stuff (I seem to recall another animated Spiderman where Prof X said he read Parker's mind but avoided discovering his secret identity). Mind Control could . . . just stay the same; you certainly don't need to max all the slots.
JDRook wrote:Psylocke - no adjustments, but that Telepathic Tracking is worth mentioning. With her Detect Minds and all the add-ons and the Perception skill boost, she could basically locate and track a specific mind 35 miles away with about the same difficulty as a normal person following someone 10 feet in front of them.* Fortunately she can't actually target anything through that sense since it's an AE, so she can't read or control or blast a target's mind without getting close enough to see them. I guess she could still attempt Telepathic Communication with the target if she wanted to talk, but they could just ignore her.
*As a GM, I'd be tempted to use crowds as Mental Cover and possibly figure out guidelines for "Mental Stealth" to keep it interesting for a PC with tracking like that.
legend wrote:JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.
I am not getting the same number. What's the breakdown?
JDRook wrote:legend wrote:JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.
I am not getting the same number. What's the breakdown?
Enhanced Mental Sense:
Enhanced Skill 4 (Perception +8), Limited to Mental Sense - 2p
Astral Awareness - 1p
Mental Awareness - 1p
Ranged Detect Mutant - 2p
Acute (all Mental senses) - 2p
Extended 2 - 2p
Radius (all Mental senses) - 2p
I get 12. Don't know where you're getting that last point.
JDRook wrote:Quicksilver - I wonder if Blur could apply to other senses. There's room to use All Senses, and at first blush it should work conceptually, especially since it's only a -2.
JDRook wrote:LES on Break Grapple
JDRook wrote:Flurry should probably just be Strength-based Damage with Acc and 4 ranks of Multi to keep it simple.
JDRook wrote:Running on Water/Walls/Jump are all thematically similar and cheap enough to put in one array slot and save you 2p.
JDRook wrote:Red Wolf - Advantages total is 22, not 19, so you're 3p over.
JDRook wrote:Rhino - Str 12 includes the +1 Str from the Suit, which was a little confusing but not a huge problem
Linked to Strength Damage for the Charge seems a little iffy since technically that would make it the only way he could do Strength Damage at all. Since it is the Rhino's go-to move and he's likely going to be a NPC I wouldn't make too big a deal out of it, although I probably wouldn't let a PC use that build.
JDRook wrote:Rogue - Power Absorption as written only costs 84p, so you have 1p leftover.
That said, there's room for debate over whether Sense-Dependent (Touch) and Side Effect (Complication) should be able to do triple-duty in a Linked power and provide a total discount of about 70p. I'd be inclined to remove them from Mind Reading and Variable, drop the Affliction and MR to rank 12 and the Variable to rank 6, and add another +2 to CC:Unarmed to get it to caps. Still, that's a pretty solid Complication with a player potentially losing control and not even getting a hero point.
Users browsing this forum: Yahoo [Bot] and 5 guests