[2e] Paragons of the New World (recruiting)

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Re: [2e] Paragons of the New World (recruiting)

Postby Neo-Paladin » Fri Apr 18, 2014 9:10 am

The problem is, as many folks already know, I have trouble when it comes to doing the number crunching - hence why most of my builds are fairly straightforward - and now switching between 2 systems, allocating pp costs, shifting costs....the idea of that alone makes my brain shut down :(

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Re: [2e] Paragons of the New World (recruiting)

Postby Weyrd » Fri Apr 18, 2014 9:46 am

So if you did a straight transfer over, i.e. all your abilities score translate into you ability modifiers, you are WAY over points. So first thing you might want to do is trim down on those ability scores. You start at base 10 and add one point per pp spent. Every 2 points increases you modifier (which is why the stats are usually even numbers). Your constitution is increase by +1 per rank for the impervious modifier.

Impervious works differently in 2e (explain in the powers section of you character.) Many GMs have different house rules for 2e impervious, so you may want to ask Moira how she wants to handle it.

Most of the other stuff transferred okay. You may want to bring up that attack score some with some feats (attack specialization for specific attacks, attach focus for melee or ranged) as Dex does not contribute to it and Fighting stat is not in 2e. I set the defense score at what you had Parry and Dodge at as it functions as both of those scores in 2e.

The stun effect in your powers is a little more expensive in 2e (2pp per for a touch level effect.) But the decrease in cost on the impervious protection caused you to only have a slight increase.

Renamed the skills and corrected the cost as you get 4 skill points per pp in 2e.

Let me know if you have any questions.

Paladin

180 PP, PL 12

Abilities = 124pp
STR: 38 (+14)
DEX:14 (+2)
CON: 30 (+10, Impervious)
INT: 14 (+2)
WIS: 18 (+4)
CHA: 20 (+5)

Combat: 38pp
Attack: 6
Defense: 6?
Tough: 16 (Impervious)
Fort: 12 (2pp)
Reflex: 6 (4pp)
Will: 12 (8pp)


Skills (4pp)
Knowledge (History): +8(+10)
Sense Motive: +4(+8)
Diplomacy:+4(+9)


Advantages (8pp)
Attractive 2, Fearless, Power Attack, Takedown 2, Improved Initiative 2


Powers (68pp)

Sword of the Heavens(Array)
STR-based Damage 2 (Holy) (1pp per), Linked to Stun 14 (2pp per)(Resisted by Will, Dazed, Stunned, Unconscious) = 2+ 28pp = 30
AE - Holy Smite: Blast 8 (Holy) (2pp per)= 1 PP (Could have it much higher if you want)
AE - Light of Penitence: Perception-Ranged Stun 5 (could be 6) (Dazed, Stunned, Unconscious, Resisted by Will) (Selective) (5pp per) = 1 PP (the target's past transgressions haunt him)

Angelic Wings: Flight 12 (Wings) =12 PP

Armor of Faith: (21pp)
Protection 6, Impervious (in 2e, Impervious is a +1 per rank modifier and any damage modifier under half your toughness rank doesn’t damage you, may want to consider how you want to use this effect,). both Noticeable (glow) (is the protection permanent or sustained/continuous?, i.e. are you always glowing or do you turn it on?),
Immunity 9 (Life Support)


Oneness: Senses: Divine Awareness, Low-Light Vision, Danger Sense = 3 PP



124+38+4+8+68 =242 PP

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Re: [2e] Paragons of the New World (recruiting)

Postby Neo-Paladin » Fri Apr 18, 2014 10:05 am

Okay...I give up. I have no idea where to shave off points without making the character far less powerful than he should be. I do not even know the 2e rules. And how would I be supposed to create a character with superhuman strength and toughness without going over points?

Thanks for the effort, but this is a bit too overwhelming. :(

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Re: [2e] Paragons of the New World (recruiting)

Postby Illusionista » Fri Apr 18, 2014 10:15 am

I don't know where you got 124 abilities.

Totals 74+4+12+87+14+16=207

Abilities 28+4+20+4+8+10=74
Str 38 (+14)
Dex 14 (+2)
Con 30 (+10)
Int 14 (+2)
Wis 18 (+4)
Cha 20 (+5)

Skills 1+2+1=4
Bluff 0 (+5, +13 With Attractive)
Diplomacy 4 (+9, +17 with Attractive)
Knowledge (history) 8 (+10)
Sense Motive 4 (+8)

Feats 12
Attack Focus (melee) 4
Attractive 2
Fearless
Improved Initiative 2
Power Attack
Takedown Attack 2

Powers 33+24+27+3=87

Sword of The Heavens
Damage 2 (Extras: Linked, Feats: Mighty) and Stun 14 (Extras: Linked)
Damage 8 (Extras: Range [Ranged])
Stun 5 (Extras: Alternate Save [Will], Range 2 [Perception])

Flight 12 (50k MPH, 500k feet a round)

Armor of Faith
Protection 6 (Drawbacks: Noticeable)
Impervious Toughness 13 (Drawbacks: Noticeable)
Immunity 10 (disease, poison, environmental conditions, suffocation [all], starvation/thirst)

Super-Senses (Divine Awareness, Low-Light Vision, Danger Sense)

Saves 2+4+8=14
Toughness +16 (10 Con, 6 Protection; 13 Impervious)
Fortitude +12 (10 Con, 2 base)
Reflex +6 (2 Dex, 4 Base)
Will +12 (4 Wis, 8 base)

Combat 4+12=16
Attack +6 melee, +2 range
Defense +6 (+3 flat-footed)
Grapple +20
Knockback -14
Initiative +10
Last edited by Illusionista on Fri Apr 18, 2014 10:30 am, edited 1 time in total.
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Re: [2e] Paragons of the New World (recruiting)

Postby digitalangel » Fri Apr 18, 2014 10:16 am

Weyrd wrote:Armor of Faith: (21pp)
Protection 6, Impervious (in 2e, Impervious is a +1 per rank modifier and any damage modifier under half your toughness rank doesn’t damage you, may want to consider how you want to use this effect,).
124+38+4+8+68 =242 PP


You are a little off on 2E Impervious, what you described is how it works in 3E. From the 2E book
Impervious (+1): Your Protection stops some damage completely. If an attack has a damage bonus less than your Protection rank, it inflicts no damage (you automatically succeed on your Toughness saving throw). Penetrating damage (see page 112) ignores this modifier; you must save against it normally. This modifier can also be applied to the Toughness save bonus from Constitution (costing 1 point per +1 save bonus made Impervious).


In 2E Impervious 16 (since that is what the sheet looks like) means that for any attack of damage 16 or lower there is no roll at all, you automatically succeed. Even if an attack or 17 or higher hits he would still have d20 + 16 to try to make the DC with. In a PL12 game with +/-5 tradeoffs a 16 impervious toughness is almost impossible to even bruise without team attacks or penetrating.

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Re: [2e] Paragons of the New World (recruiting)

Postby Illusionista » Fri Apr 18, 2014 10:35 am

By the way, since everyone is pitching Powerhouses, I'm gonna go the psychic route ;)
"Everyone sees what you appear to be, few experience what you really are."
- Niccolò Machiavelli

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Re: [2e] Paragons of the New World (recruiting)

Postby Weyrd » Fri Apr 18, 2014 10:44 am

You are a little off on 2E Impervious, what you described is how it works in 3E. From the 2E book


Huh, must have gotten wires crossed. Remember reading up on it before posting that, but must have "reverted" when trying to remember what I'd just read. Oops.

I don't know where you got 124 abilities.


I got 124 abilities from doing math in my head, which I should obviously never do again :oops:

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Re: [2e] Paragons of the New World (recruiting)

Postby Neo-Paladin » Fri Apr 18, 2014 11:17 am

Yeah, still, I have no idea how to build the character in 2e since a straight conversion does not appear to work ( I am still 27 pp over limit), I have no knowledge of 2e rules besides from what I have seen so far, which is that building a superhuman character is much more difficult attribute-wise :(

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Re: [2e] Paragons of the New World (recruiting)

Postby FuzzyBoots » Fri Apr 18, 2014 11:54 am

digitalangel wrote:In 2E Impervious 16 (since that is what the sheet looks like) means that for any attack of damage 16 or lower there is no roll at all, you automatically succeed. Even if an attack or 17 or higher hits he would still have d20 + 16 to try to make the DC with. In a PL12 game with +/-5 tradeoffs a 16 impervious toughness is almost impossible to even bruise without team attacks or penetrating.

Close. 2E Impervious sets the minimum rank that you have to save at. So Impervious 16 doesn't roll a save for +15 damage bonus or less.

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Re: [2e] Paragons of the New World (recruiting)

Postby Omnipotent Being » Fri Apr 18, 2014 1:40 pm

jemal wrote:Smokin Hot: Emotion Control 3 (Will, Permanent +0, Area: Perception(Visual) +1/rank, Close range -1/rank, Limited: Love -1/rank, Limited: Those attracted to females -1/rank, Limited: Helpful -1/rank, Innate): 1/3 ranks +1 = 2pp
jemal wrote:Smokin hot : Essentially anybody who sees her has to make an easy will save (DC 13) or like her.. Failure = Friendly, Failure by 5 = Helpful. If they want to make a reflex save to avert their eyes from her awesome hotness, they can do so.
This is just an amusing power I wanted to play with something 'beyond' the attractive feat.
I really really like this, but here's something you should think about:. Unless it's reaction, you're going to have to spend a standard action to activate it every time. Also, permanent shouldn't be on attack powers, Continuous, maybe, but not Permanent. Here's a suggestion.

Emotion Control (Extras: Action 3 [Reaction], Areas [Perception (visual)]; Flaws: Limited [Attracted to females], Limited [Love], Limited [Helpful], Range 2 [Touch]; Feats: Innate)

This is 1pp a rank plus 1 for innate.

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Re: [2e] Paragons of the New World (recruiting)

Postby Sakuro » Fri Apr 18, 2014 2:41 pm

Citizen Zero here is a super-sense focused character. Even his fighting is influenced by his senses. Part technique, part "weakness detection" he's able to pick up anything and turn it into a lethal weapon: hitting where it hurts most. Synesthesia was taken from the 3e sensory power supplement. With it he is able to see sounds, taste colors, and so on blending his senses.


Sakuro wrote:Citizen Zero (Andrew Quest)


Image

Alias: Citizen Zero
Real Name: Andrew Quest
Age: 28 yr.
Height: 6'
Weight: 195 lb.
Gender: Male
Eye Color: Grey
Hair Color: Black
Relatives: Oliver Quest (father, deceased), Maria Quest (mother, deceased)
Race: Human (Paragon)
Legal Status: US citizen with no criminal record
Occuptaion: Student, Adventurer
Affiliation: None.


PL: 12 PP: 181

ABILITIES: STR 18 CON 20 DEX 18 INT 18 WIS 18(26) CHA 16

SAVES: Tough +5(+12) Fort +8(+12) Ref +8(+12) Will +8(+12)

COMBAT:
Initiative +12
Defense +12
Base Attack +12, Dmg DC 27 Tough.

SKILLS: Acrobatics 7(+15), Bluff 3(+6), Climb 4(+8), Computers 1(+5), Diplomacy 4(+7), Knowledge [Art] 1(+5), Knowledge [Behavioral Sciences] 1(+5), Knowledge [Buisness] 1(+5), Knowledge [Civics] 1(+5), Knowledge [Current Events] 1(+5), Knowledge [Earth Science] 1(+5), Knowledge [History] 1(+5), Knowledge [Life Sciences] 1(+5), Knowledge [Physical Sciences] 1(+5), Knowledge [Tactics] 1(+5), Knowledge [Technology] 1(+5), Knowledge [Theology and Philosophy] 1(+5), Notice 4(+20), Search 4(+20), Sense Motive 4(+20), Survival 1(+9)

FEATS: Acrobatic Bluff, Benefit [Status], Evasion 1, Improved Disarm 1, Improved Initiative 2, Instant Up, Power Attack, Redirect, Skill Mastery 1 [Acrobatics, Notice, Search, Sense Motive], Takedown 2

ENHANCED FEATS Assessment, Defensive Roll 4, Tough 3, Tracking, Uncanny Dodge

POWERS:
HEIGHTENED AWARENESS
Enhanced Wisedom 8 * 8 PP
Super-Senses 1 [Danger Sense (Hearing)] * 1 PP
Enhanced Feats 2 [Assessment, Tracking, Uncanny Dodge] * 3 PP
Quickness 10 [Limited to "Senses" (-1/r)] * 5 PP
Enhanced Will 4 * 4 PP
Enhanced Skills 28 [Notice +8, Search +12, Sense Motive +8] * 7 PP

HEIGHTENED SENSES
"Synesthesia", Feature 2 [Variable Descriptor 2 (Senses) * 2 PP
"Hearing", Super-Senses 6 [Accurate (2 pp), Analytical (1 pp), Extended 3 (3 pp)] * 6 PP
"Sight", Super-Senses 6 [Analytical (1 pp),Extended 3 (3 pp) ; Microscopic Vision "Cell Sized" (2 pp)] * 6 PP
"Touch", Super-Senses 1 [Analytical (1 pp)] * 1 PP
"Taste", Super-Senses 2 [Acute (1 pp),Analytical (1 pp)] * 2 PP
"Scent", Super-Senses 6 [Accurate (2 pp), Acute (1 pp), Extended 3 (3 pp)] * 6

BRUTAL COMBAT STYLE
Enhanced Strength 16 [Limited to "Damage" (-1/r)] * 8 PP
Enhanced Feats 7 [Defensive Roll 4, Tough 3] * 7 PP
Enhanced Fortitude 4 * 4 PP
Enhanced Reflexes 4 * 4 PP
Enhanced Skill 4 [Acrobatics +4] * 1 PP

EQUIPMENT:


DRAWBACKS:


COMPLICATIONS:
Trust Fund/Family Estate - Andrew doesn't work. Instead he lives off his family estate, which is handled by lawyers. His education is paid for, and he gets enough to live on comfortably, but doesn't have any control of Quest Corp. With the emergence of his powers, Andrew has suddenly developed a desire to reclaim his family legacy.

Motivation: Thrills/Responsibility - Andrew isn't motivated to do good things because he's self-less. He finds saving the world fun and exciting. Even though it hurts. Sure, he takes it serious, and he wants to help people. But if he wasn't having fun, he wouldn't be doing it. At least that's how it started and what he tells himself. In truth, until now he was aimless and without purpose. It feels like what he should be doing. As if he's finally found himself.

Secret: Identity - Andrew doesn't wear a mask because it is stylish.It would generally be a bad thing if people found out Andrew was Citizen Zero. Aside from the bad press, he's fought evil Gods for a month now. The last thing he needs is people like that knowing where he sleeps.

Globe Trotter: Relationships - Andrew has traveled the world a great deal. He's made many friends, rivals, and some enemies too. You could throw a dart a map of the world and he'd likely be able to name someone he knows that lives there, and tell you a few stories to go along with the names.


Abilities 28 + SKills 11 + Feats 12 + Powers 75 + Combat 48 + Saves 7 - Drawbacks 00 = 181/181


BACKGROUND:
Andrew was born into east coast money. The Quest family was famous too, and had it's fingers in many a political pie too. The day he was born he became his parent pride and joy. As a child he showed amazing promise. It was no exaggeration to say he could have been anything he wanted to be. He was smart, athletic, charming. There was nothing he couldn't have achieved with guidance. As he grew he was groomed to take over the family business. He was the future.

But as is often the case with exceptional people, finding something challenging enough to hold their interest is difficult. It wasn't long before the plethora of Olympic trainers, the martial arts instructors, and hordes of academic tutors ceased to hold Andrew's focus. He moved from one to another and kept going. After high school Andrew continued his education, but it wasn't his focus. He moved out of his family mansions and started traveling the world looking for adventure.

While he was away Andrew's parents died in a vehicular accident. He mourned and he moved on. At the time he had no real interest in his family's business so he didn't fight it when he found out that he'd only be inheriting a trust fund set aside for him while Quest Corp's board of directors too control of the company. Nothing really changed his way of life, so Andrew kept right on living it the way he had been. But that wasn't going to last.

When the world changed, Andrew was mountain climbing in South America. If perception is reality, then reality was forever altered for Andrew. He nearly fell off the mountain when it happened. The outing was cut short and after a visit to the doctor suggesting nothing was wrong with him, Andrew isolated himself in a country cabin while he adjusted to the new way he perceived the world. It was startling how much his senses effected everything. But he wouldn't let it turn him into a recluse.

Soon he was out in public again. As fate would have it, empowered beings seemed to be everywhere he went. Hostile ones. The first time he fought one it was spontaneous. A rampage. The taxi he was riding in was picked up by a brutishly big man and was going to be throw at a building when Andrew daringly intervened. He didn't know how it would end, but he knew he was in immediate danger and running wasn't going to help anything. Andrew saw/felt/heard/tasted/smelled so many things about the man it came as instinct drilled in by martial training over the years when he struck out with brutal precision crippling the antagonist.

Shocked, Andrew fled the scene and took some time to evaluate what had just happened. Never before had be been so excited. So alive. He had to do it again, and he did. Andrew retuned his training regime to account for his new awareness. He dawned a masked body suit and monitored Paragon activity across the globe. Using his trust fund be traveled to the hot spots and while he fought back the darkness he encountered others who for their own reason were undertaking the same task ....
Last edited by Sakuro on Wed Apr 23, 2014 4:45 pm, edited 2 times in total.
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Re: [2e] Paragons of the New World (recruiting)

Postby Omnipotent Being » Fri Apr 18, 2014 3:28 pm

Image

Robin Rivera
Age: 21 (November 1992)
Height: 1.7m
Weight: 58kg
Hair: Black
Eyes: Purple

Alternate Identity: Mindfreak
Status: Paragon
Years Active: March 2014 - present
Powers: Telepathic Psychic
Classification: Not A Threat

Robin was born the accident of two equally rich twits after a drunken night of passion. Her parents didn't see her much as anything but a writeoff and a money sink, so it equalled out. They didn't totally despise her and took care of her as well as they could. But Robin knew she was more of a chore to her parents than a child.

Robin kept out of their hair as much as she could in her formative years. Only asking for a handout every once in a while. She kept to her friends more often than naught. Even then she didn't feel like she was part of their lives. She felt like a tagalong to their adventures, supplying the needed cash to have a good time. Robin always felt the need to show off in that regard. She wanted to impress her friends with bigger and better things. The more extravagant, the more she thought they'd actually like her. In the end it really didn't help her depression.

She had two friends that she could always count on, mainly because their parents were in her patent's tax bracket. Danielle was always trying to motivate Robin to do better and aim higher, to not be someone else's lackey. Andrew and Robin were always up with a scheme, the two would play off of each other's imaginative ideas and skim by trouble just barely. Danielle and Andrew. Though eventually she lost bost of them to time. Andrew set off to travel when she was eleven (and he was eighteen). Danielle just left and cut everyone off for some reason when Robin was fourteen (and Danielle was seventeen)

Robin kept in touch with Andrew, she even travelled with him a bit during the early years, which feuled her thirst for traveling on her own. When she was sixteen she started travelling by herself. She felt free by herself. Like she was no one's sidekick. Like she was in control. Like she was... lonely. It was damned if she did and damned if she didn't. Robin filled these lonely spots with vices as she traveled. The stranger and more exotic, the better

It was in one of these benders that Robin found Danielle again. The two hooked up and made up for lost time. Danielle pulled her up again. Like a ray of dark sunshine, Danielle taught her how to handle herself out in the world. Eventually some of Danielle's optimism rubbed off on Robin, making the poor little rich girl feel better. She's hooked up with Andrew and Danielle over the past few years and had the greatest time with both, but she could never bring herself to believe that she was the more than just a puppet.

Cut to the morning of March 15th. The sun's rays empowered everyone. And Robin had the ability to CONTROL OTHERS. Whatever she thought, any would do. THe power was intoxicating. And she would be remiss to say she didn't use it selfishly herself, at least for a while. Then she saw the chaos around the world happening. She thought about contacting others, but then her mind flipped on her, she would solve this god problem herself. She didn't need anyone else... That was until she ran into her first mindless brute. Luckily, she was assissted by others who could handle it. It was at that time that she felt humbled. She wasn't a sidekick, she was a part of a greater whole. She was a Paragon.

Str 10 (+0)
Dex 18 (+4)
Con 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 18 (+4)

Toughness 4/7 (4 con, 3 defensive roll)
Fortitude 6 (4 con, 2 save)
Reflex 10 (4 dex, 6 save)
Will 10 (4 wis, 6 save)

Attack 0
Defense 17 (15 defense, 2 dodge focus)
Grapple 0
Initiative 4
Knockback -3 (-2 flat-footed)

Bluff 16 (+20)
Concentration 16 (+20)
Diplomacy 16 (+20)
Gather Information 16 (+20)
Language 4 (Arabic, English, French, Portuguese, Spanish)
Notice 16 (+20)
Sense Motive 16 (+20)

Attack Specialization (Thought Control) 6
Connected
Contacts
Defensive Roll 3
Distract (Bluff)
Dodge Focus 2
Inspire 5
Leadership
Precise Shot 2
Redirect
Setup
Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive)
Taunt
Well-Informed

Thought Control
  • Mind Control 12 (Extras: Conscious, Duration [Sustained]; Flaws: Range [Ranged]) "ASSUMING DIRECT CONTROL"
  • Communication 9 (anywhere on Earth; Extras: Area, Linked, Two Way; Feats: Selective) and Comprehend 3 (understand all languages, you're understood; Extras: Linked) "Let's Think At Each Other"
  • Damage 12 (Extras: Alternate Save [Will], Range [Ranged]) "Hurt Yourself"
  • Emotion Control 12 (Flaws: Range [Ranged]) or Confuse 12 "Give Into Your Feels"
  • Fatigue 12 (Extras: Alternate Save [Will], Range [Ranged]) "Go To Sleep"
  • Mind Reading 12 (Extras: Action [Move/Standard], Duration [Sustained], Sensory Link; Flaws: Range [Ranged]) "Penny For Your Thoughts"
  • Nauseate 12 (Extras: Alternate Save [Will], Range [Ranged]) "Remember Sickness"
  • Paralyze 12 (Extras: Range [Ranged]) "Remember Joy"
  • Stun 12 (Extras: Alternate Save [Will], Range [Ranged]) "Remember Pain"
  • Suffocate 12 (Extras: Alternate Save [Will], Range [Ranged]) "Stop Breathing"

Super-Senses 7 (Mental [accurate, acute, radius, ranged; danger sense, uncanny dodge])

32+25+27+52+30+14=180
Last edited by Omnipotent Being on Sat Apr 26, 2014 5:55 pm, edited 4 times in total.

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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Fri Apr 18, 2014 3:45 pm

digitalangel wrote:In 2E Impervious 16 (since that is what the sheet looks like) means that for any attack of damage 16 or lower there is no roll at all, you automatically succeed. Even if an attack or 17 or higher hits he would still have d20 + 16 to try to make the DC with. In a PL12 game with +/-5 tradeoffs a 16 impervious toughness is almost impossible to even bruise without team attacks or penetrating.

Power Attack & Crits work too.

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Re: [2e] Paragons of the New World (recruiting)

Postby Corrigon » Sat Apr 19, 2014 6:37 am

Does anybody have any suggestions how I might improve my character?

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Re: [2e] Paragons of the New World (recruiting)

Postby Mark Reuter » Sat Apr 19, 2014 11:34 am

Corrigon wrote:Does anybody have any suggestions how I might improve my character?


It would help if you would put the costs down of skills, powers, abilities, etc.


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