Archive of the old official Mutants & Masterminds boards. See http://roninarmy.com/
by Macguffin » Sun Oct 14, 2012 12:46 pm
Well, in a general mechanical sense you have got to get back to the caps, and I would discard the array. I would also discard sleight of hand, because it makes no sense for the character. Having some degree of Agility and fighting, at least a point or two, might work better than buying up the dependent traits. Also, while high will is nice, it is a mark of the corps more than Scott.
The original Alan Scott was a train engineer, and I would suggest returning to that concept. Since England is using the mix of magic and tech, you could give him a passable knowledge of both (without pushing into Brunel or Blackstone's niche) and the Improvised Tools feat makes more sense in that field as well.
The other thing about the Alan Scott Lantern is that he either re-forged or discovered the lantern, he did not make it. While on the surface this may seem to rob him of an act of creation, it also opens up his background to include a bit of mystery, old enemies, power grabbing secret societies, and a reason to keep the darn thing secret.
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