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Post by LakeSide Len on Dec 5, 2013 12:12:03 GMT -5
No way. This is all Nestor's doing. I just included a few bits of art. But it's brilliantly useful when makinga a slew of characters. A tip of the hat right back at you!
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Post by LakeSide Len on Dec 5, 2013 12:09:55 GMT -5
It's totally not game-breaking, so I'd say to go for it.
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Post by LakeSide Len on Dec 5, 2013 12:09:10 GMT -5
In case anyone missed it, Nestor finished his masterpiece. An awesome job!
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Post by LakeSide Len on Nov 22, 2013 0:20:49 GMT -5
PS: WELCOME, JAYSIN1414!
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Post by LakeSide Len on Nov 22, 2013 0:20:04 GMT -5
Anyone can search an area, look for clues, that kind of thing. But when it comes to CSI type technical stuff, that's where Investigation would come into play. In the same manner, anyone can question eye witnesses or threaten someone, but Investigation would probably help when trying to ask questions that trip people up.
That help?
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Post by LakeSide Len on Nov 22, 2013 0:14:14 GMT -5
Heh. Yes it is. Whoops
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Post by LakeSide Len on Nov 16, 2013 17:18:52 GMT -5
Absolutely loving these so far ...
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Post by LakeSide Len on Nov 16, 2013 17:15:18 GMT -5
Whoops!
Okay, the Mastermind is correct. Investigation +4d costs 3 hero dice. The first point just gives you Investigation, and the next 2 each grant you a +2d bonus.
As for the Plant, I assume I overlooked that Plasticity was a strong trait. Ugh. In any case, you could go either way on this:
A) Plant Controller: Lower Plasticity to 6d and lower Might and Toughness by 1d each, or B) Plant Brawler: Lower Telekinesis to 6d.
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Post by LakeSide Len on Nov 14, 2013 15:57:43 GMT -5
Nice! Love the background.
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Post by LakeSide Len on Nov 14, 2013 12:25:11 GMT -5
Thanks for your input! Just to confirm:
1. Yep, pros and cons only affect cost.
2. Yep, because cons affect cost, each con is effectively a free rank (assuing it's not a strong trait), as long as you spend at least 1d on the trait. That's why use did the points in dice. So if you get a -1d con, you know you are getting +1d in that trait.
3. You are correct as to how it works.
4. There are a number of cons whose level is fairly subjective. Considering the light system with a bit more nattaive flavor, we did this intentionally, not just because each game group may view things differently, but also for some leeway on the GM's part.
Thanks!
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Post by LakeSide Len on Nov 13, 2013 18:44:04 GMT -5
Probably -1
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Post by LakeSide Len on Nov 13, 2013 8:56:20 GMT -5
Hiyas, Some quick comments/thoughts: 1. You can have multiple variants, each at 2d. 2. Marksmanship means you need to use a weapon. Item means you need to use a specific weapon. You can't have both. 3. I am not sure I'd be cool with Inhibited applied to 2 separate attacks (because each is fired separately anyway). One of the abilities to which inhibited is applied should be a non-instant effect, like a movement power, or a power like Armor, Invisibility, or Phasing. 4. You get one move and one attack or action per round. Moving is not an action; it's an extra thing you do. I would totally allow inhibited to apply to the Swing Line trait if I were GM. I would never do that as a player, however, because the idea of firing off a few awrrows at the apex of a swing, between line arrows, is way too cool to give up. But I'm all about flash. ) 5. It's going to depend on the group and how fast-and-loose they are with Resolve, but what we discovered in play was that, because heroes pool their Resolve, having a trait that costs Resolve is less crippling than in might sound at first.
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Post by LakeSide Len on Nov 12, 2013 13:51:12 GMT -5
Hi, Adunaphel is right about Variant not really doing the trick for the reason noted above. We'll get back to this is a second. P&P lacks a multipower type framework intentionally. We wanted hero creation to be simple. From our perspective, these all the Multipower type frameworks do is force you to shoe-horn a bunch of powers together to save a few points. That does 2 things we wanted to avoid (1) makes the charactercreation math more complex and (2) gives an advantage to characters whose powers are easier to group together. We wanted to keep the math easy. And we didn't want the character whose powers are closely related (say, flame powers gained when exposed to cosmic radiation in a badly shielded spaceship) to have a mechanical advantage over characters who combine different, unrelated powers (say, a mutant with animal senses and regeneration, who is also a semi-cyborg thanks to his metal skeleton, and who is also a super skilled special ops guy). The multipower framework is more complex, and make the first character a better opion than the second for no good reason. Now, what you may be finding is that standard characetrs are kind of weak. They are "1st level" heroes. That might not get you where you want, so you may want to consider starting out with more hero dice to model certain characters. If you want to give a trait the limitation that it can't be used at the same time as a different trait, you can apply the following con -- Inhibited (can't be used while using traits x, y, or z). The value would depend on how restrictive that ends up being. By applying that con to multiple traits, you can probably save yourself a good number of hero dice. Okay, finally, trick arrows. (Parthian is my guy, so this one's near and dear to my heart.) The long and short is this: if you want to have a lot of powers, you either have to buy them separately, or you have to use Omni Power. Otherwise, it's just not fair to everyone else. Look at that list of traits: Blast (with 2 variants), Darkness, Dazzle, Ensnare, Stun, Swing Line. That's quite a collection, for a very small price. What about something like this? Arrow -- Blast (Marksmanship) --- 5hd AP Arrow -- Variant: Blast 5d (Item, Penetrating) --- 2hd Exp Arrow -- Variant: Blast 6d (Area, Item) --- 2hd Smoke -- Darkness 4d (Charges 6, Item, Ranged) --- 2hd Flash -- Dazzle 6d (Area, Charges 6, Item) --- 4hd Net -- Ensnare (Charges 6, Item) --- 4hd Gas -- Stun 6d (Area, Charges 6, Item) --- 4hd Line -- Swing Line 5d (Item) --- 2hd The total difference is +6 hero dice or Arrow -- Blast (Marksmanship) --- 5hd AP Arrow -- Variant: Blast 5d (Item, Penetrating) --- 2hd Exp Arrow -- Variant: Blast 6d (Area, Item) --- 2hd Line -- Swing Line 5d (Item) --- 2hd Trick Arrows -- Omni Power (Projectiles) 9d (Charges 6, Item) --- 12hd The total difference is +4 hero dice
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Post by LakeSide Len on Nov 12, 2013 11:58:35 GMT -5
Agreed.
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Post by LakeSide Len on Nov 12, 2013 0:49:30 GMT -5
Thoughts: This is a villain, but if you were going for a 36 point character, I think you have a few points left to spend. If this were a hero, my comments would be ... You have 2 weak traits (Charm and Ride). If I were your GM, I'd ask you to pick only one. However, I'd also tell you to drop Strike because your Energy Field trait has the same effect. That would net you 2 hero dice that you could use to raise Energy Field to 5d. Flight 5d is very slow. You may want to boost that. Also: 5d Athletics, 5d Toughness, and no other real physical defense makes Cole somewhat vulnerable. I'd consider finding a way to raise his Athletics, or his Toughness, or -- the most expensive option by far -- his Energy Field and give it the Defensive pro. Otherwise, he's not going to last long in a straight up fight. Consider this: Traits: Athletics: 4d, Blast (Electrical): , Charm: 1d, Command: 4d, Energy Field (Electricity): 5d, Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: , Willpower: 3d, Perks: Lightning Reflexes or Traits: Athletics: , Blast (Electrical): , Charm: 1d, Command: 4d, Energy Field (Electricity): 5d, Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: 4d, Willpower: 3d, Perks: Lightning Reflexes or Traits: Athletics: 4d, Blast (Electrical): , Charm: 1d, Command: 4d, Energy Field (Electricity): 6d (Defensive), Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: 4d, Willpower: 3d, Perks: None
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