I want to know if my character is legal according to the rules, I don't care about my DM, I'll worry about that later.
I just ask that you read carefully my post, questions or comments before you post, I, ve seen to many times someone posting without reading the full content of the post he is replying to, thanks.
IN a supers game, my character, when it goes into heroic ID, gains stats, can I just add the increases of the stats as powers and put the OIHID limitations on them and link them together? She is not multiforming or shape changing, or growing, only changing appearance a little, not enough to take morphing powers... she only becomes super heroic instead of just being heroic.
here is the character actually:
Not in heroic identity
s:10 D:10 C:10 B:10 I:20 Eg:10 P:10 Com:20
all derived stats are average for those stats above
she has 35 points in skills, talents and perks.
her powers are:
1)Mutant Powers--, elemental group, does not work in water (as in "in the water" no me in the water), 60 APts
-- transfer, persistent, always on 2d6, no end, 17pts, 60 APts
-- Desolidification, no endurance, 60 APts
-- Invisibility to sight, hearing, smell/taste, and radio group, as well as detect, no fringe and 1/2 endurance cost, 24 pts, 60 APts
2)Night vision, Always on, rapid: X10, +1 PER
3) running, +6", +6" (12" total), OIHID
4) Leaping, +12", +12" (18" forward, 9" upward) OIHID
5) Strength, costs end to activate only, X2 endurance cost, +20 strength OIHID 17pts, 25 APts
6) other stats, OIHID, +20 dex, +10 con, +5 body, +5 ego, +20 Pre, +2 spd, all linked with strength, total of 79 pts, 140 APts
7) armor, 15 resistant PD, 5 resistant ED, linked to str, OIHID
8) Power Defense, 20 pts, OIHID, linked to str
9) Weapon--, FOCUS, unbreakable, expendable (extremely difficult to get another), obvious and removeable, 62pts multipower, magical
-- Darkness, 5" radius, sight group, personal immunity, 62 APts, costs 2
-- Illusion, 1" radius, sight group, normal touch and hearing, +/-5 PER, mobile, costs endurance only to activate, difficult to dispel, costs 2pts, 62 APts
-- Flight, 20", positional shift, cost end only to activate. costs 2 pts, 62 APts
-- Weapon Damage, +6d6 HtH damage, affects any form of desolidification, costs 2 pts, 60 APts
she has 125 points of disadvantages that goes with her story and origins.
A question about her weapon, do you take a normal weapon and enchant it or the powers it has is what it does? Like for example, if I say my focus is a staff that does normally 4d6 of normal damage, but I say in my focus' description that is has +6d6 of HtH damage, so does it do 6d6 + str or 10d6 + str?
another question, if I want to use my desolidification as a defense to replace dodges, parries and blocks, is there an advantage I must buy and which one? If I don't need any advantage, how would it work in the game? Lose the next phase? Or lose the next phase only for activating powers? Or use only half a phase? If instead of dodging, blocking or parrying I use my desolidification, what do I basically need to make it so?
Thanks for your help.
Oh yeah, my DM says the character is too strong for the campaign he's running, originally, my character had more disadvantages and 8 of speed, but he said that was too strong. I think if he wanted to make super zeroes he should have limited players to 100 pts in disadvantages instead of 150pts lol. What do you think? Oh yeah, I think it's also because all but one player in his group of players have generic unimaginative character that sucks compared to my character lol. But if he wanted weaker characters, why did he give 350 points to build them anyways? A bit dumb don,t you think? If I would make a game in this system and wouldn't want the super heroes to be too strong I would reduce the amount of disadvantages one could have by 50 for example to have character of 300 points instead of 350. Bad DM, lol.
question on the side, why ain't there any REAL dodges in the game? All you have is a DnD 2nd Ed. "dodge" that make you harder to hit... in my book, and in the normal world, someone that dodges is someone who is being attacked and tries to avoid it, not someone who attacks and must hit the guy who dodges duh. yo ushould remove that OCV and DCV and replace them with real combat skills where the numbers comes from somewhere, OCV and DCV are abstract value that the guy who made the game decided what they should be.
When I want to dodge, I want my character to dodge, not have additional Armour class, because the DCV is basically Armour class in DnD. Would it be possible to see improvement in a future edition? I mean when I use dodge, I want to roll my dodge skill, not add some number to some abstract value that comes from nowhere, and always corss referencing on some chart is long and breaks the intensity of the combat by stretching it, a good old dodge/block/parry skill roll to defend yourself is much better than always cross referencing on a darn table all the time. Abstract values are not really logical.




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