Re: Global Guardians: My Audit Experience
Okay, here's the complete audit of the character I'll be playing in the Z Optima campaign (soon, I hope). As emailed to me by Worldmaker, which my comments added.
I deliberately chose the lesser of two possible limitation values for just this reason--I'd rather spend more points than necessary than fewer, and get them back after the audit.
As per the House rules regarding the Linked limitation, the "Grappling With a Ghost II" power is illegally constructed. In addition, it is illegally constructed by the rules regarding multiple powers in a single Framework slot. The powers have thus been separated and removed from the Framework.
Well, darn. He's right. I missed that. I can't legally link those two powers. I'd rather have been given the option to revise the MP slot somehow, rather than have them simply moved out of the MP entirely, but that wasn't an option. Or rather, maybe if I'd suggested it, but as Worldmaker can be touchy sometimes and I frankly didn't care that much, I left it alone.
Another error on my part. I'd intended to include that but didn't.
I didn't know the optional rule making languages outside the character's native "box" cost more was in use. I don't recall seeing it written anywhere on the website, but I might have missed it.
The GM of the campaign and I had discussed this in email, and agreed that just because I knew someone in every town didn't mean I'd know anyone _helpful_. It was just color for a well-traveled, outgoing character. So I figured this was okay. Apparently not, but since it _was_ just color, having it disallowed wasn't a big deal.
I was a little disappointed that this didn't pass, but not surprised. It was an attempt at creating a disad that replicated the tendency of characters like Modesty Blaise to find people in need of rescuing wherever they go.
On the other hand, I wrote up "Trouble Magnet" to be the pulp-style disadvantage I described above and the disad was accepted, so I got what I wanted in the end, and so did the auditors.
Again, disappointed but not surprised. It just seemed so pulp-like.
Another math error on my part.
In the end I added two disadvantages to the character and dropped two HTH Combat Skill Levels and 1 3-maneuver combat skill level and a background skill to balance the character out. Moving the two powers out of the MP and making them stand-alone powers cost 14 points that had to be squeezed out somewhere else. It hurt to lose those combat skill levels, but that was the least painful way to do it. Because, frankly, if my prior experience in the pre-reboot Anchorage Embassy campaign is anything to go by, combat is gonna be the least of my activities.
So, overall impressions?
It was a little over two months from the time this character was initially accepted for a campaign until it was audited, and the campaign still hasn't started yet. It should be soon, though. I spent a lot of time creating characters and submitting them for other campaigns without getting chosen by the GMs, which was frustrating. But when I finally get to play these (two) characters, I think it'll be fun.
I'm also playing in a non-GGU Champions game. Joining that one was MUCH faster. Several turns a week, so far. It has it's own difficulties, though. Background info is much less voluminous, for one thing. Some of the participants write...oddly (bad spelling and erratic punctuation, which can make posts hard to decipher sometimes). Still, we're playing, which is what it's all about.