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MDSnowman: Tears of Taija Act 5 Updates, Mira

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346

Postby MDSnowman » Thu Dec 14, 2006 2:25 pm

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The Fear

PL:
7 (120pp)

Abilities: STR: 12 (+1) DEX: 22 (+6) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3)

Skills: Acrobatics 12 (+18), Climb 6 (+7), Craft [Chemical] 10 (+11), Intimidate 12 (+15), Knowledge [Tactics] 6 (+7), Knowledge [Technology] 10 (+11), Notice 8 (+11), Sense Motive 6 (+9), Stealth 10 (+16), Survival 8 (+11)

Feats: Acrobatic Bluff, Attack Focus [Ranged] (5), Challenges (2) [Perfect Balance, Forceful Intimidation], Defensive Attack, Dodge Focus (5), Equipment (5), Evasion, Improved Critical [Crossbow] (2), Improved Initiative (2), Inventor, Power Attack, Precise Shot, Sneak Attack

Powers: Device 1 [Specialized Camouflage – Concealment 2 (Visual; Flaw: Blending), Protection 3; 4pp], Leaping 4 (4pp), Super Movement 2 (Wall Crawling; 4pp)

Combat: Attack +4 (+9 Ranged) [Unarmed +1, Crossbow +3, 17-20 Crit] Defense 20 (13 flat-footed) Init +14

Saves: Toughness +4 (4 flat-footed) Fortitude +4 Reflex +11 Will +5

Equipment: Crossbow [+3 Damage; Improved Critical; 7ep], Comm-Link [1ep], Spider Venom [Drain [Dexterity] 5 (Extras: Ranged, Poison, Linked to Crossbow); 15ep], 2 Extra ep

Abilities 30 + Skills 22 (88 Ranks) + Feats 28 + Powers 12 + Combat 18 + Saves 10 – Drawbacks 0 = 120pp

:arrow: Ahh the Fear, or as I like to think of him, Peter Parker’s PL 7 cousin. He’s quick, he climbs, and he can leap, but he doesn’t have too much bite. What really makes him dangerous is the combination of his concealment, and his poison. Normally foes won’t see him coming and he’ll be able to unload several poisoned crossbow bolts into a target thereby slowing them down and giving The Fear an even greater advantage in maneuverability. However he doesn’t have uncanny dodge, so if you can get the drop on him he will go down fast (anyone with a full clip on an assault rifle and a pair of thermal goggles in MGS 3 can attest to this).
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347

Postby MDSnowman » Thu Dec 14, 2006 3:20 pm

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The End

PL:
8 (105pp)

Abilities: STR: 06 (-2) DEX: 14 (+2) CON: 06 (-2) INT: 16 (+3) WIS: 20 (+5) CHA: 10 (+0)

Skills: Handle Animals 12 (+12)*, Knowledge [Tactics] 12 (+15), Notice 13 (+18), Sense Motive 13 (+18)*, Stealth 13 (+15/+20)*, Survival 13 (+18)*

Feats: Animal Empathy, All-Out Attack, Equipment (8), Attack Focus [Ranged] (8), Improved Critical [Sniper Rifles], Minion [Parrot], Power Attack, Precise Shot (2), Skill Mastery [Handle Animals, Sense Motive, Stealth, Survival], Ultimate Effort [Ultimate Aim]

Powers: Device 3 [Specialized Camouflage – Concealment 2 (Vision; Flaws: Only in Wilderness Environment, Blending), Protection 8, Immunity 6 (Fatigue Effects, Starvation); 12pp], Speed 1 (1pp), Super Senses 4 (Extended Vision x3, Mental Link – Parrot; 4pp)

Combat: Attack +3 (+11 Ranged) [Unarmed –2, Mosin Nagant +5 Fatigue; 17-20 Crit] Defense 20 (15 flat-footed) Init +2

Saves: Toughness +6 (6 flat-footed) Fortitude +0 Reflex +2 Will +10

Equipment: Custom Mosin Nagant [Fatigue 5; Extra: Ranged [+1]; Power Feats: Improved Range [2], Improved Critical [2], Improved Aim; 20ep], Flash Bang Grenade [Dazzle 4 (Extra: Burst Area); 16ep], Comm-Link [1ep], Flash Goggles [1ep], Camo [Wilderness; 1ep], 1 extra ep

Drawbacks: Vulnerable [Constitution Checks; Uncommon Occurrence, Moderate Intensity; 2pp]

Abilities 12 + Skills 19 (76 Ranks) + Feats 25 + Powers 17 + Combat 26 + Saves 7 – Drawbacks 2 = 105pp

:arrow: One more MGS 3 character the day. The End is the game’s expert sniper. Unfortunately for him he’s over 100 years old. So he has sub-par endurance, and strength, even his dexterity is hurting a little bit. Fortunately he makes up for it by having camo that keeps invisible in the wilderness, and provides a little extra padding for his toughness save. It also makes him photosynthetic, meaning that he can soak up a little light and becomes immune to any fatigue effects and starvation. Really his best ability is the use of his Mosin Nagant to fire a tranq-needle at a foe and wear them away until they pass out. With his aim he can easily power attack this attack. And if he’s having trouble seeing an enemy he can use his parrot to play spotter and provide an aid action to his notice check. And if anyone gets too close for comfort he tosses a flash bang at them and runs for it (with surprising speed might I add).
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348

Postby MDSnowman » Fri Dec 15, 2006 2:29 pm

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The Fury

PL:
8 (120pp)

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 08 (-1) CHA: 10 (+0)

Skills: Craft [Mechanical] 6 (+6), Intimidate 10 (+10), Knowledge [Tactics] 8 (+8), Knowledge [Technology] 6 (+6), Notice 6 (+5), Pilot 12 (+14), Sense Motive 6 (+5), Survival 6 (+5)

Feats: Attack Focus [Melee] (7), Fearsome Presence (5) [DC 15; 25ft.], Fearless, Improved Overrun, Improved Trip, Move-by Action, Power Attack, Rage (5) [+10 Strength, +5 Fortitude & Will Saves; 10 Rounds], Startle

Powers: Device 9 [Custom Flight Suit – Flight 4 (8pp), Protection 6 (6pp), Strike 8 (Extra: Line Area [+1], Secondary Effect [+1]; 24pp), Immunity 6 (Suffocation –Vacuum, Fire Descriptor; 6pp), Super Senses 1 (Comm-Link; 1pp); 36pp]

Combat: Attack +2 (+9 Melee) [Unarmed +2] Defense 18 (14 flat-footed) Init +2

Saves: Toughness +8 (8 flat-footed) Fortitude +8 Reflex +8 Will +3

Abilities 10 + Skills 15 (60 Ranks) + Feats 23 + Powers 36 + Combat 20 + Saves 16 – Drawbacks 0 = 120pp

:arrow: The Fury was always my favorite member of the Cobra Unit. He was a former astronaut who had a vision in space of the world on fire and since then he’s been a crazed pyromaniac. He walks around in a modified space suit with a rocket pack and flame thrower attached. He uses these to out maneuver and really hurt a foe. In combat he’ll soften a foe up with his fire (not a hard task), but if they get too close for comfort he’ll rage and begin trying to overrun a target.
Last edited by MDSnowman on Fri Dec 15, 2006 6:12 pm, edited 2 times in total.
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349

Postby MDSnowman » Fri Dec 15, 2006 4:00 pm

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The Sorrow

PL:
8 (135pp)

Abilities: STR: 10 (+0) DEX: 10 (+0) CON: -- (+0) INT: 16 (+3) WIS: 22 (+6) CHA: 18 (+4)

Skills: Diplomacy 4 (+8), Intimidate 13 (+17), Knowledge [Arcane Lore] 9 (+12), Notice 6 (+12), Sense Motive 10 (+16), Stealth 10 (+10)

Feats: Attack Specialization [Spirit Assault] (4), Equipment, Fearless, Fearsome Presence (6) [DC 16; 30ft.]

Powers: Astral Form 6 (Extra: Selective [+1]; Flaw: Permanent [-1]; Power Feat: Dimensional [Border Between Life & Death]; 31pp), Comprehend 3 (The Dead; 6pp), Flight 1 (2pp), Super Senses 1 (Detect the Spirits of the Dead; 1pp), Immunity 30 (Fortitude Effects; 30pp)
Blast 8 (Extra: Alternate Save – Will [+1], Affect Corporeal [+1]; Flaw: Only functions in the barrier Between life & death [-1], Full Action [-1]; Dynamic; Dynamic Alternate Power: Summon Minion (Ghosts; Extras: Horde [+1]; Flaws: Limited by Number of People killed by foe [-1], Only functions in the barrier between life & death [-1]; Power Feats: Progression [5]; 19pp)

Combat: Attack +0 (+8 w/ Spirit Assault) [Unarmed +0] Defense 10 (10 flat-footed) Init +0

Saves: Toughness +3 (3 flat-footed) Fortitude +NA Reflex +0 Will +12

Equipment: “Magic” Chalk Board [1ep], Rain Poncho [1ep], Uniform [+3 Toughness; 3ep], Glasses [0ep]

Drawbacks: Disability [Mute in our World; 1pp]

Abilities 16 + Skills 13 (52 Ranks) + Feats 12 + Powers 89 + Combat 0 + Saves 6 – Drawbacks 1 = 135pp.

Ghosts of the Slain
PL:
4 (60pp)
Abilities: STR: 10 (+0) DEX: 10 (+0) CON: -- (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Powers: Immunity 30 (Fortitude Effects; 30pp), Insubstantial 4 (20pp), Strike 4 (Extra: Affects Corporeal [+1]; 8pp)
Combat: Attack +4 [Unarmed +4] Defense 12 (11 flat-footed) Init +0
Saves: Toughness +0 (0 flat-footed) Fortitude +NA Reflex +0 Will +0
Abilities -10 + Skills 0 (Ranks) + Feats 0 + Powers 58 + Combat 12 + Saves 0 – Drawbacks 0 = 60pp


:arrow: The Sorrow is totally unlike most MGS foes. He doesn’t assault a foe directly. Instead he simply waits from the shadows until a foe comes close to death, sometimes even letting his target see him with his selective extra. When they’re hovering between life and death they find themselves in his clutches. There he can summon the souls of those that his foe has slain to wear away at him or her with touch attacks. Once the foe is softened up the Sorrow will unleash his spirit blast, severely hurting anyone that touches it. And since the affects insubstantial feat doesn’t turn up much in the MGS universe you’re not going to be able to hurt him. His only real weakness is that he’s limited to operating with a 20 mile radius of where he died in the jungles outside of Groznyj Grad.
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Postby MDSnowman » Fri Dec 15, 2006 4:22 pm

Phew, okay no more Metal Gear Solid builds... I have officially done almost every major character from the three games. As far as I figure the only other characters I could see statting up are Meryl, Eva, and Major Ocelot. Frankly I'm in no hurry to go there though. Maybe some other time I'll have the steam.

Watch out for build #350, coming soon.
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Postby MDSnowman » Sun Dec 17, 2006 5:59 pm

Design Diary #1: Everybody was Kung Fu fighting.

Welcome to the first of what I hope will become a reoccurring article on this thread. Here I will tell you what’s going on inside of my head, at least as it pertains to character conversion. Our first topic will be how I approach martial artist characters.

If you hadn’t noticed I’m fond of martial artists and weapon masters. Whether we’re talking about Nightwing, Daredevil, Iron Fist, Batman, Richard Dragon, Blade, or Bat Girl I’ll usually be on board drooling like a little fan boy. To that end I thought I’d share a loose hierarchy that I’ve constructed when it comes to such characters.

Level 1: The Brawler
Most comic book heroes fall under this category. They don’t train in a particular combat style, they have a collection of combat related feats that exist solely to back up their physical power. For characters like Colossus or Superman this is wonderful. They can fight, but they’re not going to be mistaken for an elegant martial artist.

Level 2: The Student
These characters have been specifically trained in a combat style. This means that by and large they have the majority of feats listed under a combat style on page 65 of the 2e core book. These styles bring a somewhat unified theory of combat to the character. The feats interact with one another to make the character a much better fighter. Samples of such characters are Killer Croc, Blade, The Question. The Martial Artist Archetype and Weapon Master Archetype both fall under this category.

Level 3: The Master
These are characters for whom martial arts are their bread and butter. These characters will likely have feats from multiple styles, and most importantly in the case of unarmed martial artists they will have ranks in strike to simulate their increased precision in combat. Of the characters I’ve made thus far Only Batman and Black Canary are at this level. However other such characters are at this level when martial artists decide to sacrifice pure accuracy for power. For weapon masters it is harder to tell when they cross the boundary between Student and Master, and ultimately it is a thematic choice informed by their stats. After all, you can’t call yourself a master if you can’t defend yourself.

Level 4: The Legend
This is the pinnacle, and the most exclusive level of martial arts mastery. Such characters transcend everything we know about real life martial artists and take fighting to a whole new level. Such legendary characters are often marked by off the wall training based powers, precognition, regeneration, leaping, super senses, and more. Unarmed martial artists at this level are often represented as having extras on the strike power they received when they reached master status. Appropriate extras include Auto-Fire (for extra damage), Duration – Concentration (for Multiple attacks), Aura (for Counter Punching), and Penetrating (for piercing blows). Unarmed Martial artists of this level include Batgirl (Cassandra Cain), Iron fist, Lady Shiva, and Richard Dragon. Armed masters of this level are less common but include many anime characters like Kenshin Himura.

These levels of mastery exist independently of attack or defense bonus. They exist to convey only the sheer amount of skill the character has in martial arts, not in combat period. As such they’re fluid, Batman can beat someone from level 4 due in fact to the fact he’s got a very high attack and defense bonus. He’s helped further by his wealth of skills something a character of level 4 may or may not have.

Also be creative. If you have a character with a special finishing move, Like Lady Shiva, try to think of a way to emulate it with existing powers and feats. For example if Lady Shiva has Strike 3 (Extra: Auto-Fire [+1]; Power Feat: Mighty) and the Ultimate Effort (Ultimate Aim) feat her finishing move may be to wait until she has a foe stunned, and then using her ultimate aim to strike a foe. The result will be a devastating attack due to the auto-fire extra.
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Postby MDSnowman » Sun Dec 17, 2006 6:02 pm

Design Diary #2: Let’s make a Deal, part 1

One of the most intriguing aspects of Mutants and Masterminds is the Tradeoff. In effect they allow you to bypass the firm Power Level cap of 2e by lowering the cap in another place on your character sheet. This time in Design Diary we’ll see how I approach tradeoffs in my character builds.

Editors Note: I want everyone to be aware that my discussion on tradeoffs operate within a very specific frame of reference. They work best between PL 8 and PL 12. Below that people are less likely to take any tradeoff. Above that people may feel comfortable making more dramatic tradeoffs and skewing the overall sense I’m trying to make below.



Trade #1: Max DC / Attack Bonus

In this tradeoff you’re effectively trading stopping power for accuracy. If anyone is going to land a hit it’s going to be you or those like you. However you have to be creative to really effect tougher foes. The most popular way of doing this is with Power Attack. Another good option involves auto-fire. The final way around it is not to focus on damage but to instead use your massive attack bonus for specialty feats, like improved grab, chokehold, Trip, Improved Disarm, and the like. Take a look at how I see some tradeoffs.

-1 Max DC / +1 Attack Bonus: Squeamish

This trade off is generally taken if you’re not comfortable with the idea of taking a lot of feats or fighting very creatively. It makes you just accurate enough to make some of the Toughness Save / Defense Bonus crowd think twice about staying within range of you. Because by hedging your bets you have a slightly better chance to hit and it will hurt when you do hit.

-2 Max DC / +2 Attack Bonus: Precision

The next step up from Squeamish is Precision. You’re a little more comfortable than the above, but at the same time you want the option of damage to be there just in case that’s what your teammates need from you at a given moment.

-3 Max DC / +3 Attack Bonus :arrow: -4 Max DC / -4 Attack Bonus: Surgeon

Safety be damned. You’re intent on hitting your foe, after that you’ll worry about what it does afterward. This strikes me as a kind of sweet spot, at this level you’ve got a great chance of hitting your foes, and to be effective you have to be really comfortable with your options. Many people who fall into this category load up with Improved Critical hoping to offset their damage production problems.

-5 Max DC / +5 Attack Bonus or More: Dead Eye

When you reach this point you are nearly guaranteed to hit your target. With that taken care of you instead have to worry about what you’re going to do about it. This is where knowledge of the rules come in handy. If you’re comfortable grappling, disarming, throwing, sundering, and using Stunning Attacks you can really do some damage (though not in the strictest sense). You also get the most mileage out of Auto-Fire Extras and the like. Being that focused on hitting a target you may find your best bet are powers that don’t do direct damage but instead provoke different saves. Most of my characters have relatively low saves, and as a result a precisely fired snare, or a chokehold can really work to your advantage. You also want to note that such tradeoffs can become very expensive in combat cost, many such characters keep the cost down by specializing through either the attack focus or attack specialization feats.

Trade #2: Attack Bonus / Max DC

With this trade off you’re giving up accuracy for sheer stopping power. If this works out you can put down your foes with fewer, and more powerful, hits. The downside is that you need a degree of luck to connect in the first place. This is often covered up by feats such as All-out Attack and Accurate attack. Your choice in this regard is often dictated in how willing you are to take a hit.

-1 Attack Bonus / +1 Max DC: A Nasty Left Hook

Again this is the trade off for the man who’s hedging his bets. You’re betting on your slightly enhanced max save DC to royally mess up a foe. It’s a fairly safe bet, but you’re more at the mercy of dice here.

-2 Attack Bonus / +2 Max DC :arrow: -3 Attack Bonus / +3 Max DC: Ouch in a Can

We reach another sweet spot in my opinion. Here is where you can get the most use out of attack bonus boosting feats to mitigate your low attack bonus. In a PL 10 game you’re either provoking toughness saves of 27, or non-toughness saves of 22! That’s massive. You may have some trouble hitting, but odds are that one hit is enough to stun a foe, and everyone is much easier to hit when they’re stunned.

-4 Attack Bonus / +4 Max DC or More: One Shot, One Kill.

Once you’re at this point you’re pretty much entirely at the whim of dice, and may find yourself All-out Attacking for five with most attacks and powers at your disposal. However at this point you need to be creative with getting hits therefore if you’re a member of a team try to convince your friends to take the Teamwork feat. The sudden introduction of +2 or more bonus to your attack suddenly levels the playing field and puts your foes in a real pinch against you.
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Postby MDSnowman » Sun Dec 17, 2006 6:06 pm

Design Diary #2: Let’s Make a Deal, part 2

Last time in the design diary we discussed how I approach tradeoffs between a character’s attack bonus and the maximum difficulty class of save they can provoke. This time we’re going to discuss the impact of tradeoffs between defense bonus and toughness save. But first let me reprint my warning from last time…

Editors Note: I want everyone to be aware that my discussion on tradeoffs operate within a very specific frame of reference. They work best between PL 8 and PL 12. Below that people are less likely to take any trade off. Above that people may feel comfortable making more dramatic tradeoffs and skewing the overall sense I’m trying to make below.



Trade #3: Toughness Save / Defense Bonus

So do you come from the school of thought where the best way to survive a fight is not to get hit? Well then this is the trade off for you. By sacrificing your ability to take the biggest hits your character becomes better at ducking and weaving his or her way out of trouble. This type of trade off is the bread and butter of martial artists and other “normal” characters. Such characters don’t bring any super human ability to withstand damage with them.

-1 Toughness Save / +1 Defense Bonus, -2 Toughness Save / +2 Defense Bonus: Tough Guy

A character with this tradeoff knows to get out of the way when they’re attacked. However they also know how to take a punch when that common sense fails them. Such heroes, provided they’re normals and not metas, are often heavily increased via defensive roll, armor, and a hefty constitution score. Meta who fall under this category either have limited protections, enough to stop mundane weapons, but are forced to be a little more canny around other metas, or no protection at all and rely on the same tactics as normals.

-3 Toughness Save / +3 Defense Bonus, -4 Toughness Save / +4 Defense Bonus: Veteran

Characters who reach this point rely less on outside influences, like defensive roll, armor, and sheer tenacity to get through fights. The contrast is a character who relies on a suit of armor coupled with a decent constitution score. However they get to this point the character knows and is committed to getting out of the way of an attack, because they know that they are very vulnerable to even mundane attacks. Again this is something of a sweet spot where characters can often get just the right amount of pay off for making the trade. However that doesn’t stop heroes from trying to artificially boost that defense. The chief way to do this is Elusive Target. Suddenly the penalty for shooting ranged attacks at you in a melee skyrockets. However this is only useful if you are the type of character who spends a lot of time in melee.

-5 Toughness Save / +5 Defense Bonus or More: Like the Wind

This tradeoff is a big risk. If you get hit, even if by a mere knife, there is a good chance that you’ll end up taking a hit or worse. You rely almost exclusively on your ability to dodge attacks. It’s not an easy route to take and there are no easy fixes for this trade off. However you get the peace of mind of knowing that more often than not you’re not going to be hit. After all an attack that is thrown at you but doesn’t hit you is only a one shot risk, but opening yourself up for hits makes you risk a pair of roll. The attack roll itself, and the damage save. Again once you reach this level and the one before it the cost of buying base ranks in defense bonus becomes expensive. Many people buy ranks in dodge focus to off set this cost. Another interesting option (and for high price Max Save DC / Attack Bonus tradeoffs as well) is favored environment. The bonus derived from this feat can be applied to either defense or attack bonus. Whichever route you go, you’ll find your flat-footed defense bonus frighteningly low. Suddenly the cost of Uncanny dodge doesn’t look all that bad.

Trade #4: Defense Bonus / Toughness Save

You fear nothing. Why would you? After all most attacks slide right off of you. This is the cornerstone tradeoff for bruiser type characters. And depending on whether you have impervious protection or not you may not even flinch walking into dangerous situations. However if you don’t have impervious protection you’re going to be haunted by the fact that bad rolls may be enough to put you down regardless.

-1 Defense Bonus / +1 Toughness Save, -2 Defense Bonus / +2 Toughness Save: Bruiser

You have to put special effort into hurting these characters. If their toughness happens to be impervious then they’ll essentially be bullet proof. Characters without impervious toughness are thankful they still have a somewhat respectable defense bonus to lean on, and with defensive attack, and improved defense, they can really turn themselves into tanks when they want to.

-3 Defense Bonus / +3 Toughness Save, -4 Defense Bonus / +4 Toughness Save: Iron Jawed

If you happen to have impervious toughness of this level, you are a steel wall with legs. They can’t field reasonable conventional weapons to hurt you. Once you reach this point, feats like All-out attack become plain fun. Once your defense dips to this level you have little to worry about by losing more defense for a little accuracy. You’ll see many brick-type characters in this range. As a result it’s the closest you have to a sweet spot with this kind of trade off. Worrying about taking a hit becomes so secondary of a concern that you won’t flinch twice about lowering your defense even further. However you also set yourself up for non-damaging powers and abilities that require saves. You’ll never be able to buy up saves high enough to side step this so don’t even try. Just be aware that by making yourself nearly invincible to normal (non-penetrating) damage you force people to try and alter their tactics.

-5 Defense Bonus / +5 Toughness Save or More: The Tank

The amount of punishment you can absorb at this point is epic. Even without impervious protection most foes will find themselves unable to hurt you in all but the most extreme circumstances. When it comes to impervious protection such characters will often have glaringly powerful drawbacks to compensate for the fact that they simply can’t be hurt physically. Such characters however are even more at risk from non-damaging effects than those above. Clever GMs (or players if your Tank is an NPC) should be prepared to find a way to exploit this.

Final Thoughts:

Bleh I’ve talked enough so let me make this quick. Ultimately tradeoffs are about hedging your bets. The fun comes from learning the system well enough to know how to overcome some of the weaknesses inherent in making tradeoffs. But once you go down that route you discover that each of these short cuts (if they are legal) have a counter somewhere else in the system therefore the risk to your character never ceases to exist.

God I Love this game
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Postby MDSnowman » Sun Dec 17, 2006 6:10 pm

Design Diary #3: Character Creation 101

When the muse strikes me and I want to create a character to post here I fall into a kind of pattern. I've been asked specific questions about how I build characters and how long it takes me. This article will be my way of discussing these processes.

Usually I decide I want to do character X or Y sometime in advance. That’s when I usually head to Wikipedia and read up on their skills and powers. I almost always pick up something I didn’t know and occasionally I’ll find the picture I want to use. For some characters Wikipedia is useless [oh say… pretty much anyone from the Wildstorm Universe, Adam Warlock…] then I need to get creative. Whether it’s hitting google or hounding Al Pas De Bol I need to get that research done.

Once I do that I need to set PL. My system is as follows… I try to make most heroes somewhere within the PL 8-12 range. So naturally I aim for around PL 10 for most heroes… only those who are especially “human” tend to come in under that, and the especially powerful among “normal” heroes tend to come above that. For example I’ve said several times that I consider most Marvel mutant to be the essence of PL 10 characters. Thus only the rare exception finds themselves in another PL. Outside of that PL range Sub PL 8 exists for weakling characters [Vulture, The Monarch], and above PL 12 exists characters whose powers a truly astounding. I consider most of the JLA to fall in that above PL 12 area. Their powers generally go beyond simply “super” and into the mind blowing, Batman of course is the exception [because come on, Batman is ALWAYS the exception to any rule it seems].

Then I get to making stats, I usually go in the following order. Determine tradeoffs, ability scores, powers, attack / defense bonuses, feats, skills, equipment, drawbacks, and finally saves. This may account for why many of my character have low saves, but I simply think that it makes things more interesting myself.

Once I have stats done I go looking for a picture. I used to scout pictures first, but it became a cumbersome and time-consuming practice. I would google image search for an hour to find that one picture out there that didn’t suck. These days my first stop is Wikipedia… if they have a good picture in the character’s bio I’ll use it. If that doesn’t work then I go to comic art community. The pictures there are usually gorgeous the downside is I can’t remote link so I have to save the picture and host it myself. Still I’ve got about 90+ megs of space left so I’m not complaining. Finally if comic art community doesn’t have what I want I swallow my pride and do a google image search.

Depending on few variables making a character can take me anywhere from fifteen minutes to forty five minutes for the most powerful and hard to research ones.
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Postby MDSnowman » Sun Dec 17, 2006 6:11 pm

Design Diary #4: Final Thoughts on the Fantastic Four

I’ll admit I’ve never been a fan of the Fantastic Four, of course despite this I managed to post the entire group in under two days, go figure. In many ways the Fantastic Four represents many comic book archetypes. The Brick, The Blaster, The Psychic… and well… okay stretchy guys have always been a little under represented, especially in Marvel comics.

During my creation of the group I came to one discovery, this is one hard lot to hurt. Three of the four characters have taken tradeoffs in favor of their toughness save. I could have easily done the same thing to Johnny, but I decided someone on the team needed to be somewhat hard to hit. The group’s heavy hitters, Ben and Johnny naturally have crappy attack bonuses, but when you notice that the majority of the team has teamwork almost anyone can help set Ben up for a very big hit. And once a foe has been stunned by Ben they’re a sitting duck for Johnny.

Ultimately I hope that my builds represents the fact that while each member of the group is nice on their own they are truly powerful when working as a group. Reed can use Leadership, Sue can use Inspire, and almost everyone can use teamwork. Despite all of this the simple fact is that the team is a sucker for a smart foe. You won’t be able to take the time to pound all four of them into submission, their toughness saves are just too good. They’ll manage to lay a whammy on you first. So a smart foe will rely on non-damaging powers. Reed especially will be hard to use mental attacks on, and to grapple, but you’ll find that being able to provoke a myriad of saves will give you the edge you need to beat the Fantastic Four.
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Postby MDSnowman » Sun Dec 17, 2006 6:13 pm

Design Diary #5: The Bat Family in Action

If you hadn’t noticed from my earlier character builds I’m very fond of Batman and the heroes and villains in his immediate circle. So I’m going to discuss a few members of the group and how they operate.

Batman – In every sense of the word he is the man. Every villain or challenge designed for Batman’s mini universe (read: Not JLA Batgod action) is designed to challenge Batman one on one specifically. However each villain I’ve built thus far is highly specialized so that they threatened Batman while being low Power level. However since Batman is so skilled in so many areas he’s able to meet these challenges and always prevail.

Nightwing / Robin I – Dick on the other hand is a slightly watered down version of Bruce. He also lacks Batman’s wide variety of skills. Instead he needs to rely more upon his stealth, acrobatics, and fighting to get him through a tough spot. However, he’s been fighting on his own long enough where many of his biggest weaknesses are shored up. Meanwhile his excellent teamwork, and leadership feats, make him an excellent person to bring into a group fight. In a way I’d rather have Dick along in a team fight as he’d be better able to have an immediate positive effect.

Robin III – Tim Drake unlike Dick has very little ability to operate on his own. He really lacks the toughness save to take a heavy hit and walk away. However Tim is an even better team player than Dick. His Teamwork exists to make Batman even more overwhelming in a fight. That being said a foe should try to attack Tim first. He can really lend a lot of aid to Bruce, and being easier to hit he’ll naturally be a big target for foes.

Oracle / Batgirl I – From her wheelchair Barbara retains the ability to lay a quick whammy on enemies, but in a protracted fight her obvious limitations become glaring. What Oracle really excels in is information gathering. She can send instructions from her Headquarters and use her set-up to boost the attack bonuses of her allies.

Batgirl III / Cassandra Cain – Cassie is an entirely differently story. This girl is built to do one thing, beat you unconscious in unarmed combat. In that regards she is likely the strongest martial artist I’ve made. However she lacks the wealth of options outside of combat that Batman does. She’s not built to investigate, she’s not built to find clues, and expecting her to do much besides act like a Ninja and beat people into a pulp is too much. She really becomes a fragile shock troop. It takes aid actions like you wouldn’t believe to get a chance to hit her, and with the pressure she can bring to bear against Batman’s foes they better do it quickly.

Azrael – Jean-Paul has a lot in common with Cassandra Cain in so much that he’s not built for heavy investigation. He’s built for Stealth and vicious combat (generally melee). Where he excels in comparison to Cassie is that he’s very well rounded where she’s so focused on dodging and unloading an accurate unarmed attack Jean-Paul can fight, take a hit, and adapt to situations much more easily.

Huntress – Much like Nightwing Huntress comes off as a watered down version of Batman. However she has a unique specialization in that she is designed to fight mobsters. As Mobsters are (usually) more normal than meta-human Huntress should be able to wipe them out in hordes. Unfortunately she lacks a bit of bite against foes who don’t fall under her favored foe feats.

So in closing I hope you see a pattern, most Bat Family members do one or two things really well. But they usually suffer in some other place. Which means that they’re imperfect when operating independently. The only characters who attempt to do everything are Nightwing and Huntress, and ultimately they are imitations of Batman. Batman exists as the pinnacle in this circle, he’s the archetype of the Costumed Adventurer taken to the most extreme.
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Postby MDSnowman » Sun Dec 17, 2006 6:15 pm

Design Diary #6: Teen Titans Go!

I’ve recently put stats to the current roster of Teen Titans, and more so than other teams I’ve built thus far they work very well as a group, covering one another’s weaknesses. This design diary is an explanation of how I think they should get stuff done.

Inspiration – Two members of the Titans line up have the Inspire feat. Starfire has One rank, while Wonder Girl has two. However Starfire has the higher Charisma so her inspiration affects more people than Cassie’s, but Cassie’s provides a higher bonus. Since Inspiration bonuses don’t stack I suggest the follow tactic. Cassie uses her Inspire feat, the resulting +2 bonus to attacks will go to Super Boy, Cyborg, Starfire, and Raven. These four characters can use the boost more than the remainder of the group. Starfire can then use her Inspire feat to give a +1 bonus on attack rolls to Wonder Girl, Beast Boy, Robin, and Kid Flash. With this tactic the Titans will be extremely powerful the first few rounds of combat.

Teamwork – Most of the Titans possess the Teamwork feat. When half your roster consists of people who have taken a hit to their attack bonus in exchange for stopping power you need to be able to cover up that particular weakness. However the Titans have some excellent team players. The Titans’ three best Team Players are Robin, Kid Flash, and Beast Boy. Robin in particular can really turn the tide of a fight in the Titans favor, should he use an aid action the person benefiting from that action receives a +5 to their attack roll. Suddenly the bruisers of the Titans have a much easier time hitting their targets. Kid Flash and Beast Boy have similar ways of handling teamwork, move by action. Bart will rush in and use his aid action, and be out of melee range before anyone can do anything about, Gar will have the same approach, only he’ll shift into a speedy form first.

Utility – Very few Titan characters are one-dimensional in a fight. The only exception may be Super Boy. As a result each Titan brings something different to the table. Raven is an excellent means of Mass transit for the group, Robin’s Wealth of Skills and Utility Belt give him far more options outside of combat than most Titans, Kid Flash has a +8 bonus to any Knowledge check, Cyborg has incredible craft skills and can construct inventions, Beast Boy’s myriad of forms let him go anywhere at the drop of a hat. Most Titans can do something really surprising simply by using extra effort.

Beating the Titans? – Beating the Titans is not an easy proposition. However their dependence on one another can also be their downfall. The Key to beating the titans has to be to take out some of their soft targets first. Robin and Kid Flash specifically. Also if you can catch Beast Boy in human form unload on him. That leaves you with Kori, Raven, Cassie, Super Boy, and Cyborg. This bunch are power houses, but you’ll find that their lower attack bonuses make them less likely to land the big hit. Without the superior teamwork skills of the others to help them they’ll miss targets more often than not. Then it becomes in exercise in beating a group of tanks, creative powers that don’t provoke damage saves become your best bet in that regard.

A Special Aside: Dick Grayson vs. Tim Drake – As I write this I need to draw a distinction between Dick Grayson in the titans and Tim Drake. In a way Dick provided several of the functions that Tim does however Dick manages to be harder to hit, do more damage, and with the leadership and inspire feats becomes an ideal commander. Tim on the other hand is easily the most fragile team member, and works best in a purely support position. The Titans I stated out here would likely be better off with Dick leading them. Tim is best as a solider, albeit a highly trained and useful one, and leaves decision-making up to someone else.
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Postby MDSnowman » Sun Dec 17, 2006 6:16 pm

Design Diary #8: Avengers Assemble!!!

I’ve recently done stats for several Avenger’s characters. I wanted to examine the team dynamic.

The Core Group: You can’t have a fully rounded Avenger’s line up without three characters Captain America, Iron Man, and Thor. Each brings something very specific to the group. Thor brings raw power to a fight, he can level nearly any foe. When the Avengers need something big put down hard they turn to Thor. Iron Man serves a dual purpose, he packs a nasty punch with his enhanced strength and blasts. Iron man also gives the group a great deal of flexibility with his inventor feat. He can adapt to nearly situation with the right invention. Finally Cap, of these three he’s the one with the least raw power, but he brings several things to the table. First he’s got top-notch leadership skills, he can use inspiration and suddenly 6 allies have +5 to their attack rolls! Even Avengers who tend to swing and miss quite often will find themselves hitting even slippery foes. Cap also lends bring a lot of skill to combat, and his teamwork feats further help the group. Most hyper powerful types facing cap will find that he’s prepared for them. He knows how to use his multitude of feats to his advantage.

Alternates: The Avengers have a deep roster of second string characters each of them bringing a different dimension to the group. The Vision, Scarlet Witch, She-Hulk, Hawkeye, Quicksilver, Giant Man and Black Panther are among some of the prominent ones. The Vision is skilled in infiltration, computers, and makes a top-notch brick at the drop of a hat. However being a robot he’ll fight very predictably. Scarlet Witch is the ultility character. She makes a fair blaster under most cicrumstances, but her alternate powers and her unperdictability are really what set her apart in combat. She-Hulk is a dedicated Brick who excels in catching you flat footed with her good looks and laying you out. Also if you need something VERY heavy lifted she’s your lady. Hawkeye is the Marksman, able to hit anything with his exceptional aim. In many ways he shares a lot in common with Captain America but operates from range instead of in melee. He can also deliver devastating damage under the right circumstances. Quicksilver is your typical Speedster, but he can lay out Mooks like nobody’s business, help out with teamwork, but he can also lay out heavy hitters with his rapid fire power feat. Giant Man is a great all purpose character. He's a fair secondary brick, an inventor, and when shrunken down an excellent infiltrator. Finally Black Panther, who, despite popular belief, brings more to the party than looking cool he is a master, doing lots of damage, being hard to hit, having extensive skills, and even being able to hatch master plans. Under ideal circumstances the main three would come into battle alongside three or four of these people who fit best.
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Postby MDSnowman » Sun Dec 17, 2006 6:18 pm

Design Diary #9: The Chamber

The Chamber is a specialty squad within AEGIS that exists solely for the purposes of staging mock terrorist situations to be resolved by AEGIS trainees. The current incarnation of the Chamber has five members, Zaneica, Sniper, Quick Draw, G’Nastar, and Agent Alpha. Lately the Chamber has dealt almost exclusively with recruits wearing Super-MAX armor and as such are ruthlessly efficient. Adding to their reputation is the fact that since Agent Alpha has joined the group they have yet to be on the losing end of one of these situations.

That was of course until recently when a squad of Project 615 candidates managed to defeat The Chamber despite Agent Alpha’s use of live explosives in the exercise. This act was against orders to use strictly non-lethal force during the exercise. This has left Alpha’s position in the group in question pending further investigation.

Sniper: Sniper is the lynch pin in several of the Chamber’s operations. His accuracy and long range attacks allows him to act as a mobile missile platform and often many of the group’s plans revolve around catching a foe in a position where Sniper can open fire unseen.

The Set Up: Against a group that’s not moving together Zaneica will open with plant control against a lone target. Naturally the target will call out for help, and his or her allies will rush to their aid... at varying speeds. This will allow Sniper (Hidden nearby) and G’Nastar (under concealment in a treetop) to spring into action. Of course this didn’t go quite as well against Project 615. Sure someone fell into the trap, but all attacks against the first rescuer on the scene managed to fail (and Sniper was busy warming up his attack).

Teamwork: However you’ll notice the lack of teamwork feats on this group, they can compliment one another well in a fight, but they don’t take many aid actions. However under most circumstances Sniper will be long range support, Quick Draw medium distance support, Zaneica will be the utility player, while G’Nastar and Alpha will fight melee. In a position where they need to divide their forces Zaneica, Sniper, and G’Nastar will try to set up the trap described above while Quick Draw and Agent Alpha hold down the fort, if possible Sniper will stick close to them as well.
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Postby MDSnowman » Sun Dec 17, 2006 6:20 pm

Design Diary #10: Saving Throw down

Originally when I started doing these builds one of my secret shames was the fact that so many of the characters I built had poor saving throws to off-set the cost of other things (usually combat bonuses, feats, and powers). However after a while I learned that in many cases these generally low saving throws weren’t always a bad thing.

I’ve come to the conclusion that most standard comic book characters only rate one really good save (Fortitude, Reflex, or Willpower). For example most bricks deserve a good fortitude save, most speedsters a good Reflex save, and menatlists a good willpower.

This approach is born of the fact that in a group setting if a foe launches a special attack, whether a mind control device, poisonous blow darts, or chucks a grenade only one person in the group has the ability to shrug off that kind of attack easily. This struck me while I was building Omega Red…. His Death Aura only slides off of a very select group of people meaning that there’s a very private club of people who can consistently make that DC 18 fortitude save.

Of course this is more of a guideline than a hard and fast rule and certain characters rate higher saves across the board. For example my Batman and Captain America builds both have good saves in every category, their characters are defined somewhat by being good at many different things. You’ll also see this in hybrid type characters, like Martial artists, weapon masters, and even the odd Battle suit. Martial Artists usually have good fortitude and reflex saves while Battle suits usually have okay fortitude saves and good will saves. Often I’ll take a middle road making one saving throw simply “average” making sure it gets up to +7 or so to represent that the character has some skill with that particular saving throw, but not flat out mastery.

Random Factoid: This Design Diary was going to originally be called “Jesus Saves, the rest of you take damage”, but I thought better of it.
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