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Dragonfly's Nest: FIREFIGHT!

Your heroes, villains, vehicles, and HQs
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Dragonfly
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Post by Dragonfly »

Next up are Crusader and Starburst. Both are NPCs. They have been New York's premire superheroes since 1975, which means that they have about 4-5 years experience over the PCs. They serve as allies to the PC's, particularly Crusader, who is developing a thing for Sparrow Hawk.

Crusader (canon)
http://www.scribd.com/doc/33178790/Crusader-Canon

Crusader (house)
http://www.scribd.com/doc/33177594/Crusader-House

Starburst (canon)
http://www.scribd.com/doc/33179056/Starburst-Canon

Starburst (house)
http://www.scribd.com/doc/33177656/Starburst-House

For Crusader:

Did I do his variable martial arts correctly?

I also have a question regarding the Arch Enemy Disadvantage. As you guys probably know, Champions requires characters to take loads of Disadvantages. As a consequence, many published characters have Disadvantages that either don’t make sense, or which seem tacked on for the sake of making up the required points. In the published material, Crusader is Hunted by VIPER and the CIA. My sense is that BASH! Arch Enemies are far more personal than Champions Hunteds. Sure, Crusader has a history with VIPER and with the CIA, and they may come after him on occasion. I don’t, however, see either of these relationships as worthy of an Arch Enemy designation in BASH! What say you?

This is another Disadvantage question. In Champions, Crusader has a Code vs. Killing. I don’t think this should be worth anything in BASH! I just try to make that a point of role-playing, and perhaps fold it into Mental Malfunctions. Am I thinking “correctly” around these issues?

For Starburst:

First, I have questions about his Multi-power. In Champions, he’s got a pool of points that he shares between his FF, his Flight, and his Blast. That means he has to make choices. If he maxes out his personal force field, he can’t fly or project light bursts, but he also has the option of having a few points in force field, a few points in his energy blast, and a few points in his flight. How can I accomplish this in BASH? I’m thinking it would be cool to buy the Variable enhancement for the Multi-power as a whole, as opposed to the individual slots. It would look like this:

Light Powers Multi-Power (Enhancement: Variable), 12 pts.
Special Attack 5 (+5 Damage, Mid Range), [7 pts.]
Armor 3 (+3 Soak), [3 pts.]
Flight 4 (20 Squares), [4 pts.]
Special Attack 5 (Mid Range, Linked to Daze) [7 pts.]

Just to be transparent, the Multi-Power costs 7 for the Special Attack, +1 for the Armor, +1 for the Special Attack/Daze combo, +2 for Flight (because it is a non-attack power) and +1 for the Variable enhancement.

With this construction, Starburst could have his Armor (a force field) at +3 Soak, and his Special Attack at +2 Damage, but would be unable to fly. Alternatively, he could choose to have Flight at 10 squares, have his Armor at +1 Soak, and his Special Attack at +2 Damage. Any other similar combination is possible. What do you think?

BTW, what is the reasoning behind having it cost more to have powers from outside a particular group inside a Multi-Power? This has always bothered me a bit, just because it seems somewhat arbitrary. Would it be horribly unbalancing to change this rule? What do you guys think?

Second, I also have a question regarding how to do what Champions calls Susceptible. This is a Weakness or Disadvantage where the character takes X amount of Damage for being exposed to a substance. They don’t lose their powers, but they take damage – even if the substance is not inherently an attack. Starburst, for instance, is supposed to be Susceptible to darkness fields.

A few more Disadvantage questions: In Champions, Starburst has the Disadvantages Publicity Seeker, Scientific Curiosity and Underconfident. I’ve taken the first and woven it into his Mental Malfunction. The other two I’ve dropped and will just keep them in mind for role-playing purposes. Does this sound about right, or should he have any BASH! Disadvantage points coming to him for these quirks?

Thanks in advance for any feedback!

Best,

Dragonfly
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Post by Dragonfly »

Next up are the previously posted members of the PC group. Little has changed here, except for the format of the character sheet, some of the images, and the fact that I'm giving you the house rule version as well.

Nightshift (canon)
http://www.scribd.com/doc/33179003/Night-Shift-Canon

Nightshift (house)
http://www.scribd.com/doc/33177610/Night-Shift-House

Sparrow Hawk (canon)
http://www.scribd.com/doc/33179047/Sparrow-Hawk-Canon

Sparrow Hawk (house)
http://www.scribd.com/doc/33177647/Sparrow-Hawk-House

Rampart (canon)
http://www.scribd.com/doc/33179020/Rampart-Canon

Rampart (house)
http://www.scribd.com/doc/33177631/Rampart-House

Troyus (canon)
http://www.scribd.com/doc/33179066/Troyus-Canon

Troyus (house)
http://www.scribd.com/doc/33177659/Troyus-House

My only question here is this: Troyus is a mechanic in an auto garage. Skillwise, that was purchased as Technology. I'm thinking that should actually be Craft. What say you?

Best,

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Post by Dragonfly »

Okay, one more hero - Firebrand. Firebrand only appeared once. He might appear again, but the player is someone who lives out of town and can rarely join us. For campaign purposes, it is assumed that Firebrand is actually a Chicago based superhero who has occassional business in New York.

Firebrand (canon)
http://www.scribd.com/doc/33178991/Firebrand-Canon

Firebrand (house)
http://www.scribd.com/doc/33177603/Firebrand-House

With Firebrand I am only asking feedback on his immunities. Are temperatures and fire redundant? Also, conceptually speaking, should some (or all) be resistances instead of immunities?

Best,

Dragonfly
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Post by gryfn »

as far as Troyus is concerned i would expect ether to do fine , the skill descriptions seem to overlap and bash tends to be inclusive rather than exclusive in nature
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Post by Dragonfly »

Now on to some villains:

Arrowhead is first. For some unfathomable reason, Arrowhead has become a major player in the campaign. He really is supposed to be kind of a goofball, but he has developed (temporarily at least) into somethig more.

Arrowhead (canon)
http://www.scribd.com/doc/33177286/Arrowhead-Canon

Arrowhead (house)
http://www.scribd.com/doc/33177549/Arrowhead-House

Only question here: Champions has MANY super-strong characters with very high presence stats to show how impressive (and scary) they are. Sometimes I think they overdo it, but that's besides the point. Do you think that Frightening Presence is a good way to get across that a character is really intimidating? I'm not sure that it should be applied to every strong-guy. I'm not sure that it should be applied to Arrowhead (even though in Champions he has like a 30 Presence). I see him capable of doing a gang-style interrogation, and there might be something inherently scary about a guy that can pull of your arms with his bare hands, but does that qualify for Frighting Presence? I might save that for the likes of the Hulk and Batman (for different reasons). What say you?

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Post by Dragonfly »

Black Claw and Esper.

Both of these were hired by Arrowhead (along with a disguised Apex) to rob a VIPER shipment.

Black Claw (canon)
http://www.scribd.com/doc/33177288/Black-Claw-Canon

Black Claw (house)
http://www.scribd.com/doc/33177553/Black-Claw-House

Esper (canon)
http://www.scribd.com/doc/33178806/Esper-Canon

Esper (house)
http://www.scribd.com/doc/33177598/Esper-House

Okay, lot's of questions here:

For Black Claw? Nothing much, except that in the original source material he is Hunted by a mutant hating organization named GENOCIDE. GENOCIDE doesn't even appear in his origin, however, so I don't feel right giving him the organization as an Arch Enemy. They may be hunting him and all other mutants, but shouldn't it be more personal than that?

On to Esper:

I have all sorts of issues with Mind Blast. Take a look at how I did it, and tell me if it works. I know that BASHMAN was kicking around an alternate way of doing this power, but I don’t know what he’s finally settled on. For the record, this is supposed to be a Mind to Mind attack. That is, a mental "scream" that damages the target, not a physical bolt of mental energy that a person can evade by dodging.

I suspect that mental blasts (not mental powers in general) are somewhat UNDER powered in BASH. This might not be true if players are used to using Mind as a dump Stat, but I don’t think that mental attacks should be watered down due to players making those choices. The issue I’m having is that mental attacks currently seem to operate on a x1 through x5 scale in terms of damage. It seems that they do damage according to the ranks in the power, but don’t add any Stats to that damage (like Special Attack does). In play, this has made it frustrating for our mentalists. A mentalist with a x5 mental blast has a pretty good chance of damaging a person with a x2 Mind, but if that opponent spends a mere 1 pt. on Mental Defense, the effectiveness of the mentalist’s attack is GREATLY reduced. In play we had characters running around dealing anywhere from x7 – x10 physical damage, but our poor mentalist was doing a mere x3 mental blast and being FAR less effective. Do you think a solution for this would be to have an enhancement that allows Mind to be added to the total damage? Do you think that Mind should be added to the damage of a mental attack by default? Or do you think that I’m seeing a problem here that doesn’t actually exist?

SMore Disadvantage questions: in the original source material Esper has her great beauty, her disdain, and her greed as Disadvantages. I’ve just folded them into her Mental Malfunction and dropped the bit about her beauty. What say you?

Best,

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Post by Dragonfly »

Mechanon and Ogre

Their origins are linked, so I figured I'd put them together.

Mechanon (canon)
http://www.scribd.com/doc/33179002/Mechanon-Canon

Mechanon (house)
http://www.scribd.com/Mechanon-House/d/33177607

Ogre (canon)
http://www.scribd.com/doc/33179004/Ogre-Canon

Ogre (house)
http://www.scribd.com/doc/33177618/Ogre-House

I mostly have Disadvantage Questions. For Mechanon, should I do anything with his original Disadvantages of Megalomania? Overconfidence? Arrogance? I’ve folded his “Sworn to Destroy Humanity” into his Mental Malfunction.

As for Ogre, he is originally hunted by Mechanon, but I don’t see that becoming an obsession for the robot, so I’m thinking no Arch Enemy here. What say you?

Best,

Dragonfly

P.S. I’m going to beef Ogre up by giving him all sorts of strength based “stunts” as regular powers. Shockwaves, pushes, etc. should do the trick.
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Post by Dragonfly »

Okay, this is the first wave of VIPER villains. First up, everybody who was part of the Man-Mutation Project and its less than successful precursors. That includes: Pile Driver, Sledge, Brick and Pulsar.

Brick (canon)
http://www.scribd.com/doc/33177295/Brick-Canon

Brick (house)
http://www.scribd.com/doc/33177579/Brick-House

Piledriver (canon)
http://www.scribd.com/doc/33179008/Piled-River-Canon

Piledriver (house)
http://www.scribd.com/doc/33177622/Piled-River-House

Sledge (canon)
http://www.scribd.com/doc/33179031/Sledge-Canon

Sledge (house)
http://www.scribd.com/doc/33177643/Sledge-House

Pulsar (canon)
http://www.scribd.com/doc/33179013/Pulsar-Canon

Pulsar (house)
http://www.scribd.com/doc/33179013/Pulsar-Canon

Okay, there we go. Questions:

Piledriver: Is his missing a left hand worth a Disadvantage?

Pulsar: Is his being a womanizer or his unluck worth a Disadvantage?

I have a few more for Brick. First, Size is an option under Growth. In that spirit, I have used “Weight” as a variant of the Density power. Do you think this is legit? If so, did I price it correctly?

In terms of Disadvantages, in the original material he had Amnesia as a Disadvantage. He also was sensitive about his looks – enough so that he would go into violent combat rages when teased about his appearance.

I should probably get him Frightening Presence as an Advantage.

Best,

Dragonfly
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Post by Lindharin »

Dragonfly wrote:The second is a version that employs a house rule (which I refined by discussing with BASHMAN).
Just an FYI that I think your point total on the second version of Apex is off by 1 point, it should be 31 I think.
Special Attacks add a Stat (Brawn or Mind) to the damage done. Is that the case with Telekinesis? For example, how much damage would a character with Brawn 1, Mind 1, and Telekinesis 3 do when slamming an object into an opponent? Would it be x4 or would it be x3? My assumption is x3, but I just want to make certain.
My understanding is that it would be x1 to hit and x3 damage. See this thread for a similar question.
Second, I’ve created a new power Enhancment for Apex. This is a variation of Area that allows an attack to project as a cone.
That is very similar to something I've considered doing myself, and spoke about briefly with Bashman. His suggestion is to maintain the same number of affected squares as the Line area type, which you do. Your cone shape is very broad though, widening by 2 squares for every 1 square away. So your Long cone would be 15 squares wide when it is 8 squares away from you, if I understand it correctly.

I was trying to find an alternative that was a little narrower and longer, but it gets a little messy. For example, maybe widen by 2 squares every 2 squares away. So a Medium Cone would be:

Code: Select all

xxxxx
xxxxx
.xxx.
.xxx.
..x..
That's not too different from yours, but it becomes more apparent at the larger sizes. The problem is that it doesn't sync up well with the desired number of squares at the next stage. For example, the Large cone with 64 squares doesn't fit this pattern well, since the pattern jumps from 48 total squares at a range of 9 to 70 squares at a range of 11.
CONE AREAS
1 pt. Short Cone, 1x3 squares (4 squares total)
2 pt. Medium Cone, 1x7 squares (16 squares total)
3 pt. Long Cone, 1x15 squares, (64 squares total)
4 pts. Extreme Cone, 1x31 squares, (256 squares total)
You might want to change the notation so the 1s are the distance away of the maximum range; the standard notation for lines, arcs, etc. is Length x Width. For example, it could be:
1 pt. Short Cone, 2x3 squares (4 squares total)
2 pt. Medium Cone, 4x7 squares (16 squares total)
3 pt. Long Cone, 8x15 squares, (64 squares total)
4 pts. Extreme Cone, 16x31 squares, (256 squares total)
Just a thought...
Finally, I just want some feedback regarding his power set. Do you think that Apex’s TK Arc (special attack) is redundant when he has Telekinesis? It’s meant to be kind of a force blast. I think the fact that it isn’t reduced by range justifies TK Arc’s presence in his attack suite.
I definitely think the TK Arc is justified in the multipower. The damage from TK is kind of thematic - it is inflicted by throwing something at a target, hitting the target against something, or maybe just squeezing /choking the target. But TK isn't really the same thing as a "force blast" that just does damage without needing to "grab and/or move" the target. So if the character should be able to do a "force blast", adding a Special Attack into the mix is certainly justifiable, IMO.
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Post by Lindharin »

Dragonfly wrote:Sure, Crusader has a history with VIPER and with the CIA, and they may come after him on occasion. I don’t, however, see either of these relationships as worthy of an Arch Enemy designation in BASH! What say you?
I'm not really familiar with the source material, so I don't have a direct opinion. But as a rule of thumb, if you have to ask "is X an arch-enemy of Y", the answer is almost always "No". :) Who's Superman's Arch-Enemy? There is no mistaking the answer.

It sounds to me like almost more like he'd have Rogue's Gallery, instead of Arch-Enemy. It would be a single disadvantage representing a collection of key enemies that have it out for him.
This is another Disadvantage question. In Champions, Crusader has a Code vs. Killing. I don’t think this should be worth anything in BASH! I just try to make that a point of role-playing, and perhaps fold it into Mental Malfunctions. Am I thinking “correctly” around these issues?
I agree with that. The only time that should be even considered as a possible disadvantage for a hero is if you were playing in a really gritty, realistic Iron Age campaign where the expectation was that protagonists (can't really call them heroes IMO) should kill when expedient.

On a tangent, in case you weren't aware of it, there is a villain-only disadvantage called Moral Code that talks about some related issues as they apply to villains instead of heroes. (See pg 67, with the other villain-only advantages/disadvantages and villain point uses - make sure you don't forget about these!).
How can I accomplish this in BASH? I’m thinking it would be cool to buy the Variable enhancement for the Multi-power as a whole, as opposed to the individual slots. It would look like this:
<snip>
With this construction, Starburst could have his Armor (a force field) at +3 Soak, and his Special Attack at +2 Damage, but would be unable to fly. Alternatively, he could choose to have Flight at 10 squares, have his Armor at +1 Soak, and his Special Attack at +2 Damage. Any other similar combination is possible. What do you think?
I'm hoping Bashman will have something to say about this. It might be worth a thread of its own in either the Rules or Laboratory forums.

In terms of BASH as written, the closest I can come (and even this is a little questionable) would be assuming you can buy the same power in two ways and stack the results:

Armor 1 (1 pt)
Special Attack +2 dmg, mid-range (4 pts)
Flight 2 (2 pt)
Multipower: (2+1+2=5 pts)
* Armor +2
* Special Attack +2
* Flight +2

Assuming the power ranks from whichever "slot" of the multipower you have active stacks with the ranks you purchased outside the multipower, then this comes close to what you are looking for. It isn't as flexible as in Champions since you always have a minimum of 1 Armor, 2 Flight and Special Attack 2 available, and you can only "boost" one at a time above those minimums.

For comparison purposes, doing it that way costs a total of 12 pts. Your suggestion of applying Variable to the Multipower as a whole costed 12 points too, but had a little more flexibility (with the potential downside that you could be stuck without any armor, flight, or blast if you chose to).

I'm not sure if it is a coincidence that both approaches cost 12 points, or if the math would come out the same for a smaller or larger collection of powers. Before I used the house rule, I'd probably want to see how the costs work out for a larger collection of powers and/or higher ranks, to see just how much extra bang-for-the-buck someone could get.
BTW, what is the reasoning behind having it cost more to have powers from outside a particular group inside a Multi-Power? This has always bothered me a bit, just because it seems somewhat arbitrary. Would it be horribly unbalancing to change this rule? What do you guys think?
This is something that came up in M&M 1st edition, if I recall correctly, and I don't recall whether it was dropped in 2nd edition or is still there.

I think part of the argument is that there is more "extra value" from having a combat power plus a movement power in a multipower than there is in having two combat powers. If these were the only powers you had, then having Special Attack and Continuing Attack gives you a bit of flexibility, but not nearly as much as having Special Attack and Flight would. So the theory says you should pay more for adding Flight into the mix.

On the other hand, Bashman has said that the new Awesome Powers book will define thematically-related powers (like "here's a list of force powers" or "elemental powers", etc.) and that it will cost just 1 point to include them in a multipower with each other, regardless of whether they are combat, movement, etc.

This implies to me that thematic appropriateness could possibly be used to decide whether the multipower slots cost 1 or 2 points, and personally I'd be much happier with that rather than power category. It is more subjective, though, so that would depend on the group.
Second, I also have a question regarding how to do what Champions calls Susceptible. This is a Weakness or Disadvantage where the character takes X amount of Damage for being exposed to a substance. They don’t lose their powers, but they take damage – even if the substance is not inherently an attack. Starburst, for instance, is supposed to be Susceptible to darkness fields.
I'd see two ways: most directly similar would be to create a Weakness that does damage in the presence of a normally non-threatening substance/condition. We already have an example of how that might work since it is one half of the optional 4 point Devastating Weakness (pg 5). We know that a 2 point weakness could be a Negating Weakness to a trigger, and a 4 point weakness is the combination of a negating weakness plus x3 damage per page when near the trigger. So it wouldn't be stretch to say that a new 2 point weakness would be to take x3 damage per page when near a trigger.

The other alternative, if you want him to be weakened/vulnerable while in darkness but not actually taking damage, would be to use the Susceptible disadvantage, which would apply a dice penalty to all rolls for a stat (maybe Brawn or Agility would be appropriate here) when in the presence of the trigger.
A few more Disadvantage questions: In Champions, Starburst has the Disadvantages Publicity Seeker, Scientific Curiosity and Underconfident. I’ve taken the first and woven it into his Mental Malfunction. The other two I’ve dropped and will just keep them in mind for role-playing purposes. Does this sound about right, or should he have any BASH! Disadvantage points coming to him for these quirks?
Frankly, for Underconfident, that sounds like a great explanation for some Setback points. Maybe make him a few points higher than the campaign point "cap" and have his setbacks come into play as confidence issues.

Scientific Curiosity is harder, since I don't know how it was originally defined. AslanC has a custom disadvantage on some of his characters (check the Zenith Comics build thread). The disad is called Obsession, and it has some nice mechanics for how to handle someone who has trouble not becoming sidetracked when he encounters whatever he obsesses over. But I'm not sure whether the original "Scientific Curiosity" represented that strong of a handicap, or was just more of a quirk. If it is a quirk, then I wouldn't make it a disadvantage.
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Post by Lindharin »

Dragonfly wrote:With Firebrand I am only asking feedback on his immunities. Are temperatures and fire redundant? Also, conceptually speaking, should some (or all) be resistances instead of immunities?
Okay, this is only my impression and I could be way off base, but when I see Immunity to Temperatures, that implies something like "environmental temperatures". I can stand on the equator or the north pole, and neither bothers me. You hit me with a flame thrower, though, or a super-science cold ray, and I'd still be fully affected. So I'd say that Immunity to Fire and Temperatures are not redundant, and go fine together.

As for immunity vs resistance, it really comes down to concept. If he can stand in the middle of a blast furnace, then immunity is appropriate. If he's okay with standing in a bonfire, but would shy away from a blast furnace, then resistance would be better. It's really a judgment call. Given a nuclear-based origin, I'd probably go with Immunity, but your mileage may vary.
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Post by Lindharin »

Dragonfly wrote:Do you think that Frightening Presence is a good way to get across that a character is really intimidating? I'm not sure that it should be applied to every strong-guy. I'm not sure that it should be applied to Arrowhead (even though in Champions he has like a 30 Presence). I see him capable of doing a gang-style interrogation, and there might be something inherently scary about a guy that can pull of your arms with his bare hands, but does that qualify for Frighting Presence? I might save that for the likes of the Hulk and Batman (for different reasons). What say you?
I'd turn that around a little, and say that the Hulk and Batman have MORE than just Frightening Presence. Batman has Frightening Presence on top of a high Mind, plus skill picks (maybe even multiple picks each) in Deception (Detect Deception), Investigation (Questioning), and Streetwise (Intimidation), etc.

The Hulk is harder to represent in game mechanics, since he really doesn't TRY to be intimidating (at least the classic "temperamental child" version). He just IS, partly due to your own knowledge of how powerful he is and knowing that there isn't a reasonable person in control of all that rage.

Anyway, since Frightening Presence adds a bonus to your attempts, but still relies on your base intimidation ability (ie, Mind, Skill picks, etc.) then I'd say it can apply equally well to a small-time intimidator or a master like Batman. If Arrowhead has a x1 Mind and no skill specializations in it, even with Frightening Presence he'll be nowhere close to as good at it as Batman.

Edit: More relevant would be whether there is something about him (his attitude, demeanor, appearance or reputation) that makes him deserve more than his default Mind when it comes to intimidation. If the answer is yes, then sure, Frightening Presence is appropriate. If not, then I wouldn't give it to him just because he is big or strong.
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Post by Dragonfly »

Howdy!
Lindharin wrote:Just an FYI that I think your point total on the second version of Apex is off by 1 point, it should be 31 I think.
To quote Ed McMahon, "You are CORRECT, sir!" The mistake has been corrected in my files. :)

Lindharin wrote: My understanding is that it would be x1 to hit and x3 damage. See this thread for a similar question.
This was my sense of the power as written, but it was vague enough that I wanted to double check.
Lindharin wrote:You might want to change the notation so the 1s are the distance away of the maximum range; the standard notation for lines, arcs, etc. is Length x Width. ...
Just a thought....
And a good one! I think your thoughts about the notation are spot on. I also see what you mean about the width. I'll think on that.
Lindharin wrote:I definitely think the TK Arc is justified in the multipower. The damage from TK is kind of thematic - it is inflicted by throwing something at a target, hitting the target against something, or maybe just squeezing /choking the target. But TK isn't really the same thing as a "force blast" that just does damage without needing to "grab and/or move" the target. So if the character should be able to do a "force blast", adding a Special Attack into the mix is certainly justifiable, IMO.
As for the Multi-Power issue, your suggestion is interesting. I think I'll play around with numbers to see if the point costs come out about the same at all the various levels of play, and with various combinations of powers. I'll also post this in one of the other threads once I'm done posting characters.

Thanks, Lindharin. Very thoughtful responses!

Best,

Dragonfly
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Post by Lindharin »

Dragonfly wrote:The issue I’m having is that mental attacks currently seem to operate on a x1 through x5 scale in terms of damage. It seems that they do damage according to the ranks in the power, but don’t add any Stats to that damage (like Special Attack does).
<snip>
Do you think a solution for this would be to have an enhancement that allows Mind to be added to the total damage? Do you think that Mind should be added to the damage of a mental attack by default? Or do you think that I’m seeing a problem here that doesn’t actually exist?
I understand your concern, and have asked myself some of the same questions, so you're not alone. I don't have any good solutions, though, so I'm personally going with Bashman's posted version and the x1-x5 scale, at least until it becomes a clearer problem.

For me, that is partly because very few of my builds have Mind Shield unless they deserve it, and because there are a LOT more characters (at least in comics) with high physical soak than there are characters with high mental defense.

I think players, and GMs/game companies, often try to throw on some extra mental defense to make more "balanced" characters. For players, it is partly because losing control of your PC is no fun (usually, though there are exceptions!). For game companies, it is partly because you don't know what the capabilities of the player characters will be so you have to build adventures/npcs to cover a range of possibilities (including groups that have lots of mental powers).
SMore Disadvantage questions: in the original source material Esper has her great beauty, her disdain, and her greed as Disadvantages. I’ve just folded them into her Mental Malfunction and dropped the bit about her beauty. What say you?
I kind of like that Bash doesn't have an Attractive advantage, but instead has the slight variation, Appeal. If she is drop-dead beautiful, but her negative attitude, disdain, etc. are just as pronounced and make you not want to spend time with her, then the beauty isn't enough to overcome it.

So it is a judgment call. If her beauty is great enough (or she's able to hide her disdain through a first meeting) so that it helps her influence the people she meets, then I'd give her Appeal. If she can't hide her disdain, and the net result is that she isn't really any more effective at influencing people, then I wouldn't give her Appeal (but would still note her beauty as part of her description).
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Dragonfly
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Post by Dragonfly »

Howdy again!

The Rogues Gallery option is a good one. He doesn't have a long list of villains that are after him on his Champions character sheet, but since I've made him into a veteran hero for the campaign, the Disadvantage fits (and it can include VIPER as one of several).

I'm glad to see we are on the same page regarding Code vs. Killing. Also, thanks for reminding me about Moral Code. Bluejay needs to have that added to her character sheet.

Oh, and thanks again for your thoughts on Multi-Power. I responded to that on the last post, but it was in reference to this reply from you. As I said - I will post that in one of the other threads in a day or so. Oh, and I'm glad to hear that BASHMAN is ruling that thematically appropriate powers can be a single point in a Multi-Power, regardless of category. Indeed, categories are one of the only things that I don't like about BASH, but they don't really get in the way (except for in the case of Multi-Power), so I don't complain. :D Oh, and Mutants and Masterminds 2nd Edition doesnt' penalize you for mixing categories.

As for Suceptible: I really like your first option (for Starburst). I should have thought of that myself! Option two is good for other situations involving other characters. Thanks!

Oh, and regarding Disadvantages: I like your thoughts on Underconfident. Great way to roleplay Setback Points!

Oh, and I'll definitely check out AslanC's Obsession Disad. Tha sounds perfect!

Best,

Dragonfly
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