I really really appreciate your (and other's) aid in corrections and such. I love making ideas and honing them to the most fun AND most "correct" (by the rules) potential possible.
So...
Not having played the game a ton (only about a dozen sessions so far) and not "interpreting" some of the rule reading correctly myself - I really appreciate when others call out the things I miss. Or call my attention to questions to ask.
That said. I sorta feel like my ideas and my character builds are "boring" to folks hear on the forums.

I don't get much reply in the way of "that's neat" as I've seen on other threads for character concepts. Not sure why. Maybe my ideas are overly complex or maybe they're just not as punchy fun as others.
Either way... sometimes I feel bummed that I'm not making cool things for the other folks (that I enjoy reading and respect) on the forums here, that I'm not making things to "give back" to BASH! enough.
Oh well.... whoa-is-me.... right?.... haha...
On to the thoughts/questions on your rule points!! HOORAH!!
Some thoughts and questions.Michael wrote:Kid Wrangle:
1. Devastating Negating Weakness -4. This means he takes X3 damage each page he is within 5 squares of water, in addition to it turning off his powers..
So YES. Water.
My original THOUGHT for the Weakness.
- I decided on water because it is a very common element and I really always liked a superhero weakness like old Green Lantern (Alan Scott) couldn't effect WOOD. Or Hal Jordan couldn't effect things colored YELLOW.
- So I chose the idea of WATER being a Weakness, the idea being it interrupts/disrupts the nanite-tech in his system.
- My thought was not that simply water, as in taking a bath or simple rain, etc... would cause the FULL Weakness to kick in
- For example: In our Issue last night, the Narrator did mention it started raining... a mid-west quick downpour. So I noted that my Weakness to water might cause negative Dice Penalties). But I didn't think taking a simple splash of water would or SHOULD kick in the full Weakness.
- My thought was that any water based attack.
- Or if Kid Wrangle were to need to go under the sea (a sub-mariner adventure!).
- Or harsh thunderstorms (like going to help a flood, tsunami, or storm based disaster)....
All of those WOULD kick in the full Weakness. But while water (now since beginning the nanite-meds) KW has an irrational queazy feeling of water and is developing Aquaphobia...
I didn't think a simple rain, splash or bath WOULD cause the full Weakness to kick in based on the definition of Aquaphobia (as my base idea starter):
So basically, Kid Wrangle doesn't like water. He is developing Aquaphobia. It would create situations to mimic the DISAD: Susceptibility (-3DP) in any of the more simple water-based situations (such as rain, taking a bath, etc...), but the full-on lose of powers, stats to 1, and damage would only be begun on water attacks, drowning events, extended underwater times, or heavy weather problems.Aquaphobia is a fear anxiety commonly extending to getting wet or splashed with water when it is unexpected, or being pushed or thrown into a body of water and avoid such activities as boating and swimming, or they may avoid swimming in the deep ocean despite having mastered basic swimming skills.
So...
My question (to all those reading), do you think that makes sense? Do you think that's fair to the rules? Do you think the rules can allow for that (as written)?
What's your interpretation?
Or should I accept that it MUST be the full-on Weakness for any water or change the Weakness? And if change, do you have any suggestions?
THANKS!!
Oops. Misread. I was thinking that you could take Weapon Technique up to a max of +x5 and that the 1-2 power point cost was referring to the notes in the power about the "levels" with the enhancement for complete weapon category.Michael wrote:2. Weapon Technique is a maximum of 2, not 4..
Funnily... as is (for our teen-game) I was planning on going back and lowering some of those bonus to stats/hit anyway. He was just TOO GOOD, averaging 30-40+ to hit. (I was rolling really good though!). So that helps fix that AND fixes my rule misreading! HOORAY!

Can't be linked? Why not?Michael wrote:3. Weapon Technique cannot be linked. He is not going to forget his training. Looks like the power might not be weapon technique but is labeled that way..
I get the idea that a "trained" power like that in theory can't be linked. Is there an rule-as-written reason that I've missed?
That said. Looking at the point cost. It doesn't benefit the build cost in any way to have it linked. So the only reason would be for themeatic link, since the Weapon Technique is specifically FOR his Lariat, that is primarily used (as attacks) for his Immobilization power.
Which brings me to a question on that!
His IMMOBILIZATION power has the Limitation: Gadget, to show that it's his rope that he's using to lasso and tie villains up. I assumed that the Lariat Rope CAN be a "weapon" for the Weapon Technique power.
(assuming that) DOES that allow the Weapon Technique bonus (+x2 Agility to rope use) add to the hit multiplier FOR that Immobilization power (since it's using his Rope). And also... would using ANY power with his rope (such as swinging) get that bonus if in a situation that it could be called for?
[this might be a question best moved to the rule forum]
Michael wrote:4. Agility cannot be boosted above 5..
Okay. So have I just misread?
Is there a HARD cap on all Stats and Powers to limit anything above x5 for a non-cosmic campaign scale?
Or is there a cap on Stats (x5 for non-cosmic), and then additions for the powers... such as:
Armor: Brawn 5+(x3)=x8 Soak
or
Special Attack's to hit = Agility 5+(x5)=x10 to hit.
I was assuming that unless a power or specific action/skill check noted "this cannot break the cap" that there was no cap.
Can you point me to the rules on this that I've missed if that's the case?
Michael wrote:5. I don't think it makes sense to link a boost with immobilize. He is only good with ropes when he is using that particular rope for that particular task? Would be easier to just give him a +2 Boost Agility to Hit (x4 instead of x5, but simpler and applies to more situations).
See my questions/thoughts above for this comment.
thanks again!!
-kev-