Sara Sidereal
a bat
That's alright, I'll give it a look later and let you know if there are any problemsI've got it; But Zei was built with the new version. Apologies in advance if any inconsistencies appear.
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That's alright, I'll give it a look later and let you know if there are any problemsI've got it; But Zei was built with the new version. Apologies in advance if any inconsistencies appear.
i glsanced over it and Zei's stat sheet all seems to fit perfectly fine with the old rulesetThat's alright, I'll give it a look later and let you know if there are any problems
im super tempted, but even with an exceptionally generous allowance of a "Magic Tricks" Omni-Power it'd take a ton of retooling to make Maestro work with 75 pts. i dunno, maybe i'll mull over some build ideasYou could still change it around, Sizniche
Sure, that's basically the sorcery category but re-flavored to stage magic.Sara Sidereal though that does raise a question: even if i don't do a retool, could I actually do an Omni-Power 6 (Magic Tricks - broad) power? there were a few extra powers I had that I had to cut due to point limits and i would still love to have a way to incorporate them into the character
Thanks! That's a relief.i glsanced over it and Zei's stat sheet all seems to fit perfectly fine with the old ruleset
He originally had 13, but the Super Assistant caused me to have to knock the Trait Cap bonus down by 2. Probably for the best; 13 Resolve doesnt bode well.Incidentally, I love the Maestro's amazing Resolve score. The rest of us start each issue with 0 or 2 Resolve. The Maestro gets 11. That's a bag of tricks which any villain should fear.
If it isn't real magic, couldn't a lot of it be done with skills? The Omni power thing is better, probably, but just a thought.
For that reason, Maestro has very high Charm and Covert in his areas of expertise. However, I'm still using the Omni-Power for things like Dazzle, Darkness, and Ventriloquism.Or covert and charm, really high. Professional and streetwise.
Aw crap, is sleight of hand Streetwise? might have to find some points somewhere to get another expertise.That's a good point, some expertises could work well. Streetwise - sleight of hand, just as an example. But however you want to do it is cool
Imma be real I didn't double check the talents before I posted lmao. Yeah, covert would make more sense for thatFor that reason, Maestro has very high Charm and Covert in his areas of expertise. However, I'm still using the Omni-Power for things like Dazzle, Darkness, and Ventriloquism.
Aw crap, is sleight of hand Streetwise? might have to find some points somewhere to get another expertise.
also, the reason his resolve is so high is one of my ideas for a possible character for this was Norm L. Guye, a character with just the standard package and a ton of Determination who would've had ~40 Resolve. Needless to say, while that idea didn't win out, some of the inspiration bled into Maestro.Incidentally, I love the Maestro's amazing Resolve score. The rest of us start each issue with 0 or 2 Resolve. The Maestro gets 11. That's a bag of tricks which any villain should fear.
His 40 resolve represents his Stand that he doesn't know existsalso, the reason his resolve is so high is one of my ideas for a possible character for this was Norm L. Guye, a character with just the standard package and a ton of Determination who would've had ~40 Resolve. Needless to say, while that idea didn't win out, some of the inspiration bled into Maestro.
I'll leave that to a group votei forgot to ask this earlier, but will we be using any of the advancement rules?
Certain powers can increase ranks beyond the cap temporarily, although I'm not sure if this is what you were referring toHeh. I don't even remember the advancement rules. But it does seem strange to have rules for traits that break the cap, if we can't ever break the cap.
Re: Advancement
I am in favor of Advancement and a Hard Trait Cap with the GM's option to raise it.
In comics, the creators don't use a point system to make their characters. They simply make them the way they want to fit the narrative. We, on the other hand, must force our ideas into a set number of points, limiting the vision we have of what our characters ought to be. Hence, I am in favor of Advancement so our characters can reach their full potential.
Unlike comic books, an RPG must strike a certain balance between fun and playability. While the player with overwhelming mind control may enjoy forcing the villains to surrender, the other players will soon tire of having nothing to contribute. The cap helps to keep things challenging for the players and their characters. I will qualify this, however. I have never played this system before, so I might be completely wrong. My opinion is based only on my reading of the rules. Actual play may change my mind.
Just to clarify, the "old version" was the ultimate edition, just an earlier version of it. There's a lot more content, but the core mechanics - resolution system, character creation - are unchanged. There are a few minor changes to powers, but any character made in the old version will be largely indistinguishable from one made in the new.Re: Rules versions
I only have the Ultimate Edition. I don't know how compatible the earlier edition is, but my suggestion is that if we don't all have access to the same version, then the players can make their characters using whichever version they do have, but they have to stick with that version. No cherry-picking between the two.