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You are here: Home --> Forum Home --> Recent posts by Ayrn
Topic: Trilogy War Q/A
Subject: Awesome!

Glad you found the players you needed!


Posted on 2014-09-29 at 01:43:03.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Hey!

Checking in to see if this game is still a go, or if life is putting this on the back burner?


Posted on 2014-09-27 at 23:59:28.

Topic: The Gobber King
Subject: Check for traps complete!

Crow made his way to the door and gave it a quick look. “This door will take two of us to open," he stated. "Wembley check for traps. Mal help me with this door if he says its clear. Alondas, Gamard, Dudley ready yourselves as you see best.”

"Well, Crow," Wembley started. "The door itself is not trapped, but it's possible that who ever is behind this door has set up on of those crossbow traps like the ones in the last room. The door isn't locked so much as barred on the inside, maybe with a crossbeam of wood?"

He paused for a moment, as if a light just went on. "Or maybe... maybe it's... hey, Alon! Did you ever hear of that spell that could make a door stay stuck shut. Silly spell, if you ask me... I mean, why would you want a door to not be able to do what it's suppose to do -- open. Anyway, my great, great uncle -- Uncle Juncket -- he told me all about this spell. Said it caused him no end of trouble in his career. If our friend on the otherside happened to use the spell, the only way in is for you to bust it down, or him to let us in."

As Crow prepared to crash through the door, Wembley echoed his warning, "Remember, there might be a loaded crossbow on the other side... maybe you should bust a hole towards the bottom of the door and let us small folk handle the negotiations?"

OOC: Tann and friends, I'm totally cool with Crow and Mal battering down the door as Tann has outlined. Wembley's just making conversation.

Posted on 2014-09-27 at 02:48:33.

Topic: wwwwwwwwwwwwwww
Subject: Part time player

What if I can only commit to playing the character until the battle is over? Would that be helpful?

Posted on 2014-09-23 at 15:42:55.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: You're cold hearted, guys

... you knew this was coming though:


Posted on 2014-09-22 at 17:10:11.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Wow...

... that was a bit much, fellas!

Stay frosty!

Posted on 2014-09-22 at 13:35:32.

Topic: Noir Camelot - Issue 1, Series 1 - The Disappearance of Prof. Stern
Subject: Officer Freeze

Jack had been waiting outside, on the roof of Ketchum's Hardware Store, for little over twenty minutes. He had been following two of Lisoretti's thugs, waiting for the right moment. The goons had entered the Henry's Butcher Shop, no doubt making their "protection" rounds.

The officer could hear a bit of a scuffle taking place inside the shop... smashing of glass and the knocking over of some items. Still he waited... the moment was right just yet.

Moments later, the goons exited, one laughing, the other lighting a cigarette and counting bills. They entered their car, and began making their way back to Lisoretti. Jack followed along the rooftops, a sheet of ice forming under his feet, allowing him to slide along effortlessly. He knew their route well, knew they would soon be travelling along Riverside Dr... knew that soon the moment would be right.

He let the car turn onto Riverside before slide down from the rooftops and coming up behind the thugs. He could see the driver take sudden notice of their tail, nudging his companion to deal with the threat. The side window rolled down and the goon leaned out to face Jack, tommy gun in hand. Jack could hear the rat-tat-tat as the bullets hammered out of the machine gun.

Jack was not shaken, weaving his ice slide a bit so that most of the bullets missed. The few that hit simply lodged into the thick layer of ice that had at one time been his bullet-proof vest. The officer sent an ice stream at the goon's gun, encasing the weapon. The sudden weight wrenched the gun from his hand and it clatter to the roadside. The driver tried to speed up, but Jack caught up with little effect. Approaching the driver's side, Jack motioned for the driver to roll down the window. The man complied. "Pull over," Jack said simply.

"Screw you," the driver replied. His partner leaned over, pistol in hand and emptied the clip into Jack. While he felt the impact, none penetrated.

"The bridge is out, boys," Frost stated, as they approach the bridge. "Pull over now."

"Go to hell, Frost," the diver sneered, as he hammered the gas petal.

Jack moved to directly above the car. Just as the goons were about to hit the bridge, the officer unleased a blast of ice in front of the vehicle forming a slightly curved ramp. The driver attempted to stop, but it was too late. The wheels locked up as they hit the ramp and the car slid up and over the guardrails into the frigid waters of the river. Jack watched briefly as gravity pulled the car into the cold, dark depths. He didn't wait around to see if the goons survived.


Jack made his way to the church. O'Brian had made contact earlier in the day, saying he had a case that had come up that needed solving... some lady in need of some big, damn heros.

"Sure thing, Father," had been Jack's reply. A law-abiding citizen of New Camelot needing some help was the officer's bread-and-butter.

Now, late in the evening, Jack had made his to the church. He entered in through the bell tower, sliding down the spiral staircase, and made his way to their regular meeting space. Samael and Zilver were already present, and Jack suspected Nobody would arrive soon enough.

Father O'Brian entered in with their victim, a lovely woman... and, sure enough, Nobody entered in with all the finesse of a bull, a large branch protruding out from his trenchcoat.

"Foilage is a good look for you, chum," Jack quipped quietly to Nobody.

Jack listened intently to woman as she gave her statement... a missing-person report, possibly kidnapping. He allowed his partners the first round of questioning, taking in all the information.

The fellas were on the right track... a visit to the scen of the crime was needed to collect some more evidence, hopefully give them some leads.

Posted on 2014-09-22 at 03:22:44.
Edited on 2014-09-22 at 13:36:15 by Ayrn

Topic: The Gobber King- QnA
Subject: I'm with Ody and Almerin


I was first attracted to your recruitment for this game for three reasons:

1) You were DMing, and that pretty much guarantees a good gaming experience.

2) You said it was a lunch time dungeon romp... so, I figured light-hearted, explore the rooms, slay the monsters kind of game.

3) You said it was about 18 rooms total and would likely be a "shorter" game.

That all sounded good to me.

I'd agree with Almerin that puzzle-based games are definitely easier around a table, but that you're giving us good clues so far along the way. I don't make any claim that I've got this puzzle figured out. But I do fee like we're getting somewhere.

Anyway, still looking forward to this.


Posted on 2014-09-22 at 01:51:10.

Topic: Looking for a game.
Subject: Maybe check with Alacrity


First, welocme to the Inn! We're glad you've found us, and hope you have a long and enjoyable stay.

Second, I not sure if Alacrity had space in either one of his ongoing Serenity/Firefly based games, but maybe send him a private message and see what happens. His games are Destiny's Flight and Voyages of the Rocinante. Both excellent. Rules are less important to the story-telling aspect of the game. Alacrity handles all the dice rolling and game mechanics, so you don't need to worry much about them.

Skari-dono has just started up a vigilante Super-heroes game in a 1930s Noir setting. The game has just started, so he might be willing to add another character to the party. The game uses the Mutants and Masterminds system, but, again, I think Skari-dono is handling all the dice rolling and game mechanics stuff. You could private message him and see if there is still space. The game is called "Noir Camelot".

There are a couple places to start you off.

Once again, welcome!

Posted on 2014-09-21 at 02:02:56.

Topic: The Gobber King
Subject: Oooo... a letter!

Wembley appraised the room with a critcal eye. When Mal read the note, Wembley piped in, "Well, that would explain the barred door across the hall." Looking around the room once more, he added, "My guess... well, looking at these crossbow traps and the poorly written note, I'd say goblins usually... but with those lizard folk we bound up back there, maybe there's a reptile thread weaving here and we're actually dealing with a kobold shaman of some kind." The cidal grinned, "That would be exciting, Alon?! Maybe he's got a couple of spells we've never seen before! I've always been curious about kobold magic..."

Just then, he noticed Dudley making his way to the door across the hallway. Quickly, he joined his kin, and added his voice in trying to coax out whoever was behind door number two. "Yeah, we come in peace.... we just want to talk. If you are hurt, we have a healer with us."

Posted on 2014-09-20 at 18:14:57.

Topic: The Gobber King- QnA
Subject: My struggle

Hey Roger,

My strugle with posting has been 3-fold:

1) It's September which is really the busiest month for me at work (actually, Sep - mid-Oct, Jan - mid Feb, and July are my busy times).

2) I've been hit with a ridiculous number of unfortunate (mostly annoying, time consuming) circumstances in the last 2-3 weeks.

3) I've been busy helping some friends with a game.

I like the game, I like Wembley, and I like the other characters. Just a little overwhelmed at the moment.


Posted on 2014-09-19 at 17:40:30.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Haven't seen Axio around lately...

Not sure if this game is actually still going on.

Regardless, I'm going to need to step out. So... someone can take my place!


Posted on 2014-09-17 at 17:41:55.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: I've submitted my character

Sorry for the delay, guys... it's been a bad week here.

Anyway, I've submitted an ex-cop/ice based character.

Posted on 2014-09-16 at 05:58:52.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Back...

Hey Guys,

I'm back from a series of unfortunate circumstances. I've been trying to work with my landlord to get some things repaired in our house (dryer and AC) and, yesterday, my wife and kids got stuck on the highway for a couple hours after our van decided to dropp all its oil on the road. :/

Anyway, I'll look to have something to you tonight, Skari-dono, and then post tomorrow.


Posted on 2014-09-09 at 14:54:48.

Topic: The Gobber King
Subject: Keeping on moving

Wembley opened the door to the south. "Huh," he said, a little disappointed that someone had beat him to the doors (and used brute force to do it). "Looks like someone's been through her recently. Do you think it was those lizard men? The way they trashed the cellar... looks like this might be there handiwork too."

Wembley will search the room for any evidence that the perpetrators of this crime were, infact, the lizard creatures.

"Oh! Hey, look!" Wembley says cheerfully. "Another door. I wonder way this leads."

Normally, the cidal would have likely just opened the door... but an inner voice that sounded an aweful lot like Crow's urged him to check the door first.

OOC: Wembley is searching the room until he notices the door. He'll check the door for trap and locks, and listen to see if he can hear anything on the other side of the door, before opening it.

Posted on 2014-09-04 at 00:30:46.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Here, when spent points

So, the brake line went on our van just as I was about to pull out with the trailer for vacation yesterday. Super thankful that it happened at home and not on the highway... but it does mean my vacation time's been postponed. I'm around this week now.

Here’s Christina’s additional 5 spent power points. I've underlined the changes:

1) Add 1 power point to the Telepathy Array, which makes the follows changes:

Telepathy: Selective, Area Mental Communication 2 [1 mile radius] linked with Cumulative Mind Reading 7 with Subtle 2 extras (costs: 35 power points)

* Alt Effect – Mental Blast 8: Perception range Damage 8, Alternative Resistance (Will), Subtle 2 (costs 1 pp)
* Alt Effect – Sleep 8: Perception range, Cumulative Affliction 8, Resisted and Overcome by Will, Insidious, Subtle 2 (costs 1 pp)
* Alt Effect – Mind Control 8: Perception range, Cumulative Affliction 8, Resisted and Overcome by Will, Insidious, Subtle 2 (costs 1 pp)
* Alt Effect – Telekinesis 7: Perception range, Damaging Move Object 7, with Chokehold, Improved Hold, Improvised Weapon 1, Precise, Subtle 2, Throwing Mastery 1 extras (costs 1 pp)

2) Add 3 power points to Advantages to gain Beginner’s Luck, Improved Initiative and Well Informed.

3) Add 1 power point to Skills to gain Expertise [Singing] +10 (10 ranks)

Posted on 2014-09-02 at 16:30:13.

Topic: Trilogy Ten Year Anniiversary
Subject: Nice work

Way to go, Tann and Company! Congrats!

Posted on 2014-09-02 at 15:42:30.

Topic: The Gobber King
Subject: Pick me!!

"Anybody with a good eye for traps eager to open the doors?"

"Oh! Oh!" Wembley squeaked. "I'll do it, Gamard."

The cidal put away his staff sling and loosened up his fingers dramatically. "My great-great-aunt, Lucinda, she was an excellent trapsmith. They say she could sniff a trap out, let you or I might sniff out a foul goblin ambush. Have you ever smelled goblin hide before? Pah-yalagh! They stink bad... like... like, ol'Duncan, my uncle Darwin's hound would after mucking around with the pigs. Ha! That dog sure did stink. Didn't matter how much uncle Darwin washed him in the river, he would still..."

The cidal continues on, telling his companions about Duncan the dog which weaves into another story about a bandit cidal who once wore goblin hide as armor. From time to time the story pauses as he first listens at the doors, then checks for traps, before opening up the doors.

[OOC: I may have taken the post too far. My intention is to listen at the north door, that the south door, then attempt to notice and diarm and traps, then open the door to the north (and the south one after that, assuming nothing jumps out at us after opening the north one.]

Posted on 2014-08-30 at 22:53:22.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Hammer

The point you spent on Father O'Brian (which, I'm assuming you spend on gaining 1 more rank of Sidekick) can actually buy 10 extra ranks in Treatment (not just 2).

Spend 1 pp on Sidekick, give Sidekick 5 power points to spend.

Sidekick spends 5 power points on skills, gains +10 skill ranks.

Posted on 2014-08-30 at 01:26:01.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Fair enough...

I appreciate what you said, Hammer. I think you're right... you know best the vision you have in your mind for Zilver and Father O'Brian. It's probably best to leave your sidekick as yours rather than shared.

So, with that in mind, I guess we just spend the extra points on our own characters individually.

Alacrity, probably the easiest way to spend your 2 points would be to boost Mr Nobody's Parry defense score to 6. It bring the score up to the power level max and costs only 2 points.

Skari-dono, I'll get back to you on how I hope to spend mine.


Posted on 2014-08-29 at 09:15:10.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Haha!

Well, for the record, and let me be very clear - I really am looking forward to roleplaying with all of you! (especially you, Roger!)

And, for the record, I really think all the character concepts on the table are awesome! Seriously, super cool. All the backstories were very enjoyable to read. (which is not surprising because you guys are a bunch of great writers).

The above, for sure, is min-maxing... though, I'd rather reframe it as "enabling your character to do within the rules what you actually see him or her doing in your mind."

Truthfully, when I DM, it is pretty much "free-form" or ultra-rules light... I'm looking to tell a cooperative story with my kids. I giving them each a D6 dice so they feel some tension, and pretend to consult a table or two before I add some more to our story and we continue on.

Posted on 2014-08-28 at 14:53:33.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Some thoughts about M&M 3e character building

Sorry, guys... I hope you don’t hate me for reviewing your characters with fine tooth combs, and making all sorts of suggestions. I re-read my last post about the critique of Father O’Brian, and it seemed to me to come across a lot harsher than I intended. Hammer, if you found it offensive, I totally understand... and I’m sorry.

It’s definitely not my intent to change up what you are hoping to accomplish with your characters, nor change anything if you like the way your character looks. My main concern is more that when it comes to actual game play, you might find that some of the things you chose for your character won’t actually work as you hope, or you won’t actually use the advantage or power, which means you could have spent those power points strengthening your strengths (if that makes sense).

So, here’s a few lessons I’ve learned from playing M&M:

1) M&M is all about customization, or “Not all Abilities are created equal”. When you spend power points on Abilities, what you are actually doing is buying a ranks in a bunch of other things (advantages, skills and defenses) bundled together. Sometimes, this is a simple and effective way of purchasing these things. Sometimes, though, it's actually "cheaper" to just buy ranks in those things (advantages, skills and defenses) that you really want.

This is especially true for Presence. Spending 2 power points on Presence gives you Deception 1 (cost 0.5 pp), Intimidate 1 (cost 0.5 pp), and Persuasion 1 (cost 0.5 pp). So, with Presence, it's actually "cheaper" to just leave the ability at Rank 0 and purchase skill ranks in the skills you want. Example: You have 6 pp to spend. You could buy Presence 3 (giving the 3 skills each a +3 bonus) or you could just buy 12 ranks of skills (giving each skill a +4 bonus). This becomes even more important if you just wanted to focus on one or two of the three skills. Example: you just want your character to be awesome at intimidating people... 6 power points in skills buys 12 ranks of Intimidate, which is much better than Presence 3.

This is true about all the abilities, though some more than others:

Strength: One point of strength buys you Close Damage 1 (cost 1 pp), Lifting 1 (cost 1 pp), and Athletics 1 (cost 1 pp), which is a great deal if you want all of those things.

But, let’s say you wanted to build a martial arts character who can center their Chi for a good Damage effect (say Rank 6), who’s amazing in Athletics (Rank 15), but can’t lift more than 400 lbs (Rank 3) on an average day.... a more customized use of your power points would be to buy Strength 3, Strike 3, and Athletics 12 for a cost of 15 power points rather than buying straight Strength to level 15 (cost 30 pp).

Stamina: One rank in Stamina buys you Toughness 1 (cost 1 pp) and Fortitude 1 (cost 1 pp), an even trade. So, simply buy Stamina up to the max level you want for either Toughness or Fortitude, than add additional points into either Protection (whether as a power, device, or equipment), or the Fortitude defense.

Agility: One rank in Agility buys you Dodge 1 (cost 1 pp), Acrobatics 1 (cost 0.5 pp), Stealth 1 (cost 0.5 pp), and Initiative 1 (cost 0.25 pp). This is another one of those Abilities that is really good if you want to be good at all these things. **Note** You still need to buy at least 1 skill rank in Acrobatics in order to be able to use the skill (or purchase the Jack of All Trades advantage).

Dexterity: One rank in Dexterity buys Ranged Combat 1 (cost 1 pp), Sleight of Hand 1 (cost 0.5 pp, but requires you to be trained), and Vehicles 1 (cost 0.5 pp, but requires you to be trained). Unless you are looking to be good in all three things, it will be cheaper to just buy what you want individually rather than buying ranks in Dexterity. Additionally, if you are only focusing on one form of Ranged Combat, it is more cost efficient to buy skill ranks in Ranged Combat [Your Form]. If you want to be equally good at two or more forms of Ranged Combat, just buy ranks in the advantage.

Fighting: Fighting works the same as Stamina. One rank in Fighting gives you Close Combat 1 (costs 1 pp) and Parry 1 (costs 1 pp). If you are only focusing on one form of Close Combat, then it is more efficient to purchase skill ranks in Close Combat [Your Form] and ranks in the Parry defense. Once you want to do more than one form of close combat, you might as well buy ranks in Fighting until you hit your desired limit for either Parry defense or Close Combat attack, and then purchase additional ranks in the other area.

Intellect: Intellect is like Presence as it only purchases skills (Expertise, Investigation, Technology, and Treatment), each worth only 0.5 pp/rank. These skills also all require you to be trained in them in order to use them. Unless you are planning on having ranks in more than 3 of these skills, a more cost efficient way to spend your power points would be to just buy skill ranks rather than Intellect ranks. If you are looking to be the super smarty pants who knows everything about everything then, yes, purchasing Intellect is cost effective (along with the Jack of All Trades advantage)

Awareness: One rank of Awareness buys Will 1 (cost 1 pp), Insight 1 (cost 0.5 pp), and Perception (cost 0.5 pp). Equal trade if you are looking to be skilled in all these areas.

It is worth noting that occasionally your character may have to make an Ability check. Strength is one such ability, especially if you are using the maneuvers that are keyed off Strength (like Disarming, Grabbing, and Holding). This is also occasionally true for Agility and Awareness, but usually you are allowed to use a skill check in place of the Ability (like Acrobatics or Insight).

Haha... that took a bit of space... but buying ranks in Abilities is one of the big ways to either “save” power points (not often) or waste them (common). Don’t be deceived!

2) Pay attention to the Power Level. Especially with your defenses, and your attack/damage effects! You would be wise to keep them as maxed out as possible.

At Power Level 8, this means that your Attack/Damage effects combined should be at 16, otherwise you risk either not hitting or not damaging opponents at your equal power level. And, really, you probably want to keep the difference between the two at no more than 5.

For example, having an attack bonus of +14 with a damage effect rank 2 will likely hit whomever you are trying to hit, but your opponent will just soak the damage with his toughness defense (which means you just wasted your attack).

If you happen to have the Power Attack advantage, you have the flexibility to -5 from the attack and add +5 to the damage (giving you a +9 attack, +7 damage) which will mean you hit a little less frequently, but at least you’re likely to do damage. You could save yourself a power point, though, by not purchasing Power Attack and creating your power to be +10 attack, damage rank 6.

Fortitude and Will defenses are really your call... if you want him to be able to deal with more attacks on the body, make Fortitude higher. If you think your guy can deal with assaults on his mind better, give him a better Will defense. Keeping their combined total at 16, though, is a good idea. Affliction and Weaken powers apply conditions that can knock your character out of the fight pretty quickly and they usually target Fortitude or Will. Seriously... 3 degrees of failure and your guy becomes incapacitated, and a lot of those Afflictions can easily have the Continuous extra, meaning if your opponent keeps hitting you three rounds and you fail each round, you’re incapacitated.

Dodge-Parry/Toughness is an interesting mix. From a min-max perspective, having a higher toughness and lower dodge-parry is more efficient and more likely to help out in combat. Here’s why:

On a per power point comparison, you need to spend 2 pp to gain a rank in both Dodge and Parry, but only 1 pp to gain a rank in Toughness. There’s also a number of conditions that can either cut your dodge-parry defenses in half (surprised) or drop them to 0 (defenseless). Finally, the ability to purchase Impervious Toughness allows the character to auto save against damage effects that are ranked at half the level of the Impervious rank.

Regardless of whether you focus on the Dodge-Parry side or the Toughness side, keeping their combined total at 16 is a good idea

Two special notes here:
- At PL 8, Impervious Toughness is only really good if you have at least 8 ranks in it, allowing you to auto save against damage effect ranked 4 or less (basically making you immune to most equipment level damage)... anything less than rank 8 and you’ll probably find that it doesn’t help you that much and you would have been better off just spending the power points on additional ranks of straight Toughness/Protection (without Impervious) or spending them somewhere else.

- The Defensive Roll advantage is a trap! Don't buy it! You spend 1 pp to gain 1 rank in Toughness, but it’s an active defense, meaning it is subject to being halved or reduced to 0 like Parry and Dodge. Better to spend the point on the Protection power and just say your character has toughened his body through martial training.

3) You already have a wide range of “lesser” advantages available to you for free. All of our characters can use lesser forms of Accurate Attack (-2 damage, +2 attack), All-Out Attack (-2 dodge and parry, +2 attack), Defensive Attack (-2 attack, +2 dodge and parry), and Power Attack (-2 attack, +2 damage). This should make you think twice about whether or not you really need to purchase any of those advantages. (Mr Nobody’s Power Attack advantage is a good example... I’m not sure there will ever be a time where you’ll want to subtract more than 2 from his attack, much less 5, in order to add that bonus to his already powerful damage effect. I know the Archetype in the book has the advantage listed... I’m just not sure why. The Accurate Attack advantage would be of better use, allowing Mr Nobody to tone down the damage sometimes in order to make a precise strike.)

4) Advantages tied to Skill Checks: If you are looking to have an advantage that is tied to making skill check, you really want a bunch of ranks in those skills. At Power Level 8, in order to be effective, you’ll want at least 8 ranks in the skill, probably more, in order to have some hope for reliable success. I’m thinking of the advantages Daze, Redirect, Startle, and Taunt specifically, as these are advantages meant for combat. They can all be resisted by an opposed skill check or a Will check by your opponent (the better of the two). If you assume most opponents have at least a Will defense of 8, you need at least a +8 in your skill to match him, meaning you’re likely spending your standard action on a 50/50 chance of success.

Furthermore, it’s debateable whether or not spending your action to gain whatever effect the advantage will give you is worth it... or if it would have been better to just attack the opponent (or use the Aid action to help one of your allies to give them a +2 bonus to their attack)

Wow, so that was longer than I thought it would be. Not sure if this will be helpful for our present game, but maybe for future games.


Posted on 2014-08-28 at 07:54:19.
Edited on 2014-08-28 at 08:01:42 by Ayrn

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Also...

After reviewing our characters, we could probably take out the Infirmary, Library, and Workshop from the headquarters seeing as none of us have investigation, treatment or technology skills.

Meaning, we could possibly gain another power point if we keep the total cost at 20 equipment points or less.

Posted on 2014-08-27 at 10:34:49.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: PART II - The Car


Size: Limo – Huge (costs 3 ep)

Strength: 8 [6 tons carrying capacity] (costs 0 ep)

Speed: 5 [900 ft/round; 100 mph] (costs 5 ep)

Defenses: 6 (costs 8 ep)

Toughness: 10, Impervious (costs 11 ep)

Navigation System (costs 1 ep)
Security System 2 (costs 2 ep)

Total Cost of Vehicle: 30 equipment points = 6 power points

**NOTES** I tried to equip this ride with some weapons, but I decided against it. Truthfully, it’s questionable whether or not we really need the car as all the PCs have their own personal modes of transportation. Only Father O’Brian really need a ride...

One benefit is, perhaps, that the car is a slightly more subtle way of moving around the city (as opposed to leaping, flying, and teleporting).

Anyway, presently, Hammer, this would free up the 5 power points you spent on Equipment (Vehicles/Headquarters), plus we have 1 more from our pool remaining for a total of 6 power points.

A couple of options:

Option #1 - The Simple One: Add the 6 remaining power points to buy more ranks in Sidekick: Father O’Brian. Make sure you max out Father O’Brian’s Vehicle skill so he can at least drive this thing. Probably a bunch of skill points in Technology would be helpful too so he can repair any damage to the vehicle.

Option #2 - The “Min-Max” One: Scrap this vehicle idea, gain 6 additional power points. Spend all 12 power points on buying ranks in Sidekick: Father O’Brian to give you an additional 60 sidekick points to create your sidekick. Then spend 6 of those sidekick points on equipment to purchase this exact vehicle. This would leave you with 54 sidekick points... and you’d still have the car (mind you, it’s Father O’Brian’s car). Again, maxing out the Father’s Vehicle and Technology skills would be wise.

Option #3 - The “And Now For Something Completely Different” Idea: Scrap this vehicle idea, gain 6 additional power points. Spend all 12 power points on buying ranks in Sidekick, and create Father O’Brian in such a way that he has his own mode of transportation. Maybe a motorcycle (with a side car, so Zilver can ride along... haha)...

On a different note, Hammer, you may also want to revise Father O’Brian a bit... I don’t know his full backstory (beyond him being a good friend of Zilver) or what you have in mind for him, but some of your combinations of Abilities/Advantages/Skills won’t work so well in game play.

In particular, Father O’Brian has Contacts, Connected, Taunt, and Well Informed advantages with are all keyed off skills. Contacts is based on Persuasion (which is -1 for O’Brian); Connected is Investigation, which you can’t use without ranks in Investigation; Taunt is Deception (which is -1 for O’Brian); and Well-Informed is either Investigation (can’t use) or Persuasion (-1 penalty).

Additionally, the advantages Accurate Attack, Defensive Attack, and Power Attack are probably unnecessary as you can, without those advantages, already shift your damage or attack modifiers by -2/+2. I doubt he’ll want to shift either much more than that. Uncanny Dodge also, presently, doesn’t do anything for O’Brian. When a character is surprised, their active defenses (dodge and parry) are cut in half... O’Brian’s dodge and parry scores are at 1 presently. I wouldn’t consider Uncanny Dodge until his Dodge and Parry are significantly higher (in the 8+ range)

Two advantages you may want to consider are Improved Defenses & Weapon Bind, which combines nicely with his Improved Disarm advantage... mind you, Disarm is keyed off of strength, so O’Brian may have some difficulties pulling it off.

Also, under O’Brian’s equipment, you have his armor listed with the Easily Removable flaw, which is actually already accounted for in the Equipment advantage... so, it actually still costs 12 equipment points. Or, you need to shift it over to the Powers section and make it a device like we did with Zilver. It costs more as a device, but I think that is a more accurate description for his armor.

Oh... and, of course, now that we’ve pool power points for the headquarters, Father O’Brian doesn’t need to spend that equipment point on the gym.


Posted on 2014-08-27 at 10:22:54.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: PART 1 - Updated Headquarters


Size: Dual-Sized – Appear to be a Large-sized church from the outside, the underground lair is actually Gargantuan size (costs 4 ep for size, 1 ep for dual-size feature)

Toughness: 16 (costs 5 ep for +10 toughness)

Features (costs 12 ep):
Concealed 2 [DC 25 to locate concealed entrances to underground lair]
Living Space
Secret 3 [DC 30 to discover the lair]
Security System 1 [DC 20 to overcome locks]

Total Cost: 22 equipment points +3 equipment points for alternative headquarters / 5 power points

**Notes**: Alacrity and Eol, if you don’t feel like creating an alternative headquarters, we can use those extra equipment points to purchase the following additional features for the church:

- Power System (it runs on its own power grid)
- Defensive System (something to help keep the bad people out)
- Fire Prevention System (something to put out accidental kitchen fires)

Posted on 2014-08-27 at 07:17:05.


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