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Help please with my PC's?

Hi,

I am new to this Hero Lab thing and I have created 2 PC's for my players, though there seems to be some oddities.

PC A
One is a geeky lab tech who can transform into light energy with appropriate powers, and also into shadow form again with appropriate powers.

PC B
The other is a native american who is a lycnathrope who can shapeshift into "werewolf" form at will.

When creating both, PC A seems much more over-powered for 150PP than PC B. Something seems odd to me here.

Can I ask if I can send someone the files for Hero Lab and they can check my work?

Would be greatly appreciated.

Cheers,
Graeme
 
post the characters online and we can run the numbers. However it is entirely possible that your werewolf player simply isn't playing his character to his fullest. Have him check out his special abilities and learn them. Also, as GM, if you think a character is overpowered in comparison to the others, sit down with him and explain it. Explain that his character needs a weakness or just to be toned down.
 
Unnamed Hero

STR: -1 (8), DEX: +1 (12), CON: +0 (10), INT: +5 (20), WIS: +3 (16), CHA: +1 (12)

Tough: +0, Fort: +0, Ref: +1, Will: +5

Skills: Bluff 1 (+2), Computers 10 (+15), Concentration 7 (+10), Craft: Chemical 7 (+12), Craft: Electronic 7 (+12), Diplomacy 5 (+6), Disable Device 1 (+6), Disguise 1 (+2), Drive 1 (+2), Gather Information 8 (+9), Investigate 1 (+6), Knowledge: Earth Sciences 3 (+8), Knowledge: Physical Sciences 10 (+15), Knowledge: Technology 10 (+15), Language 1 (+1), Medicine 1 (+4), Notice 1 (+4), Pilot 1 (+2), Ride 1 (+2), Search 1 (+6), Sleight of Hand 1 (+2), Survival 2 (+5), Swim 2 (+1)

Feats: Benefit - Scientific Community Access 2, Connected, Eidetic Memory, Equipment 1, Improvised Tools, Inventor, Minions 1 (+2 Extra Minions), Skill Mastery - Physical Sciences 1, Teamwork 1, Ultimate Effort - Ultimate Physical Sciences 1, Well-Informed

Powers: Alternate Form 30 (Flaws: Action 2 (standard))

Equipment: {b}Commlink{/b}; {b}Computer, Laptop{/b}; {b}PDA{/b}

Attack Bonus: +1 (Ranged: +1, Melee: +1, Grapple: +0)

Attacks: Unarmed Attack, +1 (DC 14)

Defense: +1 (Flat-footed: +1), Knockback: +0

Initiative: +1

Languages: English, French
 
Unnamed Hero

STR: +4 ( 14/18), DEX: +4 (14/18), CON: +4 (14/18), INT: +1 (12), WIS: +3 (16), CHA: +2 (14)

Tough: +4/+9, Fort: +4, Ref: +4, Will: +5

Skills: Acrobatics 3 (+7), Bluff 3 (+5), Climb 3 (+7/+11), Computers 1 (+2), Concentration 2 (+5), Diplomacy 3 (+5), Drive 1 (+5), Gather Information 3 (+5), Handle Animal 8 (+10), Intimidate 3 (+5), Investigate 1 (+2), Knowledge: Arcane Lore 4 (+5), Knowledge: Behavioural Science 4 (+5), Knowledge: Earth Sciences 4 (+5), Knowledge: History 4 (+5), Knowledge: Life Sciences 4 (+5), Knowledge: Theology & Philsophy 4 (+5), Language 1 (+1), Medicine 7 (+10), Notice 7 (+10), Perform: Percussion Instruments 1 (+3), Perform: Wind Instruments 1 (+3), Pilot 1 (+5), Ride 3 (+7), Search 9 (+10), Sense Motive 7 (+10), Sleight of Hand 1 (+5), Stealth 8 (+12/+20), Survival 7 (+10), Swim 3 (+7)

Feats: Attack Focus (Melee) 6, Endurance 1, Hide in Plain Sight, Improved Initiative 1, Instant Up, Track, Trance

Powers: Comprehend 2 (Animals - Speak To, Animals - Understand, Flaws: Narrow Group (Canines Only)); Lycanthrope (Shapeshift 15) (Flaws: Action 1 (standard), Custom 2 (Disturbing))

Attack Bonus: +3 (Ranged: +3, Melee: +5/+9, Grapple: +9/+15)

Attacks: Unarmed Attack, +9 (DC 19)

Defense: 2/18 (Flat-footed: 14), Knockback: -7

Initiative: +8

Languages: English, Native American
 
The first character has two forms: Light and Shadow. In light form he is has:

Insubstantial 3
Strike (Aura, continuous) 2
Teleport 4 (tiring)
Flight 5
Immunity 31
Invisibility 8
Blast 10 (Range 5 ranks)
Illusion 5 (light constructs only so only affects visual senses)
Dazzle 10 (Range touch, explosion)
Space Travel 1
Super Senses 10

In shadow form:
Drain 10 (range 5 ranks, vampiric)
Immunity 21
Insubstantial 4
Fatigue 1 (aura, vampiric, continuous)
Concealment 6 (only when in shadows)
Protection 5 (impervious 5 ranks)
Super Movement 4 (slithering, trackless, wall-crawling 2)
Regeneration 4 (only when in shadows)
Super senses 5
Nullify 5 (Nullifying Field, range 2 ranks only)
 
It just seems that the energy alternate form gives much more benefits compared to the lycanthrope. Insubstantial makes him immune to lots of attacks, he has a powerful blast in light form, and so on....
 
well sure but I have a PL 6 mind blast/control guy who does tons more damage then my pl6 bruiser. Differing builds are always on different levels, its all in the flavor of how you play them.

Also, anyone know why mental blast has a dc will save of 15 plus PL, I know its whats in the rules but its rediculous
 
Well, I just ran them and their numbers ARE a little off. Light boy came out to 148 and werewolf came out to 156. Anyway, they could be unbalanced. I had a similar problem with a previous game and a light/electricity guy and an aquagirl. You may just have to take your guys aside and let them know that their characters don't mesh well and there's a need to redo them. Hope this helps.
 
A lot of balance issues can be solved by rebalancing their enemies. I know it sounds cheap, but an organization of psions with unusually high will saves could make your game run smoother.

Also, the werewolf character looks like he spread himself too thin: he doesn't need the computers skill or a bunch of scattered knowledge. He doesn't need increased intelligence, or even charisma. My first character was a jack-of-all trades, and I was constantly frustrated by him: he wasn't as smart as the mage, as strong as the fighter, or as quick as the gunman. Nobody needed him to notice things, remember things, take damage, deal damage, or pick locks. Since then I've decided that every character I design has to be the best in the party at SOMETHING, then I flesh out the rest of their design afterwards.
 
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