Mutants and Masterminds 3E (anyone else wanna try it?)


Recruitment

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Arknight wrote:

Xzaral and Vixen - Give me 15 d20 rolls, I think that should be sufficient. :) And let me know if there's any particular type of thing you do Not want to see in a character. :)

Umbral - Yep, PL10/150PP

Ninjahime - You're good. :) You were fairly straight forward and already in line with what I had in mind for this.

DM Jelani - Looks good. A Green Arrow/Hawkeye type. :)

Trup - Hex looks ok. I see the corrections and don't see an issue with them. :)

Alright I will write up his history and have a alias posted for him by tommorrow for you.

Silver Crusade

1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 17
1d20 ⇒ 14
1d20 ⇒ 15

1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 16
1d20 ⇒ 7
1d20 ⇒ 8

1d20 ⇒ 6
1d20 ⇒ 10
1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 5


1d20 ⇒ 19
1d20 ⇒ 15
1d20 ⇒ 14
1d20 ⇒ 4
1d20 ⇒ 19
1d20 ⇒ 17
1d20 ⇒ 12
1d20 ⇒ 10
1d20 ⇒ 8
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 4
1d20 ⇒ 18
1d20 ⇒ 8
1d20 ⇒ 13


I think I'm gonna reroll my weapon part. Green Arrow/Hawkeye are two of my most disliked heroes of all time :P Mainly because of the bow. I'm going with the magic sword.

Forgot to roll one set of advantages 1d20 ⇒ 6

On a slightly different note, are we gonna be forced to be super heroes in the no killing bad guys shiny DC sense? I played in one other superhero game before and the DM wouldn't let us kill anyone no matter how hard they tried to kill us. I found that game to be ultimately uninteresting.


Xzaral:
1d20 ⇒ 12 - Psychic

ABILITIES
1d20 ⇒ 14 - Psychic Warrior: You’ve trained your mind and body to
work as one and have tapped into a vast psionic reserve
of power.

PSYCHIC WARRIOR
STR STA AGL DEX FGT INT AWE PRE
2 2 2 2 4 2 4 0

ADVANTAGES
1d20 ⇒ 17
TRAINED FIGHTER
Improved Initiative, Power Attack, Uncanny Dodge

SKILLS
1d20 ⇒ 14 - Stealth
1d20 ⇒ 15 - Stealth
SKILLS — SNEAK
Deception 8, Perception 8, Stealth 8

OFFENSIVE POWERS
1d20 ⇒ 18 - Telekinetic
Telekinesis: Move Object 10, Accurate 4 • 24 points

Array -
1d20 ⇒ 18
Telekinetic Snare: Ranged Cumulative Affliction 10 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Limited Degree, Limited—There must be materials about to bind the target • 24 points

1d20 ⇒ 16
Alternate Effect: Telekinetic Hammer: Ranged Burst Area Damage 8 • 24 points (1)

1d20 ⇒ 7
Alternate Effect: Telekinetic Constructs: Create 8, Movable • 24 points (1)

1d20 ⇒ 8
ALternate Effect: Telekinetic Bolt: Ranged Damage 10, Accurate 4 • 24 points (1)

DEFENSIVE POWERS
1d20 ⇒ 6
Precognitive Reactions: Enhanced Advantages 8 (Defensive Roll 4, Evasion 2, Improved Defense, Improved Initiative); Enhanced Defenses 12 (Dodge 6, Parry 6) • 20 points

UTILITY POWERS
1d20 ⇒ 10
Telekinetic Flight: Flight 5 (60 MPH), Distracting • 5 points

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+6 +4 +5 +0 +8

(Not Needed -
1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 5)

Ok, This is the Pure TK version. If you like for your powers, you could take Telepathy as a power, making TK as the first power in the array. For the 3 alternates, you can choose either TK or Telepathy power. You don't have to though. :)

Also, you can use the Extra rolls to substitute for any rolls and I'll adjust it. Including for the Hero type initial roll.


Arknight wrote:
Xzaral and Vixen - Give me 15 d20 rolls, I think that should be sufficient. :) And let me know if there's any particular type of thing you do Not want to see in a character. :)

I am looking for someone who is a speed demon. Preferably with sonic flight. I have been wanting someone with sonic flight for a while. Add anything you feel would work with that.


Grand Moff Vixen wrote:
I am looking for someone who is a speed demon. Preferably with sonic flight. I have been wanting someone with sonic flight for a while. Add anything you feel would work with that.

Ok. That will put you in the Speedster power type. :) I'll use your rolls from there. Not sure if I'll get to it tonight or in the morning though..


DM Arknight wrote:
Grand Moff Vixen wrote:
I am looking for someone who is a speed demon. Preferably with sonic flight. I have been wanting someone with sonic flight for a while. Add anything you feel would work with that.
Ok. That will put you in the Speedster power type. :) I'll use your rolls from there. Not sure if I'll get to it tonight or in the morning though..

Whenever is fine. I work long days with little enough sleep so when I am at work I hop myself up on caffeinated beverages and hope for the best.

That and I peruse the forums here.


Here's what I came up with. Can you take a look Arknight and make sure I didn't make any mistakes? It's my first MnM character so I'm sure I did. I plan on adding a personality description and possibly a costume description later. Also, let me know if the backstory is okay. Thanks.


Well now we have GM best say what PC im making as my offering, On a Side note I know Jelani in real life and hes very keen on this game :)

OK My PC

Name: STARLIGHT
Origin: Space Alien (I mean whats a super group with out 1 Alien.
Powers: Flight, Super Movement, alternate form (light/Solid)

Back story:

StarLight was born in a star 1000s of years ago, she left and moved into space as her kind dos. There very little happened and like most of her kind she would have kept wandering and knowing little if it was not for the fact she heard the Earth. Hundreds of thousands of voices all talking at once, radio waves heading out into space. She came close and for a time just looked down at the blue green world. It was like nothing she had seen before. As she listened some thing in her changes, the crushing loneliness she had felt for millennial started to fade. It was then she made her mind up to fall into the gravity well and see what earth was like, most of all what the beings on it where like. She found a few out in the woods and leaned from looking into there minds some things. But a lot she did not understand, when she came across pain and suffering she felt a deep sadness, hunger war death all bad in her mind.
She tuck human form and decided she would learn more. This world is so rich thing things to know and see.

Unlike other PCs Starlight starts off in her power form as a being of light but then has to make herself sold to interact with the world.

PS 5 gos to post this The Paizo is playing up today


Made his Alt GM it as build info
She's a Alien with Healing powers.
GM Spuglyfuglet


Made some changes to background and added personality. How would I represent mechanically the fact that my sword is cursed? Do you have to take a disadvantage? If so mine would be a code of honor.

I'm envisioning him as like a brawler type guy who gets nasty with his sword if he has to.


As he looks like Tom Selick should he not have a sports car as well hehe sorry B you know I am only Joshing


He totally looks like Techno Viking. Only a ancient dragon such as yourself would reference this 'Tom Selleck' :P


DM Arknight wrote:
Grand Moff Vixen wrote:
I am looking for someone who is a speed demon. Preferably with sonic flight. I have been wanting someone with sonic flight for a while. Add anything you feel would work with that.
Ok. That will put you in the Speedster power type. :) I'll use your rolls from there. Not sure if I'll get to it tonight or in the morning though..

Chomp chomp chomping at the bit. I'm so bored.


Star Lights got space flight dos that count?

Grand Lodge

Still got slots available?


Hex has his history and Appearance update within my alias. The history is long lol, sorry but I enjoyed the writing of it.


Star_Light wrote:
Star Lights got space flight dos that count?

If 3e works like 2e in this regard, space flight only works for interstellar travel. It's your warp drive or whatever. It doesn't work for normal flying about. You need a separate flight power for that.


Star_Light wrote:
Star Lights got space flight dos that count?

As in MSDOS?

Silver Crusade

Question. Should that come out to 150 points or do I still need to adjust to that point? I ask because I'm adding the numbers and only get 131 at present, and want to make sure I'm adding it right.

DM Arknight wrote:

Xzaral:

1d20 ⇒ 12 - Psychic

ABILITIES
1d20 ⇒ 14 - Psychic Warrior: You’ve trained your mind and body to
work as one and have tapped into a vast psionic reserve
of power.

PSYCHIC WARRIOR
STR STA AGL DEX FGT INT AWE PRE
2 2 2 2 4 2 4 0

ADVANTAGES
1d20 ⇒ 17
TRAINED FIGHTER
Improved Initiative, Power Attack, Uncanny Dodge

SKILLS
1d20 ⇒ 14 - Stealth
1d20 ⇒ 15 - Stealth
SKILLS — SNEAK
Deception 8, Perception 8, Stealth 8

OFFENSIVE POWERS
1d20 ⇒ 18 - Telekinetic
Telekinesis: Move Object 10, Accurate 4 • 24 points

Array -
1d20 ⇒ 18
Telekinetic Snare: Ranged Cumulative Affliction 10 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Limited Degree, Limited—There must be materials about to bind the target • 24 points

1d20 ⇒ 16
Alternate Effect: Telekinetic Hammer: Ranged Burst Area Damage 8 • 24 points (1)

1d20 ⇒ 7
Alternate Effect: Telekinetic Constructs: Create 8, Movable • 24 points (1)

1d20 ⇒ 8
ALternate Effect: Telekinetic Bolt: Ranged Damage 10, Accurate 4 • 24 points (1)

DEFENSIVE POWERS
1d20 ⇒ 6
Precognitive Reactions: Enhanced Advantages 8 (Defensive Roll 4, Evasion 2, Improved Defense, Improved Initiative); Enhanced Defenses 12 (Dodge 6, Parry 6) • 20 points

UTILITY POWERS
1d20 ⇒ 10
Telekinetic Flight: Flight 5 (60 MPH), Distracting • 5 points

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+6 +4 +5 +0 +8

(Not Needed -
1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 5)

Ok, This is the Pure TK version. If you like for your powers, you could take Telepathy as a power, making TK as the first power in the array. For the 3 alternates, you can choose either TK or Telepathy power. You don't have to though. :)

Also, you can use the Extra rolls to substitute for any rolls and I'll adjust it. Including for the Hero type initial roll.


Grand Moff Vixen:
SPEEDSTER
1d20 ⇒ 19 - Old-Timer: You’ve seen a lot more than most heroes, but you’re not quite ready to hang up your cleats.

ABILITIES — OLD-TIMER
STR STA AGL DEX FGT INT AWE PRE
1 1 3 2 5 2 3 3

ADVANTAGES
1d20 ⇒ 15 - Prodigy: You have learned a little bit of everything.

ADVANTAGES — PRODIGY
Beginner’s Luck, Eidetic Memory, Well-informed

SKILLS
1d20 ⇒ 14 - Scientist: You are an expert in a field of science.
SCIENTIST
Expertise: (Choose one) 6, Technology 6, Vehicles 4

1d20 ⇒ 4 - Athlete: You are a trained athlete.
ATHLETE
Acrobatics 4, Athletics 8, Perception 4

POWERS
MOVEMENT POWERS
1d20 ⇒ 13 - Flying
1d20 ⇒ 12 - Hypersonic: Flight 14 (32,000 MPH) • 28 points

OFFENSIVE POWERS
Speedster Stunts
1d20 ⇒ 17 - Sonic Boom: Burst Area Damage 10 • 20 points
1d20 ⇒ 18
1d20 ⇒ 10 - Alternate Effect - Rapid Attack: Selective Multiattack Damage 6, Accurate 2 • 20 points (1 point)

DEFENSIVE POWERS
1d20 ⇒ 8 - Hard Target: Enhanced Advantages 6 (Defensive Roll 3, Improved Initiative 3), Enhanced Defenses 22 (Dodge 11, Parry 11) • 28 points

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+0 +0 +7 +0 +7

(Not Used :
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 4
1d20 ⇒ 8)

Sorry it took so long. Been one of those days....


DM Arknight wrote:

Grand Moff Vixen:

SPEEDSTER
1d20 ⇒ 19 - Old-Timer: You’ve seen a lot more than most heroes, but you’re not quite ready to hang up your cleats.

ABILITIES — OLD-TIMER
STR STA AGL DEX FGT INT AWE PRE
1 1 3 2 5 2 3 3

ADVANTAGES
1d20 ⇒ 15 - Prodigy: You have learned a little bit of everything.

ADVANTAGES — PRODIGY
Beginner’s Luck, Eidetic Memory, Well-informed

SKILLS
1d20 ⇒ 14 - Scientist: You are an expert in a field of science.
SCIENTIST
Expertise: (Choose one) 6, Technology 6, Vehicles 4

1d20 ⇒ 4 - Athlete: You are a trained athlete.
ATHLETE
Acrobatics 4, Athletics 8, Perception 4

POWERS
MOVEMENT POWERS
1d20 ⇒ 13 - Flying
1d20 ⇒ 12 - Hypersonic: Flight 14 (32,000 MPH) • 28 points

OFFENSIVE POWERS
Speedster Stunts
1d20 ⇒ 17 - Sonic Boom: Burst Area Damage 10 • 20 points
1d20 ⇒ 18
1d20 ⇒ 10 - Alternate Effect - Rapid Attack: Selective Multiattack Damage 6, Accurate 2 • 20 points (1 point)

DEFENSIVE POWERS
1d20 ⇒ 8 - Hard Target: Enhanced Advantages 6 (Defensive Roll 3, Improved Initiative 3), Enhanced Defenses 22 (Dodge 11, Parry 11) • 28 points

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+0 +0 +7 +0 +7

(Not Used :
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 4
1d20 ⇒ 8)

Sorry it took so long. Been one of those days....

Understandable. I had one today as well. I will work on a backstory and have an alias up soon.


Umbral Reaver wrote:
Star_Light wrote:
Star Lights got space flight dos that count?
If 3e works like 2e in this regard, space flight only works for interstellar travel. It's your warp drive or whatever. It doesn't work for normal flying about. You need a separate flight power for that.

Yep that's just how it works in my book, she has flight to get out of the gravity well then zips off at warp. She is not sonic at flight how ever, 500mph is just fine for her in light form. In sold form she can not fly at all.

Also can any one help me out
Star_light has two forms
Light I have sorted but solid is hard,

I want her to look human and real so she can fit in but how do you do that? Morph? Shapechange but that's to like alt form, I do not like mega stacked powers like that. Keeping it simple she as Alt form and two forms.
Light being (energy) her true Alien form and Solid Human like form.
But how to do that? As an Alt power of Alt Form its 48 points to spend
on looking and acting human. Shes not trying to be a super, shes trying to be a human.

:)


Sounds like you're busy Arknight, but just to consolidate my stuff.

Tyrfing needs reviewed. I will be shocked if there are no rules mistakes.

----------------
Questions:

Does every character have to take a complication?

How do you get mundane gear (guns, phones, etc)?

How would I best represent the curse on my sword (has to kill a man once drawn)?

The game is set in America with the addition of Emerald and Freedom cities? How prevalent are super beings?
----------------
List of Current Submissions:

Trup - Hex (Magical blaster/crowd control)
Catman123456 - Ice (Cold energy manipulator. Melee/Crowd Control?)
Robertness - Ninjahime (Gadgets girl/unarmed fighter)
Xzaral - ??? (Psychic, Telekinesis)
Spugly Fuglet - Star Light (Alien, Healer/Light Being)
Grand Moff Vixen - ??? (Flying speedster)
Me - Tyrfing (Magical sword wielding time traveler)

Xzaral, you asked about the points. I had the same problem. I had to go over mine like ten times to find where the missing points were. Arknight probably forgot to list the skills that you get automatically from the character gen thingy, no matter what you roll. That's what it was for me. They aren't exactly labeled clearly and if you're in a hurry like I was it's easy to miss them.

I so enjoyed generating Tyrfing that I think I'm gonna make another character. That way if one would fit better into the group then I can play it instead.

Silver Crusade

That'd make up for some of it then.

I don't suppose you can tell me where to find this random table? Is it a free pdf or in the book?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I'll jump in to help Arknight out, and apologize if I end up stepping on his toes. If I have, Arknight, let me know, and I'll butt out from now on.

2nd edition suggested taking complications, but 3e requires 2 for each character. Complications are good things, though - while they typically require a minor setback (such as a Secret Identity - if a battle breaks out while you're in your "normal" identity, you get a Hero point because you have to find a place to change), they grant you Hero points, which are awesome.

Mundane gear is bought with the Equipment advantage, which provides 5 equipment points per rank. Things like phones require 1 ep (or 2 for a smartphone), while guns, weapons, and armor tend to be more expensive depending on what you're looking for.

Freedom City (think Metropolis or New York) is practically crawling with superheroes, but in the campaign that Arknight mentioned, the West Coast has seen rather few of them. I guess the super-powered bad guys don't care for the MidWest and Pacific Coast. :)

You guys look to have a nice group going, I hope you have a lot of fun.

Xzaral, the random table is from the GM's Kit, which is available from Green Ronin or DriveThruRPG. To the best of my knowledge, no free version is available.

Silver Crusade

Silver Mask

Okay, this is my first draft. I still have points to spend on it, so it's not done but I figured I'd show where I'm going with it and see if there's any advice to be offered for it. I'll try to expand on it tomorrow.

I do want to add in telepathy, but need to learn more about it and how it works. I seem to be having difficulty figuring out the attack bonus's thus far. It seems Dexterity for ranged, Fighting for melee, but what to use for a telepathy attack?

And thanks Maverick for that info!


It's in the GM's kit. Which as far as I know is not free. However, I can find them for you and post them.

-goes to look-

Actually what Arknight posted is correct. It adds up to 150.

Abilities 36 (2+2+2+2+4+2+4+0=72/2=36)

Powers 76 (Telekinesis 24, Telekinetic Snare 27, Precognitive Reactions 20, Telekinetic Flight 5)

Advantages 3

Skills 12

Defenses 23

Total: 150


Goop point Jelani (im not going random as I feel a healer is needed)

Abilities 0
Powers -130 Alternet From 50pp/Immortality 16pp/Communication 12pp/Healing 52pp/Advantages 11pp:
Skills 9pp:
Items 0pp:
150 spend. 0 left.

Start light has such a high spend on powers becouse she has to use them to be normal.


I guess I waited too long. Have fun.


@Star Light: I don't have a bunch of experience with how M&M handles alternate forms, but I think you only need to pay once to have a power or power level that's available in both forms. In Star's case you have invested 12 PP to get Immunity in substantial form and 14 PP to have Immunity as a light being. Her Solid Immunity covers:

  • Aging - 1 PP
  • Life Support - 10 PP
  • Sleep - 2 PP
Her Immunity in Light form covers the same as the Solid form plus Gravity - 2PP.

I'd move the basic Immunity power that covers Aging, Life Support, and Sleep out of the alternate forms to the "base" character (the same level you currently have Healing, Advantages, etc.) for 12 PP. Don't list any Immunities in Solid form (you have them all the time) and only Immunity, Gravity in Light form. Total spend for Immunity goes from 26 PP to 14 PP.

Conceptually, think in terms of having only 1 Alternate form. In the case of Star Light, her base form is the Solid form and her Light form is the alternate. I know in character she's really a Being of Pure Energy, but Solid is likely the form she'll use most frequently in dealing with the denizens of Emerald City (i.e. what she'll be doing most often in game.) The Light form only pays for what she can do in that mode over and above the solid form. Anything she can do as a Solid, but not as Light is a Flaw to the alternate form (PP reduction).

PS, don't forget to reduce the level of your alternate form by a point or two to cover the transition time.

d20herosrd wrote:
Then choose the action required to assume your Alternate Form: if it requires a move action, subtract 1 character point from the total cost of the effects. If it requires a standard action, subtract 2 points. See the Activation flaw for details.


Thanks for the input Ill have a think on what you said and may change some things.

Silver Crusade

Umbral Reaver wrote:
I guess I waited too long. Have fun.

I don't think the group's been decided yet, so don't believe it's too late for a submission still. Though not running it so can't say for sure.


Though I made the list of characters and started this thread Arknight will be the DM and he will pick characters. A group has not been selected yet Umbral Reaver.


Re-done Starlight and she's been made Simple.
With Power sets taking up the role of her being Human form.
He default is Light Energy, Its why she is so Alien.
Her sold form is just Human better so a little better then norm.
Her main powers are healing, sensors and movement.
She is not a fighter at all, she about saving lives not taking them
I hope.

I have 5pp left if I missed any thing.


I have the alias up. Victor Childers. I have a backstory up although I think I will revise it.
For some reason I am having a bit of a time with the story itself. I would love any and all suggestions for anyone who has some. Once I get some better ideas to work with I will go from there.

DM Arknight, I will have the crunch up later today or tomorrow morning.

Thanks in advance!

Silver Crusade

So I must've been COMPLETELY dense on this one. I ended up buying the books (Hero's Handbook and GM's kit) and had to go through the character generator several times. The big thing that was throwing me off was the defenses. I thought the totals provided were the total defenses, not modifiers. Combined with not writing down the stats correctly was what threw me off.

But hey, supported Green Ronin out of the deal so definitely some good there!

The background is up. Ignore the stats though, I'm going to modify them out abit now to fit my vision of the character, and will post when that's done.

Link


I'm thinking of getting the Handbook as well. M&M appears to be a great system for generating just what you want in a superhero, but it takes some time (and *shudders* math) to accomplish it.

By the way, this links to a web resource with the OGL content from M&M.


Okay, now that I've got more of a handle on the system I'm gonna go with a different character. It fills the same role, melee combatant. Similar backstory as well.

Jötunn


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

If you use HeroLab for Pathfinder, I HIGHLY recommend it for MnM. If you already own HL, another dataset (for, say, MnM3e) costs another $20, which I found quite reasonable (though I went the other way - I bought HL for MnM first, then for Pathfinder). It makes building characters much simpler, and helps with the niggly little issues like minor math problems.

I put in several randomly-rolled characters in a matter of minutes, and they all added up correctly, so it was really great.

Star_Light, one thing to be aware of with MnM, is that healing is not such a big deal, and is certainly not a necessity like many Pathfinder/D&D games. Like comic books, injuries in MnM tend to put you out of action, but are rarely fatal. Even the greatest of injuries are typically healed in a matter of minutes after a combat is complete. Longer-term injuries are handled by assigning complications to a character, granting them Hero points when the GM invokes them rather than becoming a serious detriment to the character.

If healing is central to your character, it's certainly useful. But it is by no means required in a group, if you would prefer to emphasize other aspects of Starlight.


O.O Realized just now that I hadn't added my complications. Doing so now.

Shadow Lodge

Sorry for the late reply things came up. I am still interested in the game.


I have come up with some ideas and am revising the backstory. I should have it done soon.


Ill look into that, but just felt right she could heal, may tone it down and use the PP on some other stuff, but shes just about right


All, I'll be going through this thread in detail later tonight and tomorrow. I've got a weekly paper to prepare for a class and a bit of actual work to do on my day off tomorrow. :( not to mention all the family stuff.. LOL

Umbral, Catman: No group decision will be made until Wednesday or Thursday, so you have plenty of time. :)

Maverick: I really appreciate the help with answering the questions and all. :)


Well I finally settled down on a concept, so here is my latest suggestion to a character for the game:

Seraphim:

Seraphim - PL 10

Strength 7, Stamina 8, Agility 6, Dexterity 4, Fighting 8, Intellect 1, Awareness 4, Presence 3

Advantages
Attractive, Evasion

Skills
Acrobatics 6 (+12), Athletics 6 (+13), Expertise (PRE): Song and Music 10 (+13), Insight 10 (+14), Perception 6 (+10), Persuasion 6 (+9)

Powers (see descriptions below)
Angel Tongue: Comprehend 1 (divine, Languages - You're Understood)
Angel Wings: Flight 8 (divine, Speed: 500 miles/hour, 1 mile/round; Wings)
Angelic Aura: Feature 1 (divine; Quirk: -10 to deception checks when telling lies)
Burning Holy Relic: Strength-based Damage 3 (divine, fire, DC 25; Feature: Cast a gentle light in the area., Notes: The power takes the form of a weapon, usually a sword or a spear.)
Divine Protection: Protection 2 (divine, +2 Toughness)
Regeneration: Regeneration 2 (divine, Every 5 rounds; Limited: Damage from Unholy Relics cannot be regenerated)
The Gift of Life Eternal: Immortality 2 (divine, Return after 1 week; Limited: Unholy Relics)
Untouched by Sin: Immunity 11 (divine, Aging, Life Support)

Offense
Initiative +6
Burning Weapon Relic: Strength-based Damage 3, +8 (DC 25)
Grab, +8 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +8 (DC 22)

Complications
Motivation: Doing Good
Reputation: Nanael has a reputation from the gossip columns, generally there are two negative attitudes reflected from this:

1) Religious fanatics see her as an abomination that mocks God.
2) Many thinks she is lecherous and has loose morals based on a series of paparazzi pictures.

Languages
Angelic

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 82 + Powers 30 + Advantages 2 + Skills 22 (44 ranks) + Defenses 14 = 150

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

Power Descriptions:

Burning Holy Relic:
The power takes the form of a weapon, usually a sword or a spear.

Angelic Aura:
It is said that when some people enter a room it lights up, however for Seraphim this is literally true, her very presence cast a glow on her surrounding, one that depends strongly on her mood and intension, and while it doesn't exactly change the level of light in the area it seems to change the light's colour. Also her hair changes colour as well to the color of her presence making it even more obvious adding to that when her intensions are negative her eyes changes as well.
This aura change makes it almost impossible for Seraphim to lie convincingly as the glow changes around her changes as well (giving her -10 to deception checks).

Another side effect of her presence is that when she enters a holy place, for example a church, the sound of a choir singing in the same language as Seraphim speaks can be heard, something that seem to disturb a lot of people, which is why Seraphim tend to avoid churches when possible. However it is not just holy places that reacts to Seraphim, unholy or places of great evil also reacts, filling with mocking laughter and the screams to tortured souls.

Auras
Joyous/Happy/Content: Golden
Serene/Thoughtful/Dreaming/Sleeping: Soft Blue
Energetic/Spirited/Filled with Holy Retribution: White*
Lying/Deceitful: Bleak and Grey
Angry/Vengeful/Murderous: Blood Red**
Evil/Hateful/Delights in Suffering: Oily Black**

*Rare Colour
**Eye changes color as well.

Personal Details:

Given Name: Nanael Singer
Height: 5' 7''
Weight: 114 lbs
Age: Estimated at 20

Hair: Varies usually Golden Blond
Eyes: Usually Blue

Background
Four years ago just after the turn of the year a local priest heard song from inside his church as he was passing by on his way home, wondering he went into the church and was greeted with beautiful music as if the heaven choir had broken out in joyous praise to the Lord, inside he saw a young girl no more than 16 standing naked before the alter hands clasped before her singing in a language he never before had heard, and yet he could understand every word, however this was not the strangest of all for the girl had beautiful wings and the church was filled with a golden light.
When the song ceased the girl collapsed to her knees and fainted.

The girl didn't wake up for an entire week and when she did remembered nothing of her life before, the authorities and the local metahumans could not find any clue to her origin and eventually she was placed in an orphanage to help give her a support systems and she was given the name Nanael Singer.

For a time she caught the notice of every gossip column and newspaper in the area for her wings and sudden appearance making her temporally a well known figure in the media, but as she just slowly adapted and nothing spectacular happened she slowly faded into obscurity once more. That is until more than two years later when a paparazzi caught several revealing pictures of Nanael while she was showering in a local fitness club, this let to the start of a scandal Nanael could do little to effect and once more made her famous or infamous especially when it became obvious that she didn't appear to have aged in the least since her first appearance. While still of some interest to gossip columns Nanael have most once more faded into the background, with only a brief interest when she let the orphanage to move into her own place as vile rumours of the source of her income was suggested, the truth was however that Nanael had gotten a job as a courier for a flower shop.

Despite her angelic look, Nanael is not all that religious, while she respects people's belief and wear a small cross around her neck, she rarely attend church and by no means know the bible or any other religious text in any great details, something that has helped fuel her poor reputation in the gossip columns.

Nanael have not made much impression on the scene as a super hero, she has however stopped a few minor crimes she spotted while attending her duties as a courier, and most people around her tend to forget the other aspects of her powers beyond the wings and her ability to fly.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I'm glad to help, Arknight. If I become a bother, just let me know, and I'll butt out. But if I can help you deal with a busy schedule, I like to to try. :)


Maverick wrote:

If you use HeroLab for Pathfinder, I HIGHLY recommend it for MnM. If you already own HL, another dataset (for, say, MnM3e) costs another $20, which I found quite reasonable (though I went the other way - I bought HL for MnM first, then for Pathfinder). It makes building characters much simpler, and helps with the niggly little issues like minor math problems.

I put in several randomly-rolled characters in a matter of minutes, and they all added up correctly, so it was really great.

Star_Light, one thing to be aware of with MnM, is that healing is not such a big deal, and is certainly not a necessity like many Pathfinder/D&D games. Like comic books, injuries in MnM tend to put you out of action, but are rarely fatal. Even the greatest of injuries are typically healed in a matter of minutes after a combat is complete. Longer-term injuries are handled by assigning complications to a character, granting them Hero points when the GM invokes them rather than becoming a serious detriment to the character.

If healing is central to your character, it's certainly useful. But it is by no means required in a group, if you would prefer to emphasize other aspects of Starlight.

Man, hero lab does not have all the options I am looking for to make this character easier. I can't seem to find an entry for Alternate Effect - Rapid Attack: Selective Multiattack Damage 6, Accurate 2, Hard Target: Enhanced Advantages 6 (Defensive Roll 3, Improved Initiative 3), and a way to input all my defenses.

Do you have any suggestions Maverick?


Not that I am sure what you are trying to accomplish with that power since it looks liked linked effect and then the defense only works for that instant rather then the round, but never mind that. Your options are!

1) Select the power it is an alternate of
2) press Add Alternate Effects
3a) select power - Linked Effects - (for effects that fires off at the same time)
3b) Multiple effects (for powers with multiple effects)

4) press Add Power
5) select Damage
6) add extra Multiple
7) add extra Accurate
8) increase Accurate to 2
9) press Add
10) repeat 4 to 9 for Enhanced Advantage using New Advantage instead of extra.

HOWEVER it seems you are going for power settings on a variable powers rather then alternate effects.

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