Recruitment: M&M 3ed game set in the "Avatar: the last Airbender" universe


Recruitment

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Good morning!

This is the recruitment thread for a Mutants & Masterminds 3rd edition game set in the world of “Avatar: the Last Airbender” and “The Legend of Korra” (here’s the Interest Check thread, where it all started).

Things that I look for in applicants are knowledge of the show’s universe, a reasonable familiarity with the game system, good writing skills (English is my second language, and it takes quite a bit of effort to write properly: poor grammar or lazy writing just gets on my nerves), and a commitment to post at least once every two days, perhaps a bit faster if we’re lucky. Longer absences can happen of course, just give me a warning so I don’t wait for you. If you start disappearing very often without warning, I may eliminate you from the game to speed things up for the others.

The tone would be similar to that of the shows (light-hearted, but not childish and hopefully quite mature).

Setting
We will be playing before Aang’s time, roughly 60 years before the Fire Nation started the Hundred Years War and used Sozin’s Comet to wipe out air-benders. The current avatar is a fire-bender named Roku, but he is just a teenage trainee traveling the world to learn about his duties and his powers.
There is no stigma attached to being a fire-bender, and the Air Nomads are well and alive in their temples. The world is more or less at peace, barring some minor conflicts between neighboring countries.

Characters creation – the fluff
The PCs will be recruit into the Order of the White Lotus – a world-spanning secret society dedicated to truth, knowledge and peace. The adventure will start when you gather, after your initiation, for your first assignment together.

I’d rather not see kid characters: late teenagers and adults are best, like the current team Korra.

Focus more on personality and character traits than on backstory. Your backstory is important if it affects what you do today, but delve into it just as far as it is necessary. Toph’s backstory is extremely simple, could be summed up in two or three sentences, but her personality is extremely well-defined. Zuko on the other hand is such a complex character because of his complicated past. Both paths lead to a good character, but beware of lengthy backstories for an otherwise flat character.

I’d appreciate if you could keep the naming conventions of the show (Fire Nation is simil-Japanese, Earth Kingdom simil-Chinese, Air Nomads simil-Tibetan and Water Tribes simil-Inuit).

Characters creation – the crunch
PCs will be PL 9 – 135 pp.

For those of you less familiar with the system, PL 10 is what is usually considered “average superhero” so Spiderman, most X-men, minor Justice Leaguers such as Green Arrow or Black Canary, etc…
PL 9 are Mako and Bolin; PL 9 is Zuko during the first episodes, Sokka during the last ones. The White Lotus Masters that take back Ba Sing Se in the finale are around PL 12 each, and a fully trained avatar rockin’ the Avatar State probably gets up to PL 13-14 (14 is where the official guidelines for the DC Universe put Green Lantern).
Trade-offs are encouraged of course.

Here’s a little primer on powers – not extensive, just my take.

Powers primer:
Bending styles
This is my take on the four elemental styles. All four can provide some sort of attack, of course, but defense, movement and utility powers are a bit different. I didn’t cover everything: clever applications are of course welcome (like Toph’s Earth-bending Tremorsense and lie detector).
Benders can be either focused solely on their element (like Katara and Toph) or be also very good hand to hand fighters (such as Iroh and Zuko), with distinct styles that may or may not have synergy with their bending (Zuko’s dual dao braodswords style is pretty much independent from his firebending).

Air-bending
Air-bending is a fast and mobile style. It can provide speed, flight and other movement powers. Defensively, it should not provide Protection, but rather Deflect and Defense-enhancing powers. Attacks are usually something non-lethal, maybe high accuracy/low damage shifted. Utility powers like Move Object are viable.

Fire-bending
Fire-bending is mostly about offensive power. Different types of damage, from quick rapid attacks to huge area-shaped fireballs; some exotic-saves Afflictions like heat-induced Fatigue; stuff like that. It should have little defensive capabilities (except maybe against its own element), but can provide some good movement powers, firerunning and even a clumsy form of jet-powered flight at high levels. Not much in terms of utility powers, but I’m open to clever ideas.
Lightning can provide a little variety, but it is still mostly attacks.

Water-bending
Water-bending is the most versatile style – virtually anything can be done with it. Water and ice walls can provide defense and protection, there’s some good attacks, snares, stuns; movement powers like sliding on ice surfaces you just created, and even healing! This makes up for the fact that it is the most easily crippled style: air and fire are always available, and most civilization are built on earth rather than on ice or water. If you bring with yourself a waterskin for emergencies, it will provide you with enough water for some of your powers, but not the whole thing. Conversely, in open waters you’ll probably have an advantage.

Earth-bending
Earth-bending is about solidity, and a stable stance. In addition to your usual variety of attacks, Protection and especially Create Object are probably your main powers; the latter can be used with great precision in large open rocky areas. Movement-wise, the show is a bit inconsistent: it should be the most rooted and stable style, but we see earth-benders run on walls, and jump hundreds of feet when pushed by earth pillars. Do something in the middle.
Metal-bending has not been discovered yet, sorry.

I’d rather not see Energy-bending.

Other powers
There’s also other types of powers: Ty Lee chi-blocking jabs, for example, could be a martial arts stance that include paralyzing or stunning Affliction and Nullify [bending]. A very spiritual character, like guru Pathik or Jinora, may have empathic powers like Super-senses, Healing, ESP, or even a limited boost to ability scores.

Also, this being a fantasy/wuxia world, there’s lots Powers with the Training descriptor: a few ranks in Speed or Leap (just how far can Ty Lee jump?) or other movement powers, a rank in Protection to represent a tough hide... there are many possibilities.

Technology
Technology isn’t very advanced, the steam-powered machines of the Fire Nations are in their early stages. I may get behind a fire-bender who uses machines, but remember, those shouldn’t be more complex than those seen on the show.

Non-powered characters
They’re just as good as the benders! A good skill monkey, or a weapon master (maybe with a Device as his special/ancestral weapon) are always good candidates, I’d love to have them on board.

Animals
Weird animals are a big part of the world’s charm. However, since a giant flying bison is just as powerful as a PL 9 bender (if not more), if you want to have a critter you need to pay for him via the Sidekick/Minion advantage – which is expensive, so it is a fair trade-off.

I am very fastidious about character sheets, I like them all in the same format and properly emboldened. I have created a template that you can fill out and copy/paste in your alias’s profile.

CHARACTER SELECTION
You don’t need to create an alias or complete your sheet until you are selected.
An application would be considered complete when you post, in a single message, the following (spoiler what you wish except name and concept):

Name: self-explanatory
Concept: two or three sentences summing up personality and powers
Backstory: self-explanatory
Personality: self-explanatory
Description: pictures are always nice
Build preview: trade-offs; important ability scores, advantages, and skills; rough sketch of the power-set and combat abilities

Submissions will stay open for a while (at least until July 31st, possibly more).
Feel free to ask questions and help, both to flesh out the fluff and to build the crunch.


Dotting. Much to think on.

Dark Archive

Dotting, will be applying with Mei Hon the noble born sand bender

Shadow Lodge

Dot. Working on the spirit channeler. Thinking about making him/her form the water nation. Also can I use the hero lab output?

Sczarni

Name: Taliriktug.
Concept: Water bender from the North. Wandering the world to hone his skills and see the sights outside the Northern tundra. Fights with a bone-shaft spear/harpoon.

Spoiler:

Backstory: A proven warrior and hunter among the Northern Water tribe, Taliriktug set out to see the world. Now he travels widely, seeking out new bending and fighting skills, novel foods, and all sorts of adventure.

Personality: Reserved and observant at first, Taliriktung holds back his emotions unless with family and/or close friends. Extremely loyal, if a bit "unlettered," he has been taken advantage of several times by slick city types.

Description: Round-faced, dark eyes and dark hair, worn shoulder length and typically tied back. He wears blue and grey almost exclusively, with finely crafted elk-hide boots. His spear is a family heirloom, carved whale bone and tipped with a razor sharp stone tip.

Build preview: Abilities, traits, skills and final powers TBD.
Powers:Element Control: Water/Ice (alternate for create)
Blast: close ranged water whip (minor damage)
Affliction: surround foe in ice
Protection: ice armor (sustained, may need to take action to create - probably standard)


1->Female, 2-Male: 1d2 ⇒ 2

Name: Darvin Terroh
Concept: Darvin is an enigma wrapped in weirdness, at least when it comes to his bending abilities. Unlike most water benders, he cannot bend pure water. He can only bend plants that are alive and have water in them.
Backstory:He comes from a tribe of water benders who live in the Foggy Swamp. His tribe is a very powerful tribe of water benders who are very reclusive, and rather unsophisticated. Unlike his fellows, he could not bend water, but only plants. This was unprecedented in the Tribe. After several years of working on his abilities, and trying to teach them to the tribe, he has left the Swamp and searches for answers about his odd abilities, and his lack of standard abilities. He has left everything of his tribe behind, for he does not wish to reveal them to anyone, as the tribe long ago left the world behind for a more peaceful search for harmony.
Personality: Darvin is outgoing and friendly, with a laid back, even laconic attitude. He never gets all that upset about anything, and he prefers resting to working. But if there's need, he can bust out plenty of moves and then some.
Description: Darvin is just over 6 feet tall, making him one of the taller people in any crowd. As if that weren't enough, his hair is shockingly green, making it more difficult to not stand out. As a consequence, he rarely bothers, instead simply making a spectacle of himself, albeit in a friendly manner. He carries an over-sized dagger, and wears a cape for flare. On his waist he wears a belt with an assortment of tools and other odds and ends he's collected. Portrait
Build preview:
trade-offs : Darvin is an excellent hand-to-hand fighter, with high agility and fighting ability, but he is a reed, tall and with whipcord muscles, not ox muscles. He's built more like a whip than a broadsword. His powers are, to some extent, more flexible than most water benders, in that his bending ability affects any living plant with moisture in it. Unfortunately, he can't affect dead wood (including boats) or water, leaving him somewhat vulnerable in desert or ocean environments. He's very aware of his surroundings, but he's had little in the way of formal schooling, or exposure to the world at large, and is often unaware of social moors or conventions.
important ability scores : Average Strength (Str), Above Average Stamina (Sta), Very High Dexterity (Dex), Very High Agility (Agl), Above Average Fighting (Ftg), Average Intellect (Int), Above Average Awareness (Awe), and Above Average Presence (Pre).
advantages : Favored Environment (Forests/Jungles), Grabbing Finesse, Fearless, Improvised Tools
Skills : Darvin is a bit of a jack of all trades and master of none when it comes to skills, as his travels never leave him time to be good at anything. But he's picked up a little knowledge all over the place. Acrobatics (High), Athletics (Good), Close Combat (Good), Expertise (low in a lot of areas), Insight (Good), Perception (High), Stealth (High)
Powers & Abilities : Darvin can sense anyone around him as long as there is living plants around him, as they step on the grass or disturb the bushes. Darvin can cause plants such as grass and vines to tangle the limbs of his opponents, and larger bushes and trees to attack or grab his opponents. He can form armor on his body out of vines and living wood, and then return that living wood to a plant after it's use is done. He can encourage plants to grow, or to not grow, including blooming or producing fruit faster than normal. When there is not enough plants around, or in combination with plant bending, he uses his oversized dagger and a rapid motion fighting style that emphasizes footwork, acrobatics, and unpredictable moves to confuse his opponents while he whittles away at their defenses and health.

Edit: Probably powers -> Blast, Communication, Comprehend, Damage, Environment (plant manipulation), Move Object, Protection, Senses, Snare, Variable


Name: Kalden Jamgon Wangdu

Concept: Quick and agile roguish Han Solo type who is looking to atone for all his past transgressions.

Backstory: Kalden grew up among the Air Nomads at the Western Air Temple. Often taking the easy way out, his childhood dream was to come up with a technique so that he would become a master before all of his peers. Once he had one figured out, he was extremely enthusiastic in showing the council. They weren't so enthusiastic about his technique, deeming it excessively violent and against air bender teachings. Never one to retreat with his tail between his legs, he argues with the council, claiming that he can become greater than them. His hubris really got the best of him, and the council exiled him until he learns humility.
Now in his late 20's, he lives the life of a rambling man, jumping from city to city, gambling, drinking and causing trouble. During a particularly nasty barfight in the Earth Kingdom, Kalden loses an eye and all of a sudden he realizes how much of a jerk he's been. He wants to atone for all the mistakes he's made and decides to join the white lotus.

Personality: A charming, Roguish air bender that has spent most of his life traveling after being exiled from the Western Air Temple for excessive violence. Lives by the motto "hit fast, hit hard", often using surprise to his advantage and that shows in all facets of his life.

Description: Kalden stands at 5' 10". His dark brown hair is spotted with premature white hairs and he sports a mustache. He always wears his eyepatch over his left eye.

Build Preview
Trade-offs: Though mentally and physically well rounded from his travels, Kal is still a bit full of himself. He also cannot fine-tune his abilities. He's learned the basics of airbending from Masters, and everything else is self-taught, so he tends to be rough around the edges, often unable to control how strong his attacks are.

Abilities: Most of his Power Points are going into his ability stats. He's trained all over and it shows.

Advantages: All-Out Attack, Power Attack, and anything else that focuses on power over finesse.

Skills: Skill-wise, Kal is very acrobatic, athletic, stealthy and persuasive. He's got a silvertongue and he will try his best to talk his way out of anything.

Powers: He fancies brute strength in his bending as opposed to finesse. He uses his bending to propel himself to high speeds over the battleground (speed+leaping), often leaving himself freefalling while he calls down torrential winds (a very strong Move Object) below. He uses his airbending the same way for defenses, often deflecting projectiles or keeping enemies off guard with strong gusts of wind. Most of his offensive capabilities comes from his swordsmanship. He prefers to keep on his feet, dashing around the battlefield with his sword drawn, sometimes hitting his targets with a sonic boom-like technique that sends them flying.

Lots of Move Object set up with an array, a speed+move object dynamic power, and different strength-based damage moves to symbolize his swordsmanship.

Combat roles tend towards control and quick strikes.

Silver Crusade

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Name: Inazo Hideyoshi

Concept: Technical Pacifist Samurai

Backstory: Inazo spent several years in the Fire Nation Army, but retired from a promising career because of a drunken duel with another soldier. After he left the army he spent some time at the Western Air Temple, in the Sout Pole, and Earth Kingdom. However, he found his way back to his old master who had taught him the way of sword and who has now pointed him in the direction of The Order of the White Lotus as a way to redeem himself.

Personality: Inazo is stoic after spending the past few years learning to control his anger. He seeks peaceful solutions to problems, but will use non-lethal means to defend himself or those who can't defend themselves. He still carries his sword, and he will draw it as a last resort.

Description: Inazo is a tall man standing at 6'. He has the lean face and lighter skin of a fire nation citizen. He wears his hair in a top-knot and keeps a well manicured goatee. His typical dress is a gray kimono and a white paddy hat.

Complications: Doing Good, Responsibility, Honor(Bushido), Temper

Abilities
Strength-4, Agility-6, Awareness-4, Stamina-4, Dexterity-6, Intelligence-0, Presence-4

Defense:
Dodge=16
Parry=22
Fortitude=14
Toughness=18 (Defensive Roll 4)
Will=14

Skills:
Acrobatics= 16 (10 ranks)
Athletics= 14 (10 Ranks)
Close Combat: Unarmed 16 (4 ranks)
Close Combat: Sword=16 (4 Ranks)
Insight= 12 (8 Ranks)
Intimidate= 8 (4 Ranks)
Persuasion= 8 (4 ranks)
Perception= 12 (8 Ranks)

Advantages:
Equipment: Katana, Defensive Roll 4, Agile Feint, Redirect, Quick Draw, Uncanny Dodge, Evasion, Takedown 2, Improved Defense, Improved Disarm

Powers:
Movement Safefall, Leaping:15 Feet, Nullify [Bending] 4-Extras: Effortless, Alternate Resistance Fortitude

Dark Archive

Name: Mei Hon the Desert's Flower

Concept: A quiet and artistic sandbender of noble birth looking to find her own way in the world.

Backstory:&nbsp;Mei is the youngest child of the Hon family of the Si Fong Desert, the Hon family has for many generations been charged with governing the Si Fong Desert to the best of there ability, primarily based out of a large city on the outskirts of the desert itself there is little actual ability to govern the whole of the desert and as such the actual governance is primarily over the city in which the Hon family has lived since becoming 'noble'. Much of Mei's early life was very simple, there was no extreme pressure placed on her by her parents as already many of the major roles that would need to be filled would inevitably be filled by her eldest siblings, being the youngest by five years Mei was raised with the freedom to put her passion into whatever she found interesting, she enjoyed a youth being able to focus on learning having access to the same tutors her siblings had when they were her age, Mei found a passion for art very early in life, drawing and sculpting were her greatest passions and when she began to display the ability to Earthbend as was fairly common within the Hon family she was given tutors who could aid her in learning and controlling her new talent.

Mei's first and favorite Bending Tutor was a Sandbender from a tribe that did a significant amount of business with the town, in exchange for an increase in trade between them he came to stay with the Hon family in order to tutor Mei, he taught Mei not only the traditional form of Earthbending but also aided her in the progression into Sandbending, a useful skill for those who lived within the desert. Mei took to Sandbending like a fish to water, where she had always had issues with the rigid nature of traditional Earthbending the more agile and 'free' nature of Sandbending suited the tiny girl very well and as she grew older her skill with both forms grew though it was always quite clear which was her favored style.

Now nearly an adult Mei has begun to find her life of relative freedom a bit lacking, where her siblings have all gone on to taking there various positions in the governance of the town Mei finds herself with little to do, simply continuing her training with Earthbending and art seemed so lacking when compared to what her siblings were accomplishing, Mei however found a ray of hope in the form of the Order of the White Lotus.

((If you want more I have more in mind, I have vague concepts of little stories fo where her individual talents all sprung up from in training but none of it was quite 'zuko' tier stuff that I felt warranted a massive back story write up))

Personality:&nbsp;
Mei is a mostly quiet individual, she prefers to simply stay back and watch others unless she feels her opinion might actually have some bearing on the matters at hand or if she is specifically brought into things by others, normally very peaceful by nature she has a distaste for out and out violence preferring to solve matters in as peaceful a manner as possible and if things do come to blows to end the battle as quickly and with as little blood as possible. Underneath her quiet and almost timid nature Mei very much wishes to accomplish something with her life that can at least compare to her siblings or at the very least bring her some sense of fulfillment. She loves her art, strange and interesting animals, and learning.

Description:
Mei's Apperance

Build preview:&nbsp;
Tradeoffs: Mei primarily trades off the ability to do direct harm to people in favor of the ability to disable and make life incredibly difficult for them in the form of Grab/Disarm/Trip/Affliction.

Important Ability Scores: Mei's likely most important scores are fighting, agility, awareness, and intelligence in no particular order.

Advantages: Mei makes use of many of the 'improved' advantages Diarm/Grab/Trip/Hold/Defense/Aim as they suit her style of disabling others or allowing her to protect herself if the time comes that someone reaches her, paired with Improved Defense is Weapon Bind to allow Mei the ability to potentially remove dangerous weapons from enemies that get too close. Some of the more flavor oriented advantages chosen are Well-Informed(Primarily knowledge she gained from being around big important dinners and learning odd bits of knowledge about he world from her tutors and parents) Favored Environment(Desert) (pretty self explanatory considering where she was raised), Wealth Tier 1(While she does not have full access to her family's wealth Mei still has access to a portion and often keeps on her person a fair amount of money often being a bit too trusting of people around her not to take advantage of her wealth or being potentially interested in stealing it, overall money has never been an issue for Mei and even as old as she is she does not quite understand the concept of being without), Animal-Empathy(Mei gets on very well with creatures of all shapes and sizes though it is often the larger and stranger creatures that catch her eye.)

Skills: Mei has a pretty solid amount of skills(26 points invested at present) covering a variety of areas (i've got two Expertise that might be relevent and one msotly for fun( History and Nobility being the relevent, Sandshaping/Art as a the fun one) she only lacks points in Deception/Intimidation/Ranged Combat/Slight of Hand/Tech/Treatment
she even has a point in Vehicles which I mostly chalk up to a knowledge of how to pilot a sandskimmer.

Powers: Meis powers at present are 3 items, her Earth/Sandbending array which features her ability to manipulate Earth and Sand to varying degrees of proficiency(Earth Move Object being lower in power to Sand Move Object) her ability to create mostly-permanent structures and objects(create 5) the ability to pop in and out of the earth/sand withBurrowing 3, and finally the ability to bind enemies with her sand, an Affliction 10)

other than the array took two powers as mostly things that Mei ahs become proficient with in a manenr that they are not necessarily disrupted by other uses of her bending(i.e. the limitation on an array) these are Protection: 6(I am thinking of giving it subtle and making it work like Gaara's sand armor, simply appearing as if it is her true skin but in reality its a shell around her if that would be acceptable, otherwise it will jsut be a form of Earth-Armor)

and the Tremorsense ability though Mei is not currently proficient enough with either the knowledge of the human body or the actual power to know when people are lying outright at present.

I'm thinking of potentially having Mei have a young Badgermole as a companion. I have her mostly done on herolab though I am still working out exactly if I will use the badgermole or perhaps switch to something less points intense(actually building even a young one is proving quite expensive. I welcome all questions and comments on Mei in hopes of perhaps rounding her out a bit better.


Dotting for interest, naturally, I think I've decided to run with the firebender concept, so let's get this figured out.

Name: Kin Masayoshi

Concept: A rather portly firebender with a headstrong attitude. His dancer-like grace on the field of combat has made him legendary amongst bandits.

Just a quick blurb to showcase interest. I thought a chubby firebender sounded fun, we all remember Iroh throwing those wild kicks around.


Very interested. Have character up later today(probably going to go non-bender).


Name: Ju-long Bei

Concept/Backstory: Ju-long was born in Ba Sing Se, He was large even among the Earth benders. His powers developed as a young boy. His natural strength aided him in the rigorous training. He became a student of Master Sud. He developed the powers of incasing his body in a rock armor and hardening himself. His moves may have been a bit slower than most, but they possessed great power. Upon finishing his training Ju-Long decided to join the White Lotus. He valued and believed in peace mush like his master. He has heard the avatar has been reborn in a boy named Roku. Ju-Long with the help of the Lotus seeks to aid in his training before anything bad happens in the land.

Personality: Ju-Long is a large jolly man. He likes to relax and enjoys the company of friends when not training. He loves a good cup of tea. His massive body and natural strength have made him pretty care free. He values peace and seeks to keep the land that way. He puts the needs of others before his own. He would give you the shirt off his back if you needed it. A great friend and ally.

Description: Ju-Long is a mountain of a man. Image here. He stands nearly seven feet tall weighing a staggering 400lbs. Dark brown hair and eyes. He is usually found smiling and helping people when not training. He likes the blues and whites of the water benders and favors their color or clothing more so than the earth tones and greens and yellows of the earth benders.

Build preview: Ju-Long is a physical marvel, his strength and stamina off the charts. He is raw and still a novice at most bending. He is monster in close combat. He relies on the defense of his bending and his natural power to overwhelm his opponents.
His powers skills and abilities will focus on defense.


A bit rough, may change the last name but:

Name:
Jin Liang
Concept:
Jin is a non-bender who is out to prove that he is the match of any bender.
Back story:
Jin comes from a small town in the Earth Kingdom. He was born the “older” of two fraternal twins. His brother was the only one who inherited their father’s earth bending ability though. As such, Jin often times felt slighted by the attention his brother got for his abilities. Some were imagined, some weren't. Jin didn't hate his brother by any means, but he hated the attention everyone else gave him. So, Jin started trying to “one up” his brother; trying to do things without bending better than his brother could do with bending. He failed and made a fool of himself a lot, but never gave up. Despite his efforts though, even by their 18th birthday Jin had not beaten his brother even once. So, he decided to join the military. Jin would take advantage of their facilities to train himself further. After 5 years of service, Jin was “discharged” from the military for fighting with a superior officer. The officer was a bender and they got into a fight about bending superiority. The fight was quickly stopped and didn't reach a conclusion(a fact Jin was not happy about). They were both at fault, but since the officer was of higher rank it became Jin's fault. After being discharged he was unsure of what to do. He didn't want to return home yet as he felt his skills could still be polished further, but he didn't really have anywhere else to go. Jin wound up traveling around seeking a master to help polish his skill as well as master himself and his temper. Not sure from there as it depends on how we enter the game.
Personality:
Jin is very proud. Any slight to his pride is more than likely going to end in a fight. Jin is very passionate about what he does. Once he starts something, he sees it through to the end. Despite his antagonistic nature, Jin is also pretty good natured. Even though he spent much of his life training to beat his brother he’ll be the first to defend his brother if someone insults him.
Description:
Jin is 5’8’’ with relatively short hair kept in a small top-knot. He has a short “chin strap” beard. His keeps his clothes clean, but he sticks to simple comfortable clothes that are easy to move in.

Build preview:
Advantages :
Evasion, Power Attack, Uncanny Dodge, Defensive Roll, Extraordinary Effort, Animal Empathy, Tracking, Instant up, Throwing Mastery(2), Ranged Attack(4), Move-by-Action, Improved Initiative(2), Improved Trip, Improved Critical-Spear(2), Weapon Break, Quick Draw, Improved Defense
Skills :
Jin is going to be more “skilled” than talented so he has a lot more skill points than ability points. I may add more skills if I have the free points.
Acrobatics (high), Athletics (high), Close Combat-Spear (maxed), Close Combat-Unarmed-(maxed), Insight (mid), Intimidation(mid), Perception (high), Persuasion(high), Treatment(mid), Expertise-Soldier(mid)
Abilities :
No bending, so no powers. This is a rough idea of what his ability scores will be.
Str(3), Sta(3), Agl(4), Dex(1), Fgt(2), Int(2), Awe(3), Pre(2)

Shadow Lodge

Name: Atka

Concept: A water tribe spirit channeler

Backstory: Atka comes from a long line of water benders. Unfortunately Atka couldn't bend. He figure he become a hunter. During a long a grueling hunt. He was separated from his group. For days he tried to find his way back but to no avail. Tired and weak he was just about to pass out. Then he saw a multicoloured light off in the distant. He thought that was the way to the afterlife, but he wasn't ready to die. So in a delirium he pleaded with the spirits to spare him. In a Surprising twist a cat with Stripes appeared and offered him a deal to give the spirits a way to interact with the real world in exchange for knowledge,power,and your life of course. Atka agreed and then a flash of light. When he came to. He found him self in the village. He saw the cat and a Talisman on his neck. With the realization that the bargain was real he set out in the dead of night and starting his path to understanding and controlling his new powers.

Personality: Atka is laid back and very inquisitive about the world.

Description: Atka is 5'5". normal build. Blue eyes. long hair
kept in a ponytail. His companion looks like a normal cat

Atka:
Atka - PL 9

Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 3, Intellect 2, Awareness 4, Presence 2

Advantages
All-out Attack, Animal Empathy, Close Attack 8, Eidetic Memory, Fighting Style: Karate, Improved Defense, Improved Disarm, Improved Smash, Instant Up, Power Attack, Ritualist, Sidekick 10, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Magic 8 (+10), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+8), Ranged Combat: Amulet of the Second World 5 (+9)

Powers
Amulet of the Second World (Removable (indestructible))
. . Magic: Damage 9 (DC 24; Increased Range: ranged; Noticeable: Out line of the entity possessing him)
. . . . Astral Projection: Remote Sensing 2 (Alternate; Affects: 3 Types, inc. Visual - Visual, Aural, and Mental, Range: 120 feet)
. . . . Centipede-Spider: Movement 5 (Alternate; Sure-footed 3, Wall-crawling 2: full speed)
. . . . Pseudo Natural Weapons: Damage 7 (Alternate; DC 22; Variable Descriptor 2: broad group - Spirit World Being)
. . . . Spirit Animation: Summon 5 (Alternate; Increased Range 2: perception; Limited: Available Objects)
. . Spirit Blessings (Advantages: Animal Empathy, Eidetic Memory, Uncanny Dodge)
. . . . Enhanced Trait: Enhanced Trait 17 (Traits: Dodge +4 (+8), Parry +5 (+8), Toughness +8 (+10))

Offense
Initiative +4
Grab, +11 (DC Spec 12)
Magic: Damage 9, +9 (DC 24)
Pseudo Natural Weapons: Damage 7, +11 (DC 22)
Throw, +4 (DC 17)
Unarmed, +11 (DC 17)

Complications
Motivation: Doing Good: He belives he should use this "gift" to help.
Secret: He has allowed the Spirits limited possessetion of his body

Languages
Native Language

Defense
Dodge 8/4, Parry 8/3, Fortitude 6, Toughness 10/2, Will 8

Power Points
Abilities 46 + Powers 34 + Advantages 25 + Skills 22 (43 ranks) + Defenses 8 = 135

--------------------

Qilaq - PL 9

Strength -1, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Skills
Close Combat: Unarmed 2 (+2)

Powers
Air Walking: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Quirk: prone condition causes you to fall)
Mental Communication: Mental Communication 2
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
Transformed Toughness: Protection 8 (+8 Toughness; Impervious)

Offense
Initiative +0
Grab, +0 (DC Spec 9)
Throw, +0 (DC 14)
Unarmed, +2 (DC 14)

Complications
Accident
Obsession

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 0, Toughness 8, Will 0

Power Points
Abilities 0 + Powers 35 + Advantages 0 + Skills 1 (2 ranks) + Defenses 14 = 50

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 ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

Silver Crusade

Ignore my earlier post I'm going to recreate thecharacter he was too much like Aktan and Kalden. I also think I made a few mechanical errors when I created the character.


Having trouble coming up with anything interesting. Going to give it a couple more days to percolate, but I may end up withdrawing my interest.

Sczarni

Question re: alternate power arrays.

Does each alternate power get "free" ranks equal to the maximum points some on the primary power?


Bowing out, I'm not as willing to learn 3rd ed as I thought I'd be. Have fun, you guys.


Scratch that, low blood sugar moment, pardon my indecisive tendencies.

Dark Archive

Yay we have not lost out potential pseudo-iroh!

Sczarni

I think I'm good to go.

Just need to get his voice settled.

How do we feel about aquatic adaptation? Immunity to cold, pressure, breathing underwater.


Great! Seven good applications and interest from a few more.

psionichamster:
I like the concept, but both fluff-wise and crunch-wise he could be more fleshed out. I need to know in which ways he is going to contribute to the group.

mdt:
Good concept all around, and I already know you can write very well.
I only have one doubt: seems from your build preview your character is going to be very expensive, with high ability scores, lots of powers and good skills and combat. Are you sure you can fit everything in 135 pp?
Also, beware of the Variable power structure - if you want to keep it, I'll need a say in it.

Echos Myron:
all-around good submission, everyone likes the Han Solo type and a finesse-lacking renegade airbender is a good idea.

Jon 164:
I’ll wait for the second version then, but this one was already pretty ok.

Zain Ashvale:
I very much like the character, both personality and build, but can I please ask you to put a bit more effort on your writing? PbP is a written medium and I can’t enjoy it if I have to decipher what you’re writing. Your background is very confused and messy.

Ashe:
Good submission, I’d need a build preview a bit more fleshed out please.

chrono17:
Love the backstory and the “fluff” part in general, but I have two questions about the build.
1) why a Fighting score so low? It would make more sense, both from a background point of view and from a point-saving one, to get a higher score.
2) You can have minor powers with the “training” descriptor. I especially suggest you to take a small movement power, otherwise a slow melee-oriented character is going to have a hard time when everyone is running circles around him.

catman123456:
Good build and concept, but please watch your grammar. PbP is a written medium, I can’t enjoy it if your writing is messy. Your background is a chore to read.

questions:

Quote:
Does each alternate power get "free" ranks equal to the maximum points some on the primary power?

You get equal power points to spend, not equal ranks. The ranks depend on the cost x rank of the power. If your primary power costs 2 pp x rank and you have rank 10 (for a total of 20 pp), but your secondary effect has a cost of 3 pp x rank, you can only have 6 ranks in it (20/3 = 6, rounded down, with 2 spare points for extras if you want).

example:

Firebending array (20 pp array; Extras: Alternate effect) (21 pp) [fire, bending]
Damage 10 (Extras: ranged) [20/20 pp spent]
AE: Damage 6 (Extras: ranged, area [burst]) [18/20 pp spent]

Quote:
How do we feel about aquatic adaptation? Immunity to cold, pressure, breathing underwater.

That's ok, but with a duration of Sustained rather than Permanent (a net +0 modifier), meaning that if you are unconscious or helpless or otherwise incapable of taking a free action, you lose it; and it can also be countered.

This represents the fact that you're using water-bending to counter the dangerous effects of immersion, and if you can't bend, immersion hurts you just like anyone else.


I've raised his fighting score a bit since then. It was kind of a preliminary thing. I wanted him to have lower ability scores to have the majority of his ability be from training(skills) instead of from talent. I still want to do that, but I think I went a bit too far with it off the bat.

I actually hadn't even considered his movement speed. I will definitely look into that thanks.


GM:

I'm expecting him to be a fairly low power bender, in that he'll be versatile, but not the person smashing walls. The idea is he's the first plant bender, so he has to learn everything himself, so most of his abilities are non-bending, with the bending being an aid and his quest to improve it what he spends future points on. So really the points are mostly going into stats/skills, with powers secondary.

For the variable, I picked it as a way to use plants in unexpected ways. Basically a catchall for doing tricks with plants if an idea shows up in game. I don't expect it to be very powerful, mostly an RP device and way to work up new powers down the road.

I'll try to get actual numbers put together this weekend.


This recruitment is coinciding with my vacation, so I'm going to bow out. I can't seem to find the time at the moment to come up with something worthwhile. Good luck guys, and happy gaming!

Sczarni

Okay cool.

I have a spreadsheet with the numbers laid out.

As far as fluff:

Taliriktug is wandering to hone his skills. Think of Quai Chang Kain from Kung Fu. While he encounters new cultures and novel situations, he enjoys foods, music, and dances from those different places.

He is quite capable in a fight, but would prefer to.settle differences without resorting to violence. Anywhere near or on the water, he is incredibly effective. From creating shelters in the snows, assisting with moving along the surface, or exploring under the sea, he can do it.

Spreadsheet Link

Silver Crusade

I have Inazo Hideyoshi's remake figured out. I had it all typed up in the message box, hit submit, and my computer froze. I'll get the character up tonight or tomorrow.

Dark Archive

@Airon Yeah my writing suffers a bit when I worry about making it too much/little and if memory serves I wrote out Mei's back story in a bit of a rush. Would you like me to rewrite it?

Shadow Lodge

@ airon I'll be mindful of the formatting.


mdt:

mdt wrote:
For the variable, I picked it as a way to use plants in unexpected ways. Basically a catchall for doing tricks with plants if an idea shows up in game. I don't expect it to be very powerful, mostly an RP device and way to work up new powers down the road.

Yes, that's a rookie mistake right there :D

M&M has a built-in mechanic for "one-time" uses of a thematic powerset: that's Power Stunting through Extra Effort.
It is pretty much impossible to cover every possible application of a power, so this mechanic allows you to create new Alternate Effects on the spot (using the same array of pp) using a Hero Point (or, if you don't want to spend it, by being fatigued the next round). This perfectly represents the character going out of his comfort zone to expand his powers.

Say you have a character with Teleport. He's not really a fighter, but you want to represent the fact that he teleport-spammed around the battlefield and punched every enemy once. You Power Stunt a "Damage (extra: area)" effect out of the power points he spent in Teleport. You pay it by either being Fatigued or by spending a Hero Point. It works, it's a great game mechanic.

The Variable structure is meant mostly for thematic shapeshifters or mimics - also, you can't put a Variable into an array, which means you'd have an array of Plant-based powers and then a Plant-based Variable - basically paying twice for more or less the same powers.

psionichamster:
Uh... your sheet isn't very clear, but there's one thing I notice: you have Fighting score of 7, 5 ranks in Close Combat (unarmed) and 6 ranks of the Close Combat advantage. That's a total of +18 to hit unarmed. I don't think you're really going for that, it's out of Power Level.

Guys, if you find any part of the system unclear, please, just ask. Character creation can be intimidating and certain assuptions can lead to a poorly put together character.

For example, Hero Points. They are common currency in an M&M game, not treasure to be hoarded and kept for special occasions.
In any given combat there's usually at least 1 HP either spent or gained every round. In big boss fights, it's expected for players to spend a couple HP each. It's a resource, like spell slots of hp in Pathfinder.

That's what Complications are for. Put together a nice list of complications and HP will be raining on you.

Silver Crusade

Inazo travelled the world studying the different bending forms and the cultures that they protected. During his studies he learned about the power of chi and how it interacted with the body and bending. While studying in the Southern Water tribe he discovered that by rapidly striking points where chi was focused in the body he could immobilize an opponent. He has just recently finished studying in the Earth Kingdom and now wonders what he will do with is newfound power. He has contacted his former instructors for guidance, but has so far not received any response.

Appearance: Inazo has a shaved head and a closely cropped and pointed beard. He wears Air Nomad clothing in the colors of the Southern Water tribe which exposes one shoulder and both arms, lacks shoes, and typically wears a paddy hat in the fashion of the Earth Kingdom.

Personality: Inazo is personable, and loves to talk with people who can teach him something new. He seeks peacful solutions to problems, but revels in the chance to demonstrate his martial prowess, a fact that he is slightly ashamed of. He does not have the inferiority complex that some non-benders develop and instead looks at benders as equals.

Sczarni

Hmm. My bad. I thought PL*2 was the skill.limit.

I can modify that easily enough.

General idea is that Talikriktug is an accomplished bender/martial artist who is looking to expand his skills. Making a wider skill base rather than deeper, per se.

Silver Crusade

Crunch:

Spoiler:

Tradeoffs: Inazo is not a ranged fighter and has to close the gap before he can engage.

Abilities: Strength 3, Stamina 2, Agility 3, Dexterity 3, Fight 10, Intelligence 1, Awareness 3, Presence 3 (pp 56)

Powers: Affliction 7 I. Dazed II. Prone III. Paralyzed Extras=Cumulative 7; Nullify 7 Extras= Alternate Save, Effortless 7; Movement Safefall; Leaping 1 (pp 31)

Advantages: Agile Feint, Chokehold, Close Attack, Connected, Defensive Roll 4, Diehard, Endurance, Evasion, Fast Grab, Improved Crit 2, Improved Hold, Improved Initiative 1, Improved Smash, Instant-up, Move-by-Action, Redirect, Takedown 2, Trance, Uncanny Dodge, Weapon Break (pp25)

Skills: Acrobatics 7, Athletics 7, Close Combat-unarmed 3, Expertise-Geography 8-Anatomy 4, Insight 4, Persuasion 7, Stealth 6 (pp23)


GM:

Ok, that works fine then. I'll try to get some crunch up. The rules aren't laid out very well, so figuring out what an array is, and spending points on ranks, is a bit confusing.


OK, I think I have him built, he seems decent at most things, but not super powerful at any one thing, which is about what I had expected. I think I got everything right.

One question, on Arrays, if I have an array with 20 pp's and 5 slots that are :

A) 20
B) 5
C) 10
D) 20
E) 5

Can I only have one slot active ever, or is it total 20 pts? So, Just A, Just D, or B/C/E active?

Crunch:

Character name: Darvin Terroh
Concept: Darvin is an enigma wrapped in weirdness, at least when it comes to his bending abilities. Unlike most water benders, he cannot bend pure water. He can only bend plants that are alive and have water in them.

COMPLICATIONS

  • Motivation - Darvin seeks to find out if he's the only one of his type of water bender in the world or not. He feels isolated, and being unique sounds a lot better when you're not the one staring down the barrel of being the only one like yourself in the world.
  • Lazy - Darvin tends to be laid back and hard to motivate unless he has a vested interest in what is going on. Given the choice between working and goofing off, he'll goof off. His personal training he has a vested interest in, so that gets done. But when other people want him to do things, he's a lot less likely to invest energy.
  • Honor - Darvin has some sense of honor. He's not so honor bound he won't take advantage of someone, but he won't hurt certain people. No hurting kids, no stealing from honost folks, no ganging up on people weaker than him. People who have proven they have no sense of honor are, of course, fair game. Something of a ronin's code.

ABILITY SCORES (58 pp)
Strength 2 (4)
Stamina 2 (4)
Agility 6 (12)
Dexterity 3 (6)
Fighting 6 (12)
Intellect 3 (6)
Awareness 5 (10)
Presence 2 (4)
Dodge +6
Parry +6
Will +5
Initative +6

DEFENSE (XX pp)
Dodge (agl) 16 (vulnerable X)
Parry (fgt) 16 (vulnerable X)
Will (awe) 15
Fortitude (sta) +2
Toughness (sta) +2

SKILLS (62 ranks = 31 pp)
Acrobatics +12 (6 ranks + 6 Agility)
Athletic +5 (3 ranks + 2 Strength)
Close Combat (Short Blades) +14 (8 ranks + 6 Fight)
Close COmbat (Unarmed) +10 (4 ranks + 6 Fight)
Expertise:Law +4 (2 ranks + 2 Int)
Expertise:Geography +5 (3 ranks + 2 Int)
Expertise:Medicine +4 (2 ranks + 2 Int)
Expertise:Bending Theory +8 (6 ranks + 2 Int)
Expertise:Politics +3 (1 rank + 2 Int)
Expertise:Science +5 (3 ranks + 2 Int)
Expertise:Streetwise +6 (4 ranks + 2 Int)
Insight +10 (5 ranks + 5 Awareness)
Perception +12 (7 ranks + 5 Awareness)
Stealth +12 (6 ranks + 6 Agility)
Treatment +4 (2 ranks + 2 Int)

ADVANTAGES (8 pp)
Evasion (2 Ranks) +5 Dodge
Favored Environment (Jungles/Woodlands/Swamps)
Fearless
Great Endurance
Jack of all Trades
Quick Draw
Uncanny Dodge

POWERS (33 PP)

Power name (5 pp) [descriptors]
Battleknife [Attack Rank +5] (Extras: none; Flaws: hand-held object)
Sense Tactile (Sense anyone in contact with plants nearby) 7 pp
Sense : Accurate 2pp
Sense : Acute 1pp
Sense : Distance 1pp
Sense : Radius 1pp
Sense : Ranged 1pp
Sense : Extended 1pp

Plantbending array (20 pp array; Extras: Alternate effect 6) (26 pp) [plant, bending]; Flaws: Requires plantlife
Damage 10 (AE: Damage 10 (Extras: area [cone])) 20 pp
Communication Talk/Listen 2 (Area, Selective, Subtle) 7pp
Comprehend Plants 4 PP
Environment (Impede Movement) 4 ranks 8 PP
Move Object 20 (Precise +1 PP, Flaws: Concentration) 20 pp
Protection 8 (Sustained) 8 pp

OFFENSE
Unarmed +10, Close, Damage X
Power +X, Ranged, Affliction (Save; condition, condition, condition) X
A little unsure how to fill this out


Once we have our characters fully built is there a format you would prefer us to post them in(alias, google docs, just in the thread etc.)?


Please keep the questions coming, I had a very long recrutiment time exactly because I knew there would have been a lot of questions about the game system.

psionichamster wrote:
Hmm. My bad. I thought PL*2 was the skill.limit.

That is correct. However, your total offensive Power Level limits your attack bonus and damage combo.

You are Power Level 9. This means that your attack bonus and your Damage must average out at 9.

If you have a Stregth of 3, your Unarmed attack bonus must be +15 or lower (3 and 15 average out at 9). If you have, let's say, a power that allows you to make a ranged bending attack at rank 10, your ranged attack bonus must be +8 or lower (10 and 8 average out at 9).

That's how Power Level works. I hope it's clear.

mdt wrote:

OK, I think I have him built, he seems decent at most things, but not super powerful at any one thing, which is about what I had expected. I think I got everything right.

One question, on Arrays, if I have an array with 20 pp's and 5 slots that are :

A) 20
B) 5
C) 10
D) 20
E) 5

Can I only have one slot active ever, or is it total 20 pts? So, Just A, Just D, or B/C/E active?

Yes, I know, character creations is complicated, but once it's done, the system flaws perfectly in game.

I can help you fill out your sheet, for now it looks good. Thanks for using the template, it makes it easier to look everything up.

About your question: it can be both, depending on how you build the array.

an explanation on Dynamic arrays:
You can make each Alternate Effect Dynamic, by spending 1 extra power point. It's your choice, and not everything in an array must be dynamic.

Let's take your example.

Primary power A (20 pp)
AE: B (5 pp)
AE: C (10 pp)
AE: D (20 pp)
AE: E (5 pp)

This array is entirely NOT dynamic, allows you to have active only 1 effect at time, and costs 24 pp (20 most expensive power + 4 Alternate Effects).

Or, you can do so:

Dynamic Primary power A (20 pp)
DAE: B (5 pp)
DAE: C (10 pp)
DAE: D (20 pp)
DAE: E (5 pp)

This array is entirely dynamic, allows you to have active every combination of effects up to 20 pp at time, and costs 29 pp (20 most expensive power + 4 Alternate Effects, +4 to make each AE dynamic, +1 to make primary power Dynamic). With this, you can have B, C and E active at the same time, but you can also have C and "A at half power" active at the same time (let's say that Primary Power A is "Flight 10": you can have "Flight 5" and C active at the same time).

You can make all powers dynamic, or just some, so in your case you can have:

Primary power A (20 pp)
DAE: B (5 pp)
DAE: C (10 pp)
AE: D (20 pp)
DAE: E (5 pp)

This array is partially dynamic: if you use A or D you can't have them at half power to use something else, but you can use B, C and E together. It costs 27 pp (20 most expensive power, +4 alternate effects, +3 for AEs you wish to make dynamic).

Vaan Arco wrote:
Once we have our characters fully built is there a format you would prefer us to post them in(alias, google docs, just in the thread etc.)?

for a submission, you don't need a complete sheet. If you still wish to do so, you can use the Template I provided (if there's something you don't know how to fill out, don't worry) and post it under a spoiler in the thread.

Once you get selected, you'll make a new alias and have the character sheet in said alias's profile.

Jon 164 wrote:
***Inazo***

Looks good. You may want to get a rank in Speed or a second rank in Leaping, since slow melee fighters have a hard time.


Ok, so a lot like Champions Hero system then, Multipower.

Ok, so, if all my powers are Non-Dynamic, I could do the following :

Array : 20
A) 10
B) 20
C) 5
D) 20
E) 10

All of the following combinations are valid :

A
B
C
D
E
A/C
A/E
C/E

If I ever pay the extra points to make, say B, Dynamic, then the following would be valid :

A, B, C, D, E, A/B(10), A/C, A/E, B(15)/C, B(10)/E, C/E


I BELIEVE I've done this all correctly. Please let me know if I have misunderstood how the powers or equipment works.

Jin Liang:

Concept: Jin is a non-bender who is out to prove that he is the match of any bender.

COMPLICATIONS
Recognition - Jin is out to prove his skills. To show he isn't inferior to anyone. He isn't necessarily concerned with getting recognition from large number of people. Just so long as he can force the bender in question to admit Jin is an equal if not better he's happy.
Temper - Jin isn't exactly the most cool headed person from the get go, but he especially hates his skills being slighted. Anyone who says he is inferior to a ender is picking a fight in Jin's mind and Jin is more than willing to oblige.
Responsibility - Jin was booted from the military but he still feels an obligation to protect people. It is for this and this alone that Jin is able to put aside his other feelings and goals in order to accomplish something. Once the people are safe though, it's back on.

ABILITY SCORES (48 pp)
Strength 3 (6)
Stamina 3 (6)
Agility 4 (8)
Dexterity 2 (4)
Fighting 5 (10)
Intellect 2 (4)
Awareness 3 (6)
Presence 2 (4)

Initative +4(12 with Improved Initiative)

DEFENSE (8 pp)
Dodge 4/9 (4 AGL, Dodge 2)
Fortitude 5 (2 ranks, 3 STA)
Parry 9 (4 ranks, 5 FGT)
Toughness 3/6 (3 STA, Defensive Roll 3)
Will 5 (2 ranks, 3 AWE)

OFFENSE
MELEE(Spear)- 15 ATT, 3 DMG, 7 penetrating
MELEE(Unarmed)- 15 ATT, 3 DMG
RANGED(rocks etc.)- 11 ATT, 2 DMG
RANGED(Dagger)- 11 ATT, 3 DMG
RANGED(Spear)- 11 ATT, 3 DMG, 7 penetrating

SKILLS (76 ranks = 38 pp)
Acrobatics +13 (9 ranks + 4 Agility)
Athletic +12 (9 ranks + 3 Strength)
Close Combat (Spear) +15 (10 ranks + 5 Fight)
Close COmbat (Unarmed) +15 (10 ranks + 5 Fight)
Expertise:Soldier +6 (4 ranks + 2 Int)
Insight +11 (8 ranks + 3 Awareness)
Intimidation 8 (6 ranks + 2 PRE)
Investigation 6 (4 ranks + 2 Int)
Perception +12 (9 ranks + 3 Awareness)
Stealth +11 (7 ranks + 4 Agility)

ADVANTAGES (30 pp)
Animal Empathy
Defensive Roll (3 ranks)
Evasion (2 Ranks) +5 Dodge
Extraordinary Effort
Improved Crtical-Spears (2 Ranks)
Improved Initiative (2 ranks)
Instant Up
Move-by Action
Power Attack
Quick Draw
Ranged Attack (9 ranks)
Throwing Mastery (2 ranks)
Tracking
Uncanny Dodge
Equipment (3 ranks)

POWERS (10 PP)
Speed(Movement) Free; Personal; Sustained; 2 ranks; 2PP
Movement(Movement) Free; Personal; Sustained; 6PP
-Sure-Footed 3 ranks

Senses(Sensory) None; Personal; Permanent; 2PP
Acute: Sight 1 rank
Distance Sense 1 rank

EQUIPMENT(15 points from advantage)
Spear(13) 17-20 crit(Imp. crit 2, Dangerous 1)
-Strength-based Damage 3(Piercing)
Dangerous 1
Reach(5ft)
Penetrating 7
Smashing

Dagger(2)
-Strength-based Damage 2(Piercing)


Feeling very uninspired with the powerset I've assembled. It's an array using deflect and move object with various extras (Burst, Damaging, Increased Mass) but it's all just so-so to me.
Most of his points went into his abilities to show what I'd imagine was years of traveling and mercenary work.

Any ideas on how to build interesting air bending powers that fit within his theme (the Han Solo-type that focuses on raw strength as opposed to finesse)? I feel like these are a bit lackluster.


Someone who is an air bender who goes pure strength should probably have a tornado (Vertical Cone), a Vortex (Horizontal Cone) and an air tube (basically a tube of air, affect line). All powerful. Basically heavy power but low versatility. Only usable in a situation where there's multiple enemies and no worry about damage.


@Echos Myron

You could also use your wind powers to create a semi-vacuum to use the suffocation power. Not the most "heroic" of powers, but a good way to incapacitate people.

You could also use your wind powers to grant yourself a speed boost for a slam attack or something.


@Airon87, still interested. I will have to flesh the build out from home tonight. I changed jobs on friday so been a little busy. Seems I can't get to the Hero SRD or any of the stuff from work.


*=*=*=*=*=*
Ok, everyone, 72 hours left until recruitment closes!
*=*=*=*=*=*

Here’s a list of complete applications

Taliriktug – water-bending warrior (psionichamster)
Darvin Terroh – Swamp-dwelling plant-bender (mdt)
Kalden - rough and roguish air-bender (Echos Myron)
Mei Hon – delicate noble-born sand-bender (Zain Ashvale)
Ju-Long Bei – a Mountain of an Earth-Bender (Ashe)
Jin-Liang – spear-fighter from the Earth Kingdom (chrono17)
Atka – Spirit-channeler from the Water Tribe (Catman123456)
Inazo – cosmopolitan chi-blocking samurai (Jon 164)

To all those who have troubles with the powers and characters creation: don’t worry. I make my selection on Personality, Background and writing skills. The build preview is mostly to understand what to expect. If you get selected, I will help you make a fun and functional sheet.

Now on to the individual questions:

mdt:
Actually, no. If all of your powers are non-dynamic, you can only have one power active at the time, regardless of how much they cost individually. In your example, if you only have C active, you “waste” the 15 points.
However (and I realize this may not be obvious), nothing stops you from adding powers to C until you get to 20. In your case, absolutely nothing stops you from having, for example Communication + Comprehend as a single Alternate Effect. An AE isn’t limited to one power, is only limited by the power points.

You can have something like this:

Flight 10 (20 pp; Extra: AE)
AE: Speed 10 + Leaping 10 (20 pp)

=====

chrono17:
Your sheet is mostly fine, but there’s one problem: the Equipment.
You got how it works right, unfortunately Equipment only covers mundane weapons. A spear you can buy as Equipment is something like this

Str based damage 3 (piercing; reach, improved critical) - 5 equipment point

Your spear (with 3 ranks of Improved Critical and Penetrating 7) is most likely a powerful, almost legendary weapon, perhaps forged with star-metal or something. It is the equivalent of, say, a +2 keen spear in Pathfinder: it needs to be bought as a Device (that is, a Power with the Easily Removable flaw).

If you look at this page under the box labeled “Under the Hood: Devices vs. Equipment” you can see the following:

Quote:

A sword or other mundane melee weapon. Equipment.

A magical sword able to slice through tank armor. Device.

A spear with those qualities definitely belongs with tank-slicing swords. The dagger, on the other hand, is very mundane and thus can be bought as Equipment.

=====

Echos Myron:
As I said above, don’t worry too much about the power details now. Although out of the top of my head I thought of a Nova Blast – an Area Effect blasting in all directions away from you.


This setting sounds amazing. I'm a huge fan of the avatar series, borderline fanatic. Unfortunately I am unfamiliar with the system, but for an avatar setting I intend to start reading and submit a character.

Edit: What do you think of the existence of combustion bending, possibly as a high level fire bending technique?


CampinCarl9127 wrote:

This setting sounds amazing. I'm a huge fan of the avatar series, borderline fanatic. Unfortunately I am unfamiliar with the system, but for an avatar setting I intend to start reading and submit a character.

Edit: What do you think of the existence of combustion bending, possibly as a high level fire bending technique?

Go for it!

If you have troubles with the game system, I will help you if you're selected. As I said in my previous post, I base my selection mostly on background, personality and writing skills. I can't expect, on a Pathfinder board, to find dozens of players who know M&M perfectly. But I can hope to find people who can create great characters.


Ahh! So for Darvin, any slot that's below the 20, I should add the other small powers to and make it 20. Got it!


Hahahaha!! Sorry about that, definitely didn't intend to create a weapon that powerful. It seems obvious now, but somehow I didn't think about it at the time. I'll drop the Imp. Critical and most of the penetrating, but is any penetrating okay? Would like Penetrating 1 or 2 be broken? I'm having some trouble finding a baseline for that. If it isn't that's fine, it's just more points for other things(may look into some armor).

Sczarni

Take a gander...

Will have a more detailed backstory and personality/complications up when I'm home tomorrow. Just too much typing for phone.


Name: Zanto

Concept: A hot-tempered youth who grew up rebellious with contempt for authority due to his jingoistic father. Uses firebending and combustion bending for high DPS, long ranged attacks.

Backstory:
Zanto was the second-born son of a mild noble house in the fire nation. His mother was an air nomad who died giving birth to him. His father Ikem raised Zanto and his older brother Zakari with harsh discipline, and when old enough rigorous training. He was a fourth generation military man and fully expected both of his sons to follow in his footsteps. Zakari took right to the training and expectations, growing up the perfect soldier: Big, strong, talented, and smart enough to be competent but without asking too many questions. Zanto, on the other hand, grew up much different. He was fairly strong for a kid his age but nothing compared to his brother. Where he excelled was bending, showing great technique and immense power. But his drawbacks were his temper as well as his tendency to challenge authority. The two combined often got him in trouble with his masters, father, and superiors.

Superior - "Zanto, you are learning explicitly how to start a campfire without firebending! Do it again and do it right!"
Zanto - "Why? In what situation would I not be able to firebend but I would have access to mundane fire making equipment?"

The questions were often well meant, but taken the wrong way and Zanto's hot temper quickly turned the situation worse. His father would always tell him, "You're so talented, you wouldn't be such a disappointment if you just did what you were told." As Zanto grew to be a teen his rebellious nature only got worse, and finally he quit his military training programs. When his father learned he disowned Zanto, leaving his clothes and a note outside their house for him to return to. Furious that his father wouldn't even consider other options Zanto fled the fire nation and the chains his family had put on him, finding a ship that he worked on in exchange for passage.

The ship took Zanto to the western air temple, the birthplace of his mother. He wanted to learn more about the other side of himself and decided to live amongst the air nomads until he figured out what to do with himself. The culture there was perfect for him. It both gave him the freedom to pursue his interests as well as an environment and wise old nomads who helped to calm his temper, although he still remained easily roused to anger. One of his favorite activities was sparring with the airbenders there, who took such a different approach to combat than his firebending peers and masters. Firebending was all about striking with as much force as possible with little thought for self defense, but the airbenders were nimble and weaved around his slow, powerful attacks.

This led Zanto to study airbending and it's techniques, his competitive nature wanting to be able to best the quick little nomads. It was during this time that came upon one of the ancient journals of Avatar Yangchen (who was born in the western air temple). As the Avatar she often observed the relationships between different elements, and in one of her notes wrote "...it was the very air that was flammable, the oxygen around us..." Zanto was enthralled by the idea, so instead of creating fire from his own chi he tried superheating the air with his chi in an attempt to light the flammable particles already there. It was a hard process that took many months of hard work with little results. He discovered that while oxygen may be flammable, the kind in the air's structure wasn't well suited for his purpose. He was in his room one day and tried using firebending to excite the particles and change their structure, then quickly met very violent results. His experiment succeeded catastrophically, blowing up half of his room and nearly severing his nose from the resulting debris. Once he got over the shock he smiled and laughed, knowing that he had discovered something much more significant than a trick to fight fast opponents.

The air nomads were mildly excited about his discovery, but also wary of the bending technique's raw destructive power. From the years of Zanto's life spent at the temple they knew he could be a loose cannon but had a good heart, so they decided to focus his energy on a good cause: The Order of the White Lotus. He was introduced to the local Grand Lotus who told him about the ideals of the order. Zanto loved the idea of an organized group that promoted peace and truth, so he jumped at the opportunity to find a calling that sat well with his wild heart.

Personality:
Zanto is hot headed and borderline over-confident due to his natural talent and discovery of combustion bending. He resents any form of rigid authority and finds it difficult to keep himself out of trouble with local law enforcement. But his heart is in the right place, and despite him giving the occasional headache through his anger and stubbornness he would always go out of his way to help somebody in need.

Description:
Picture. An average height young adult (about 20) with an athlete's build. He has fairly short coal-black hair and a close-cropped full beard, and across the bridge of his nose is a large scar that was the result of his first successful combustion bending. His airbending ancestry shows in his eyes. He has a roguish charm about him and a loose smile.

Build preview:
I have only skimmed over the rules of the game so far, but I intend for Zanto to be focused on big, flashy, high damage attacks from about any distance. I'll try to make him somewhat well rounded in other areas as well, but beyond raw damage and some subterfuge I don't think he'll have any specialties. I'll probably need some help in this area.

I always love feedback, and not just from the GM. Please tell me any thoughts and where you think I could improve upon it.

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