
Philo Pharynx |

Okay, here's Corvus. (thanks for the suggestions Arenbecl) Feedback is appreciated.
First, a picture. Yes, that is a big scar on her face.
Corvus - Kitty Koriand'r Wagner - PL 13
Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 3, Intellect 2, Awareness 6, Presence 2
Advantages
Grabbing Finesse, Hide in Plain Sight, Improved Grab, Improved Trip, Ritualist, Uncanny Dodge
Skills
Acrobatics 13 (+19), Athletics 5 (+7), Close Combat: Unarmed 7 (+10), Expertise: Magic 5 (+7), Perception 14 (+20), Ranged Combat: Magic 6 (+12), Stealth 14 (+20)
Powers
Demonic Mutant Physiology
. . Born Out of Time: Immunity 1 (Rare Descriptor: Reality Alteration)
. . Omnidexterous: Feature 1
. . Resilience: Protection 8 (+8 Toughness)
. . Shadow Essence: Concealment 10 (All Senses; Partial)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Wall-Walker: Movement 2 (Wall-crawling 2: full speed)
Magic
. . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Telekinesis: Move Object 14 (400 tons)
. . . . Healing: Healing 8 (Alternate; Persistent, Restorative, Stabilize)
. . . . Illusory Disguise: Morph 2 (Alternate; +20 Deception checks to disguise; Narrow group; Resistible: Will)
. . . . Mental Overload: Cumulative Affliction 14 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 24; Cumulative, Increased Range: ranged; Limited Degree)
. . . . Mystic Bolt: Damage 14 (Alternate; magical, DC 29)
. . . . Telekinetic Binding: Cumulative Affliction 14 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 24; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Source: Resilient material)
Psychic Powers
. . Danger Sense: Senses 1 (Danger Sense: Mental)
. . Empathy: Senses 3 (Acute: Detect Emotion, Detect: Emotion 2: ranged)
. . Mental Communication: Mental Communication 2 (Rapid, Subtle: encrypted)
. . . . Telepathic Trance: Mental Communication 4 (Alternate; Rapid, Subtle: encrypted; Distracting, Feedback)
. . Spatial Awareness: Senses 4 (Accurate: Mental, Radius: Mental, Ranged: Mental)
Teleportation
. . Blink Teleport: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Reaction 3: reaction)
. . Portal Viewing: Remote Sensing 3 (Affects: All Types, Range: 250 feet; Feedback, Noticeable: Head poking through portal)
. . Teleport Awareness: Senses 5 (mental, Acute: Teleport Awareness, Analytical: Teleport Awareness, Awareness: Teleport, Tracking: Teleport Awareness 2: full speed)
. . Teleport: Teleport 9 (2 miles in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
. . . . Portal: Teleport 5 (Alternate; Carry 50 lbs.; Extended: 30 miles in 2 move actions, Portal; Limited to Extended)
Offense
Initiative +6
Grab, +10 (DC Spec 16)
Mental Overload: Cumulative Affliction 14, +12 (DC Will 24)
Mystic Bolt: Damage 14, +3 (DC 29)
Telekinesis: Move Object 14, +12 (DC 24)
Telekinetic Binding: Cumulative Affliction 14, +12 (DC Fort/Will 24)
Throw, +6 (DC 17)
Unarmed, +10 (DC 17)
Complications
- Grandparent Issues: Both Azazel and Trigon have a habit of interfering with their descendants. She doesn't know which of them won, or if they both survived.
- Monstrous: Blue Skin, Solid eyes, Tail, Horns, Facial Scar
- Not of this World: Only knows Earth from parent's descriptions.
- Parent Issues: Her parents won't know her, nor will their friends.
Languages
English
Defense
Dodge 15, Parry 12, Fortitude 10, Toughness 11, Will 16
Power Points
Abilities 60 + Powers 131 + Advantages 5 + Skills 16 (64 ranks) + Defenses 35 = 247
And to update the history:
It was bleak, dark and smelled of brimstone. He was taken for a loop because this was not where he was supposed to be. Scott had been grabbed from behind and he needed to get back... But no matter how many time hes tried to return he still ended up in this place. And yet it felt familiar. It wasn't quite his father's realm, but close to it. But it seemed unstable, with the ground and air shaking violently every few minutes. From miles away, the sounds of a huge battle rang out.
Accepting this was hard when his friends needed him, but when things didn't change he began to focus on finding a way out. So he began to explore. When he found the grey girl, she focused black energy on her hands. "I'm not here to hard you, fraulein. I'm just wondering where I am."
She seemed to accept this, and after looking him over carefully, she nodded. "This is Azarath, or at least partially. I suspect two universe are merging. My father Trigon fights to be master of the combined realm. I want nothing to do with him, but I'm trapped here. He's locked it in stasis at the moment of merging." She didn't seem put off by his appearance, and he accepted her four glowing red eyes.
He smiled sadly, "I suspect it is my father, Azazel, that he fights." He shrugs with that particular form of embarrassment one has when one's relatives are evil immortal megalomaniacs. Raven nods in recognition. "Neither of us wants to be part of the battle, so perhaps we can help each other evade the fighting. Oh, I am Kurt Wagner, also known as Nightcrawler, at your service." "Raven." "Ah, That was my mother's name."
The battle took decades, and the two exiles spent as much time avoiding it as possible. Over time they grew close, and had a child. Kitty Koriand'r Wagner grew to adulthood under the cloud of a war in hell. And the threat of non-existence. None of them knew what would happen when the stasis collapsed and the universes merged. Their parents would have their memories altered to fit the new reality, but what would happen to a child born between seconds?
She learned to use her powers, which were similar to both her parents. They trained her intensively, and they had to fight of the forces from both sides. She grew up quickly in this world. She ended up with some scars, both physical and mental. Her father lost a hand in the fighting, but it barely slowed him down. It wasn't all bad, she loved to hear the stories of both Earths, and their tales of their friends. She knew she was named for two, but from their stories she felt like she knew the X-men and the Titans.
Eventually the fighting ended. From their distant hideout, they never knew who won. They only knew that their time was ending soon. As the stasis dropped, she and mother performed a ritual to try and bring her into the newly merged world.

Rynjin |

I'd be very interested. I started running a M&M game recently because I wanted to branch out from Pathfinder, but I'd love a chance to play in it.
Not sure what his abilities would be. How do you feel about "Copy Mimic" sorts?
Something like he can keep up to three powers that he's seen. At any time he can "discard and draw" (which might be his theme. A name similar to Wild Card or Jack of Spades or something), but only powers he's seeing in action right now. He can keep them indefinitely after that, but can only "remember" three at a time.
Mechanical terms? A whole lotta rank in the Variable effect, and a lot of Martial Arts skill and whatnot to do a sort of "muscle mimicry" thing as well.

Echos Myron |

How about Dr. Stephen Adam Strange, turn-of-the-century archaeologist/explorer/artifact hunter who finds himself displaced in the modern world?
Does not actively practice magic, but instead collects magical artifacts that attune themselves to him due to a mystic arcane bloodline that allows for such connections.
Artifacts include:
The Eye of Agamotto: A smooth rounded gem that, when inserted into the eye socket, grants the ability to see through illusions, the ability to see the whole electromagnetic spectrum, postcognition and a 360 radial view.
Seven Daggers of Megiddo: Seven semi-sentient floating phurba blades that can be used very effectively for combat or, if all seven are used, to trap an opponent in a dimensional pocket.
Harness of Thanagar: A harness that greats flight.
Gauntlet of the ElementsGauntlet that grants elemental control.

Honor Guard |

After posting my first In-Game post on another thread, I realized my character there is a true paragon, and as Superman is essentially the paragon from which all other paragons sprang, I am going to withdraw my submission of Kal-El as a character.
I feel if I am going to maintain an interest in this game, I need to have something more diverse than another paragon. With Philo's Raven/Night Crawler submission, and Echoes Dr. Strange submission I withdraw my Fate/Stark mash up.
I did come up with this rough idea last night at work though, inspired partly by this image: Dark Knight
The rough idea would be: Bruce Wayne, parents murdered in Gotham City as a young man, devotes himself to the pursuit of justice. Using Wayne Industries massive financial backing, travels the world with his Guardian, Alfred Pennyworth, former SAS operative and member of the Howling Commandos. With access to some of Pennyworth's contacts Wayne begins training his mind, his body and his spirit for a war on crime.
In an undisclosed Middle Eastern nation, Wayne & Alfred are taken hostage by a cell of the League of Shadows. Insert Ra's Al Ghul into the scene, during the capture of the heir to Wayne Industries, Bruce is wounded by a piece of shrapnel. Taken to their stronghold, he develops the ARC reactor, and uses it to prevent the shrapnel from entering his heart, while working on both the reactor, and a prototype battle suit powered by that same reactor he escapes, but not before Pennyworth is killed by League of Shadows assassins.
Bruce on his return dismantles Wayne Industries, as it was an arms manufacturer, and works on becoming a philanthropic organization, devoted to using ARC technology to provide clean, cost efficient energy to the world.
So Batman & Stark mashup, with the suit providing some extra omph! to let Bat's play in the JL level, less repulsors and flight, more extra striking power, stealth capabilities and of course utility gadgets! A digital Alfred replaces J.A.R.V.I.S. and finally, money IS a super power!
Thoughts? Comments?

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Phoenix Hunter, This post announced the switchover to Recruiting. Open until the 12th
Rynjin, you are allowed to do your own unique characters, but will stand a better chance of being selected if you at least tie them into Marvel/DC or the Amalgam world history in the post linked above. Odds are even better if you can tie them into characters from both universes/a mashup. for example, with your concept you might tie in Amazo with Taskmaster, or something similar. You definitely do not have to; see Philo's Corvus for an example of an Amalgam inspired hero.
HG, having Bruce-Tony mixes real well with the Demon's Hand(Ra's-Mandarin), which is what I'm going with for Ra's.

Phoenix Hunter |

@ Honor Guard: That picture is Arkham Knight. he's the primary villain in the new Batman Game coming out this year. He is an AI version of Batman.
Cool Idea though, and I always thought that Wayne was an idiot for not producing more tech related enhancements... Though "Shark repellant" was a good oldie!

Philo Pharynx |

@Honor Guard - It's better than how DC makes Batman work in the Justice League. In the real comic he seems to have an intelligence drain aura that makes all of his allies dumber. ;)
I like the Iron Bat. I'd still go with flight, but I'd do it as 2 powers as an alternate. A thruster with the straight-line limitation (I'd say it's worth -2) and perhaps limited usage or recharge time. Then I'd do gliding as an alternate. Throw in swinging and climbing so he only needs to thrust occasionally and you've got movement covered.
And don't forget the utility functions.
But enough about you, let's get back to me.
As for getting Corvus into the heroism, she's been brought up on stories about her parent's heroism. The bond between teammates. The duty to protect the innocent. Yes, she's going to start out naive and idealistic. I expect that she will crash face-first into reality, and it will be glorious.
I'd like her introduction to be at the point where she enters the world. She'll be confused and shocked, and she looks like a demon. If that's not the set-up for misunderstanding, I don't know what is. If it happens in the middle of a superbattle, then who knows what will happen.
Role and tactics. With her portals, she can provide city-scale transport, though she'll be limited to straight-line until she knows places to go. She's a mobile ranged combatant, with both blasts and afflictions. Melee, she's not great but she can deal with agents. she is great at stealth, perception and infiltration.

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:I'd like to throw my hat in, perhaps. Thinking "Blackbird" (Black Canary/Mockingbird) or "Liberty" (Nazi fighting paragon a la Capt America and Golden Age Wonder Woman). Or I might just go for an energy controller of a type not yet proposed.
You are still using modified point buy, yes? Just wondering as I might use Hero Lab to build.
Yes, the modified point buy rules are still in place. The version of Wonder Woman from WW II in this universe called herself Artemis, and was conceived as a Wonder Woman/Hawkeye mashup. Although she returned to Paradise Island, she, or her daughter/sister/whoever, could easily return now, being Amazons and all. She's mentioned in the history notes, but not defined, and up for grabs if you want to run with her or an heirloom.
In any case, yes, toss your hat in. Love to see what you come up with.
Awesome, thanks. Yeah, the "Liberty" concept I had was less specifically "Amazonian" (although that would be fun to play with too and now that you mention it other ideas come forward...) and more that type of "liberty and justice and truth!" sort of hero, thrust into the Bronze rather than Golden Age and having to deal with that. I'll hopefully get a writeup put together this weekend, before your deadline. Thanks!

Rynjin |

Rynjin, you are allowed to do your own unique characters, but will stand a better chance of being selected if you at least tie them into Marvel/DC or the Amalgam world history in the post linked above. Odds are even better if you can tie them into characters from both universes/a mashup. for example, with your concept you might tie in Amazo with Taskmaster, or something similar. You definitely do not have to; see Philo's Corvus for an example of an Amalgam inspired hero.
Considering that if it was "established characters only" I was probably going to go with Taskmaster anyway, sounds good to me. =)

arenbecl |

New and Improved Character List
Jare T.H. Kidd, Negative Kid, Tenfold, Tarragon, Quicky, Blue Spider, Casey Ramsey: Unchanged
Corvus: Outworld Shadow Ninja
Dr Stephen Adam Strange: Artifact Hunter Extrodinaire
Dark Knight: The only possible way batman could be more terrifying
Others I didn't name because of insufficient info

Tenfold |

Well, I realize I threw Tenfold into the ring not realizing how the Amalgam Universe was going to play out. I realize that Tenfold isn't really an appropriate submission to this game. (However, I could say he's an amalgam of Madrox the Multiple Man and some other DC strong guy, if you like his concept enough, Reckless).
Therefore, while I won't formally withdraw him (again, in case Reckless likes him), I think I ought to submit something true to the spirit of the recruitment.
After much thought, I'd like to submit Wingblade. Real name Logan Hall, a Canadian special forces veteran who was selected for the Weapon H program, in which a mysterious alien metal was grafted to his bones. This substance, called "Nth Metal," gave Logan an accelerated healing factor, super strength, protection from the elements and magic, and the ability to fly thanks to metallic wings also made of the stuff and double as vicious weapons.
Logan defected from the Canadian government team, and after joining and being a member of a variety of superhero teams, is invited to be a member of the world's mightiest. He's the best there is at what he does, and what he does is... a little violent.
So if you can't tell, I'm submitting... a mashup of Wolverine and Hawkman!
Stats will be forthcoming.

Honor Guard |

A question for Reckless before I finishing stating up the Extremis Dark Knight suit. For each PL, you have skills listed at 5, 4 or 3 ranks per PP. Something I hadn't considered, does this apply to Combat Skills, specifically Close Combat & Ranged Combat?
Or should I use Enhanced Trait: Close Combat 2 (Limited (-1/R): Unarmed Attacks Only), to keep the 2 ranks per PP ratio for combat skills?
Build coming soon, ironing out the background in my head. Also, is a this rules legal;
Total Net Worth: Variable 1 (Limited: Equipment or Minions Only, Slow)
Like I said, rich is a super power! ;)

Tenfold |

I'm imagining Wolvie's hairdo in feathers now.
However we do have another app talking about using Hawkman. So of course there's only one solution. Thunderdome.
All together now, Two men enter, one man leaves!
I can always switch my character over to the distaff side, and go with a Hawkgirl/X-23 amalgam.

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A question for Reckless before I finishing stating up the Extremis Dark Knight suit. For each PL, you have skills listed at 5, 4 or 3 ranks per PP. Something I hadn't considered, does this apply to Combat Skills, specifically Close Combat & Ranged Combat?
Or should I use Enhanced Trait: Close Combat 2 (Limited (-1/R): Unarmed Attacks Only), to keep the 2 ranks per PP ratio for combat skills?
Build coming soon, ironing out the background in my head. Also, is a this rules legal;
Quote:Total Net Worth: Variable 1 (Limited: Equipment or Minions Only, Slow)Like I said, rich is a super power! ;)
I hadn't considered it too closely either, but given that each Close Combat or Ranged Combat has to be linked to a specific weapon, and that Close Combat: Unarmed only helps with unarmed attacks and not other forms of unarmed combat (such as grappling), and that you still have to comply with power level limits, I won't make any changes to the way things work for skills from my initial outline. Typically lower power rank heroes in a team like this tend to be more skilled fighters anyway.
I like the rich super power.

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Go crazy; do Taskmaster and Plastic Man. Call yourself Silly Putty Man.
Edit: Wait, was I supposed to be helping?

Samnell |

I think I'm going to reconsider on the Doug Ramsey/Cassandra Cain amalgam. Not sure I want to play a vanilla martial artist, even if he's flavored a bit otherwise. Also afraid he might play a bit too much like my ranged/evasion oriented blaster from the other game. And when I tried to distinguish him, I kept coming up with "shadow ninja guy", which someone else is already on top of. :)
Back to the drawing board.

Rynjin |

I will say the main issue with the numbered classifications is they're entirely arbitrary.
I will also say even in the story itself, people in-setting had a hard time classifying anyone definitively.
The main character (Skitter) is classified as a Master 8, Thinker 2. She does not, in fact, actually have any Thinker powers. She's just really damn good at making up plans on the fly, and her Master power gives her a good approximation of a true Thinker's sensory powers.
There's a few others with such classifications, not based on any specific superpower they have, but based on the results they achieve, and their enemies assign classification based on that.
Basially, it's all kind of muddled when it comes to the mental powers (Thinker, Tinker, and Master mostly). But that's good in a way, as it makes sure you're not entirely bound by those classifications.
For example a Tinker who builds human looking android clones of himself that shoots lasers from their eyes might get a Master, Blaster, and potentially Breaker (cloning likely falls here) classification, none of which is correct, but it is a powerful weapon of subterfuge in his arsenal.

Samnell |

Reckless, would you allow the "alternate" as default, solid form is sustained duration option from Insubstantial? Thinking about a living water kind of character. His resting state would be the watery form, person-shaped but made out of regular dihydrogen monoxide. You could stick your hand in him and get wet. But he can consciously make himself look and feel more or less human...if possibly always well-moisturized.

drbuzzard |

Yeah, I'm not exactly sure how one makes the numerical classifications.
Quicky is a brute/mover.
I suppose if we do it in terms of the potential number allowed by PL, then he would be Brute 10, Mover 6 (though considering that speed is not a property limited by PL, it's not really a great measure of that. However the Brute side is accurate as he is maxxed out in strength and durability (sort of).

arenbecl |

I will say the main issue with the numbered classifications is they're entirely arbitrary.
I will also say even in the story itself, people in-setting had a hard time classifying anyone definitively.
The main character (Skitter) is classified as a Master 8, Thinker 2. She does not, in fact, actually have any Thinker powers. She's just really damn good at making up plans on the fly, and her Master power gives her a good approximation of a true Thinker's sensory powers.
There's a few others with such classifications, not based on any specific superpower they have, but based on the results they achieve, and their enemies assign classification based on that.
Basially, it's all kind of muddled when it comes to the mental powers (Thinker, Tinker, and Master mostly). But that's good in a way, as it makes sure you're not entirely bound by those classifications.
For example a Tinker who builds human looking android clones of himself that shoots lasers from their eyes might get a Master, Blaster, and potentially Breaker (cloning likely falls here) classification, none of which is correct, but it is a powerful weapon of subterfuge in his arsenal.
Actually, Taylor is a thinker because of her ability to multitask with millions of controlled entities at once and hear/"see" through them. Also, the reason that the classifications don't have to be based on their powers is because the classifications were originally created by the PRT to help gauge how to deal with a parahuman in the field. For example, when fighting the tinker you mentioned, the PRT squad would have to be aware of the possibility of lasers flying around and duplicates of the main target. The origin of such abilities does not matter as much as the fact that they are there. This is the same reason that Skitter was assigned a 2 in all categories: her versatility allowed her to replicate those abilities with her bugs. The author of worm has a sheet here (Pages 32-38) https://docs.google.com/document/d/1Swjz8BZZNE4bq6lTkHanTK4sJ-K_xVlFudxA16m YjH4/edit?pli=1#heading=h.j83zu0o2t8cs where they give the exact definitions of certain numbers. However, given that PL 12-15 people tend to eclipse worm capes in most areas, I may have to extend or tweak the scale a bit.

arenbecl |

Yeah, I'm not exactly sure how one makes the numerical classifications.
Quicky is a brute/mover.
I suppose if we do it in terms of the potential number allowed by PL, then he would be Brute 10, Mover 6 (though considering that speed is not a property limited by PL, it's not really a great measure of that. However the Brute side is accurate as he is maxxed out in strength and durability (sort of).
Using the M&M power levels would certainly make things easier, but the scale only goes up to 12. I think I will try to stick to the scale as it exists, but even that is not entirely objective. Feedback on any perceived errors is fine. I will put up my rankings soon.

DeathQuaker RPG Superstar 2015 Top 8 |

Okay, after various brainstorm, came up with something a bit different as a possibility (I also realized I was subconsciously stealing the "Liberty" idea from M&M 2nd Ed's Freedom City). Here is a draft:
Sorry for the image quality, I've got M&M3 in demo mode only so I have to save screen shots. Also I just realized the character sheet does not make it clear: the "Fusion Attacks" are an alternate power array (she can do one at a time) and the "Fusion Body" are a linked set of powers (all are always active).
General idea for character history (I know it starts to sound Iron Man-ish at the beginning but it's not). This is not my pithiest writing, just a general gist of what I'm thinking:
I guess it's sort of Carol Danvers meets Ronnie Raymond, with some other bits and pieces from various superhero stories mixed in.
I may also still go back and build more of a low/no-powered agent sort of character as well but this came to me and I wanted to flesh it out.

arenbecl |

Ok, here's my preliminary ratings. This is order of the stats being posted.
Tarragon: Shaker 10+, Mover 5, Tinker 4
Reasoning: Vista and Labyrinth are shakers 9 and 12 respectively, and being able to chuck around kilotons of material pretty much blows both of their powers away, although *SPOILER* vista warping continent sized stretches of land during golden morning */SPOILER* certainly comes close. Mover 5 is because Purity was mover 4 and Tarragon is quite a bit faster. Tinker 4 is for intelligence and tech expertise, roughly on par with Kid Win. I considered giving Tarragon a blaster rating, but I think that shaker better describes what he does.
*not rating extremiac and superman as they have been removed from the running*
Quicky: Brute 10+, Mover 8
Reasoning: HOLY MOTHER OF STATS. This guy... I think we found EMH's team front-liner. Well, let's get on to actual explanations. He can sprint around the globe in 12 hours, so Mover. Ironically, the guy called Quicky has more points in strength than in movement speed :) "Strongy" can easily pick up and throw around a building, and eat conventional tank fire like it's nothing. This guy could beat the crap out of Leviathan in HTH. His defenses have no weak-points either, with a solid 15 in both active and passive defenses.
Spark: Brute 4, Blaster 5/7, Mover 4, Striker 5, Shaker 5, Thinker 2
Reasoning: His jacket and near-superhuman stamina account for his brute rating. If I read his electric absorption right, it makes his magic blast PL 14, which is good enough to hold his own in combat with the rest of the team. His lighting also is the only non single-target ranged attack available to the team, hence shaker. Wire-jumping gives Sparky a mover rating, striker is for the electric punch/healing, and thinker is for his danger sense/electric spying.
Blue Spider: Brute 8, Thinker 4, Mover 3, Blaster 3 Other**
Reasoning: Blue Spider is incredibly strong and fast. Given that Lung is a Brute 4-9, he gives a decent scale for what a brute rating should be. Picking up and throwing tanks is easily a brute 7, but when combined with his regeneration and stamina he easily makes brute 8. His increased intelligence and senses give the thinker rating. He can't quite fly, and flight is generally classified as mover 4. Blaster 3 is for the webbing. While the webs are quite the useful tool, their lack of damaging capabilities made me only give them a rating of 3. **Blue Spider's incredible array of skills and advantages could easily net him a low rating in other powers. However, I didn't include them because it would be tedious to go through and assign ratings, and because I feel I captured his main aspects in his primary ratings.
Corvus: Brute 5, Mover 6, Thinker 4, Blaster 7, Stranger 7, Changer 3
Reasoning: The brute rating is less from his strength, which isn't that impressive, and more from Corvus's regeneration and durability, which are both considerable. Mover 4 is from slow flight and, more importantly, teleportation. Thinker comes from his psychic empathy and boosted senses. Corvus has access to a powerful ranged attack in the form of his magic bolt. Finally, he is a powerful stranger/changer because of his concealment abilities and his ability to assume the forms of others.
Fusion: Brute 5, Blaster 7, Mover 4, Striker 6
Reasoning: Fusion is a blaster on par with Corvus, with the added advantage of being the only member of the team with a Penetrating attack. Fusion can also fly, so I assigned her the standard rating of mover 4. Molecular modification is a really great power. The fact that it is close ranged and concentration duration holds it back a bit, but it can still be used for any number of things, including "swimming" through solid ground.
In conclusion, we have a pretty well-balanced team so far. Tarragon and Quicky are the resident powerhouses, while Corvus is versatile and can hold his own with Tarragon in ranged combat with his mystic bolt. Corvus also should probably be the team "face" and master of social-fu, should it be necessary. On first look, Blue Spider is somewhere between Quicky and Coruvs, a nice mix of beat-your-face-in and utility. Despite being outclassed in terms of stats by Quicky, Blue Spider can hold his own because of his spread of combat advantages. Spark is our best guy for clearing out mooks, with AOE attacks that can handle biological and mechanical opponents with equal ease. Finally, Spark has a hidden gem in the form of his healing. Although Spider, Quicky and Corvus already have healing, that does not mean that an injured NPC we find will. Not to mention that this ability is still quite useful for Fusion and Tarragon. Last but not least, we have Fusion. She is the team's most consistent ranged attacker with her attack affecting incorporeal and impervious targets. Her molecular modification is also an ability with lots of potential, including the "land shark" thing I mentioned earlier. She also possesses a wide array of immunities and her environmental control.

Honor Guard |

Will be interesting to see what you rate the Dark Knight at. Thinking some Mover, some Brute, high Thinker & high Tinker. Build is still being tweaked, how 'gadgety' to make his Extremis suit is giving me pause. Flash Bangs are cool but to make them effective at PL 13 is EXPENSIVE.
I might post the partial build for some help, I am hitting a wall with his armor >.<

Philo Pharynx |

Ok, here's my preliminary ratings. This is order of the stats being posted.
...
Corvus: Brute 5, Mover 6, Thinker 4, Blaster 7, Stranger 7, Changer 3
Reasoning: The brute rating is less from his strength, which isn't that impressive, and more from Corvus's regeneration and durability, which are both considerable. Mover 4 is from slow flight and, more importantly, teleportation. Thinker comes from his psychic empathy and boosted senses. Corvus has access to a powerful ranged attack in the form of his magic bolt. Finally, he is a powerful stranger/changer because of his concealment abilities and his ability to assume the forms of others.
I'm thinking you didn't look at the picture. She's a girl. But other than that, I can agree with this.
Corvus also should probably be the team "face" and master of social-fu, should it be necessary.
She literally has no social skills. Her parents were the only people she ever talked to that weren't trying to eat her face (once again, literally). Everything she knows about the real world is from her parent's stories. The illusion was something they taught her to avoid fighting in Azarath/Hell, but they did also mention it could help her avoid being attacked by mobs here.

arenbecl |

arenbecl wrote:Ok, here's my preliminary ratings. This is order of the stats being posted.
...
Corvus: Brute 5, Mover 6, Thinker 4, Blaster 7, Stranger 7, Changer 3
Reasoning: The brute rating is less from his strength, which isn't that impressive, and more from Corvus's regeneration and durability, which are both considerable. Mover 4 is from slow flight and, more importantly, teleportation. Thinker comes from his psychic empathy and boosted senses. Corvus has access to a powerful ranged attack in the form of his magic bolt. Finally, he is a powerful stranger/changer because of his concealment abilities and his ability to assume the forms of others.
I'm thinking you didn't look at the picture. She's a girl. But other than that, I can agree with this.
arenbecl wrote:Corvus also should probably be the team "face" and master of social-fu, should it be necessary.She literally has no social skills. Her parents were the only people she ever talked to that weren't trying to eat her face (once again, literally). Everything she knows about the real world is from her parent's stories. The illusion was something they taught her to avoid fighting in Azarath/Hell, but they did also mention it could help her avoid being attacked by mobs here.
Oops X) I guess I assumed it was a guy because everybody I know (fictional and real) named Corvus is a guy. I said social-fu because of empathy magic, but I suppose you may be right on that count.

Honor Guard |

Alright, I am working through the last rash of points, sensors, weapon systems and movement are the last three things I want to add to the suit.
I am posting a partial build for suggestions on how to frame those additions;
Dark Knight - PL 13
Strength 6, Stamina 7, Agility 4, Dexterity 4, Fighting 12, Intellect 6, Awareness 4, Presence 4
Advantages
Assessment, Beginner's Luck, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Defensive Attack, Defensive Roll 2, Eidetic Memory, Evasion, Extraordinary Effort, Favored Environment: (Studied & Evaluated Physical Location), Favored Foe: (Studied & Evaluated Individual or Organization), Great Endurance, Hide in Plain Sight, Improved Initiative, Improved Initiative, Inventor, Jack-of-all-trades, Luck 2, Luck 2, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Skill Mastery: Investigation, Skill Mastery: Technology, Startle, Takedown, Teamwork, Ultimate Effort: Technology, Uncanny Dodge, Well-informedSkills
Acrobatics 4 (+8), Athletics 4 (+10), Close Combat: Aiki-jitsu & Jiu-jitsu 6 (+18), Expertise: Advanced Physics & Engineering 1 (+7), Expertise: Business & Finance 1 (+7), Expertise: Computer Engineering & Programming 1 (+7), Expertise: Criminal Organizations & Tactics 1 (+7), Expertise: Psychology & Criminology 1 (+7), Expertise: Small Unit Tactics & Strategy 1 (+7), Expertise: Streetwise & Criminal Culture 1 (+7), Intimidation 9 (+13), Investigation 9 (+15), Perception 7 (+11), Stealth 9 (+13), Technology 5 (+11)Powers
Dark Knight Extremis (Removable)
. . ALFRED Personality Matrix & Encrypted Data Subroutines: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Biologic, Environmental & Toxic Seals: Immunity 7 (Disease, Environmental Condition: Extreme Heat, Environmental Condition: Extreme Cold, Environmental Condition: High Radiation, Poison, Suffocation (All))
. . Khorbium Reinforced Frame & Construction: Density Growth 2 (+2 STR, +2 STA; Density, Innate; Permanent)
. . Nanofiber Musculature & Enhanced Articulation: Enhanced Trait 5 (Advantages: Extraordinary Effort, Great Endurance, Improved Initiative, Skill Mastery, Skill Mastery)
. . Vibranium Alloy Flex Weave Overlay: Protection 4 (+4 Toughness)
Pinnacle of Human Conditioning (Mental & Physical)
. . Aggressive Strikes & Counter Strikes: Strength-based Damage 2 (DC 23; Innate)
. . Analytical Mind & Perfect Reasoning: Senses 8 (Direction Sense, Distance Sense, Postcognition, Rapid: (Vision) 1, Time Sense; Innate; Limited: Postcognition: Requires observable physical evidence [4 ranks only])
. . Assess, Attack & Destroy: Enhanced Trait 2 (Advantages: Defensive Attack, Power Attack; Innate, Reaction: reaction; Limited: Only against Assessed opponent)
. . Exhaustive Research & Tactical Planning: Enhanced Trait 2 (Advantages: Favored Environment: (Studied & Evaluated Physical Location), Favored Foe: (Studied & Evaluated Individual or Organization); Innate, Variable Descriptor 2: broad group - Studied & Evaluated Individual, Organization or Phsical Location; Quirk: Requires One Scene of Insight, Investigation or Perception Checks)
. . Perfect Physical Conditioning & Natural Athleticisim: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Innate)
. . . . Olympic Level Athlete & Gymnast: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour; Innate)
. . Perfect Physical Training & Mental Conditioning: Variable 1 (Action 2: free, Increased Duration: continuous, Innate)
. . Tactical Supremacy & Contingency Planning: Perception Area Enhanced Trait 4 (Advantages: Evasion, Luck 2, Teamwork; Affects Others, Perception Area: DC 14 - (Audio), Innate, Precise)Offense
Initiative +12
Aggressive Strikes & Counter Strikes: Strength-based Damage 2, +18 (DC 23)
Grab, +12 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +12 (DC 21)Languages
English (Native)Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 13/11, Will 13Power Points
Abilities 86 + Powers 63 + Advantages 22 + Skills 15 (60 ranks) + Defenses 22 = 208 of 247 spent (39 remaining)
Thoughts suggestions or advice would be much appreciated.

arenbecl |

...Alright, I am working through the last rash of points, sensors, weapon systems and movement are the last three things I want to add to the suit.
I am posting a partial build for suggestions on how to frame those additions;
** spoiler omitted **
Let's see. You have 39 points remaining, so that means that we can get 1 good power in, or a few weaker ones. To be able to contribute to the team, you either need to be a top-tier hitter in some category, be versatile, or have a unique advantage. I figure that someone in a power suit probably won't be a heavy hitter, and the team already has enough versatile people that too many more will make them somewhat redundant IMO. So, what is the one thing that Bruce Wayne and Tony Stark both have in abundance? Money. In the equipment section, there is an option to "buy" a headquarters with your points. If Reckless is okay with it, I am thinking that you could buy some kind of orbital station with the last few points Ala the watchtower. There is a pre-made option for an orbital satellite in the heroes handbook that costs 20 pts, and comes with a defense system, comms array, living space, teleporter, and other useful features. However, that might cripple you in combat somewhat, with so many points tied up in something of limited use. It needs some practical field application... SATELLITE LASER! If you have ever seen Lex Luthor's ultimate move from Injustice, this would be something like that. It would be something we can use to do damage to really big threats, with a huge attack rating hampered by a long charge-up time and risk of collateral damage. HQs can buy "powers". I couldn't think of a way to simulate the "charge-up" time of an orbital laser using normal flaws. The best way to simulate the "charge-up" time IMO would either be through DM fiat, or to make the power be a "summon" effect of rank 9 that "summons" a giant ball of lasery death. This "minion" would have a fly speed of 14, immunity to life support, and a ridiculously high "energy aura" power rating. This minion would take about 5-10 rounds to get from low-earth orbit to ground level, its energy aura would get one hit of about PL 25 off on a given target, and the last point or so could be spent on a quirk that makes the minion instantly die upon contact with the ground and be unable to take any action other than speeding straight toward the ground. I get that this is a little (alright, a lot) ridiculous, but is the best I could do :) Honestly, I would just ask Reckless if he is okay with letting you trade in your last 19 points for a plot device, but it is always good to have a rules-legal backup.
Edit: Or you could buy an array of weapons, if you wanted something more normal :) I would recommend some kind of weapons array that can hit people with afflictions as well as straight-up dmg (nets, tasers, tranqs, etc)

Honor Guard |

See, I was thinking more subtle, the build as is already brings ALOT of versatility to the team, an innate free action variable pool that can be used for skills & advantages, 2 ranks of Luck, 1 rank of Evasion & 1 rank of Teamwork for any team member on comm with him, Inventor plus Technology that can easily hit DC 46 w/o rolling, guaranteed 56 if spend a hero point. Startle, Acrobatic Feint, Set Up, he can significantly reduce the Dodge/Parry of the big bad contributing to the take down, he has take down to sweep goons. He can make Sherlock level deductions and observations, and for a hero point probably jury rig the team whatever McGuffin we are apt to need.
The base is an interesting idea but at most is 6 points, which equates to 30 ep. More than enough for an orbital station, I was just thinking more utility, less nuke your face off. That's what the heavy hitters are for.
Thanks for the input though, as for versatility, that's what Batman is all about, you are saying I should aim for face beating? I don't feel we're lacking heavy hitters, and I dunno if I have time to go back to the drawing board.

Philo Pharynx |

Well, I'd spend three points to give you some movement options:
Flight pack (Removable)
. . Thruster: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited 2: Straight Line only, Limited: 1 round recharge)
. . . . Bat wings: Flight 4 (Alternate; Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
. . . . Grapple Lines: Movement 1 (Alternate; Swinging)
I'd do Batarangs as short ranged strength based damage.
I'd then do a variable pool for utility. I'd give the pool the limitation 5 uses so that you could only pull so much out at once. This will let you do customized effects or defenses that are based on what you need.

arenbecl |

See, I was thinking more subtle, the build as is already brings ALOT of versatility to the team, an innate free action variable pool that can be used for skills & advantages, 2 ranks of Luck, 1 rank of Evasion & 1 rank of Teamwork for any team member on comm with him, Inventor plus Technology that can easily hit DC 46 w/o rolling, guaranteed 56 if spend a hero point. Startle, Acrobatic Feint, Set Up, he can significantly reduce the Dodge/Parry of the big bad contributing to the take down, he has take down to sweep goons. He can make Sherlock level deductions and observations, and for a hero point probably jury rig the team whatever McGuffin we are apt to need.
The base is an interesting idea but at most is 6 points, which equates to 30 ep. More than enough for an orbital station, I was just thinking more utility, less nuke your face off. That's what the heavy hitters are for.
Thanks for the input though, as for versatility, that's what Batman is all about, you are saying I should aim for face beating? I don't feel we're lacking heavy hitters, and I dunno if I have time to go back to the drawing board.
You make a good point. It looks like you are saying that you are still getting an HQ anyway, which is good. In my mind, the orbital laser wasn't going to be a combat tool that got used often, but instead a trump card that we could play when things got desperate. I never really meant for it to be a "heavy hitting" tool so much as almost a plot device, like something that we have to use to finish off the big bad after we pin him down. But I digress. If you want utility, I still support the idea of a weapons array with a variety of afflictions. A power nullification beam, perhaps?
One more question: How are you hitting 46 DC? It has been a while since I have played M&M, so I am probably missing something. Still, as a character with jury rigging devices as part of his standard plan of attack, Tarragon would love to take some lessons!

Rynjin |

All right, I found what I was looking for.
Going to be Taskmaster/Amazing Man. Working name "Carbon" (a dual play on "Carbon copy" duplicates, and his ability to absorb tough materials).
I'm not entirely sure how to do the absorbing thing in the M&M ruleset, though.
I may change him to something like a "Transmuter" and screw the DC side because I can't think of someone with the ability to turn things into other things.